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  1. #101
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by Qhualor View Post
    I don't care about analogies that don't have anything to do with the game. I don't use them myself.

    ive explained through this thread why I think in todays game where failing isn't a common thing anymore and why it makes more sense to get optional xp awarded at completion rather than randomly if you decide to get it on a quest by quest basis.

    optional xp could be better boosted where its needed
    it would fix some quests that don't ransack the xp
    Failing or not failing a quest has nothing to do with optional XP.

    Optional XP granted on completion of the optional as it should be. If optional XP needs to be boosted there is no reason not to adjust the XP as it is.

    You've explained nothing but, that you want to change the entire game punishing those who may not complete a quest for whichever reason to fix a loophole in a handful of quests that absolutely could be addressed individually without breaking the game.

    Tired of these blanket fix/punishing honest players to try and stop exploitation which will just find a different path.

  2. #102
    Community Member Qhualor's Avatar
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    Quote Originally Posted by Gremmlynn View Post
    Or just actually fix the quests that don't ransack and set the ransack cap to -100% for opts and it works out better for everyone.

    If you don't like analogies though. If I don't have time to finish a quest, give me credit for those things I have finished and I go away a happier customer. Happy customers are generally good for a business, regardless if you, I, or even Turbine feel they deserve to be happy due to their own poor time management.

    Frankly, if it's not feasible to fix the issue, IMO, leaving it as is would be preferable to your solution. The game is already more all or nothing than any other MMO I have seen.
    As has been said before a couple times, fixing the ones that pop up every once in awhile doesn't solve the problem. History has shown this and they don't get attention until threads like this come up.

    Who isn't a happy customer getting xp for doing part of a quest? If optional xp was granted at quest completion there wouldn't be a discussion about not having time to complete a quest. Good chance when you do have time to complete it you will go back anyways. I don't get upset if life forces me to quit mid quest, but I also don't complain because I didn't get that optional xp either. I'm more concerned about the completion and the bigger xp number at the end and I don't expect to be rewarded for playing 2 minutes. If I don't think I will have time I just don't play.

    You know its not feasible because you are dev or a because you are a self proclaimed dev? I don't know if my idea would work, but I'm just offering a suggestion.
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  3. #103
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by Qhualor View Post
    As has been said before a couple times, fixing the ones that pop up every once in awhile doesn't solve the problem. History has shown this and they don't get attention until threads like this come up.

    Who isn't a happy customer getting xp for doing part of a quest? If optional xp was granted at quest completion there wouldn't be a discussion about not having time to complete a quest. Good chance when you do have time to complete it you will go back anyways. I don't get upset if life forces me to quit mid quest, but I also don't complain because I didn't get that optional xp either. I'm more concerned about the completion and the bigger xp number at the end and I don't expect to be rewarded for playing 2 minutes. If I don't think I will have time I just don't play.

    You know its not feasible because you are dev or a because you are a self proclaimed dev? I don't know if my idea would work, but I'm just offering a suggestion.
    This has nothing to do with having or not having time to play you keep coming back to this but, that's not the issue,

    there are many other factors not limited to unexpected play interruptions, DC at quest completion, problems of locking out Optionals that could be completed before or after the quest now into only completable before.

    Creating a whole new exploitable situation where players not present for completion of optionals could enter the quest at the last second and get all the optional XP.


    Quests that have optionals only completable after completion have been named yet you stick to this thinking that they are from some different more fail able age of DDO still ignoring Haunted Halls.



    This is a similar fix as Champions blanket increase difficulty at random & end up with random broken situations.


    If there is s loophole exploitable situation in a certain quest or quests fix them not break the entire game with blanket solutions. Blanket solutions don't work in a world of handcrafted quests.

  4. #104
    Community Member Qhualor's Avatar
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    Quote Originally Posted by Oxarhamar View Post
    This has nothing to do with having or not having time to play you keep coming back to this but, that's not the issue,

    there are many other factors not limited to unexpected play interruptions, DC at quest completion, problems of locking out Optionals that could be completed before or after the quest now into only completable before.

