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Old May 22, 2006, 12:58 PM // 12:58   #1
Desert Nomad
 
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Default Dynamic Repeatable quest reward system

The repeatable quests for faction points could use some work (and more available quests): New idea for PvE repeatable quests

Rather than have Anet continuously nerf repeatable quests as us players find ways to make our time and gain more valuable (since Factions is a time over skill based game); I feel a new dynamic reward system would work out well. A system that simulates the loot code would work out well I think.

Here's what I suggest:

When a quest is completed, it's amount of reward is lessened but the other quests have their rewards increased. That way, a quest that is over repeated will eventually have it's rewards so low it would not be worth the time and effort untill others are done to increase it again.

Why do this? Simple. To make all the quests more inviting and to offer an alternative solution before Anet goes through and nerfs/breaks/alters the repeatable quests so that the rewards are so poor for the time spent on them that we have more people entering Jade/Aspen and going afk to get faction points.

Simple (very simple) look at numbers: Note, this is hypothetical just to relay the idea.

Quest 1: 400
Quest 2: 400
Quest 3: 400
Quest 4: 400
if they add more
Quest 5: 400
Quest 6: 400

After several hours of play:

Quest 1: 100
Quest 2: 100
Quest 3: 550
Quest 4: 550
if they add more
Quest 5: 550
Quest 6: 550

Input to help the idea grow would be greatly appreciated. If you don't like the idea, please offer another that doesn't work with the PvP side of the game. This is for the PvE gaming quests and making them better so PvP is as Anet said it would be, optional.

Edit: spelling

Last edited by WasAGuest; May 22, 2006 at 01:03 PM // 13:03..
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Old May 24, 2006, 12:39 PM // 12:39   #2
Desert Nomad
 
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Any interest at all? Darn... sounded good to me anyway.
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Old May 24, 2006, 01:40 PM // 13:40   #3
Wilds Pathfinder
 
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Maybe not increase the others, but definitely decrease those the farmer-types have done 100 times.
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Old May 24, 2006, 02:17 PM // 14:17   #4
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I'm not sure if you're suggesting a per-account system or a worldwide system. It'd be better worldwide.

This way each repeatable quest would settle in at a fair reward. A quest that takes a third of the time to complete would pay a third of the faction to everybody.
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Old May 24, 2006, 06:19 PM // 18:19   #5
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Quote:
Originally Posted by SpeedyKQ
I'm not sure if you're suggesting a per-account system or a worldwide system. It'd be better worldwide.

This way each repeatable quest would settle in at a fair reward. A quest that takes a third of the time to complete would pay a third of the faction to everybody.
No he's suggesting account or maybe character based. I think a global one like you said would be way different than what he is trying to do.
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Old May 24, 2006, 07:09 PM // 19:09   #6
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A global one would have the result of major-farmers-screwing-everyone.
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Old May 29, 2006, 01:54 AM // 01:54   #7
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I was suggesting a global one, therefore creating a system where all players would be encouraged to do all the quests.

Farmers that hit one quest over and over and not do the others would only hurt themselves. Everyone else that plays through the quests would therefore get higher rewards as the farmers would have lessened the rewards on themselves.

For example:

Luxon Supply run is farmed to the 1 point (hypothetical) margin. The other quests have their quest rewards raised to encourage players to do them more. Thus, the farmers move on (therefore they stop farming) or go do the other quests and thereby raising them up again.

This would be a gradual change, happening slowly over time. It should take a while for the rewards to change so that players can adapt and opt to take the quest or not.

Any other thoughts?

Quote:
Originally Posted by mqstout
A global one would have the result of major-farmers-screwing-everyone.
How so? The way I suggest would mean the major farmers would only be screwing themselves, as their single farmed resource would be lessened over time. The farmers would have to take on all the quests to keep the balance in rewards over all the quests.
Did I not think of something? Share your thoughts.

Last edited by WasAGuest; May 29, 2006 at 01:56 AM // 01:56..
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Old May 29, 2006, 02:09 AM // 02:09   #8
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It seems like a simple code with a more difficult hacker code to counter it.

Question: what will happen if farmers spread themselves across all quests? Wouldn't it just stay on the average line, thereby giving an unchanged amount of faction, which effectively means that you're almost never going to get anything good or bad? This could potentially screw the farming altogether.
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Old May 29, 2006, 02:06 PM // 14:06   #9
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Quote:
Originally Posted by Terra Xin
It seems like a simple code with a more difficult hacker code to counter it.

Question: what will happen if farmers spread themselves across all quests? Wouldn't it just stay on the average line, thereby giving an unchanged amount of faction, which effectively means that you're almost never going to get anything good or bad? This could potentially screw the farming altogether.
Yes but the idea behind it is to make each quest valuable in it's own.

The idea isn't "about" killing off faction farming, it's about having more a reason to do all the quests. A side effect of it would cause farmers to spread out.

It's also not about making one gain faster or easier; it's giving cause for the players to actually play the game and all it's quests. Currently, players will find the easiest quest and do it over and over and over ignoring the others because it is the easiest and fastest. If that same quest began to lose it's value due to being repeated too often; then the players will move on to another one where the rewards are higher.
A dynamic reward system would keep players doing all of the quests rather than sitting on one.

This way, the players could find groups for all the repeatable quests when they are lfg, rather than just heading to say Academy for "trapper" groups.

If anyone is /not signed; please give reasons why so we can look at possibly adjusting the idea. - brainstorming is good.
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