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Author | More quests at higher levels |
I would very much like it if I felt that my chacter was actually advancing when reaching a new Combat Level, not like it's a bad thing (as it is now). In order to do that, I would suggest having less quests available from the start at the Mercenaries' Guild and opening up more posibilities as Combat Level rises. These quests would offer a substantially increased gold revenue (while the other quests would still be there and incrementing, just that new ones would be added to the random generator that gives you your next quest).
Also, the increased numbers would have to give more gold (just like they are now, only make them give out more, depending also on combat level, not just quest level).
Another option is to introduce unique quests that are doable only once (kinda like the text quest) and each player would have to find out on his own at what combat level (this would be different, depending on faction and player) such quests are doable. Either some form of Castle Siege that you have to complete (or defending the Castle) or a Survival where numerous opponents appear and you have to last 5-10 waves (random), until a higher tier creature appears - boss-like encounter - or maybe an ambush you are warned that could happen and some Renegade troops would come out sometime during your travels (but this one you would have to win in order to get the quest reward and since you don't know when it happens, it's the reverse mechanism as with thieves) or even having to choose a setup for an army of Mercenary troops that you would control instead of your own in a skirmish with another player (more PvP is always good) - maybe same as thieving or make it a separate blindfold PvP encounter. There are many possibilites and this should only lessen the importance of levelling slowly, offering players the option to reach higher levels a bit faster, as long as they can finish the quests, since these - along with the levelling bonus - would be enough to satisfy the costs of the different creature buildings for his faction (not more then 1 faction worth of costs), while enrolling would be necessary for sustaining the minimum AP for most of these fights and those who enroll more and level slower would have the best items and enchants available (still at an advantage over the players who prefer PvP over slowly levelling, but the latter would also not be forced to play less of what he likes - in this case, PvP). | great idea, this would significantly improve the game in my opinion
+1 | TL;DR version:
1) I would suggest having less quests available from the start at the Mercenaries' Guild and opening up more posibilities as Combat Level rises
2) These quests would offer a substantially increased gold revenue (while the other quests would still be there and incrementing, just that new ones would be added to the random generator that gives you your next quest).
3) the increased numbers would have to give more gold (just like they are now, only make them give out more, depending also on combat level, not just quest level)
4) To introduce unique quests that are doable only once (kinda like the text quest) and each player would have to find out on his own at what combat level (this would be different, depending on faction and player) such quests are doable.
E.g. Either some form of Castle Siege that you have to complete (or defending the Castle) or a Survival where numerous opponents appear and you have to last 5-10 waves (random), until a higher tier creature appears - boss-like encounter - or maybe an ambush you are warned that could happen and some Renegade troops would come out sometime during your travels (but this one you would have to win in order to get the quest reward and since you don't know when it happens, it's the reverse mechanism as with thieves) or even having to choose a setup for an army of Mercenary troops that you would control instead of your own in a skirmish with another player (more PvP is always good) - maybe same as thieving or make it a separate blindfold PvP encounter.
Q: Look at point 4, where this would be different, depending on faction and player. Depending on player? How? What if one changes faction?
+1 to point 2 and above,
-1 to point 1
Instead point 1 should be the more reputation you have, the more different types of quest you get. | 3>
the more reputation you have, the more different types of quest you get.
you must be kidding. each faction has different strength on MG. are you going to tell us switch faction more often to maintain the reputation? | Q: Look at point 4, where this would be different, depending on faction and player. Depending on player? How? What if one changes faction?
What I mean is that not all players have the same items / talents / skills to do the same things. Take a look at the Survival Tournament for instance: the results varied a lot. What this means is that:
- Player A, who has the best arts and knows how to survive for 10 waves until the boss comes and then beat it, will be able to do this quest at level x ;
- Player B, who doesn't care about having all the best arts and enchants and doesn't know too much about playing in Survival mode, will be able to do the same quest at level x+y, because then he would have more troops and he would, thus, be able to complete the quest even with his style of play.
I hope that clears up the question.
About point 1: the whole idea is to make quests available with Combat Level, so that levelling will not only bring more costs, but also more possibilites for rewards. These quests, like I said, would bring more gold, but only to those of higher level, who need to spend more gold for buildings, arts for min AP etc. | you must be kidding. each faction has different strength on MG. are you going to tell us switch faction more often to maintain the reputation?
About point 1: the whole idea is to make quests available with Combat Level, so that levelling will not only bring more costs, but also more possibilites for rewards. These quests, like I said, would bring more gold, but only to those of higher level, who need to spend more gold for buildings, arts for min AP etc.
How about this:
Combat level + reputation = x
x is the points needed to do a certain type of merc quest.
Example: Raids require 6x(s) | The formula is, of course, up for debate, but what I'm suggesting is that the higher level quests give more gold - and we'd be solving 2 problems by introducing new quests: take away some of the monotony of the game and make it easier on players to level up. So, yeah, if that's what the admins will agree to, I'm ok with it, it's as good a formula as any. | 6>
you still have no idea on the actual case. some faction might have no problem insome quest, what about later?
take example:
monster quest - no doubt it is either nerco, wiz or knight show.
raid quest - this is quite debatable, in most case demon and elf are good. the worst will be knight and barb
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what's next? are you going to lock certain quest only for certain factions? |
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