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  1. #1
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    Default Penalized for completing quests

    If I encounter a mission goal before I have found every last optional goal, finished searching, and so on, I get a lot less XP.

    Wouldn't it be better to wait until the user clicks "Finish" to assign quest XP, so we don't get screwed out of bonuses and modifiers that we could have gotten otherwise? I've done some testing, and there have been cases where I got noticably fewer XP because I happened to explore a left corridor first instead of a right corridor.

    I would be much happier if quests would let me decide whether I'm done exploring a dungeon.
    Yes, that seebs.
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  2. #2
    The Hatchery Barazon's Avatar
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    This would also help in situations where someone loses connection right before the quest ends. If you're in the middle of a boss fight, it's hard to put things on hold. Even if you want to stop fighting and turtle up, make the healer keep you alive, damage over time spells finish out their duration whether you want them to or not. This way you could decide to give them a little time to reconnect before completing.

  3. #3
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    I gather you are talking about the following optionals:

    - How many monster have been killed
    - How many traps have been disabled
    - How many secret doors have been found
    - How many breakables have been smashed
    - Players/Hirelings have not died

    Am I correct in assuming this?

    Pretty sure that the xp bonus from these is based on the base XP of the quest, not the modified xp. Unless someone is zerging/rushing through the quest most of the optionals can be achieved during the quest run so I do not think the option you propose is needed in most situations.

    I can understand the reason why for the suggestion, just don't see the need for the devs to worry about changing things for it to happen.
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  4. #4
    Community Member Lonnbeimnech's Avatar
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    Quote Originally Posted by seebs View Post
    If I encounter a mission goal before I have found every last optional goal, finished searching, and so on, I get a lot less XP.

    Wouldn't it be better to wait until the user clicks "Finish" to assign quest XP, so we don't get screwed out of bonuses and modifiers that we could have gotten otherwise? I've done some testing, and there have been cases where I got noticably fewer XP because I happened to explore a left corridor first instead of a right corridor.

    I would be much happier if quests would let me decide whether I'm done exploring a dungeon.
    In some quests you can just run to the end and kill the one redname you were sent to kill. That gives you devious bonus (7% xp), but it usually means you have 50 or so mobs on your backside, so you probably have to kill them before looting the chest. If you had to finish out before getting your xp, it would land you between discreet and aggression, meaning no bonus.

    There are also some quests where optionals appear after the quest is complete. Like 'mired in kobalds', or 'feast or famine'. If you had to finish out before the quest ends, these opts could not be done.

  5. #5
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    Well, for an easy-to-test example: Do the storehouse in Korthos village. Compare XP you get if you break all the boxes before doing the puzzle, and if you break all the boxes before the last room, then do the puzzle, then smash all the boxes. You get more XP if you didn't smash all the boxes.

    Some optional targets don't seem to depend on when you complete them, but you can still get stuck if, say, for some reason you end up being out of the instance, because you can't go back in.

    I'd rather the instance just stay on my list, in its current state, until hand-in, and then I get XP on hand-in. (I assume the reason it doesn't is that people would gain some sort of advantage from doing a lot of quests and then handing them all in or something?)
    Yes, that seebs.
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  6. #6
    Community Member Jay203's Avatar
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    Quote Originally Posted by seebs View Post
    Well, for an easy-to-test example: Do the storehouse in Korthos village. Compare XP you get if you break all the boxes before doing the puzzle, and if you break all the boxes before the last room, then do the puzzle, then smash all the boxes. You get more XP if you didn't smash all the boxes.

    Some optional targets don't seem to depend on when you complete them, but you can still get stuck if, say, for some reason you end up being out of the instance, because you can't go back in.

    I'd rather the instance just stay on my list, in its current state, until hand-in, and then I get XP on hand-in. (I assume the reason it doesn't is that people would gain some sort of advantage from doing a lot of quests and then handing them all in or something?)
    wait... what? O_o
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  7. #7
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    I like this idea. Not even so much for the d/c (which is nice thought, by the way), but mostly because I hate killing the end boss and not having my voice on. Gimp DPS to have that 5% bump.

  8. #8
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    Quote Originally Posted by seebs View Post
    Well, for an easy-to-test example: Do the storehouse in Korthos village. Compare XP you get if you break all the boxes before doing the puzzle, and if you break all the boxes before the last room, then do the puzzle, then smash all the boxes. You get more XP if you didn't smash all the boxes.
    What was the testing methodology to come to this conclusion and also what was the state of the characters when you did this?

    And what I mean by state is Tomes of Learning, XP Elixirs, XP Bonus Week/Weekend, Airship Shrine, Quest Level, Quest Difficulty, Character Level, etc.
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  9. #9
    Community Member Fomori's Avatar
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    Quote Originally Posted by seebs View Post
    Well, for an easy-to-test example: Do the storehouse in Korthos village. Compare XP you get if you break all the boxes before doing the puzzle, and if you break all the boxes before the last room, then do the puzzle, then smash all the boxes. You get more XP if you didn't smash all the boxes.
    This doesnt make any sense whatsoever. The Ransack bonus is a percentage of the Base XP. Doing the puzzle first or after breaking the boxes doesnt effect the Base XP, so there is no change.

    There must have been another factor involved on why you received more xp on the one run; difficulty level higher or xp bonus.
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