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#1 ombra88

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Posted 21 October 2014 - 05:04 AM

I have some thoughts about the custom board quests.

 

1) Add a simple, visible counter for the custom board missions

 

2) Please make the exp reward stackable. The turn-in counter actually tracks leftover kills already. Shouldn't it be easy to make it so every leftover set of kills gives X experience? Or perhaps, add a second board meant for parties in which the required turn in and the respective reward is ten times higher or something. As it is right now, for example, the desert wolf mission is worthless. Map is mobby as hell, you'd have to go back and forth every 10 seconds. By the time you go to town, deliver the quest, then you have to manually pick it up again, you'd have pretty much done more raw exp by killing the wolves without the quest in that same time.

 

3) is having to pick up the missions every single time a necessity? this wouldn't be a bother if some form of my second point was in place, but maybe there could be a "favourite missions" system where, by default, it always picks the quest up again if you've completed it, automatically. Going through 20 menus is not fun especially when the killcounter is not stackable and/or so small. As I said again, for some quests, it's simply faster to keep killing stuff because the going back and the menu navigation takes way too much time. Defeating the purpose of these custom quests.

 

4) much like the official eden quests, in some quests there is no consideration for the spawn rate of any monster; they are all treated equally. This again leads to a massive waste of time in trying to find a set number of a much rarer spawn and discourages you from taking the quest, since again, you'd do more efficient exp by simply killing whatever you find at once.

 

5) im sure this is a matter of time (like probably most things I listed anyway), but i'd like to list some important spots that would be great having repeatable missions as a top priority for:

 

-magma dungeon

-ice cave levels 1 and 2

-the medusa map in comodo

-kobold maps

 

At around level 100 (basically as soon as you're 3rd class), magmarings is one of the very few viable options for A LOT of the leveling process, compared to most of the progression before. That's pretty boring. Adding repeatables of other maps around that range should help a lot. I think this is the most critical range that actually benefits most from the missions. Going through it has been a complete bore for me.



#2 Terpsichore

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Posted 21 October 2014 - 05:17 AM

Will look at all of that.

 

The available missions are pretty much some spontaneous stuff we added for testing, not much thought put into it.



#3 Gionelles

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Posted 21 October 2014 - 07:20 AM

not much thought put into it.

 

I guess you could say that you didn't... THINK it would work!

AHAHAHHHAHAHAAHAHAHA-!!

 


Edited by Gionelles, 21 October 2014 - 07:21 AM.


#4 Box

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Posted 21 October 2014 - 01:33 PM

I wanted to make a board quests thread but I'll just use this one. I think the board quests is a great feature but really needs some work.

 

1. Have an A and B option per quest. A is the low amount of kills for a low turn-in and B is the high amount of kills for high turn-in. This is for dungeons where traveling is a hassle and you'd prefer to stick around and kill more things instead of warping back to town and turning quests in constantly over and over. Example: Desert wolves A - 30x, Desert wolves B - 90x. This feels worse than the next suggestion though, which is...

 

2. Alternatively, implement a customizable system which allows you to pick up a quest to kill X monster, then gives you a scaling reward for how many you turn in. Example: Desert wolves according to the board is currently worth 5625 bexp, 4219 jexp. If I picked up "kill desert wolves" then killed 48, I would be rewarded with 270000 bexp, 202512 jexp. The current system already tracks how many mobs you kill so this system might be doable. All that needs to be figured out is what and how much each mob is actually worth. 

 

3. The nifelheim quest is also pretty inefficient compared to something like desert wolves. It asks way too many mobs (90) to be killed in a not-even-that-mobby map for only about double the exp of desert wolves which only asks for 30. Desert wolves definitely stay popular till 120, which is way above what desert wolves should be good for. If you reduce the numbers to 10 gibbets, 10 loli ruris and change the dullahans to 10 murderers, it might be better for 110+.

