Remove some of the new quest repeat limits

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

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TheImpossibleDream

Quote from: Egon the Monkey;212320@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.

Excluding fetch quests, having died a few times during the leveling process I completed an average of 1 quest per day over the course of 30 days.

So I don't think it's a matter of needing to "fill your journal everyday"

12 Hatch

While I think limits on a staple quest like that in the abstract could be problematic, a limit of ten times seems more than generous.  I can't imagine doing that quest ten times on the same character.

Dustiferous

I'm still a noob, but I've gotten the impression that there are people out there with good builds and IC and/or OOC posses that will work together to make a meteoric rise to 9 in a few weeks tops.  Personally, I'm pretty proud of myself if I ever get to 7.

I'm a little worried that the people that know how to get to 9 will just get there anyway, and the people who don't know what they're doing will just do the same routine, minus one quest, once they hit the limit.  If you're a new player, you don't know where all the quests are.  And while old players "knowing" about quests on new characters is technically metagaming, it's doubtful that everyone "happens to be exploring the bogs and find out about trolls," and I doubt many people can really be blamed for saying "Oh, I heard a rumor about a tower."  It's not really the same footing, even if it's supposed to be.

Exploring for quests is awesome and a lot of fun, but also expensive and really dangerous if you don't have free access to invisibility and/or excellent stealth.  People who just want to hit a certain level will stick with what they know so they don't get eaten by Malar beasts or nightrisers.  It's hard to encourage people to get out and look around.

What I'm trying to say is, new players and/or bad builds are more affected than oldbies or power-levelers by quest limitations.  That's not necessarily a bad thing, if that's the way you want it to be - it encourages new or weak players and characters making friends, sticking together, joining or forming factions, and exploring, which are all really important for the game.  I just think it's something to weigh when making those kinds of decisions.

Bearic

Quote from: "Egon the Monkey"... 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.

 
I really liked Goblins part 2, but my computer hated it; lag city. =[

Garem

Quote from: Portal Rat;212341I 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.

On one of my characters, I was given a spiced quest where I was beaten, tortured, and forced into some crazy awesome PvP against friends. Then, I was given a little loot and told never to return again or my character would be killed with the wrath of (spoiler, but something awfully terrifying).

I never did. The IC approach works quite well. If the character isn't worth spending time spicing to ultimately bar them from the quest, why does it matter how many times they do it anyways? Let them be as dull as they'd like.

Certain quests are an exception, of course, when they give special loot of some kind. A certain nature quest comes to mind. For those, limits are understood and for the best.