Aug 27, 2006, 07:16 AM // 07:16
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#1
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Ways to make player replay Missions
Mission Area Revisit.
The Co-Op Missions are game’s most well crafted area, fill with max impact of scripted monster and events that design to ensure the maximum enjoyment to player. (well… in theory that is how they should be…) Its not a new topic, and there are few threads on it already, but just like to bring it up. There should be ways to attract player back to replay those Missions.
Benefit might include better community, keep the mission area fill, with someone already there to readily do the mission, not to waste a big majority of PvE content, and get player off farming for while.
Some suggestions include:
Repeating Rewards:
Will give out rewards (gold or additional exp points) upon completions of a mission. This is repeatable, so you can get this reward as many time as you want.
This may not apply to all missions (as some are just too easily run) and reward will vary on the missions and its difficulties. A Pro Farmer probably would be better off farming, but this offers the more co-op builds (like a healing non-55 monk) to still have a chance to make few gold while helping out others. Also might add a time-restriction, in which you would only get this reward on mission completions once a day to avoid too much repeats.
Recognitions:
Few people have a fatale attract to such a thing, which is to have your name be the highest on a board. For missions, have a board/high score chart where you could have you name added to the top mission finisher of the day. The score will be sum up of all the score you finish with your team of that mission that day. The score again will be depended to which mission it is, but would usually be factor of time finish, mob killed, team survive rate, and 2ndary completion, etc.
More 2ndary Quest:
This one is harder to add, especially to the existing missions. But could use for future missions. The idea is to have more than one secondary objective. This added the chance for player to replay the missions to finish up those un-finish objectives.
Desirable Goods in Mission:
Things like skill caps, rare drops, passage to town, etc that could only be found in the mission (most likely toward the end), which would get player want to replay it again.
Interesting Content:
If the content in the mission is interesting enough, like a splitting decisions that would effect the mission ending, interesting and challenging boss battle, good story and cinematic, well scripted events, hidden secrets, etc, it would attract some player to replay them just for the fun of it.
Well, that is all I have for now... any other suggestions on this topic?
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Aug 27, 2006, 09:21 AM // 09:21
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#2
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Krytan Explorer
Join Date: Oct 2005
Location: Nova Scotia
Guild: #Dismantle
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well one of the biggest complaints for 16 man missions is that you get saddled with a hench team, and something to keep people coming back might be a good idea...
i don't think this is necessary for all missions.
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Aug 27, 2006, 01:48 PM // 13:48
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#3
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Desert Nomad
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Good ideas. The only one I would alter is the reward for drops. Instead of item hunting within the missions, perhaps one of the following:
1) Upon completion of a secondary goal within the mission, players are given a "token" or credit as a form of payment. These tokens or credits are then saved up and can eventually be turned in for various "unique" looking weapons, shields or even armor. These items can not be purchased elsewhere, are untradable and different missions have different "looks" to them.
2) Use the system we have now in the Tombs. End boss drops a random "green", 100% of the time for a random number of people. Not a favorite system of mine, but it seems to keep people heading back to tombs, so it seems popular.
Another thing I would offer up in a change is the way the dual team missions are done. Instant failure due to the other team needs to be re-worked. The teams should be seperate, yet work together to solve a goal. I can't give any specifics due to it being missions specific, but imagine Unwaking Waters in this format:
Team one, Kurzick or Luxon is spawned near our dragon friend (who's name I have forgotten to spell). Their task is to tie her up and distract her while team two is tasked with fighting towards the temple gates. Once the gates are open, our dragon friend rushes there and the teams double up on her.
If Team one fails to distract her, wipes or whatever, the dragon moves to intercept Team two and makes it harder on them. If Team two wipes, the Team one must work thier way back to where Team two works their way to the temple.
Another flaw in the missions that needs to be fixed is the ability to drop out. Too many times I've seen (in the two team missions especially) people get a group, join in, see the other team has henchies and they drop. Once in, the players should be locked in for the mission. They obviously had intentions to do the mission, so they should be held to it. If they want to close the client and drop that way, or err 7 themselves, nothing we can do. But thier character should be "locked" into the mission untill the rest are done. This makes PuGs in these missions even worse and less inviting cause fools do this too often. Locking their character for the duration of the mission will solve this.
