Quests Rewards and Progression
Posted: Fri Dec 23, 2016 4:02 am
Currently, the quest rewards (particularly for the daily quests) is quite low.
For example, there is a caravan quest that requires 5 level 100 items (boots of the winds), for a reward of 300 silver (a fifth of the cost of the boots), and three rank points. If you purchase those items, you are trading 15 gold for 300 silver, and 3 rank points.
Some of the caravan quests are better about this, but I think as a whole a majority of the 'rewards' in the game are more of a penance service charge, than an actual reward.
Look at the design structure of games like world of warcraft, or TERA, or Archage, or really any other game. You go and do a thing for an npc, be it traveling and talking to someone, delivering an item, killing 100 rats (which is a quest we have, in total atleast). The player gets: Significant money, usually making it worth doing in the first place. They never, or VERY rarely lose money in the first place. There is usually some sort of additional gain, from a next tier loot item. And then there is a reputation impact, which may only be a couple of points, but it is significant.
The daily quests are the opposite of that. You lose money (unless you are a crafter who happens to just have all of those things on hand), you don't usually gain any equipment, and you move somewhere between 1% to 3% closer to the next rank.
I am not saying that the solution to this is boost all the daily quest rank rewards, but it might be worth considering going through the whole of the quest system (and map rewards, for that matter), and boosting all rewards.
I understand that the main focus of the game is to roleplay, and with other players. It just seems like the game should be actively supporting the actions we are doing. These quest rewards are designed almost for the intent of them to not be done at all. It is poor design to put something in the game, and the design it for the express intent for people to not use it, or punishing them that they do. That is the current situation with some of these daily quests: The demand is too high, for too little reward. The result: players have to wait for the quest to expire and reset, to hopefully get a lucky random quest that is at the very least reasonable.
For example, there is a caravan quest that requires 5 level 100 items (boots of the winds), for a reward of 300 silver (a fifth of the cost of the boots), and three rank points. If you purchase those items, you are trading 15 gold for 300 silver, and 3 rank points.
Some of the caravan quests are better about this, but I think as a whole a majority of the 'rewards' in the game are more of a penance service charge, than an actual reward.
Look at the design structure of games like world of warcraft, or TERA, or Archage, or really any other game. You go and do a thing for an npc, be it traveling and talking to someone, delivering an item, killing 100 rats (which is a quest we have, in total atleast). The player gets: Significant money, usually making it worth doing in the first place. They never, or VERY rarely lose money in the first place. There is usually some sort of additional gain, from a next tier loot item. And then there is a reputation impact, which may only be a couple of points, but it is significant.
The daily quests are the opposite of that. You lose money (unless you are a crafter who happens to just have all of those things on hand), you don't usually gain any equipment, and you move somewhere between 1% to 3% closer to the next rank.
I am not saying that the solution to this is boost all the daily quest rank rewards, but it might be worth considering going through the whole of the quest system (and map rewards, for that matter), and boosting all rewards.
I understand that the main focus of the game is to roleplay, and with other players. It just seems like the game should be actively supporting the actions we are doing. These quest rewards are designed almost for the intent of them to not be done at all. It is poor design to put something in the game, and the design it for the express intent for people to not use it, or punishing them that they do. That is the current situation with some of these daily quests: The demand is too high, for too little reward. The result: players have to wait for the quest to expire and reset, to hopefully get a lucky random quest that is at the very least reasonable.