    Creating a whole new exploitable situation where players not present for completion of optionals could enter the quest at the last second and get all the optional XP.


    Quests that have optionals only completable after completion have been named yet you stick to this thinking that they are from some different more fail able age of DDO still ignoring Haunted Halls.



    This is a similar fix as Champions blanket increase difficulty at random & end up with random broken situations.


    If there is s loophole exploitable situation in a certain quest or quests fix them not break the entire game with blanket solutions. Blanket solutions don't work in a world of handcrafted quests.
    I keep coming back to it because people keep brining it up. why aren't you reading posts before commenting?

    DCing at quest completion gives you the xp. again, already discussed that tweaks would need to be made for those handful of quests that have optionals after completion.

    its already coded in game that the quest knows how long you have been in the quest and who is in the quest. its the same for opening chests. I do believe the coding is already there to recognize giving players optional xp if they were there and not giving it if they were not there. no exploit can be made if its already in place. how difficult or easy to do is up to the devs because we don't know that ourselves.

    for the umpteenth time, read my posts including this post right now. I am not ignoring quests like HH or any other quests that have optionals after completion. once that problem arose I admitted that it could be a problem. now in this very post I have given a solution to that if possible. read it again so you will stop telling me im ignoring something that I am not doing.
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  5. #105
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by Qhualor View Post
    I keep coming back to it because people keep brining it up. why aren't you reading posts before commenting?

    DCing at quest completion gives you the xp. again, already discussed that tweaks would need to be made for those handful of quests that have optionals after completion.

    its already coded in game that the quest knows how long you have been in the quest and who is in the quest. its the same for opening chests. I do believe the coding is already there to recognize giving players optional xp if they were there and not giving it if they were not there. no exploit can be made if its already in place. how difficult or easy to do is up to the devs because we don't know that ourselves.

    for the umpteenth time, read my posts including this post right now. I am not ignoring quests like HH or any other quests that have optionals after completion. once that problem arose I admitted that it could be a problem. now in this very post I have given a solution to that if possible. read it again so you will stop telling me im ignoring something that I am not doing.
    Players keep coming back to it because, you keep claiming this falacy of proper planning we all know life can not be planned as such but, you keep insisting it anyways.

    Quests don't track weather or not a player has been in the quests at the time of an optional for XP or for the chest. The XP and the loot is granted upon the completion of the optional players entering after get no XP and no loot as they were not present when the chest became active. The coding you suggest is not there.


    Another problem is you insist there are a handful of quests than optionals are completable after the quest which is not true at all currently the majority of optionals excluding ransack, vandal, trap or other base quest XP modifiers are completable before &/or after a quest completes.

    Your suggesting a huge revamp to the Optional system rather than targeting the problem quests and fixing them potential problems with this type of approach are much higher than spot fixes.

  6. #106
    Community Member Qhualor's Avatar
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    Quote Originally Posted by Oxarhamar View Post
    Players keep coming back to it because, you keep claiming this falacy of proper planning we all know life can not be planned as such but, you keep insisting it anyways.

    Quests don't track weather or not a player has been in the quests at the time of an optional for XP or for the chest. The XP and the loot is granted upon the completion of the optional players entering after get no XP and no loot as they were not present when the chest became active. The coding you suggest is not there.


    Another problem is you insist there are a handful of quests than optionals are completable after the quest which is not true at all currently the majority of optionals excluding ransack, vandal, trap or other base quest XP modifiers are completable before &/or after a quest completes.

