Home > Bug Reports

QuestSys Changes

As of v828, a lot of quests will have their rewards changed:

Randomized Gold Randomized XP Gold that is dependent upon total number of people in party

Many quests will remain unchanged, but I'll slowly be going through and tweaking rewards.

Please let me know about any issues.

If gold is dependent on people in the party, how is it randomized? Is it a random amount based on the people like:

People = Y Gold = X * (1d20/100)

Total = Y*X?

so... again i might be wrong... but if "random" exp.. say for mary's quest... it would be possible.. unlikely but possible.. to get .. for instance 1 exp one time or for one group.. and another time 150 exp?

would it be easier to implement a "challenge rating" for the quest then give the party exp based on how challenging it should have bean

for instance.. quest stats lvls 3-7 party size 3-8

3 third level pc's take quest and get a sizeable exp... that is bare minimum and probably means they used a lot of resources and or were really together (and maybe lucky).. but it was difficult

against 8 7th levels that walk through it.. getting a BARE minimum due to the almost effortless time at hand..

The randomizing works by having a set number with a set radius and then using either a Uniform, Normal, Rayleigh, Boltzmann, Hyperbolic Secant, or Cauchy randomizing distribution to determine the iRawGold and iRawXP.

iRawGold can, if desired, be multiplied by the number of people who finished the quest.

iRawXP is further modified (and has been for a long time) by the level of the character that finishes the quest - so a lower level character will get a larger percentage of the iRawXP amount than a higher level character.

Note also, louis, that quests have minimum/maximum character level that allows you to accept the quest. Also, try to use full stops instead of separating sentences with ellipses.

It's a little tedious to go through all the quests and set this up, so it will take a while before every quest has been modified with these features.