Post by peter on Nov 17, 2012 2:39:38 GMT -6
I really like the idea of player quests, they add some nice interactivity to the game, for all parties involved. I think some improvements could be made to make them even more appealing :
Not losing unclaimed rewards (entirely) : When a quest is not completed, the quest creator still loses the reward, which can discourage people from creating hard quests. Obviously he should still lose the reward temporarily, like he does now, to make sure that he can pay up when the quest is completed, but instead of permanently losing it, he would get it back if no one claims it. Sort of like an escrow service, and this escrow service could perhaps charge a extra fee up-front (either a flat amount or a percentage of the reward value), to still discourage people from creating ridiculously hard quests.
Thematically : Especially in New Spring, we can see that WoT has a fairly developed banking system, at least similar to late Renaissance Europe, so an escrow service like this would not be entirely out of place.
Making player quests more visible : regular quests are tied to a specific city, but player quests can usually be completed anywhere, so it's kind of a shame that people can only discover your quest if they happen to travel to the location where you created it. It would be nice to have an extra tab on the quest page, that lists player quests from all over the world, perhaps still with some limitations : you can only accept/complete if you are present, it only lists quests that are X days old (the news needs time to spread), it costs a fee to have your quest listed there (hiring people to spread the news), not all details might be available, ...
Thematically : The rumors about the Hunt for the Horn drew people from all over the world to Illian to hear the proclamation. News about Rands amnesty and the Black Tower spreads across all the nations, and many men come to Caemlyn to be tested.
New quest type - mercenary work : this quest requires a player to win X NPC/Horde fights in a specific Wilderness location. The quest giver and his clan gain (a percentage of) the Ji the quest completer earned from these fights. The completer could still gain the full Ji amount, or only the remaining part, or none at all (if you pick this option, you don't need to make it impossible for clan members or allies of the quest giver to complete this quest, since it wouldn't gain them any extra Ji). Might be nice to also add an option to abandon a quest, so that if a competing player/clan offers a higher reward, the mercenary can switch.
Thematically : Elayne would not have won the Lion Throne without the mercenaries that fought for her, not for honor or duty, but only for gold.
Not losing unclaimed rewards (entirely) : When a quest is not completed, the quest creator still loses the reward, which can discourage people from creating hard quests. Obviously he should still lose the reward temporarily, like he does now, to make sure that he can pay up when the quest is completed, but instead of permanently losing it, he would get it back if no one claims it. Sort of like an escrow service, and this escrow service could perhaps charge a extra fee up-front (either a flat amount or a percentage of the reward value), to still discourage people from creating ridiculously hard quests.
Thematically : Especially in New Spring, we can see that WoT has a fairly developed banking system, at least similar to late Renaissance Europe, so an escrow service like this would not be entirely out of place.
Making player quests more visible : regular quests are tied to a specific city, but player quests can usually be completed anywhere, so it's kind of a shame that people can only discover your quest if they happen to travel to the location where you created it. It would be nice to have an extra tab on the quest page, that lists player quests from all over the world, perhaps still with some limitations : you can only accept/complete if you are present, it only lists quests that are X days old (the news needs time to spread), it costs a fee to have your quest listed there (hiring people to spread the news), not all details might be available, ...
Thematically : The rumors about the Hunt for the Horn drew people from all over the world to Illian to hear the proclamation. News about Rands amnesty and the Black Tower spreads across all the nations, and many men come to Caemlyn to be tested.
New quest type - mercenary work : this quest requires a player to win X NPC/Horde fights in a specific Wilderness location. The quest giver and his clan gain (a percentage of) the Ji the quest completer earned from these fights. The completer could still gain the full Ji amount, or only the remaining part, or none at all (if you pick this option, you don't need to make it impossible for clan members or allies of the quest giver to complete this quest, since it wouldn't gain them any extra Ji). Might be nice to also add an option to abandon a quest, so that if a competing player/clan offers a higher reward, the mercenary can switch.
Thematically : Elayne would not have won the Lion Throne without the mercenaries that fought for her, not for honor or duty, but only for gold.