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Quest for qps

Posted: Thu Oct 26, 2006 9:03 am
by Aj
The argument has always been we needed something to do if no one else was online with us, well C&G and mercs gave us something to do for a while until obtaining nice equipment became an issue of the past, now let's try quest for qps. As I've stated many times in the past muds are for socializing and achievement and with noone online we are left with only the possiblity of achievement.

I propose making brutal commander mobs and fd sergeant mobs each worth one qp, this would encourage people to at least remain online when others are not, and it would also encourage humans and trolls to go to fd, I bet we would even see a few players entering enemy cities in search of greater rewards. This would also accelerate the master-fade journey which some of us have been only dreaming of for 3 plus years.

Re: Quest for qps

Posted: Thu Oct 26, 2006 2:27 pm
by Mesmer
Aj wrote:The argument has always been we needed something to do if no one else was online with us, well C&G and mercs gave us something to do for a while until obtaining nice equipment became an issue of the past, now let's try quest for qps. As I've stated many times in the past muds are for socializing and achievement and with noone online we are left with only the possiblity of achievement.

I propose making brutal commander mobs and fd sergeant mobs each worth one qp, this would encourage people to at least remain online when others are not, and it would also encourage humans and trolls to go to fd, I bet we would even see a few players entering enemy cities in search of greater rewards. This would also accelerate the master-fade journey which some of us have been only dreaming of for 3 plus years.
This is a good start, more ideas are welcomed as I've been concidering implementing some quests for both DS and LS recently. The rewards for each completed quest will vary and I will assure you, farming will not be an easy thing.

Keep them coming, but also remember to discuss the balance issues of these ideas as well. I'll be providing this scope as we go along.

Posted: Fri Oct 27, 2006 1:27 am
by Trin
I will assure you, farming will not be an easy thing.
Usually, in the history of this mud, that means that they will not be fun to partake in. Try not to repeat history :)

Posted: Fri Oct 27, 2006 3:03 am
by Mesmer
Trin wrote: Usually, in the history of this mud, that means that they will not be fun to partake in. Try not to repeat history :)
Something I refuse to do is implement something that will allow you to fast-track yourself, if that causes you not to have fun with it then that is your fault.

However, if you are willing to work for the quest and put in the time to earn the reward, then you will have fun with it.

It's all up to you. :)

Posted: Fri Oct 27, 2006 9:13 am
by Aj
Mesmer wrote:
Trin wrote: Usually, in the history of this mud, that means that they will not be fun to partake in. Try not to repeat history :)
Something I refuse to do is implement something that will allow you to fast-track yourself, if that causes you not to have fun with it then that is your fault.

However, if you are willing to work for the quest and put in the time to earn the reward, then you will have fun with it.

It's all up to you. :)
I respect what your saying and understand where your coming from but look at it from a veteran players perspective (which is what most of us are).

You the active immortal create x amount of quest to be done x amount of limited times, the players do the quest and need new quest but will you be active, will any immortal be active or will we once again be stuck with nothing to do period?

I totally agree with not allowing players to fast track their characters but come on the majority of the players here are old school and have gone through 3 wipes with over 1 year of down time.

I honestly don't think allowing players to finally earn qp's at a decent rate after 3+ years of trials and tribulations is fast tracking.

Posted: Fri Oct 27, 2006 9:32 am
by Aj
Okay this post is strictly for quest ideas,

Not all players have the same skills, desires, and drives, some are awesome pkers such as Akrabim and some suck at pk *points to self*. I realize this mud is centered around pk but does that mean only the best pk'ers should reap the rewards and benifits? Currently that is how the game is set up, if you suceed at pk you earn rewards such as scalps, equipment, weave points, quest points etc. This is why I slowed down on pk, I'm not very good and I realize this yet I have fun but after dying enough times with little to no rewards I finally just gave up and moved on to different aspects of the game which others may find boring but to each their own.

I would like to see all players rewarded for their efforts and I have a few ideas.

1. A clanned player who dies in pk should earn 1 qp.
2. Make new quest that are and aren't pk oriented, i.e.
making mobs in fd worth qps would be a pk oriented quest
making fade scalps worth qp's would be more neutral because there are fade patties not only up north but down south as well.

I think we can all agree people are more attracted to playing DS than LS so let's encourage players to play LS.

Give LS more non pk oriented quest.

I would be active if I could earn a minimum of 10 qp's per day, that's a reasonable amount if not a bit low, and also consider if players were active as in the old days it would be possible to easily earn 20+ just in a few pk sessions but since players are not active let's compensate the qp's via quest.