    Your suggesting a huge revamp to the Optional system rather than targeting the problem quests and fixing them potential problems with this type of approach are much higher than spot fixes.
    hey look, you just brought it up again. ill tell you what. im not going to respond to it so I can clearly be the one to have stopped talking about it.

    quests do track who is in quests and for how long. if a dev would step in right now, they would confirm that. like I keep saying and you keep glossing over as usual to fit your agenda, if the coding is there for that than why cant it be there to track who was present for optional xp? it knows if you were in the quest or not when a chest is open so that leads me to believe it is possible. again, im not a DDO coder so I don't know if its possible and neither are you.

    have you been following the discussion about optional xp awarded at the end of the quest? no its obviously not. before completion optionals are awarded at the end. after completion optionals are awarded after like I suggested earlier that you glossed over again. doesn't matter if you complete the quest and than go back to do optionals you skipped past or do the optionals that can only be done after completion.

    I don't think its a huge revamp and to me it seems simple. change the quest coding to award optional xp at completion instead of during. still allow optional xp to be awarded after completion. what seems simple to me and what seems a huge revamp to you doesn't matter. in the end its up to the devs if they like the idea or not and if they do if its even possible. than they would have to decide if its worth the investment even if it is possible.
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  7. #107
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by Qhualor View Post
    hey look, you just brought it up again. ill tell you what. im not going to respond to it so I can clearly be the one to have stopped talking about it.

    quests do track who is in quests and for how long. if a dev would step in right now, they would confirm that. like I keep saying and you keep glossing over as usual to fit your agenda, if the coding is there for that than why cant it be there to track who was present for optional xp? it knows if you were in the quest or not when a chest is open so that leads me to believe it is possible. again, im not a DDO coder so I don't know if its possible and neither are you.

    have you been following the discussion about optional xp awarded at the end of the quest? no its obviously not. before completion optionals are awarded at the end. after completion optionals are awarded after like I suggested earlier that you glossed over again. doesn't matter if you complete the quest and than go back to do optionals you skipped past or do the optionals that can only be done after completion.

    I don't think its a huge revamp and to me it seems simple. change the quest coding to award optional xp at completion instead of during. still allow optional xp to be awarded after completion. what seems simple to me and what seems a huge revamp to you doesn't matter. in the end its up to the devs if they like the idea or not and if they do if its even possible. than they would have to decide if its worth the investment even if it is possible.
    I did not bring it up again I reponded to your claiming players keep bringing it up. Obviously it's important to players who have mentioned it that they are rewarded for completing portions of the quest in those types of situations. You've stopped talking about it because, your ok with punishing players though the loss of optional XP granted on completion of optionals to fix some loophole that could be fixed on its own through your poor planning scapegoat if they may be unable to complete for whichever of many possible reasons.

    Your only guessing on the mechanics of the optional and chest tracking but, I disagree with how you think they work. It's true neither of us know for sure but, granting the XP instantaneously to whoever is in the instance requires no tracking so I,d wager each quest would have to be hand trailered to track those optionals much like each portal in a quest needed to be adjusted to not reset blitz

    It would definately be a huge revamp to try to add a blanket fix completed optionals grant XP at completion or after while tracking who was present as each optional is completed vs. Individually fixing a handful of problem quests.

  8. #108
    Community Member Oxarhamar's Avatar
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    There was a time before the ransack mechanic changes that Optionals did ransack individually independent of quest completions so we know that it is possible to impliment that.

  9. #109
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    Quote Originally Posted by Qhualor View Post
    You know its not feasible because you are dev or a because you are a self proclaimed dev? I don't know if my idea would work, but I'm just offering a suggestion.
    No I'm not a dev and have nowhere near the technical knowledge of the game to know what is mechanically feasible. I'm just offering my opinion that your "fix" is worse for the game than the "problem". Personally, I don't care if people are macroing optionals as I'm not in any sort of competition against them. If that's how they find their fun, it's no skin off my nose. Making the game more "all or nothing" as far as rewards go to keep players from doing something that has no effect on anyone else seems a bad idea to me is all.

    I really don't see how it improves the game in any way, other than solving an issue that really has little effect on the game overall, but does seem to me to make playing a needlessly harsher experience.

    A question; outside of the macro issue, do you find getting optional experience at the completion of the optional somehow bad? If so, in what way?

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