I've finished VSquare with one guildie and rest henchies on local where the forgeign came in with a level 4 ranger who wanted to stay dead so he wouldn't get exp and a wammo plus henchies. Shocked as I was, we finished VSquare with expert (not masters, but considering).
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Aug 27, 2006, 02:23 PM // 14:23
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#4
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Lion's Arch Merchant
Join Date: Apr 2006
Location: Brazil
Guild: dTe - Do The Evolution
Profession: N/Mo
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Quote:
Originally Posted by WasAGuest
Good ideas. The only one I would alter is the reward for drops. Instead of item hunting within the missions, perhaps one of the following:
1) Upon completion of a secondary goal within the mission, players are given a "token" or credit as a form of payment. These tokens or credits are then saved up and can eventually be turned in for various "unique" looking weapons, shields or even armor. These items can not be purchased elsewhere, are untradable and different missions have different "looks" to them.
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I liked this one a lot!!!
Like a credit system right?! You kinda complete the mission and go somewhere to collect 1 "token" customized to the character you are playing...get 10 tokens and trade for a CUSTOMIZED weapon, 100 a better one, and 1000 a UBER one. The variety could go for all classes and the skins would be unique (like Urgoz longbow) and yes, i gotta stick whith the CUSTOMIZED idea, this would make the reward actualy means a realy reward... beeing able to sell these items would just make them pointless.
Latter.
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Aug 27, 2006, 06:58 PM // 18:58
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#5
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Woodland Realm
Profession: Mo/N
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I like the recognition idea the most...
I came up with that when I was with a PUG that did Unwaking Waters in 6 minutes. That had to be a record.
Also I like the token idea too. Save them up but can't sell them cause they're customized. Only to be able to use them for a customized weapon.
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Aug 27, 2006, 07:17 PM // 19:17
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#6
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Desert Nomad
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Quote:
Originally Posted by Scavenger Rage
I liked this one a lot!!!
Like a credit system right?! You kinda complete the mission and go somewhere to collect 1 "token" customized to the character you are playing...get 10 tokens and trade for a CUSTOMIZED weapon, 100 a better one, and 1000 a UBER one. The variety could go for all classes and the skins would be unique (like Urgoz longbow) and yes, i gotta stick whith the CUSTOMIZED idea, this would make the reward actualy means a realy reward... beeing able to sell these items would just make them pointless.
Latter.
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Yea, sorta like a credit system, more like a reward system with payout in a unique mission/quest enviroment.
It also semi covers the recognition and better rewards at the same time. Seeing a player wielding a weapon customized and unique to that zone/mission/quest shows that he/she probably knows a good way to solve the "quest".
Yea, the items must be customized else it just becomes another farm yard and defeats the purpose of playing the missions several times through.
More of this idea in variable eviroments can be found at the new sticky in this forum. here
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Aug 27, 2006, 07:26 PM // 19:26
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#7
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Love the token idea WasAGuest...
wasn't he also a write who wrote them books about that Ring... with the girl coming out of video and all....
Maybe can trade 10 Token for one skill point, and such. But do you think should add a time restriction? ie, where you are only rewarded for doing a mission a day (or in few hours), and repeating that mission within the time will yield no reward. (but you can still do other missions once, in that time limit)
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Aug 27, 2006, 07:47 PM // 19:47
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#8
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Jungle Guide
Join Date: Jan 2006
Guild: void
Profession: Mo/
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/sign for the token idea.
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Aug 27, 2006, 08:30 PM // 20:30
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#9
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Ascalonian Squire
Join Date: Aug 2006
Location: U.S.
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Quote:
Originally Posted by Scavenger Rage
I liked this one a lot!!!
Like a credit system right?! You kinda complete the mission and go somewhere to collect 1 "token" customized to the character you are playing...get 10 tokens and trade for a CUSTOMIZED weapon, 100 a better one, and 1000 a UBER one. The variety could go for all classes and the skins would be unique (like Urgoz longbow) and yes, i gotta stick whith the CUSTOMIZED idea, this would make the reward actualy means a realy reward... beeing able to sell these items would just make them pointless.
