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  1. #1
    Community Member Cuth's Avatar
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    Default New Quest XP is Too Low

    First off --

    Let me say that I really enjoy the new quests. They're different, fun and the puzzles are very challenging.

    That being said, two months from now no one is going to run them. Why? Because the return on your investment is not worth it. I'm not saying every quests needs to dispense XP on tap, but I do think if there was a more balanced ratio of XP to time across all quests then people who use more of the content then they currently do.

    The whole thrust of the First-Time bonus is to get people to do more than just farm one or two quests by rewarding them for running different content. However when you have a quest that takes 15 minutes and gives you 921 base xp, or a quest that takes you 3 minutes and gives you 1k base xp most people are just going to run the faster quest.

    I do not think it would be out of line to double the base XP for all the new quests. The only exception would be Ghost of a Chance where I would keep the base XP the same but double the XP for solving the big puzzle.

    I think this fix could be applied to the game as a whole. There is a good deal of content out there, but lots of it never gets touched because the return on your time / risk / etc is not worth the investment.

    Well, thanks for listening.

  2. #2

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    Yep, when you have quests like the sixth part of Tangleroot (the way to Zulkash) granting about 1700-ish base EXP (don't quote me on this, my memory is rusty here ) and people are completing the quest in roughly one and a half minutes, with low travel time to the quest to boot, it creates a disconnect.

    This fifth part of Tangleroot (Inner Splinterskull) along with Chamber of Kourush are among my quests for examples like this because they can be done in under 30 seconds.
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  3. #3
    Community Member Andora's Avatar
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    Sad but true. When my husband and I ran it I was heart broken that in short order they will never be used. All that work and talent will be over looked and the ones who are against anything other then high end content will point to this area as an example of failure of time and resources. Very sad.


    Oh well, it is a great area and we will use it.

  4. #4
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    Quote Originally Posted by Andora View Post
    Oh well, it is a great area and we will use it.
    I expect people will run around 3bc for some slayer/explorer XP when they can't get a group.

    But it's true that the new quests won't be used much, except by higher-level characters going for the favor for a +2 tome. In fact, I expect that after the novelty has worn off, the pre-existing 3bc quests (fire cave, garl, and scoundrels) will be LESS played than they were previously, just because they're harder to find.

  5. #5
    Stormreach Advisor
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    Agreed, at least for Prove your Worth. So far I've only done Prove your Worth and Ghost of a Chance. I thought the xp was ok for Ghost of a Chance (it's a rather short one). But I found Prove your Worth to take significanly longer (also being more challenging), and it has a lower xp...

  6. #6
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    Quote Originally Posted by MrCow View Post
    Yep, when you have quests like the sixth part of Tangleroot (the way to Zulkash) granting about 1700-ish base EXP (don't quote me on this, my memory is rusty here ) and people are completing the quest in roughly one and a half minutes, with low travel time to the quest to boot, it creates a disconnect.
    An alternative way to improve the 3bc quests is named loot.

    I suggest adding 2d10 Tarnished Sarlonan Doubloons to each chest inside those quests, and also 1d4 in outdoor chests of that zone. Those coins bind on acquire, and can be redeemed with a treasure-hunter NPC for items like the following:
    Deckhand Outfit: +2 dex, +10 Swim, +5 Balance
    Pirate Bandana: +5 intimidate, +2 will saves, -1 wisdom
    Pirate Eyepatch: Backstabbing+1, -5 spot, -5 search, -1 attack rolls
    Pirate Cutlass: +1 Lesser Anarchic Scimitar, 1d4 base damage, Feat: Scimitar Proficiency
    Sauhaugin Staff: +1 Quarterstaff, 1d8 base damage, slashing. +2 Natural Armor bonus.
    Smuggler's Trap Disc: +2 docent, lesser fire resist, lesser lightning resist, lesser lightning guard
    Shattered Mast: +1 Greatclub, -2 dex, Feat: Improved Two-handed Fighting

  7. #7
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    Quote Originally Posted by tihocan View Post
    Agreed, at least for Prove your Worth. So far I've only done Prove your Worth and Ghost of a Chance. I thought the xp was ok for Ghost of a Chance (it's a rather short one).
    Whether you think Ghost of a Chance was fast depends on if you did the end puzzle.

    You could do a LOT of puzzle solving... for a single low-level chest, with no chance of a named item that even at least looks special.

  8. #8
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    Quote Originally Posted by Angelus_dead View Post
    Whether you think Ghost of a Chance was fast depends on if you did the end puzzle.

    You could do a LOT of puzzle solving... for a single low-level chest, with no chance of a named item that even at least looks special.
    Well, first time was fast without puzzle.
    Second time I failed on puzzle.
    Third time was rather long with puzzle.
    Fourth time was fast with puzzle. It takes less than 2 mins to get it done.

  9. #9
    Community Member samagee's Avatar
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    Quote Originally Posted by Cuth View Post
    First off --

    Let me say that I really enjoy the new quests. They're different, fun and the puzzles are very challenging.

    That being said, two months from now no one is going to run them. Why? Because the return on your investment is not worth it. I'm not saying every quests needs to dispense XP on tap, but I do think if there was a more balanced ratio of XP to time across all quests then people who use more of the content then they currently do.

    The whole thrust of the First-Time bonus is to get people to do more than just farm one or two quests by rewarding them for running different content. However when you have a quest that takes 15 minutes and gives you 921 base xp, or a quest that takes you 3 minutes and gives you 1k base xp most people are just going to run the faster quest.

    I do not think it would be out of line to double the base XP for all the new quests. The only exception would be Ghost of a Chance where I would keep the base XP the same but double the XP for solving the big puzzle.

    I think this fix could be applied to the game as a whole. There is a good deal of content out there, but lots of it never gets touched because the return on your time / risk / etc is not worth the investment.

    Well, thanks for listening.
    In Dungeons and Dragons, not all quests will involve tons of XP. So maybe these quests are in line with that?

  10. #10
    Community Member samagee's Avatar
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    Quote Originally Posted by MrCow View Post
    Yep, when you have quests like the sixth part of Tangleroot (the way to Zulkash) granting about 1700-ish base EXP (don't quote me on this, my memory is rusty here ) and people are completing the quest in roughly one and a half minutes, with low travel time to the quest to boot, it creates a disconnect.

    This fifth part of Tangleroot (Inner Splinterskull) along with Chamber of Kourush are among my quests for examples like this because they can be done in under 30 seconds.
    Yea, but the Tangleroot quest needs to be fixed. The continually running through to the second part needs to be revamped in a major kinda way.

  11. #11
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by samagee View Post
    Yea, but the Tangleroot quest needs to be fixed. The continually running through to the second part needs to be revamped in a major kinda way.
    Yeah, just drop the XP for 6a by 70%, and put all of that XP plus a little more to 6b. Problem solved.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

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