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Daily/Weekly Quest for Old Kafra Shop Equipment


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#1 Tofu

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Posted 10 May 2017 - 08:49 PM

Apparently Nirvanna proposed something like this already, but I don't know the specifics of it. Don't mean to step on any toes here. I just want to see if we can get some proper discussion of this, and some serious consideration into its implementation.

 

 

tl;dr VIP users can complete a once per day/week quest to get a lucky box, or a random prize pool with old Kafra Shop Equipment.

 

 

The problem:

 

  1. Many users are troubled that most of the best gear in the game comes exclusively from the Kafra Shop, so they feel there is not much available through playing the game that has value. 
  2. Many users do not find VIP worth having, especially once they hit max level on most of their characters.

 

 

The solution:

 

Add a new daily/weekly quest system available to VIP accounts, that either rewards old Lucky Boxes, or gives random rewards from a special loot table that includes old Kafra Shop items and equipment. Ideally, a proper implementation of this suggestion will give many people a reason to get VIP for even their max level accounts, and give people a reason to log in every day.

 

 

Potential pain points:

 

  • Problem: If all characters within the same account are able to complete the daily/weekly quest, then:
    • The return from rewards may be too great, compared to the cost of VIP
    • Players will get fatigued more quickly, by being "forced" to run the daily quest 10+ times a day
    • Rewards may be undertuned too much, in order to compensate for players that run the quest many times a day
  • Solution: allow the daily/weekly quest to be completed only once per account per day/week. All characters should share the same cooldown timer across the entire account.

 

  • Problem: If the quest is the same every day, then:
    • Players will get fatigued, running the same content every day
    • If the quest is too easy, players will become bored, running the same too easy content every day
    • If the quest is too hard, many players may not be able to complete the quest, barring them access to these rewards
  • Solution: Allow a range of difficulties, intended for a wide range of players. Examples:
    • Low tier quest: Kill X easy monsters (rotates daily)
    • Medium tier quest: Kill X medium monsters (rotates daily)
    • High tier quest: Kill X hard monsters (rotates daily)
    • Max tier quest: Complete X instance (rotates daily)

 

Miscellaneous suggestions:

 

  1. Daily quest should take ~30 minutes to complete.
  2. Daily quest should be engaging: running around talking to NPCs for 30 minutes a day is not engaging.
  3. Players should be incentivized to complete the hardest difficulty possible for them. This means the ratio of difficult, time spent, and rewards needs to be balanced properly.
  4. A "guaranteed" grand reward, after enough "bad" rolls are made is a good way for players to feel like they are always making progress, even if the reward they got that day was not great. (like what the old Dally Quen used to do).

 

 

Interested in hearing other people's thoughts, suggestions, criticisms, etc. 


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#2 Myzery

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Posted 10 May 2017 - 09:06 PM

I really like this idea. I feel like the community could come together and refine this into something great.

Having daily solo quests/tasks would be nice, along with a weekly group quest.
Making the tasks/quests accessible to all players would be good too, with VIP getting a substantial rewards compared to non VIP.
This encourages people to party more and it would also give an incentive for people to buy VIP and to also reward loyal players that have a persisting "subscription".

Giving out brownie points may be a good idea. This way Boxter could be utilized and expanded upon.


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#3 Tofu

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Posted 10 May 2017 - 09:09 PM

Giving out brownie points may be a good idea. This way Boxter could be utilized and expanded upon.


Brownie points could actually be a really good idea. That can give a way of very easily giving "tiered" rewards, such as giving out rewards like 100, 150, 200, 300 brownie points for the easy, medium, hard, max tier quests. It also nicely wraps up the "guaranteed" rewards, because you always know you'll get a lucky box after X number of days of farming.
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#4 Demeris

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Posted 10 May 2017 - 09:16 PM

Due to the frequent EXP events, players are only playing during EXP event.

So far, the true incentive for getting VIP is just 2 things: 1)To turn in into all base/all job  2)50% Drops.

Most players from what I've seen discussed, only purchases the 1 week VIP during exp events just so they won't waste it during non EXP events. So I personally think the VIP bonus incentive should just be removed and be added onto the server for an automatic 150% EXP rate at all time. Without the VIP bonus EXP, most players just don't level.

A daily reward needs to have some sort of queue system to make it run efficient. The ones who has a lot of time playing this game won't really get affected by how long or fast it takes since they simply have a lot of time to do it. But I think allowing something to be done daily should not exceed 15 minutes. Eventually, dailies will always reach the point of getting burned out, which is seen a lot in any MMOs or phone games.

Brownie points seems good. But again, it runs into the problem of the boxes needing to be updated more consistently. Boxter updates is sporadic at most. A problem I do see are players saving up a huge number of points and cashing out on when certain boxes enter boxter. This in a way, causes players to find a reason to avoid buying boxes. But I won't know how the reward will actually work without seeing it in action. Ideally, I'd like to see a player be limited ~5000 brownie points, and they must spend it or they won't earn anymore points. It's a similar idea to getting sick days or paid leave at work. You don't want an employee to accumulate half a year's worth of paid sick leave.

Lastly, the biggest concern to me is just the frequency of needing to update if they make it like TI and not having it rotate automatically. From what I've seen previously, the more you want the GMs to be frequent with something, the less they'll start putting time into it (boards, TIs, bot banning, boxter, etc)


Edited by Demeris, 10 May 2017 - 09:29 PM.

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#5 Demeris

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Posted 10 May 2017 - 09:35 PM

Actually, Brownie points are essentially worthless if you're not an experienced player.

