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Poll: Would you like a system generating endless random quests?
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Would you like a system generating endless random quests?

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Old Nov 30, 2006, 02:34 AM // 02:34   #1
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Default Random quests.

The main basic quest types are:
- Kill target and receive reward.
- Retrieve/gather lost/stolen/required item(s).
- Save/escort NPC(s)/structures/Bundles.
- Protect area/NPC(s)/structures/Interactive objects.
- Information gathering.
- Talk to a series of NPCs.
With that, they could make a system to randomize quests.

Rules:
- You enter a town, and talk to a Xunlai Agent. Choose the 'Find me a Job' option. You receive a 'Bonus quest'.
- People won't be able to choose the one they want, they'll be random.
- They can be abandoned, but if players abandon a Bonus quest, they'll keep getting the same for some time (1..24hours). This is to prevent people skipping quests and going only for the the ones with the rewards they want.
- If players do not like the current random quest they can wait a certain time(1..24 hours), and the quest would be replaced with another..
- Players can take as many quests per day as they want, as long as they make the last one they got. Once they finisht it, the next time they talk to a Xunlai Agent a new one is created.
- Rewards would be given by Xunlai Agents.
- Additionally: Xunlai Agents could have a list of 3..10 quests for players to choose from instead of just 1.
- Additionally: Players that join other players with a Bonus quests could also receive rewards if they help with the quests.
- Additionally: Random quests could be available only after making all other quests in a certain campaign, and the Xunlai Agents would tell you the next quest you can do in the campaign instead of a Random quest until you finish all of them. Giving Xunlai Agents yet another use: Indicating missing quests.

Examples:
- "[Bonus quest] Save 5 Krytan merchants in Nebo Terrace from Glutt Wallop."
- "[Bonus quest] Defeat Jayne Forestlight and bring me his Vera hammer."
- "[Bonus quest] Defeat 20 Shiro'ken Assassins."
- "[Bonus quest] Find 25 Mursaat Tokens from Mursaat in Ice Floe."(Won't count if you buy them, it would count the drops your party members pick only in that area)
- "[Bonus quest] Defend Bathazar's Temple in The Falls from a horde of Trolls."
Etc...

Rewards:
- Each 'piece' would have its separate reward, and the reward for the quest would be the sum of all the rewards of the separate pieces.
For example:
** Defend 10 Level 20 Luxon children (250 gold, 1000 exp) from 3 waves of 6 Level 24 Naga (250, 1500exp) in Maishang Hills (500 exp, 400 Luxon faction points)-> [500 gold, 3000exp, 400 luxon faction].
- Additionally: Random quests generated in outposts with exits to areas with priests and scouts who give bounties could also give small amounts of points for Faction/Reputation/Promotion points.
- Additionally: Some of them could give Tomes and even Lockpicks. But they would be 'rare' bonus quests.

With this:
- People that enjoy questing will be able to keep questing.
- An adequate source of sensible amounts of cash would be added.
- Xunlai Agents would have another nice use.
- It would add another small source for grind points and skills.
- Instead of adding more and more quests, with this system, devs would need to add just more 'pieces', and the system would automatically generate the quests with them.

I made myself random quests in a Neverwinter Nights module in my Aurora toolset times, so I'm positive this can be made.

Last edited by MithranArkanere; Jul 13, 2008 at 09:35 PM // 21:35.. Reason: Suggestion update and preparation for Poll.
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Old Nov 30, 2006, 03:14 AM // 03:14   #2
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/signed

I like it. Oh, and let me add this to an idea from another topic. We could provide greater bonuses to the "deserted" areas of previous chapters in order to repopulate them, so to speak. They should also be hard enough that people will want to join human groups for them. This way everyone is constantly searching the various ignored outposts looking for a high-pay quest before everyone else. Sorry if it is a little off-topic, but I think the ideas would work well together.

Even if the last paragraph I wrote isn't implemented, your idea by itself is rudimentary to implement and would be beneficial; I see no reason it shouldn't be in.