Posted: Fri Oct 27, 2006 10:17 am
by Guest
If every time you pk ripped you earned 1 qp, people would farm each other for ranks.

Posted: Fri Oct 27, 2006 10:26 am
by Aj
Nicotine wrote:If every time you pk ripped you earned 1 qp, people would farm each other for ranks.
At the moment scalps are worth 3 qp's, so if I kill a human and then he kills me combined we have accumulated 6 qps, now if the pk death earned the player the 1 qp the max total qp pool would be 8, 4 per person as opposde to 3 per person. I dont think people would care to spend the 15 minutes in Crossroads in an effort to farm.

If I wanted to farm with a friend and we split the qp's down the middle we could earn 16 qp's per hour, that's 8 per person as opposed to 12, 6 per person. How many people do we see farming each other atm for those 12/6 I don't think 16/8 would be enough encouragement for people to farm?

I know I enjoy doing stuff that others find completely boring but spending hours on end sitting in the crossroads is way beyond the endurance of my patience.

Posted: Fri Oct 27, 2006 1:17 pm
by Lithium
Please, we don't need Chase accumulating qps even faster :P

Quest points for city leaders or other key mobs would be cool though. I know I've gone out of my way to assassinate random mobs in cities on both sides, just because they're significant in some way. Actually getting rewarded for that would be awesome

Posted: Fri Oct 27, 2006 1:26 pm
by Trin

However, if you are willing to work for the quest and put in the time to earn the reward, then you will have fun with it.
That word 'work'. not good. you can have something be difficult and fun. making the process boring and tedious isn't going to draw anyone's attention. It's just going to be one of those boring things you do when noone else is on and you have nothing better to do just like smobbing, mining, and exping.

Also how you word it makes me think that the reward will not be worth the effort. Which is another history lesson to be learned from this mud. For example the hidden seanchan camp or whatever it was called. You die in the locked rooms you lose your whole set. all for some measly midend equipment.

Posted: Fri Oct 27, 2006 1:30 pm
by Mesmer
Lets talk more along the lines of what mobs you would like to see as quests, fellas. Or, if any, what types of quests should earn qp (may or may not include mobs, but merely items.)

The idea of earning nearly 10 qps a day is not very favorable. Like I said, we're not looking to fast-track the earning of QPs. Ranking within a clan still needs to require time and effort in order for it to be valid.

Posted: Fri Oct 27, 2006 1:34 pm
by Mesmer
Trin wrote: That word 'work'. not good. you can have something be difficult and fun. making the process boring and tedious isn't going to draw anyone's attention. It's just going to be one of those boring things you do when noone else is on and you have nothing better to do just like smobbing, mining, and exping.

Also how you word it makes me think that the reward will not be worth the effort. Which is another history lesson to be learned from this mud. For example the hidden seanchan camp or whatever it was called. You die in the locked rooms you lose your whole set. all for some measly midend equipment.
I can assure you Trin, I have all of your characters in the highest regard. With that said, nothing I aim to implement will be boring, so help me. That is why I need your input.

The reward will always match the effort - if and/or when I implement certain quests, I will have a testing period for you (the players) to find out and let me know if you agree with the reward, whether it should be upped or down.

This is a process that we must go through, like I said - fast-tracking chars through farmable quests is not the goal here, I would like to try and keep balance in check and stray away from that of BonusMUD.

Posted: Fri Oct 27, 2006 1:38 pm
by Trin
There's no stopping the 'bonusmud' feature. It's just a matter of time before a large of number of players get enough qps to get bonuses. only way of stopping the bonusmud feature is to get rid of bonuses.

Posted: Fri Oct 27, 2006 3:25 pm
by Aj
Mesmer wrote: This is a process that we must go through, like I said - fast-tracking chars through farmable quests is not the goal here, I would like to try and keep balance in check and stray away from that of BonusMUD.
You dont want bonuses then dont offer them, but not implemening things because you dont want bonused characters isn't a reasonable route to take, the whole point of qp's is bonuses?!?! Without qp's what would be the point to this mud? We finally had scalps changed back from 2 to 3 but it was a little to late, we had already lost out player base.

Posted: Fri Oct 27, 2006 6:17 pm
by Volgar
If you don't want people farming the quest mobs for QPS then put a limit on the number of times it can be done.

Posted: Fri Oct 27, 2006 9:07 pm
by Mesmer
Perhaps I should elaborate my idea of bonuses - what is good and what I feel to be bad.

