Adventurer's Guild Patch Discussion
Posted: Sat Oct 01, 2016 3:29 pm
So, I'll release here the changes I've made so far so we can discuss this a bit and so that we(the staff) can have some feedback in order to change or maintain what was implemented.
In the shopkeepers side, everything should be the same but without any exploits.
Adventurer's Guild Guildmaster Re-Work
Here is where we have some massive changes.
What we realized needed changing:
- The system allowed some fishing of quests which we do not agree (to some extent)
- It was hard to track quests status
- The system was poorly designed and could work pro or against the player depending on their level of play
- Some commands were lacking
To address this issues I implemented the following:
Command List
Join: We thought that the entrance fee was too low and could cause new characters to actually loose money instead of gaining. Because of this we set the entrance fee at 10k and weekly fee at 1k.
Quit Guild:
- Basically the same as before, one week delay before being able to rejoin.
- This command can be called by using several synonyms of 'quit', for example, 'resign' or 'leave'.
Quest:
- Before, it was possible to always get at least one new quest each time you called this command.
- Now, it'll refresh a quest if that quest was on the quest list for more than 24h.
- Players will not be able to run more than 3 quests at the same time.
- The maximum number of "Find Item" quests (the ones that asked you to search for an item inside a dungeon) is limited to one.
Quit Quest:
- This command can be called by using several synonyms of 'quit', for example, 'resign' or 'leave'.
- This command will show you a list of the quests you are running
- Maximum number of quests represent quest slots and so, a player will be able to quit the quest in each slot every 24hs.
For example:
- You decide to quit the quest in slot 1
- You then add a new quest that will be added to this slot
- You try to quit the quest in slot 1 which will lead to a warning saying how much time there is still left before you can quit that quest.
- Removing a find item quest will not unlock the dungeon timer. This means that if you accepted a quest for Fire you'll have to wait the timer of this dungeon until you can accept a quest for Fire again.
Quest Status:
- This command will show a list of the running quests with the time left for it's deadline.
Pay:
- It'll deduce the money owed from the money inside your backpack. Be sure to have enough money before you go talk with the guild master.
Mechanics
When using some commands the guild master will check if you have failed a quest and if so it'll demand payment. It'll also specify where the money owed comes from.
Unpaid fees or fines for quests failed, will block any interaction with the menu to request new quests.
Notes
We're still unsure if we're going to release "Find Item" quests just yet, because we also want to update the place where the monsters spawn and we want to avoid them to get stuck. We will also be looking into adding this type of quest in all dungeons and not only limited to the last level of each dungeon.
This last part as you can imagine involves a lot of work, first to map and then to balance.
I guess that's all for now, feel free to write down your thoughts on this and leave the comments of religions to other posts that already deal with those thoughts and feelings.
In the shopkeepers side, everything should be the same but without any exploits.
Adventurer's Guild Guildmaster Re-Work
Here is where we have some massive changes.
What we realized needed changing:
- The system allowed some fishing of quests which we do not agree (to some extent)
- It was hard to track quests status
- The system was poorly designed and could work pro or against the player depending on their level of play
- Some commands were lacking
To address this issues I implemented the following:
Command List
Join: We thought that the entrance fee was too low and could cause new characters to actually loose money instead of gaining. Because of this we set the entrance fee at 10k and weekly fee at 1k.
Quit Guild:
- Basically the same as before, one week delay before being able to rejoin.
- This command can be called by using several synonyms of 'quit', for example, 'resign' or 'leave'.
Quest:
- Before, it was possible to always get at least one new quest each time you called this command.
- Now, it'll refresh a quest if that quest was on the quest list for more than 24h.
- Players will not be able to run more than 3 quests at the same time.
- The maximum number of "Find Item" quests (the ones that asked you to search for an item inside a dungeon) is limited to one.
Quit Quest:
- This command can be called by using several synonyms of 'quit', for example, 'resign' or 'leave'.
- This command will show you a list of the quests you are running
- Maximum number of quests represent quest slots and so, a player will be able to quit the quest in each slot every 24hs.
For example:
- You decide to quit the quest in slot 1
- You then add a new quest that will be added to this slot
- You try to quit the quest in slot 1 which will lead to a warning saying how much time there is still left before you can quit that quest.
- Removing a find item quest will not unlock the dungeon timer. This means that if you accepted a quest for Fire you'll have to wait the timer of this dungeon until you can accept a quest for Fire again.
Quest Status:
- This command will show a list of the running quests with the time left for it's deadline.
Pay:
- It'll deduce the money owed from the money inside your backpack. Be sure to have enough money before you go talk with the guild master.
Mechanics
When using some commands the guild master will check if you have failed a quest and if so it'll demand payment. It'll also specify where the money owed comes from.
Unpaid fees or fines for quests failed, will block any interaction with the menu to request new quests.
Notes
We're still unsure if we're going to release "Find Item" quests just yet, because we also want to update the place where the monsters spawn and we want to avoid them to get stuck. We will also be looking into adding this type of quest in all dungeons and not only limited to the last level of each dungeon.
This last part as you can imagine involves a lot of work, first to map and then to balance.
I guess that's all for now, feel free to write down your thoughts on this and leave the comments of religions to other posts that already deal with those thoughts and feelings.