Oh, and I just wanted to throw this in, escort missions suck. It doesn't matter what game it is. They suck twice as much if you are defending slow characters, like a certain group of Vabbi noblemen. Either make these quests rarer than the others or more high paying for our efforts.

Last edited by ArcaneApostle; Nov 30, 2006 at 03:16 AM // 03:16..
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Old Nov 30, 2006, 03:27 AM // 03:27   #3
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Yup, think of thi kind of quest like that 'Lego' game.

Scort (250, 1000) weak npc (750, 2000) 1k gold and 3000 exp.
Kill (100, 500) strong boss (400, 1000) 500 gold 1500 exp.
Kill (100, 500) weak boss (50, 250) 150 gold 750 exp.

See the point?

The more combinations they add, the more different random quest coud be made. The more outpost and explored areas you have, the more 'pieces' you unlock, the more often they offer you those quests, and the more different random quests the system can create. They could make them so you have only once at a time, and you have to make one to make the system generate aonther for you. So you'll hav to go to Outpost XXXX and talk to NPC YYYY. And then look in all outposts again.

Some random quest could send a character from Old Ascalon to the Fire Archipelagos! XD
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Old Nov 30, 2006, 02:53 PM // 14:53   #4
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Sounds like Yoda Stories to me.

But i like it, that way u can "farm" gold by doing quests... sounds fun.

But add it at every chapter plz, i dont like the fact of leaving chacpters behind. A good solution for this would be adding a npc at the Isle of the Nameless that gives you these quests, then u would need to go to a random continent (one you have already beaten), and of course, you can only get one at a time

I think that by doing this it would solve the proplems of "updating" the quests from chapter 1. And it would be a very pleasent way of getting richer and having fun

/signed for beeing a very good idea

Last edited by Gregslot; Nov 30, 2006 at 03:32 PM // 15:32..
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Old Nov 30, 2006, 03:04 PM // 15:04   #5
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I've always been a supporter of this idea ^^ At present the only way to make gold once you've finished all the quests and missions is, directly or indirectly, to kill things, which is classed as farming and continually nerfed. But if Anet gave us a non-farming way of earning gold, I think it would be a great step forward.

The way I've always imagined it is something like this: I'd love to see a 'job' NPC of some sort, who acts as a noticeboard for currently available quests (or jobs, tasks, whatever). I'm thinking a little of Final Fantasy Tactics Advance, where you head to an inn and pick up missions which are sometimes repeatable and crop up several times a game 'year'. Some missions have prerequisites such as particular items earned from other missions, etc. I like the essential principles behind that system and I think overall it would add a lot more replayability to all the chapters.
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Old Nov 30, 2006, 03:27 PM // 15:27   #6
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/signed

I like the idea of a job NPC more, but I also like the idea of random NPCs coming up with quests.

They exclamation point would have to be a different color to distinguish "built-in" quests from random quests. You would probably also have a limit of how many of those you could stack in your quest book at a time, avoid clogging memory & stuff.
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Old Nov 30, 2006, 04:06 PM // 16:06   #7
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Yup. Having to go to all outpost would be annoying.

Instead of that. The NPC that usually gives the 'job' in each outpst would idrect you to go there.

"You are lokking for a job? I've heard <NPC name> at <Outpost name> could se some help..."

All those special NPC would same the same, instead of that <NPC name> that would give you the random quest.
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Old Nov 30, 2006, 04:55 PM // 16:55   #8
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Not to burst your bubbles, but how would you form human groups for a random quest that only you have, unless someone else happens to "randomly" get the exact same one?
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Old Nov 30, 2006, 05:39 PM // 17:39   #9
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Easy, if a party member get a quest, all party member in that party will have the temporary quest notation on their quest logs. If the party disbands, only the original taker of the quest would keep it. Just like in Cooperative Missions, the ones who stay keep the log, the ones who leave lose it.

Experience rewards would be the same for the players. So it would be the same being alone or tagging with others, but you'll have more quest if you tag with others, of course.