Currently bonuses that are bad for this MUD are damage bonuses and other bonuses that give an unfair advantage in PK.

Bonuses that are good for this MUD would be bonuses that are fun, unique and do not detract from the overall playability and fairness in PK.

I'm not saying we will never get into PK bonuses for this MUD, but at the time with the current player base, let's just say it would be the final blow.

Posted: Sat Oct 28, 2006 8:20 am
by Aj
Mesmer wrote:Perhaps I should elaborate my idea of bonuses - what is good and what I feel to be bad.

Currently bonuses that are bad for this MUD are damage bonuses and other bonuses that give an unfair advantage in PK.

Bonuses that are good for this MUD would be bonuses that are fun, unique and do not detract from the overall playability and fairness in PK.

I'm not saying we will never get into PK bonuses for this MUD, but at the time with the current player base, let's just say it would be the final blow.
I'm not trying to be a jerk or narrow minded but this is a pk mud, people come here to pk, eveything else is filler. After playing here for over three years I am now being told we can't have pk bonuses or do you mean unique pk bonuses that would give an unfair advantage?

I don't want to see wotmud fade or masters here but I would like to see small pk bonuses that any average joe with a little pk savy can counter.
Things like mob lead, but the mob is somewhat weak and will take limited pk orders but people can still play dress up barbie with, master weapons but instead of the 2/1 point system wot had maybe a 1/1 or even 1. I also believe these bonuses should be staggered so someone that hits 1000 qps wont have an extremely unfair advantage in pk vs someone with 500 qps.

People pk for achievement and advancement, these achievements are supposed to lead to bonuses, non pk bonuses in pk clans on a pk mud are about as awesome as George Dubya Bush!
Mesmer wrote:I'm not saying we will never get into PK bonuses for this MUD, but at the time with the current player base, let's just say it would be the final blow.
You are assuming we will have a larger pbase one day, this is the same assumtion that made smobbing so horrible for years, but finally imms seen the light. We have a small pbase and thats not likely to change if the mud does not adapt and change as well.

Lastly this type of thinking is flawed, you are more or less saying people that play quite regularly don't deserve to have bonuses over those that dont play regularly or are new, if this was the socialist republic of kinslayer I would completely agree and you would have to either grant us access to your imm commands or get rid of them completely! :lol:

VIVA LA KINSLAYER SOCIOLISTO REPUBLICA! <- dont even ask, I'm reaching :wink:

Posted: Sat Oct 28, 2006 11:50 am
by Trin
Back in the day the most powerful bonus wasn't a damage bonus. It was autotrack.

Posted: Mon Nov 06, 2006 7:11 am
by Romeo
I can see a good reason for not having bonuses that directly effect PK from QP's, especialy in a small mud.

What new player is going to be attracted when they not only have to face more experienced players who have superior knowledge of zones chokes and tactics, but who also have to face a distinct direct PK disadvantage? It would be persuading the sheep to be thrown to the wolves.

Indirect PK advantages (autotrack, smells, rat reports, wolves reports) etc aren't so bad (yes I know the first two are not QP dependent here and now), and little perks that have nothing to do with PK are pretty cool aswell - stuff like having your own unique look to your weapon and clothing without the equipment having any advantages.

Just my view.

Posted: Mon Nov 06, 2006 9:52 am
by Raiden
There needs to be something your aiming for, by improving your character or muds just get borring, hence we need bonuses, at high QP

Posted: Sat Dec 22, 2007 9:20 pm
by Aj
Aj wrote:
Mesmer wrote:
Trin wrote: Usually, in the history of this mud, that means that they will not be fun to partake in. Try not to repeat history :)
Something I refuse to do is implement something that will allow you to fast-track yourself, if that causes you not to have fun with it then that is your fault.

However, if you are willing to work for the quest and put in the time to earn the reward, then you will have fun with it.

It's all up to you. :)
I respect what your saying and understand where your coming from but look at it from a veteran players perspective (which is what most of us are).

You the active immortal create x amount of quest to be done x amount of limited times, the players do the quest and need new quest but will you be active, will any immortal be active or will we once again be stuck with nothing to do period?

I totally agree with not allowing players to fast track their characters but come on the majority of the players here are old school and have gone through 3 wipes with over 1 year of down time.

I honestly don't think allowing players to finally earn qp's at a decent rate after 3+ years of trials and tribulations is fast tracking.
Damn I'm Nostradamus