Community Quest System Project
#76
Posted 18 December 2014 - 02:37 PM
#77
Posted 18 December 2014 - 05:13 PM
Be nice if you could do certain tasks (just about anything) to gain char/account bound tokens to trade in for either a level or % based on level. Does leave lots of flex room for whatever you want. But thats my two cents, token database variables are a bit easier than physical items.
#78
Posted 18 December 2014 - 06:50 PM
Feel free to make more proposals or suggestions! We're all ears!
Be nice if you could do certain tasks (just about anything) to gain char/account bound tokens to trade in for either a level or % based on level. Does leave lots of flex room for whatever you want. But thats my two cents, token database variables are a bit easier than physical items.
Wouldn't leveling tokens be vulnerable to duping?
#79
Posted 18 December 2014 - 07:02 PM
#80
Posted 18 December 2014 - 08:50 PM
Wouldn't leveling tokens be vulnerable to duping?
No, you can't dup quest variables, they aren't items.
#81
Posted 18 December 2014 - 08:53 PM
No, you can't dup quest variables, they aren't items.
Hmm, that could work for Tamago's quest system. Delivery tokens.
#82
Posted 19 December 2014 - 02:35 PM
It'd be nice if the quest logs were a little more detailed too since I would sometimes continue a quest way later and I'd forget where certain NPCs are >.<Project Revamp Current Quests
Proposed by: Facekiller, NoxiousOrchid, Necrohealiac, and Talvis
Updating rewards for kRO-designed quests to fit in with Renewal standards and make them more worthwhile for players to do. Need to see if kRO quests can be modified without kRO approval.
Not sure about this considering they sometimes forget to take out the spotlights :TWeekly Map Spotlights
Proposed by: meli
One popular map chosen by the community gets double spawn and mobs get double exp. No turn in, only grinding exp. One week can cater to high end maps and monsters, another week for low levels. Or there can be voting per Low-Mid-High level and choose one map for each. There would be a pinned thread for the community to vote, and they'd be free to select one map. Votes would be categorized by Low-Mid-High level map (having in mind same level ranges gramps turn in). So for example you could vote low level map (juno field whatever), mid level map (abyss lake whatever), high level map (bifrost map whatever).
Would be interesting to read lore about the different job classes (I like reading okay :U)Job Class-Specific Quests (name pending)
Proposed by: ShinobiEX3
Each job class will have their own set of leveling quests catered to their job class (i.e. undead missions for Priest classes, kill missions for Assassin classes, item collection missions for Rogue classes, etc.). This would help teach players how to use their characters more effectively and develop better skill usage for their job classes. Could integrate job class lore into it.
Can I have a motorbike to make deliveries with? xD But yeah, this one would seem fun to do.Cirrus Delivery Service (revival of original repeatable EXP quests)
Proposed by: Tamago
Players would apply for delivery service work from an NPC in Alberta. Once employed, players will travel to various NPCs located throughout the world to take on jobs that would require both kill counts and item collections. NPCs would reward EXP and money ONLY if players complete BOTH the kill counts and the item collections DURING the quest (items collected beforehand would not count). Quests may vary from delivering kill counts and items from one NPC to another on the same map or turned in to the same NPC on the same map. Would include jobs that take place in Nightmare Dungeons.
Maybe we could have the EXP apply to Alchemists too? (My homunculus is a higher level than my Biochemist character...Am I doing something wrong? >__>;;...)Alchemist League
Proposed by: ZeroTigress
Alchemist classes would take on homunculus quests in which EXP would be awarded straight to the homunculi themselves. Would allow alchemist classes to level more efficiently and actively without saturating particular dungeons from other players. Need to see if it's possible to create quests that reward EXP to homunculi.
#83
Posted 19 December 2014 - 02:40 PM
Maybe we could have the EXP apply to Alchemists too? (My homunculus is a higher level than my Biochemist character...Am I doing something wrong? >__>;;...)