Alas, if many players find a random quest in the same outpost, the quest may be the same or just two randomly differente ones, and they could tag along to make them an multiply the rewards (The more human characters join in a random quest the more characters get the same reward)

Once the quest taker set that quest as (complete) other party member will keep the (complete) status even if they leave.

See? Easy to solve.
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Old Nov 30, 2006, 05:46 PM // 17:46   #10
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/signed

As long as these random quests are repeatable. Meaning you can get a quest from NPC #1, complete it, then NPC #1 has a new random quest.

More repeatable quests is really needed. They add a great way to gain exp and gold w/o "farming".
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Old Nov 30, 2006, 06:14 PM // 18:14   #11
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I'm thinking the quests given in a place would change after a set time interval, so people who get there around the same time can get the same quest. Or perhaps implement a system where if one person has a quest everyone gets it. There are numerous solutions.
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Old Nov 30, 2006, 06:19 PM // 18:19   #12
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wow... this is really a great idea
is anyone seen anything wrong about this? i mean, is there any reason why this shoulndt be added? Its not that hard to implement this also O.o

/add now plz
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Old Nov 30, 2006, 07:26 PM // 19:26   #13
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/signed

Nice idea, but will the quest reflect the lvl of the player or the lvl of the map its in?

I cant see much fun being a lvl 20 and killing a weak boss in the ruins of ascalon.

I posted an idea before about having quests granted at battle island based on the number of missions you've completed for any particular campain. This would make the quests available to all players not just those that have beaten the game.
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Old Nov 30, 2006, 08:17 PM // 20:17   #14
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Quote:
Originally Posted by Crom The Pale
/signed

Nice idea, but will the quest reflect the lvl of the player or the lvl of the map its in?

I cant see much fun being a lvl 20 and killing a weak boss in the ruins of ascalon.

I posted an idea before about having quests granted at battle island based on the number of missions you've completed for any particular campain. This would make the quests available to all players not just those that have beaten the game.
Well, of course these they wouldnt assing you to kill a lvl 10 boss at Ascalon. Like MithranArkanere suggested, there were going to be varieties, from retiving a item just a few steps from the outpost from deafeating a a huge mob or a hard boss+mob at Dragon's Gullet
Sure, one of these quests could assign you to kill a lvl 22 boss (considering lvl 22 a low lvl for a boss) at Ascalon, but like Last Day Dawns quest, most of the mobs would be replaced with hierr lvl monsters.

And why only after beating the game?
First of all because you already have plenty of quests during the enroll of the chapter.
And second and most important its because by making them a "high-end" quest, it will assure that the player would have acess to the all the continent he would be assigned.
Lets suppose iv beaten chapter 1 but im still at the beggining of chapter 2. What would be the point of getting a quest that needs that i have acess to the Harvest Temple if i just arrived at Cantha? And also, it wouldnt make any sense according to the storyline. As an exemple: the afflicted only get to the Harvest Temple after the first battle with Shiro. If they only get there after this battle, why would any npc tell me to kill an afflicted at the Harvest Temple at the minute i get to Cantha?
And obviously this not only goes to the Afflicted. This goes to the Titans (yes, you could be assigned to kill some remaining titans), the Kournans, the Margonites, etc etc etc
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Old Nov 30, 2006, 10:32 PM // 22:32   #15
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Ok, i have been thinking about this and doing some research.
According to guildwiki there are 963 bosses at total, and i have counted 106 explorable regions (not counting outposts, towns, small regions like Consulate Docks or Kaineng Docks)
* If you dont like to think or dont like math at all, skip to the "after math" part.
Lets presume 233 of these bosses are from other quests, missions, inside Sorrows and other bosses that wouldnt count at these quests (Shiro heh).
So far we have 630 bosses.
Since some of these bosses are easy prey like the lvl 10 charrs, or some are too close from outposts, also presuming a.net could add some new bosses (to substitute some of the low lvl charrs) and counting on quests that will ask you to kill mobs, or a quantity of a type of monster. We could have about 600 "hunt" type quests.
Now the "scort and protect" type quests. We have 106 explorable regions, counting the possibility that some of these quests would be at the hard difficulty and would require that you crossed 2-3 regions at the same time (most likely at Tyria) also counting that most of them are big enought to compensate the other possible 2 areas and presuming that at least 1-2 npcs would request for help, we might end up with with 190 "escort and protect" type quests.
Now the "retrive/find" quests.
106 regions, lets apply the same math we did at the other ones, we could get about 150 "retrive/find" quests.

