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Quest System Modifications

Having played on the server a while now, I'd like to pop up a few problems as I see them, and some possible solutions and ask for discussion and input on the subject. Mostly to do with the meshing of RP and Quests.

1) Non-Repeatable quests Until server reset you cannot repeat quests, but for rp. reasons it doesnt make sense for you to have to LEAVE a party or deny or make up an excuse for NOT going with your party because you were on earlier and did it. The real reason quests arent repeated is to avoid the xp gain abuse (thats what I thought anyway) . I suggest that instead of BLOCKING people from doing quests again you simply give them no reward. (or heavily diminished returns) (though you may have to implement individual rewards rather than the give it all to one person idea) It's much easier to DENY having done the quest before than to make an excuse for why you CANT go in again.

Another possible option to allow repeatibility story line wise is to have a LIST of NAMED creatures that it goes through each time one is killed so when you kill the boss the next one that spawns has a different name. It's easier to RP repeats when there seems to be a different reason or problem at the core.

2) Quest Lockout D&Donline (some may have played this) has full instanced quests which we cant do on here, hence the locking people out of quests when other are doing them. I agree with this, as well as with the allowing others to join policy. However people not being able to do them when the partipants ARENT actually on the quest (or even online) needs to be looked at.

3) Xp rewards Quests like the pig farm have 2 types of pigs there the deep pigs which are VERY dangerous but often dont notice you. And the hungry pigs that attack on sight. The deep pigs give 1 xp per kill and the hungry pigs 6 xp , even though the deep pigs are a much more difficult to combat (when they do attack) It isnt only this quest the xp values on some creatures is disproportiately low or high based on their ACTUAL challenge.

4) Level Ranges Modules in D&D have always had level ranges, for balance reasons mostly. But this in itself is a thorny issue to RP, because rp tries to do away with levels, it's the duality of the game. I dont know if theres a solution to this one that makes it easier, parties with disproportionate ability levels (either due to real level, skill level or players, builds of characters etc) end up causing the game to be either too hard, too easy for some members of the party. This problem has been across PnP games from day one, the d.m in pnp has always been there to address it, and put balance in there where it might be lacking. They can make things EASIER or HARDER so that the players in general all have a fun time. I only brought this last one up as a point to discuss but I'm not sure there is a solution. I think maybe the best one is to have a lot of missions for all level ranges. 1-4 missions, 2-5, 3-6, 4-7, 5-8 etc ECL characters also rate a mention here because they're UNDER level usually.

Also keep in mind the VAST majority of the server is in the level 2-6 range so more quests should be for people in this range. (at most times due to inevitable death dropping xp down into that range) (also due to new characters being made all the time, permadeaths, preludes making more characters)

p.s. on a side note I personally LIKE this part of the server , lots of new things/characters all the time keeps things fresh, so I'd personally like to see more stuff at the low end of the game for when d.m's arent on or dont have time to entertain everyone :D This is one of the MAIN things about this server that it has over so many other RP servers out there, theres always something to do when d.ms arent around and it also occupies people when you cant be everywhere at once (as a d.m) Roleplay in it's pure form doesnt need anything (even props) when the people in it are skilled enough, but not everyone is (and I include myself in this not-so skilled basket) and props definitely help, and interactivity more so. And apart from that sometimes I'm really not in the mood for circular conversations and just want some action, there IS room for both.

Anyway comment away on the above 4 sub-topics , I'm getting sidetracked as usual :D

chaosprism 1) Non-Repeatable quests Until server reset you cannot repeat quests, but for rp. reasons it doesnt make sense for you to have to LEAVE a party or deny or make up an excuse for NOT going with your party because you were on earlier and did it. The real reason quests arent repeated is to avoid the xp gain abuse (thats what I thought anyway) . I suggest that instead of BLOCKING people from doing quests again you simply give them no reward. (or heavily diminished returns) (though you may have to implement individual rewards rather than the give it all to one person idea) It's much easier to DENY having done the quest before than to make an excuse for why you CANT go in again.
Well, that's only part of the problem. Quests also give out rewards in terms of gold and items, and also sometimes provide opportunities to get exotic rewards (which won't be detailed here, discover them in-game!). If you could repeat the same quest over and over during the same reset, even without gaining any XP, you could still amass a disbalancing amount of gold and items from treasure drops.

chaosprism Another possible option to allow repeatibility story line wise is to have a LIST of NAMED creatures that it goes through each time one is killed so when you kill the boss the next one that spawns has a different name. It's easier to RP repeats when there seems to be a different reason or problem at the core.
I don't know whether a differently named boss would really qualify as a "different reason or problem at the core." I mean, do you even learn that big gnoll guy's name?

