A Favor Based Quest Reward System

Started by birkinisbackin2017, April 06, 2017, 04:54:28 AM

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birkinisbackin2017

Favour points are a fantastic system and I recently thought of something that I think would be really enjoyable. What I would like to see implemented is a form a favour bonus linked to completing specific quests. The idea being that when you complete the quest everyone in your group gets one favour point with an associated group or that quests coffer.

Here are two ways this favour point system could be utilized to improve the efu experience:

[1.] As a replacement for quest rewards in specific quests. Imagine if instead of having loot drop at random each player could instead spend favour to buy an item they want from the quest bubble, roleplaying it as the spoils found on the trip. Maybe it could take several trips to purchase certain fancier items that are typically rare. You could even take gold instead of an item if you so desired via some manner of token.

Pro's:

- Quests feel rewarding, you will always get something that's good for you
- Loot rewards are more easily balanced because there is less luck involved in who gets what
- All of the more obscure item rewards will become more available and see more use
- Don't have to relegate some poor sod to the boring job of collecting

Con's:

- No chance to be surprised by quantities or quality of loot
- Certain quests my suffer if  the loot is deemed not "good enough"
- Requires scripting

[2.] Alternatively there could be an adventuring guild in Sanctuary that offers set items or odd rewards based on the region you complete quests in. These rewards would be either very expensive or less powerful. For example the dark lake/scamander region vendor might offer sets of gear that are good against reptiles, goblinoids or giants. Where as the one that covers the sand caverns would offer items with boosts to fortitude, will and items that generally protect against aberrations. Another merchant could cover the badlands region offering items that protect against outsiders and orcs.

Pro's:

- A neat way to distribute flavourful loot
- Certain regions can easily be made more attractive despite the difficulty of their quests with the right incentives
- Players will always see some rewards eventually, even if their luck with loot on quests is dire

Con's

- Access to consistently nice, albeit situational gear is liable to overshadow a lot of the currently available loot
- Requires scripting

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One con I neglected to mention on both suggested methods for the implementation this system is the item design. I'd be more than willing to help contribute to a library of items specifically tailored to either application of the idea. I'm confident I have a grasp of mechanics such that I wouldn't be making anything too crazy. Just a thought. Let me know what you folks think. I might have completely missed the mark on my assessment of the pro's and con's. It's a bit late here.
 

sharkinajar

I really like this idea. For instance the Maus quest could also give 1 faction point for scrivs, doing the aberrant quests could give a point for exiles, and things like that.

TheSpooky

I think using this as a replacement for loot tables is a bad idea, because of the notion that first-timers will still want cool stuff for some of the harder quests.

Yet, I think this is a really good idea.

Pentaxius

It's gamey and grindy. But then again it would provide an incentive for higher-level players to keep running some quests over and over. With a positive impact on currency stability (more supplies used, less gold in circulation) and perhaps level-inflation (more risk of death, less level inflation).

But would we want that? Wouldn't it be better for higher-level PCs to spend their time partaking in plots/story?

It's a definite no.

However, one needs to consider two other factors here : without some things to grind, people lose interest. Mechanical reward to some degree is needed to keep players motivated. And it's better to have more players towards the "critical mass for EFU fun", than not. If that means incentivizing grind, Its a good idea. The incentives for partaking in plots/story as a function of material reward or DM-related narrative rewards (a toss of XP here and there, NPC interaction aren't there when DM activity is low, also.

So In light of these factors I would say.

When numbers are low -> Yes.
When DM activity is low -> Yes.

Perhaps a seasonal aspect? Toggle the system on/off as a way to balance numbers over the seasons? Some sort of supply and demand. One could also imagine the prices of these favor items to be set as a function of weighted average (weekly) of players/DMs online. Similar to the DM-faction XP ticks.

We don't have an independent system to handle seasonal cycles of player/DM activity. This could be it.

Gippy

Why not just have PC merchants with better storage systems?

birkinisbackin2017

Quote from: Gippy;n674922Why not just have PC merchants with better storage systems?

I'm not sure this would really make certain quests more desirable or change the availability of items. It would certainly solve a different problem and merchants could easily horde and sell the more expensive items using this system.

I'd be willing to wager, with the current system in place, much like in the past when we had such storage systems, we'd end up with the people managing/owning them almost never logging in due to the typically boring nature of being a merchant with very little or all the same old junk to sell. Also most storage systems in efu except for the one for the perfect of the house of trade are woefully small.

Upon waking up though I do sort of consider the unfortunate con that this is a bit "gamey." At the same time I still think it would make the questing experience more pleasant. Especially with regard to looting, which is a pretty unpleasant chore on most quests and I suppose that's in character in a way. Though its a bit odd every time you open a giant chest to find a single bubbleberry so there's a bit of ooc "gameyness" to both systems.
 

The Samophlange

This is a very game-y system. There's no way around it, really. It's more of a feature you expect out of an MMO, lifted straight from raid tokens and whatnot. But... I don't know if that is necessarily a bad thing? Quests by their very nature are also pretty game-y. They are a necessary evil of this being a game and not just an interactive writing tool. People need chances to level up and get supplies, and on some level the 'story' of the characters is left by the wayside when they are on a quest. This could be a way to REDUCE grind, as players aren't required to grind the same quest repeatedly for a slim chance of getting a desirable item. It could also encourage doing a wider variety of quests instead of only hitting the ones that are more 'profitable' every reset.

On the other hand, though, it is a definite step in a different direction. In my gut I have to say I'm not sure if I like the idea of it entirely replacing loot tables. Part of the fun can be getting unexpected things. But, perhaps it could serve as more of a net. After all, with item sets and Relic Guardians encouraging players to seek individual items in the module, having a way for players to eventually ensure they get something might not be a terrible idea.

Ultimately, I don't think there's a right or wrong course on this. Just a matter of stylistic choice for the server.

VanillaPudding

Quote from: Gippy;n674922Why not just have PC merchants with better storage systems?


I'm not sure our playerbase is large enough anymore for this to even be viable, at least in a number of time zones.

As for the original idea, it's unique and probably has a cool place somewhere, but I don't see it as a substitute for the "regular" system that is in place already. Ideally I see it being added, if ever, as an addition via some "Adventurers guild" or something.

Pentaxius

Of course, don't replace loot tables. Make it in addition.

The more I think about it the more I'm convinced its a great idea to use such a system to balance seasonal player cycles. You change the number of tokens obtained (not the prices).

Kinslayer988

If this were to be added on top of loot tables I would be more inclined to it. I think that the underlying problems this is trying to adress: player activity when server pop/activity is low, and unpredictable loot drop frequency can be solved with simpler means.

Player Activity during slow hours: Higher level PCs do need something to do but I am against the idea of spamming quests for favor points. I would suggest high level explorables, deliveries, and sites that would reward high level PCs with a steady drip of supplies for doing them. This way high level PCs cannot enter supply drought and become useless. Having these sites across the module would increase traffic too.

Unpredictable loot drops: I am of the opinion that there is a bit too much junk found in certain QAs. I have opened chests to find flourspar and medicine bags when ambient loot would be far more appreciated. Swapping out the trash for at least decent items would help with quest rewards.
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