Quote:
Originally Posted by dontkillme
Super love it. more quests, xp, storyline, items... all good!
Even if only 1 of these was added at a time or only ever 1, any addition to content will be appreciated.
|
The issue is balance at this point. It's good from the player perspective because we get more stuff, but Glitch likes having scarcity being a thing for lowbies and high level players alike. These quests would have to be something else to do, but over all not profit the player any more or less than farming mobs would. This would have to mean that it would profit you in /other/ ways.
(QUEST) Such as quests to gather and turn in X amount of T(y) resource (You MUST gather in order for it to count, pre gathered mats would not count) would give exp in resourcefulness under whatever skill was used or whatever skill is active.
(ACTION) The commerce idea I had earlier would have resources that were useless for all things other than commerce and grant extra adventure exp and whatnot.
(QUEST) Training your skills with a specific type of weapon to diversify your combat styles would reward exp in that area and some gold. To add to the last one, we could have certain monsters weak to only one type of damage that you could add quests for. Due to the nature of classes and builds, you could select something in this quest type related to melee, range, or magic, but you would be given a random type of weapon to use in order to damage said monster (For bows you have to either get crits, trishots, or flame/poison to proc as one of your options. That would obviously make it more difficult for bowmen to do things compared to other classes, so it may just be "mobs that can only be killed by special procs and not basic attacks".)
(QUEST) You could have some kind of magic skill related thing, like hypnotize the town drunkard with blue magic to get him to sober up and stop harassing citizens. (requires (X) level blue >or< grey magic to complete, or not having that level makes you less and less likely to complete it successfully based on how far you are from that level)
(ACTION) You could also sit down at the church and heal injured adventurers (This could have a variable for every time a player dies, and there are more injured adventurers the more people have died recently. There could be base level injured if no one has died recently, but they would require lower level white/green magic and would not be as rewarding. Higher level deaths = higher level heals required = higher rewards. NOTE: The actual player is not required to be at the town, his death simply adds to the wounded count.)
(QUEST) As for death magic, you could probably have a menial extermination of rats or something near town (this would look akin to the hunting minigame, but with many vermin and a time limit, short CD on magical blasts, and basically is something like "Higher Red/Black magic = faster CD = more vermin killed = better rewards".
(ACTION) Learning...Perhaps we could have Glitch write us some books that we could read and have random questions quizzing us on what was written? Or maybe we could get some community involvement. Spend some time reading a book, once you get to the end you are automatically asked a few questions about said book and get learning exp based on what questions you answered right and how many you got right.
(ACTION) Social exp would likely involve something like doing math for taxes on incoming goods (This would crossover with the commerce quests based on how many are done.), and every time you got the tax correct on any load of goods brought in or through the town you would gain some social exp. (Players participating in the commerce quests are unaffected by the tax do-ers work, nor are they actually going to be taxed gold/items for passing through a town.)
If no actual player has recently brought goods through the town, then a base level commerce action would be offered.
Things that I labeled as (ACTION) are things that are repeatable on a smallish cooldown, everything with (QUEST) as a label are daily, and can only be done once. The EXP/Gold rewards for each would have to be balanced per type (A/Q) and the difficulty that they all are, but this would give players a way to earn exp/gold in their preferred areas based on alternate actions. One still has to fight to level up and lower the "YOU ARE TOO LOW LEVELED" Exp debuff, but these provide options to gain exp instead of money from resourcing, and would add variety to the gameplay.