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Aral View Drop Down
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Direct Link To This Post Topic: Quest Overhaul
    Posted: 12 Oct 2012 at 20:07

Probably the least used aspect of Illyriad is the quest system.  As small players we used it sporadically to get discoveries and resources, however as we age and mature in the game it quickly withers away in usefulness to a point where we demolish the tavern to make way for other buildings. The quest system is essentially useless to us at this point, and we have no need for it anymore. However, I feel that quests could easily be tailored to suit a larger player's needs.  


Idea #1: Quest difficulty/reward increase

Currently, quests are a one, two, or three step process that require little thought to accomplish. You click a few times, wait a while, and you're done.  The quests do little to challenge you other than to whittle away at your supply of scouts.  However, a player with more than 7 cities barely even registers the loss - or the reward - as being detrimental/beneficial.  This should, and could very easily, change.  Say, for instance, word reaches you that a dragon has stolen some of the circle of five's night diamonds.  Its lair is rumored to be near your city, and only an old starving priest knows it's exact whereabouts.  This quest would require you a) send the priest some food so he will tell you where the lair is (a fairly easy task which would possibly grant you a few books), b) scout the lair (a more difficult quest which would yield information for the next step), c) take the night diamonds from the dragon with thieves (a hard task which would yield night diamonds), and d) kill the dragon so it doesn't steal any more stuff (an extremely hard task which would yield night diamonds, gold, and possibly some sort of special unit from the circle of five).  This quest, in addition to being long, gives all types of player a reward.  

 

Idea #2:  Quest differentiation/quest tree

I've heard players in global chat gripe about how many times they've found that farmer in the "farmer's wife" quest a wife.  Obviously, either this man can't seem to hold onto a woman for more than a few weeks or his religion requires that he engage in mass polygamy.  Although this is somewhat of a joke in the community, I believe it nicely shows another way in which the quest system is lacking.  The simple way to avoid this problem is to insert a different farmer's name into the quest each time it appears, however I propose taking it a step farther.  In addition to the previously outlined method, once a quest is completed, it should unlock a new quest or quests into the potential quest pool for a certain city, and the likelihood that it appears again should decrease.

 

Idea #3:  Quest research

Recently, a whole new branch of research was added to the research tree: crafting.  In addition, trade research received many new technologies.  The quest branch received one new technology, which increased the number of technologies it held to five.  I do realize that quests are a small part of Illyriad, however with the above changes that could easily change.  And if quests were to become more to the game than they currently are, new researches would probably be necessary.  Here are a few ideas: 

-Gossip:  Your bartender gossips with the clientele now and then – who wouldn’t?  However, he now remembers these juicy tidbits of city life and relays them to you, allowing you to find discoveries faster.  Increases rate at which discoveries are found in your city by 3%

-Military Contacts:  Old veterans always come to the bar, to tell tales of valor and to drink more than their fair share to forget the bloodier parts of war.  Perhaps it would be wise to search for useful information amongst these tales?  Unlocks military contacts (see part d) of suggestion #1)

-Happy Hour:  Beer always flows freely in your tavern; however a cut price guarantees that it flows somewhat more freely in happy hour.  And beer has a way of loosening tongues laden with interesting tales…  Grants the ability to automatically refresh quest list upon completion of a quest for two hrs every three days.

-Tavern Expansion:  Your tavern adds a wing, increasing its size and also the amount of people it can hold.  Adds 1 to the amount of quests available.


I can only suggest this, but hopefully we'll see a quest overhaul in the near future... Beer



Edited by Aral - 12 Oct 2012 at 20:09
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geofrey View Drop Down
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Direct Link To This Post Posted: 12 Oct 2012 at 20:18
faction quest!

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Aral View Drop Down
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Direct Link To This Post Posted: 12 Oct 2012 at 20:22
Here I have attempted to suggest things that could be implemented separately from other planned additions. 

Edited by Aral - 12 Oct 2012 at 20:22
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Direct Link To This Post Posted: 13 Oct 2012 at 06:13
The current hostilities in the Politics and Diplomacy section demonstrate perfectly the need for updated quests. Players need external goals to strive for in this game outside of becoming more powerful than others (which is precisely what the current game mechanics guide players towards).

Having quests be competitive and award prizes, artifacts, emblems/crests or other achievements would generate more healthy, external conflict between players striving towards the same end goal, rather than the destructive conflicts abounding between players who wish to destroy each other.
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Direct Link To This Post Posted: 18 Oct 2012 at 18:18
I like the idea.  The tavern becomes useless after you get both of the discoveries.
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Direct Link To This Post Posted: 18 Oct 2012 at 19:36
Quest rewards should include elite soldiers. 

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Direct Link To This Post Posted: 31 Oct 2012 at 17:09
Well, this is my second day playing this came, and Questing is what kept me interested once I figured this for some adv farming game.
I was willing to build a tavern to get started, but then found I needed beer to get started, but found I needed to have a skill to brew beer to get started, but found I after the tavern, the beer skill, the beer making, I need to make negotiations skill and now I'm bored waiting to even begin playing quests.

I see the questing system gets ripped up/out if i keep play and that leaves me with farming which is not nearly as fun as seeing if my next set of cards will match the board for a nice haul. I digress.

If questing is something that is highlighted in this game, perhaps making it easier to get into quickly. For me: First, the series of hoops to get to even try one is too much. I still don't know if they are any fun bc of all the steps toward getting to quest got me over the willingness to try them, second as the system dialogue is, it is misleading since at each step I thought I was going to get to play a quest because of message wording only to find I would have to wait and being mislead irks me more than having to wait.

If questing is on the way out, then what else besides a plot and farming is of interest to new players such as myself? I see this word 'tournament' and I see words like alience, faction, pvp, but none seem like they're suggested for a second day player. I've also been able to find the create char personality page, but that turned into a bummer because I needed to buy poop to even get a back drop for this stock elf avatar. Thought, how long does it take to make 50 prestige and is that amount better spent elsewhere? seems like i can rush job through 20 science skills for that price.

This is leading to a relevant development question. On top of the questing (supposing it works great for new players or doesn't work at all and has been removed), what else is there to hook new players into some kind of play/reward cycle? How does the game ensure new users see these other hooks?
Also, thanks. This game is entertaining and has great look and feel.
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Direct Link To This Post Posted: 03 Nov 2012 at 02:29
I'd love to see quests for spies, thieves, sappers and assassins! Military quests would also be awesome.
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Direct Link To This Post Posted: 09 Nov 2012 at 05:55
Quests could be a little less obvious about what to do as well. Maybe a quest tells you that you need to harvest so many of some resource for example. You have to go ahead and find that and harvest it on your own. Quest doesn't provide it automatically. Or you have a quest to do any number of things but you have to do it yourself, not just click the button. 
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