That said, alternating names and, more importantly, quests with probabilistic plots/endings are definitely an improvement that we want to make to our quest system.

chaosprism 2) Quest Lockout D&Donline (some may have played this) has full instanced quests which we cant do on here, hence the locking people out of quests when other are doing them. I agree with this, as well as with the allowing others to join policy. However people not being able to do them when the partipants ARENT actually on the quest (or even online) needs to be looked at.
(emphasis added) This should be fixed on the majority of quests where it occurs. If it does happen, it is a bug, and you should report specific cases of it in the Bug Reports forum.

chaosprism 3) Xp rewards Quests like the pig farm have 2 types of pigs there the deep pigs which are VERY dangerous but often dont notice you. And the hungry pigs that attack on sight. The deep pigs give 1 xp per kill and the hungry pigs 6 xp , even though the deep pigs are a much more difficult to combat (when they do attack) It isnt only this quest the xp values on some creatures is disproportiately low or high based on their ACTUAL challenge.
We can only fix things like this on a case-by-case basis.

chaosprism 4) Level Ranges Modules in D&D have always had level ranges, for balance reasons mostly. But this in itself is a thorny issue to RP, because rp tries to do away with levels, it's the duality of the game. I dont know if theres a solution to this one that makes it easier, parties with disproportionate ability levels (either due to real level, skill level or players, builds of characters etc) end up causing the game to be either too hard, too easy for some members of the party. This problem has been across PnP games from day one, the d.m in pnp has always been there to address it, and put balance in there where it might be lacking. They can make things EASIER or HARDER so that the players in general all have a fun time. I only brought this last one up as a point to discuss but I'm not sure there is a solution. I think maybe the best one is to have a lot of missions for all level ranges. 1-4 missions, 2-5, 3-6, 4-7, 5-8 etc ECL characters also rate a mention here because they're UNDER level usually.

Also keep in mind the VAST majority of the server is in the level 2-6 range so more quests should be for people in this range. (at most times due to inevitable death dropping xp down into that range) (also due to new characters being made all the time, permadeaths, preludes making more characters)

As far as I know, our quests are indeed designed for a variety of level ranges, and the majority are for characters between levels 2 and 6.

Also what would be the problems and advantages of being able to REMOVE people from the quest (so you could add another in for example)

Say the quest has a max 6 person group.. one person dies in the quest.. they choose to permadie (and drop mangled corpse and items) The other back out of the quest and try and find another to join in.

Could you for example tell the quest giver that you have a NEW lineup (and to take who's in the party ONLY as the quest lineup), the more obvious problem would be if somebody was kicked out of a quest (or left the server) while they were IN the quest zone. that person having the potential to corrupt the quest.

Another option might be for people to ABANDON a quest without it being marked as failed so they can then pick it up later with another group, the disadvantage is here that poeple may do PART of the quest back out.. say they'll do it later then immediately restart it, possibly farming a quest. The regularity of server resets makes this option not that necessary.

If you fail me when I hire you, do I really want to hire you again? I'm probably going to look for someone more competent. I think failed quests should stay failed. There are over 50 quests. It's easy to find another one to do, no matter what level you are.

As far as more power to reform parties, we are already finding issues with people reforming parties as it is. Every time we give more power there, people find ways to abuse it, so I'm wary about giving even more.

As far as above ideas, some of it fits with the vision of where we'd like to see EFUQS go. However, it will take tons of work to get it there, so it isn't anything that will happen soon.

I will mention that the issue with the Deep Pig vs. Hungry Hog is deliberate, since the Deep Pig has the herbivore script it often doesn't attack or just lets people attack without responding. So its CR has been dramatically reduced to give less XP.

Yep though I have seen those herbivores do some horrendous damage to people especially in the barn, once one gets angry they all seem to and you get in over your head very quickly. I thought it was as planned though :)

The deep pigs used to give too much xp, now they give near nothing, I'm just suggesting that maybe somewhere in between might be the go. The hungry hogs arent 6 times as dangerous as the deep pigs.