 

4. Increase the orc dungeon limit to level 85-90? Mobbing orc dungeons is really great exp up till around 90.

 

5. Completely remove the zeny rewards for these things. You could instead reward the player with x number of board quest tokens, which you can use at some NPC to get a randomized reward which could be useless or great. Rewards could be something like a random amount of zeny between 1~50000 (zeny levels between 10k to 50k having a smaller chance, and 1-9999z having the greatest chance), or a random amount of either useful or useless etc. materials (30 acorns or 20 witch starsands). While this probably takes quite a bit of scripting to get done right, I think it could be a better alternative to what's currently a steady inflation in zeny, breaking up the economy because most people would be doing these board quests. 

 

6. Other than the reset NPC and costume hatter, we don't have any custom zeny sinks as far as I know. If the system suggested in (2) was implemented, using the quest board could actually COST zeny, instead of rewarding it. The rewards could be what was suggested in (5). The higher the quest level, the more zeny it costs, but also the more rewards it gives, everything in proportion.



#5 Rikter

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Posted 21 October 2014 - 02:06 PM

Uhm... I think we see things in a different way. Let me explain the purpose of Mission Board as seen by our staff (or, anyway, by me), and why we implemented it.

Mission boards provides a chance for players to get a few more exp, as well as some more rewards. Although right now they may just give exp/job exp, they can award items and other things too.

Furthermore, they are totally dinamic "quests". They can be edited anytime by GMs by using that NPC, and that's the point. The goal is to change them a lot, provides several different missions everytime. Some missions will require more organizations, and maybe forming parties would be best (Yes, we're introducing support for party-releated missions where NOT only the killer gets the killcount for mobs).

This can also be used to start some events, like...killing a particular mob introduced for a limited time with a special reward like an headgear and such.

Everything else [-mission type, amount of missions done, etc..-] it's up to you. If you want to make 'em you do, If you don't want, you don't.

It has no sense  to talk about things like NPCs to "sink zeny" when there's a beta running and there's not even a market active yet....



#6 Krabs

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Posted 21 October 2014 - 02:27 PM

pretty similar with the board quest that gives..ygg berry box, bloody branch etc etc from before?



#7 Rikter

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Posted 21 October 2014 - 02:31 PM

I have no idea of what you're talking about, but probably it has been another server since this one opened 2 days ago.



#8 Krabs

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Posted 21 October 2014 - 02:43 PM

yea the old one a server with tons of lakumas, its pretty buggy sometime it get stuck on mission to kill low level mob with a reward of bloody branch lol



#9 dallashunter

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Posted 21 October 2014 - 02:59 PM

6. Other than the reset NPC and costume hatter, we don't have any custom zeny sinks as far as I know. If the system suggested in (2) was implemented, using the quest board could actually COST zeny, instead of rewarding it. The rewards could be what was suggested in (5). The higher the quest level, the more zeny it costs, but also the more rewards it gives, everything in proportion.

 

Just want to comment on this one, unless it's changed/not implemented in here, I think we don't need to worry about zeny sink, since castle investment already takes care of that.
 



#10 Terpsichore

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Posted 21 October 2014 - 05:54 PM

Reset, uncarding and headgear costume costs were increased by a good a mount so that should help with zeny sinks.



#11 Randfeon

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Posted 22 October 2014 - 04:31 PM

I agree with the money thing - any third class, even before level 120, should have no problem mobbing a bunch of desert wolves and killing 30 of them in less than five minutes, which results in them getting 120k zeny + however many stilettos they got from those wolves every that often. I'm sure this would add up to a lot of money before they hit the quest level cap.

 

Also, huh.

Please keep in mind the fact that the board gives quest-type experience, which is being multiplied by the server's x10 quest exp rates. Getting close to 5m experience for killing a bunch of wolves in a few AoE skills is kind of... welp


Edited by Randfeon, 22 October 2014 - 04:31 PM.

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#12 ombra88

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Posted 23 October 2014 - 12:49 PM

(Yes, we're introducing support for party-releated missions where NOT only the killer gets the killcount for mobs).

This, please. I've played with multiple people who gave up on classes, or even the server itself, because the kills aren't party-wide.



#13 veryverylove

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Posted 24 October 2014 - 12:12 PM

Yes, please make the kill count party wide or have missions to support party playing.




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