Assume lowest tier, you get 100 points a day. 1000 points for a box, 10 days of farming for 1 box with a chance of getting crap? I'd just stop playing personally since the reward doesn't equal to the amount of time I'm investing.

I think what's important for doing the lower tier is giving them access to better gears. Something that actually helps them improve their gears over time. In WoW, players complete world quest dailies because sometimes a quest gives a gear with high item level.


Edited by Demeris, 10 May 2017 - 09:36 PM.

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#6 Rapralph

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Posted 10 May 2017 - 10:33 PM

+1


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#7 Nirvanna21

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Posted 11 May 2017 - 01:12 AM

The original person who proposed the concept of this was actually Toxn, I just focused the point of Kafra exclusive items. Though I also only referred to OCP exclusive items, but including other Kafra Shop exclusive items would be awesome.


Edited by Nirvanna21, 11 May 2017 - 01:22 AM.

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#8 Joatmon

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Posted 11 May 2017 - 06:54 AM

The most successful private servers, also the ones that don't have insane exp rates and -_-, have daily quests implemented of all different types that you can complete to eventually craft items only found in the cash shop here. The ones I'm referring to have been around for years and I personally know a few people who started playing them instead of iRO that claim it's just as good if not better and a little more balanced.


And to clarify? These quests often times involve partying with other players with everyone receiving a share of loot as rewards. In some of these a full set of equipment takes a few months to farm if you're starting from the bottom.

Meanwhile, their cash shops employ -_- loads of cosmetics that their player bases eat up ravenously, especially since they can all be enchanted the same way so no costume of the same type is better. I do know some of these servers have a pay-based enchantment for these too!

Their versions of VIP also focus more on drops and new areas and quests available to them... So they can farm even better equipment.

They have levels sped up a little bit though so you're more worried about gear farming than leveling. Making the whole leveling gear =/= instance gear split less annoying... Especially considering they do a lot of leveling simply farming for -_-.


Idk why iRO doesn't use this approach
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#9 XxMitchxX

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Posted 10 June 2022 - 03:04 PM

Apparently Nirvanna proposed something like this already, but I don't know the specifics of it. Don't mean to step on any toes here. I just want to see if we can get some proper discussion of this, and some serious consideration into its implementation.

 

 

tl;dr VIP users can complete a once per day/week quest to get a lucky box, or a random prize pool with old Kafra Shop Equipment.

 

 

The problem:

 

  1. Many users are troubled that most of the best gear in the game comes exclusively from the Kafra Shop, so they feel there is not much available through playing the game that has value. 
  2. Many users do not find VIP worth having, especially once they hit max level on most of their characters.

 

 

The solution:

 

Add a new daily/weekly quest system available to VIP accounts, that either rewards old Lucky Boxes, or gives random rewards from a special loot table that includes old Kafra Shop items and equipment. Ideally, a proper implementation of this suggestion will give many people a reason to get VIP for even their max level accounts, and give people a reason to log in every day.

 

 

Potential pain points:

 

  • Problem: If all characters within the same account are able to complete the daily/weekly quest, then:
    • The return from rewards may be too great, compared to the cost of VIP
    • Players will get fatigued more quickly, by being "forced" to run the daily quest 10+ times a day
    • Rewards may be undertuned too much, in order to compensate for players that run the quest many times a day
  • Solution: allow the daily/weekly quest to be completed only once per account per day/week. All characters should share the same cooldown timer across the entire account.

 

  • Problem: If the quest is the same every day, then:
    • Players will get fatigued, running the same content every day
    • If the quest is too easy, players will become bored, running the same too easy content every day
    • If the quest is too hard, many players may not be able to complete the quest, barring them access to these rewards
  • Solution: Allow a range of difficulties, intended for a wide range of players. Examples:
    • Low tier quest: Kill X easy monsters (rotates daily)
    • Medium tier quest: Kill X medium monsters (rotates daily)
    • High tier quest: Kill X hard monsters (rotates daily)
    • Max tier quest: Complete X instance (rotates daily)

 

Miscellaneous suggestions:

 

  1. Daily quest should take ~30 minutes to complete.
  2. Daily quest should be engaging: running around talking to NPCs for 30 minutes a day is not engaging.
  3. Players should be incentivized to complete the hardest difficulty possible for them. This means the ratio of difficult, time spent, and rewards needs to be balanced properly.
  4. A "guaranteed" grand reward, after enough "bad" rolls are made is a good way for players to feel like they are always making progress, even if the reward they got that day was not great. (like what the old Dally Quen used to do).

 

 

Interested in hearing other people's thoughts, suggestions, criticisms, etc. 

is good idea...Bump 


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#10 indeity

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Posted 22 July 2022 - 01:06 AM

wanna try to revive this idea.


1. some items have been outdated
2. we're in the end of days here, so with forth jobs coming - I think iRO needs to look hard for that last push to get new and returning players. I'm impressed but honestly not surprised it's lasted this long. 

I'm gonna make a large post about how we can all contribute. Some cheap and easy changes that could be made to help bring in players / revenue.. proper advertisement is key. 

for this one,
no need to make new quest, just add some old OCP and costume gear to quest rewards.

There could also be an event for new players.
1. create a new server when / before fourth jobs come out.
2. event is on the new server only.
3. players get rewarded either - 

- A. 1. random OCP (two for VIP)
- B. 1. all in one OCP (two for VIP)
and only one time for each bounty board completed.

keep character transfers closed for moving "into" this server and when the event is over, if there are a lot players dwelling on the new server, only allow players to transfer into it if they have a character on it that's max lvl.

 

*cough cough* *gearless WoE* *cough cough* 
 


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