quest limit adjuster - player tool

Started by VanillaPudding, January 22, 2019, 04:36:23 AM

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VanillaPudding

When looking through the thread:

https://www.efupw.com/forums/index.php?topic=690931.0

I tend to agree with people about the quest level limits. With that said, I don't think it is very feasible to just let people go on any quest they want all the time, however we now have a new questing setup (more random, exploration based) that will make this issue even greater.

Would it be an option to allow players a tool on a real timer that grants entrance into flagged quests once or twice every 24 hours? You can control what quests this is allowed for so that someone isn't just spamming something overly rewarding and easy, but it would allow more groups to interact and do things together than before.

It could even remove any XP reward or something if needed.


Cruzel

I would rather see quests w/o a limit. Prevent XP rewards entirely on the safer/easier super low level ones, for PCs after like level 8?

The thing that made this great wasn't just the rewards, it was high level pc's actually being able to DO STUFF. 


Quests did scale fairly well though. A well rounded party steamrolled the quests either way, if they were all level 4-7 or had level 10's along for the ride. Having level 10's spawned shit like goblin juggernauts and tons of goblin assassins in the mines for example, and those can do some decent damage to your party.


I'd love to see ~as an experiment~ they just remove max levels on the generic quests and instead make that be "max level that can EARN XP" so that people can run stuff, just without safely grinding their way to the server level cap.

TsunamiWombat

I suspect the rationale behind quest level limits is to stop lowbies from being utterly carried by high levels, and to stop high levels from hoovering up easily acquired supplies on quests meant for lower levels. If these two concerns can be addressed somehow, there would logically follow no purpose for quest limitations. EXP concerns are rendered moot by level scaling

Steamrolling/High Level carries seems to be mitigated by spawn scaling, which can in some cases make an high hit die ally (like a summon) actually disadvantageous to have with you. However the issue of high levels getting access to proliferate low level loot or gold still exists. A potential solution might be to make the "supply pinata" quests either single party only or level gated, whilst more generalized group quests are level open. However;  this would cause people to meta-sort quests between "supply givers" and "EXP givers"... which, granted, always happened anyway.

Anonymous Lemur

I'd be in favour of removing level limits on all quests. Though a system like this might be a bit more moderate and acceptable. Mostly because I'd hate to see characters who get stuck in a ring due to the fact that the key to the next area is locked behind a level limit on a quest area. Sure you'll have the odd high level steam rolling quests with lowbies, but that won't be an issue if higher level quests are made exponentially rewarding. Most low level quests seem to drop okay healing and the like, but little else that a high level character would really value.