Latter.
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I like this too but I would like it to keep track of tokens account wide, like the faction counters. What if the character I am playing doesn't need a weapon/skill point/etc but another character does? I would be able to get tokens with different characters(whichever are the most fun) to work toward the same goal. I also agree on the item being customized/can't sell when you trade the tokens in.
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Aug 27, 2006, 09:05 PM // 21:05
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#10
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Special chests.
Each mission (or select missions) would have a special chest. The only way to get a key to this chest is from a drop in that mission. To get to this chest you have to take a path away from the main mission line and either solve a puzzle or defeat a strong boss and his party.
These chests would have a higher chance for gold drops and a small chance of a green drop unique to that mission.
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Aug 27, 2006, 09:06 PM // 21:06
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#11
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Desert Nomad
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Quote:
Originally Posted by DigitalForm
I like this too but I would like it to keep track of tokens account wide, like the faction counters. What if the character I am playing doesn't need a weapon/skill point/etc but another character does? I would be able to get tokens with different characters(whichever are the most fun) to work toward the same goal. I also agree on the item being customized/can't sell when you trade the tokens in.
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Honestly, I don't like the idea of "twinking" but am guilty of doing it all too often. So making the tokens account based wouldn't be a bad thing so to speak, but it would limit the amount of times the players would do the missions... and following the theme of the thread, it would go against "ways to make player replay Missions".
But yea, as long as the "rewards" do not become something tradable and farmable for cash between accounts, sure, sounds good to me.
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Aug 28, 2006, 12:05 AM // 00:05
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#12
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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I say a simple monitary reward is enough to keep players returning to missions. Depending on the level of completion, normal, bonus or masters, and difficulty, you can get more money.
It may be a cheap way to get cash, but it will keep people in the missions so there is plenty of support for new people to do those missions. It is a much better alternative to farming, and it isn't going to net faster payout than a farmer either, it is basicly just a little added incentive for people to farm wile doing missions instead of on their own just milling some dumb mobs.
Something like 100-200 for early missions, something like 500-2k for later missions, it is a small payout compared to solo farming considering the time, it just makes funds available to more players, and keeps more players active in missions instead of mundain enterances of certain towns.
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Aug 28, 2006, 12:42 AM // 00:42
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#13
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Forge Runner
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i see what you're saying but I don't think it's very neccesary
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Aug 28, 2006, 12:58 AM // 00:58
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#14
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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It should after you finish missions it gives you an imperial commendation/luxon totem/equipment requisition if you have it already done. (Maybe 500 luxon/kurzick faction for lux/kurz missions?)
Right now only quests give them.
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Aug 28, 2006, 01:44 AM // 01:44
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#15
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Desert Nomad
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token idea is a great way to get ppl back to missions. If only they implemented this system for greens there would be less solo farming and more group questing/doing missions. My idea is to have 3 rewards for every class for different areas according to difficulty, eg
Ascalon missions
Warrior
10 tokens = Quivering Blade
100 tokens = Victo's Blade
1000 tokens = Rurik's Uber flame sword
Elementalist
10 tokens = Rago's/Galigord's
100 tokens = ....
1000 tokens = ...
and so on. Now some ppl might say what's the difference between this and farming greens. Well i say this will encourage ppl to do missions instead of running in and out of towns like a bot to kill the same boss over and over again.
Also what about a special quest after you've completed the game to get your own weapon customised with your name? Bart's Uber long sword. That would encourage ppl to finish the game.
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Aug 28, 2006, 02:16 AM // 02:16
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#16
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Krytan Explorer
Join Date: Feb 2006
Location: CA
Guild: [UC] Uber Crue
Profession: W/
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Hmm i like it.. its becoming a ghost continent in some tryria areas=(
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Aug 28, 2006, 07:11 PM // 19:11
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#17
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Desert Nomad
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Quote:
Originally Posted by bart
token idea is a great way to get ppl back to missions. If only they implemented this system for greens there would be less solo farming and more group questing/doing missions. My idea is to have 3 rewards for every class for different areas according to difficulty, eg
Ascalon missions
Warrior
10 tokens = Quivering Blade
100 tokens = Victo's Blade
1000 tokens = Rurik's Uber flame sword
Elementalist
10 tokens = Rago's/Galigord's
100 tokens = ....
