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Tue Jun 21 13:57:00 EDT 2011
Quote from KittenInMyCerealz
sounds cool.dunno about the color changing thou? would the color return back to normal when you have checked the quest page again? if so, it would be nice ^^
Yes, it would be like how it works when you have unread mail, or attack log entries to check.
Quote from KittenInMyCerealz
also, about the quests-statbar in profile:- could only list total of official quests completed - doing the official quests could be limited to x times per day
Well, each quest is flagged as official/unofficial, so we can programmatically tell the difference . Yes, I think we do need a cap on quests per day, if only to pace people Alternatively, starting a quest could cost a few turns.
After all, turns are supposed to be spent when you perform an action, and starting a quest falls into that category. I'm not too bothered about this at the moment though. It's free atm.
Quote from KittenInMyCerealz
and player made quests: - i dont see why there needs to be a limit on number of quests done in a day, even for the same quest. players can already make it so that the quest can only be completed once in a lifetime/day/week/month, wont they?(except when the scrapper npc comes to play, with a infinite times repeatable quest which gives high lvl items and mission is "kill 1 lvl 10 npc") (this can anyways be avoided if the quests have "cla**es", and a too high reward can restricted for an easy quest)
You raise a fair point about that - they could just make 20 non-repeatable quests, rather than you repeating one quest 20 times .
Quote from KittenInMyCerealz
ALSOWhether or not to scale/nullify some or all rewards if the player is a significantly higher level than the quest was intended for.i dont see any reason to limit this one in any way How many active quests a player may have simultaneously (5-10). imo 5 is enough. you can cancel the quests you dont wanna complete simply from the quests-tab, right?and the "quests you have completed" will be on a different page, right?
Yes, you can cancel them. There are a few things to work out about cancelling quests:
#1. If you've acquired quest items as part of the quest, they should probably be take from you, or you'll have an unfair advantage when you restart it.
#2. Perhaps you should have to wait a few minutes before you can restart a quest, just to deter you from doing it too often. This isn't a huge issue, just something that popped into my head as I was replying to your post
Invisible War ][
Edited 9 time(s). Last edited by Cyberkilla @ Tue Jun 21 14:41:28 EDT 2011
Fri Nov 2 9:53:13 EDT 2012
Are we okay if I just do a reward system like this, for custom quests:
Each quest is awarded a number of "points" which the creator is free to distribute between the various reward types (exp, credits, turns?, etc.). These "points" are calculated automatically, based upon the perceived difficulty of the quest.
In other words, a quest where you have to kill 10,000 rats will pay out more than one where you only have to kill 10. There'd be an upper limit though, because I suspect it'd get out of control
The trouble lies with FedEx quests, where you have to deliver items, or return items to the Quest NPC. Those are harder to gauge automatically. Consider that the package you were delivering might be hidden behind 10 Boss NPCs, or only a few tiles away from your current position... How could I possibly know that?
So in the case of those, we might have a problem. I could set it up so that I can manually grant some additional "points" to the creator, upon request.
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Alternatively....... We could have a team of players which test quests and submit a difficulty rating that can be reasonably trusted. The system can then decide automatically to grant the user some extra "reward" points. It does seem to me like a quest's difficulty is best gauged by actually completing it.
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Then....... We might have the problem where a quest was difficult, but something in the game changed (or the quest was changed) and it suddenly became a lot easier. In these cases, we might have quests that payout more than they should.
Thoughts?
Invisible War ][
Sat Nov 3 12:27:25 EDT 2012
I would be willing to be a judge to determine how difficult the quests are. I think a big determaning factor will simply be how long it takes to complete the quest.
Wed Apr 3 23:01:39 EDT 2013
Dis post was made 2 years ago, and you show that you have nearly half of it done... I think you see where I'm going with this. I'll keep my faith up tho CK, cuz I lub you.
Sun Sep 28 13:10:42 EDT 2014
I honestly can't understand why I've taken so long with this one.
I've updated the first post with current status.
Invisible War ][
Sat Oct 4 10:22:50 EDT 2014
I'm currently finishing off the rewards page. This is what I've came up with. Feel free to post your opinions of it:
- All quests have an automatically calculated difficulty rating, based on the number of tasks, etc.
- Custom quests will award: Credits, Experience, Turns, and Quest Points.
- You may specify how much of a percentage of the reward is given from each.
- Direct item rewards:
- Quests may give up to 3 Poor Quality items, which must be Bind on Pickup or "Quest Item".
- Quests of MODERATE difficulty may give 1 Common quality item, which must be Bind on Pickup.
- Quests of HARD difficulty may give 1 Common or Uncommon quality item, which must be Bind on Pickup.
- Reward vouchers:
- Quests of HARD difficulty may give 1 reward voucher for an item of Poor, Common, Uncommon, or Rare quality.
- Quest Points (QP): earned by questing, used to buy quest-related stuff from the prize store.
- Quest Reward Vouchers: earned by questing, can be redeemed (with QP) for prizes.
Invisible War ][
Edited 2 time(s). Last edited by Cyberkilla @ Sat Oct 4 10:46:23 EDT 2014