Remove some of the new quest repeat limits

Started by Egon the Monkey, December 05, 2010, 09:22:42 PM

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Egon the Monkey

After finishing Missing Children, I found today that it wasn't possible to repeat the quest more than an unspecified number of times. This makes sense on the newbie quests to force characters to interact not just spam fedexes, and putting it into mid-level quests just makes it arbitrarily frustrating for characters wanting to relevel. Furthermore, with part 2 quests, it leads to disappointment when you OOCly are blocked from continuing.

Thomas_Not_very_wise

This is a core quest. Limiting it is counter productive.

One_With_Nature

Quote from: Thomas_Not_very_wise;212237This is a core quest. Limiting it is counter productive.

Agreed.

Lenthis

Quote from: Thomas_Not_very_wise;212237This is a core quest. Limiting it is counter productive.

I second this,
Quests that are excellent risk/reward should be limited, yet quests that are average like nearly all of them and well balanced have no need to be put on a limit. all it does is reduce your options to ones that arnt restricted and causeing you to stop goblins from taking over the garnary millions of times rather then just spreading it over the area with deliveres and other such things.

bob7el

I would also like to see the quest limit on non-fedex quests removed.

TheImpossibleDream

I dunno.

If your character is so old and has died so many times that he can still do this same quest so many times he reachs the cap maybe you should consider whether your character is recovering from death a bit too much.

I've never even come close to the cap for completing any quest bar the ones with a limit of 1 or 2 tries.

Lenthis

Some people arnt as mechanicly minded or proficent in combat or building chars as others and thus they die often. It is not beacuse they do not rp or are inable to have enough supplies or such. It is beacuse thier build is a bad yet stilll fun enough they want to continue to play it. Hence they must repeat low level quests many times.

One_With_Nature

Also missing children is an example of a perfectly balanced quest and its really fun to do, imo.

Howlando

I increased the limits. But the quest is pretty rewarding (less so than it was, admittedly) and it's not much fun to see any quest spammed to death.

Porkolt

"Oh no! More children have gone missing!"
 
 
"Oh, those Yuan-Ti!"

Egon the Monkey

My PC has very specific IC motivations to go after rumours of reptilian beasts, so he hit Snakes a lot. One thing I'd suggest to the DMs on top of this is to put out an update notice about which quests are affected, by name, so players are aware.

@Naga:
I can think of a couple of  reasons for that.
One, this restriction is new, so it's likely few players have run into it. Two, you typically play PCs that have a tight questing team and switch up to higher-level, challenging quests as soon as you can rather than the "low hanging fruit" of mid-range stuff. On the other hand, more casual PCs will hit mid-range quests because they're not doing quest runs with IC buddies, and want something you don't need a powerful team to make a profit on.

Restricting mid-range quests only hurts those PCs that aren't filling their quest journal every reset, but doing ones they can cope on with a pick-up team.

Howlando

Both Snakes quests now have a limit of 10 times.

The Old Hack

I don't know about people being poor players just because they have died a bit too often. Some people like to take risks at times; playing it safe all the time gets dull, dull, dull. Other times you have a run of bad luck or end up in a bad group. Still other character types just happen to be vulnerable and will die in moments if you take just one wrong step.

That is, of course, completely sidestepping what Lenthis correctly pointed out: that sometimes you enjoy a character so much that you refuse to quit it just because of a run of bad luck.

Maybe you could have the option to apply to have your quests taken number reset if you have crap luck of this kind? It happened to me at least once. Solace went from 9 to 4 in three days. Admittedly I had the crappiest luck ever, but...

Egon the Monkey

@Howland: Thanks. Can that be added on the NPC's description?

Quotesometimes you enjoy a character so much that you refuse to quit it just because of a run of bad luck.
YES. I refused to give up on playing Bill after I went from 6 to 2 in 4 consecutive deaths as a result of a TPK to bugged Goblins. A case of sheer bloody mindedness paying off because I seriously enjoyed this concept once I got my levels back.

There's been a trend recently to try cutting back on spammed quests simply with negative measures like XP/loot nerfs and lockouts. We could really complement that with an open thread for players to suggest reasons why they don't do some of the unpopular quests. Cut back the spammed ones, but dangle a bigger carrot in front of the ignored quests.

Speaking off my own experience of both why I hesitate to do quests, and why I've got "no way" responses, I'd say that the biggest reasons for avoidance are:
  • Dispels on mid level quests that can turn them into a supply drain when PCs haven't got many supplies yet.
  • A preference for gear as loot when the gear is often "battered" variants, or unpopular stuff like Banded Mail.
  • Mobs that can smack down a PC easily if they're not in the higher level range capable of the quest. Circle sneaks, Synchronised Acid Arrows, that kind of thing.
Decreasing the rewards or increasing risks on spammed quests widens the gaps between quest crush teams and everyone else. When I've been in powerful or coordinated teams, there's been few quests we were worried wouldn't pay off, so we'd hit everything we could, both for the rewards and because it's fun to do the underdone quests without paranoia. Playing outside factions, you tend to go for quests where you don't need to be a solid team to survive and profit. The sad part is the quests that get avoided for good reason like Goblins part 2 are IMO some of the cooler and more novel ones on the server.

Portal Rat

I like Egon's latest suggestion a lot. I also think that arbitrary limits is a poor way to regulate PC behavior, though I say that knowing that I'm not offering an alternative solution at the moment.