AFAIK homuncs don't suffer exp penalty so no, if you're just afkemisting, your homunc will end up being 99 way before you do, and it takes a lot less exp to 99 a homunc in the first place.
Edited by Necrohealiac, 19 December 2014 - 02:40 PM.
#84
Posted 19 December 2014 - 02:43 PM
#85
Posted 20 December 2014 - 10:52 AM
Well with Janeway recently implemented, i have seen many new players begging for zeny. Maybe they could add in a quest npc that would exchange items for a small amount of exp(this could be use after they trans and when Janeway is gone), zeny and and random consumables or random items. Though the items that would be exchange should be hard to get or not easily farmable to avoid botting situations. It also encourages players to grind random maps.
#86
Posted 20 December 2014 - 10:56 AM
Well with Janeway recently implemented, i have seen many new players begging for zeny. Maybe they could add in a quest npc that would exchange items for a small amount of exp(this could be use after they trans and when Janeway is gone), zeny and and random consumables or random items. Though the items that would be exchange should be hard to get or not easily farmable to avoid botting situations. It also encourages players to grind random maps.
Making shop NPCs buy the items with more zeny could help.
There is supposed to be an update that would increase the potency of apples, carrots, bananas, and potatoes to help with the HP recovery issue, but who knows when we'll get that update.
#87
Posted 20 December 2014 - 11:19 AM
Making shop NPCs buy the items with more zeny could help.
There is supposed to be an update that would increase the potency of apples, carrots, bananas, and potatoes to help with the HP recovery issue, but who knows when we'll get that update.
Well it helps motivates new player to try new maps while leveling, and for those consumable that you listed they are useful for healing but once you reach around level 50 that healing rates are really low( not sure if it would be the same after the updates).
#88
Posted 22 December 2014 - 06:15 AM
i'm open to suggestions on the quest design; i'm thinking something along the lines of the new world report (where the pages only drop if the quest holder gets the kill). i prefer this method to just having an item or kill requirement since that basically allows established players with the means of easily getting a trans char and bypassing the zeny requirement when they can readily afford it.
support type classes would need a different sort of quest so we're not forcing them into one playstyle vs another.
#89
Posted 22 December 2014 - 07:40 AM
i like eve's suggestions around janeway. too many newbies are getting to 99 and then begging or having to wait a long time before they rebirth (if ever). janeway should provide one final quest that rewards a token to be exchanged in juno in lieu of the 1 million zeny+ contribution for non-vips.
i'm open to suggestions on the quest design; i'm thinking something along the lines of the new world report (where the pages only drop if the quest holder gets the kill). i prefer this method to just having an item or kill requirement since that basically allows established players with the means of easily getting a trans char and bypassing the zeny requirement when they can readily afford it.
support type classes would need a different sort of quest so we're not forcing them into one playstyle vs another.
This is why I don't like leveling boosts like Janeway. CMs are too fixated on "helping" players get to endgame that they neglect to help them out in other ways that would keep them in RO.
I think Tamago's idea would work for what you're suggesting, Necro. Create character-bound quest items that players would have to collect from monsters in addition to killing them. And the rewards would be the same as the Bounty Boards: EXP, EMBs, and money. But since it would require turning in character-bound items, there would be much more flexibility in level range restrictions. The original repeatable EXP quests had varying level ranges from 20 levels to 40 levels so we could do that with Tamago's quest system. His idea would also be flexible enough to encompass job class quests as well.
#90
Posted 22 December 2014 - 07:43 AM
#91
Posted 22 December 2014 - 07:59 AM
janeway wouldn't be necessary if you didn't need to level to 99 twice before even getting to third class to maximize your gaming experience. certain classes can skip straight to third but others would be severly gimping their performance.
More of a kRO issue since they're the ones who designed the job class advancement system so poorly.
#92
Posted 22 December 2014 - 08:28 AM
#93
Posted 28 December 2014 - 03:09 PM
#94
Posted 29 December 2014 - 06:27 AM
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