Of course, the hardest quests could require that you hunt and retrive/find, or retrive/find and scort/protect or all three of them. Or hunt 2 monsters, retrive 2 itens, scort twice (not likelly, but ok). Talking about hard, these quests shouldnt give the same reward allways, we could separate them by difficulty like MithranArkanere suggested.
Lets separete them into easy, normal, hard and very hard. (Once you accept it you have to complete it in order to get another one)
Easy: Easy "hunt" or "scort/protect" or "retrive/find" quest. Low reward (150 gold 750 XP).With 15% chance of getting it from the NPC.
Normal: Normal quest of any of the 3 possibilities or 2 easy quests at the same region. Normal reward (300 gold 1500XP). With 40% chance of getting it from the NPC.
Hard: Hard quest of any of the 3 possibilities or 2 normal quests at the same region, hardly ever 4 easy quests. Expert reward (750 gold 3000XP). With 30% chance of getting it from the NPC.
Very Hard: 2 Hard quests or 1 hard and 2 normal, or hardly ever 4 normal (easy quests not included). Master Reward (1500 gold 6000 XP). With 15% chance of getting it from the NPC.

As for the possibilities of each normal/hard/very hard combination, i wont count them because it would require a time i simply dont have now. I need to count the number of bosses at each region at each continent, the exact quantity of possible quest at each region and so on... So i will make an easy math

After math

So at the end we came up to this:
Easy quests: 188
Normal quests: 423
Hard quests: 329
Very Hard quests: 141

I'm exhausted now, im going to eat something

edit: for some reason i typed change every time i was supposed to type chance

Last edited by Gregslot; Dec 01, 2006 at 01:13 AM // 01:13..
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Old Dec 01, 2006, 02:19 AM // 02:19   #16
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/signed great idea love to see it happen, but also the quests should match the players level so everyone could do it
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Old Dec 01, 2006, 04:01 PM // 16:01   #17
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/signed

Would finnaly end my PvE boredom when doing nothing.
Quests as they are, are one time and of course after some days you're out of quests to do, and will have to wait months to have something new in the quest log. And a way of having a consistent XP/Cash flow without the need to SOLO FARM or FOW UW FOW UW FOW UW FOW UW, heck, America never has favor when I'm playing.
This idea is simply perfect. P-E-R-F-E-C-T.
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Old Dec 01, 2006, 05:42 PM // 17:42   #18
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The difficulty and randomless of the quests would increase the more outposts you unlock.

And of course would be different difficulties. The difficulty would change mostly depending on contract and objective regions. To save resources, the game would use already existing bosses.

Last edited by MithranArkanere; Dec 01, 2006 at 05:44 PM // 17:44..
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Old Jun 13, 2008, 02:01 AM // 02:01   #19
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/signed

Dood ur idea rox......now i have a reason to play pve........ hope ur idea works and comes as a huge update! GL
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Old Jul 13, 2008, 09:54 PM // 21:54   #20
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Ok, starting this week I'll adda a poll to one of my suggestions that do not have one and would still be a good addition to the current Guild Wars.

This was my first choice.

As Gregslot stated, this would allow a LOT of randoms quests to do, and it would require real time just for the 'base' system.
If GW allows so, the system could be made just to add more 'pieces' instead of more quests.
More pieces added over time would require less effort and could be done easier in spare time of people that have some spare time.

What do you think? Want more once everything's done?
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