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  1. #21
    The Hatchery CaptainSpacePony's Avatar
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    Quote Originally Posted by Schmoe View Post
    Maybe Turbine could just, you know, make quests like Servants of the Overlord give more worthwhile XP?

    /wishful thinking
    That would not solve the problem. There will always be some content that is better for xp than other content. A leveling may help a bit, but not all that much. Targeted, temp XP boosts would inject the incentive for variety of play.

  2. #22
    Hero chickenmaniac's Avatar
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    Great idea Gog. Far more interesting than a straight up 10-20% buff.

  3. #23
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    Quote Originally Posted by sirgog View Post
    Just a little request for the Devs to try something small that might be interesting.

    Next update, pick 4 or 5 quests that are seldom run and are at a wide spread of levels.

    Possible examples:
    3 - The Sacred Helm
    6 - The Troglodytes' Get
    11 - Raiding the Vulkoorim
    16 - Servants of the Overlord
    21 - The Lost Thread.

    Then, just for a period of 2-3 weeks, dramatically increase the XP on each of them so that they are on par with the top XP quests or even a fraction above, and publicise this.

    Compare the player reaction to this to a 'standard' 10% or 20% XP event. I think it will go down well.
    Purpose of the XP boost weekends is to get people more excited about leveling more quickly, yes?. Bringing little played quests up to the level of ones that are farmed for XP doesn't achieve this as there's no overall XP gain over time. It would make it less of a grind but that's a different goal.

    A higher boost that you only get once per quest per character per weekend might get you both outcomes; if it can be done.

  4. #24
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    I like the idea, it makes some quests popular every once in a while. Breaking up the same old same old.
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  5. #25
    Community Member DrNuegebauer's Avatar
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    I think the idea isn't going far enough.

    There is an absolute host of useless XP quests out there - double the number selected, and quite simply double the base XP.

    Declare it "an experiment", but there's really no need to cap it at 2 weeks. Frankly many of the quests named in this thread are dreadful for XP, and making them worthwhile will led people to run more and more content.

    I'd suggest just about every quest in 3BC be given this treatment - for some reason named loot was added to the pack (hints of it going epic eventually?) - if you want it to be run more often, it needs to give worthwhile XP.

  6. #26
    The Hatchery Galeria's Avatar
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    Here's what I'd like to see:

    The Restless Isles (Threnal, 3BC) Adventure pack- 30% off!

    For the next 21 days, get +35% XP from The Restless Isles (Threnal, 3BC)


    I'd like to see rotating Adventure packs on sale coupled with 3 weeks of bonus XP for running them.

    What's the point?

    1) Sell more adventure packs. (Yay, revenue!)
    2) Concentrate the availability of groups running said content for the next 3 weeks.
    3) More players learn (and get comfortable with) content they never/rarely run.
    4) Create some excitement/activity in content that doesn't get appreciated as it should.
    5) Make it easier for new players to own/run a wider variety of content.
    6) Encourage players to TR to run content they haven't had before.
    7) Profit. With very little resource expenditure.

    Cycle packs starting from low to high, once a month to mirror an average new player's progression through the levels. Instant "events" that focus traffic and get people playing together without costing anything to Turbine- it's a great idea.
    Last edited by Galeria; 09-18-2012 at 12:49 AM.
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  7. #27
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    Default How about: Search for this weeks whopper XP quest?

    I think countfitz might have the right angle on this idea.

    A new quest (maybe a few at different levels) every week.

    Secret untill discovered by players.

    Might be fun.....and (heaven forbid) helpfull for the inexperienced.

    Can it hurt?

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  8. #28
    Community Member Meetch1972's Avatar
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    IMNSHO, increase the base XP of all the lacklustre quests, and offset that with a greater penalty for repeats (except of course the first run on each difficulty) such that you'll see less NNNNNNNNNNHE (or EHHHHHHHHHN or whatever) and more along the lines of NNNHE/EHHHN or whatever. Personally when levelling my main through his later lives I like the freedom of elite-once-and-done streaking when possible, but falling back on N/H/E and the occasional repeat to help a friend or a group on a roll would be good too.

    Of course, there needs to be enough XP available in the free content to give some choice...

    ... but I'd /sign the OP too since it seems a step in the right direction.
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  9. #29
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    Bump

  10. #30
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    Someone a while back had an idea for a 'Quest of the Day' or 'Quest of the Week' that would drop bonus xp, guild renown and loot. I thought that was a fantastic idea for driving people to little used content.

  11. #31
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    I think picking a small set of quests across a broad swath of levels and trying this as an experimental "XP event" would be interesting for a number of reasons.

    If it doesn't work, no harm done. If it does, it might provoke a lot of thought.

    And at a minimum, it would get people to run quests that perhaps the game designers might like more people to run...

    "This weeks featured XP Boost Quest Is:"

  12. #32
    Community Member Cyr's Avatar
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    /not signed

    If quests could use an xp bump to get them ran more then they should have that xp bump all the time and not for some limited time only event which only drives people to grind specific content...sure it would be different content then what is normally grinded, but you are still grinding it.

    Think crystal cove. Limited time events related to specific quests does not relieve grind, but increases it.
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  13. #33
    Community Member Kinerd's Avatar
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    Quote Originally Posted by grayham View Post
    Oh. Well I think it's a good idea Sirgog. The idea (point) is perhaps to showcase rarely ran quests to players who may not have seen them and improve the overall player experience. Time? Not that it's ever our jobs to determine how dev's should spend their time, but my guess is this a quick tweaking job that may not even need downtime to accomplish.
    Levers!

    To the OP:
    1. Yes, we would all love it if Turbine had even the faintest grasp of how XP worked, and could therefore successfully promote variety.
    2. Yes, this experiment would go a long way to educating them on it, however...
    3. They just don't care to know, so it will (unfortunately) never happen. I honestly believe the highest ups are honestly befuddled by certain quests being so unpopular and variety being so scarce, and further believe that they won't muster the energy to find out why.

  14. #34
    Community Member fco-karatekid's Avatar
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    Quote Originally Posted by Missing_Minds View Post
    That one is a f2p, so don't expect much of a boost to xp to it because of that.
    however, another thing against it is location. Given where the quest giver is located, how many people actually even know it is there? I know I constantly forget about it.
    Only reason Iknow she's there is because on my way to sell at the armor, I KEEP HAVING TO STOP TO CLIMB over the 4 inch step right next to her.

  15. #35
    2014 DDO Players Council
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    Quote Originally Posted by Kmnh View Post
    Good idea, but I don't like the quest list.

    I would use the following:

    <snip>

    11: The Twilight Forge
    The Twilight Forge? It's already crazy-good XP, as good or better than VoN5. Lack of XP is not why it doesn't get run much.

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