1000 tokens = ...
and so on. Now some ppl might say what's the difference between this and farming greens. Well i say this will encourage ppl to do missions instead of running in and out of towns like a bot to kill the same boss over and over again.
Also what about a special quest after you've completed the game to get your own weapon customised with your name? Bart's Uber long sword. That would encourage ppl to finish the game.
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The end game custom idea sounds nice; but rather than more ways to get the same greens, I was thinking bigger and theme based.
Here's a copy and paste of the idea from another thread, which semi-ties to this one:
Imagine Dragons Throat as this in play. Instead of just clicking Enter Mission and slaughtering dozens of Afflicted, you talk to an NPC and choose "rescue the homeless". You know from the NPC that there are five homeless hiding throughout the zone(randomly placed). The team heads off to find them and destroy any afflicted that might be in the way. After the mission is completed you are mapped out and the NPC rewards the team for how many homeless survived with tokens.
Now, as a unique reward for this challenge mission, the players can "choose" Plague Born weapons and shields and yes, even Plague Born armor to wear.
Note, this would NOT replace the plague Born item drops from the game, however, it would mean that Plague Born weapons/shield would only drop from this Challenge mission.
This same token idea could be placed in all furture missions/challenge missions ect for gaining tokens to equip yourself with "theme'd" items and re-usable items. Candy Cane like items, ID kits, Salvage kits, etc.
Imagine also being able to go to Alt Ruins and being able to purchase your character Armor and weapons/shields made out of Amber or on the Luxon side, Jade. Somehwere in Tyria, the same concept but made out of fur around Ascalon or "white armor" around Kryta. These, in addition to the usual armor sets and weapon drops; however this unique items/gear are none tradable and non-purchasable through cash as even the tokens are account based and tied to that mission.
While some might like the monetary rewards for missions, it would really need to be upped in value. Currently there is no point in doing the Challenge missions (for example) as the pay out is so low that even if fun, I feel I have wasted my time. If my ranger (non gimick build) can go out solo and kill mobs for ten minutes and make 2k then I should be able to get that or more in a challenge mission as I have sat there waited for five to ten minutes building the group then finally played through it. Just a thought.
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Sep 08, 2006, 02:02 AM // 02:02
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#18
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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I like the idea of tokens too, for unique items and such, or something simular to Imperial Comedations. Earning skill points with them is weak, you get exp just for grinding mobs, and exp isn't really useful either, earning up skill points with tokens isn't attractive IMO. I would rather earn skill aquisition, with skill points you still have to pay 1k for each skill along with the skill point, instead they could make it so 10 totems can be traded for one skill, with or without a skill point. In this way it circumvents the monitary cost of skills, and gives players an alternative to earning skills instead of forking out Plat.
I think it kills 2 birds with one stone, it adds a handy feature which allows players to earn skills faster, and it adds some incentive for players to return to missions and play over and over again, improving the selection of members in missions.
Naturally, whatever incentive is used should scale in reward depending on the level of difficulty and level of completion, if Anet spots players exploiting certain missions for rewards than they can simply reduce the reward, or increase the reward for incredably hard missions or increadibly hard bonus/masters that way the reward is fair.
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Sep 08, 2006, 02:13 AM // 02:13
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#19
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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I'd rather Rurik dropped something. That or the Lich, its likely that if Rurik dropped something a load of pricks would join groups then leave the moment Rurik was dead.
I would like to see gold/exp rewards though. It gets a little dull when helping out guildies and having done THK for the 200th time and getting the words 'you have gained 0 experience' flashing across the screen for mission and bonus.
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Sep 08, 2006, 09:32 AM // 09:32
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#20
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Krytan Explorer
Join Date: Oct 2005
Location: Nova Scotia
Guild: #Dismantle
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rurik already has a fairly good cap? thats not good enough?
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