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World Repeatable Side Quests

Discussion in 'General Suggestions' started by kokonut_pi, Apr 11, 2017.

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Mandatory Suggestion Poll

  1. Support

    16 vote(s)
    100.0%
  2. No Support

    0 vote(s)
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  1. kokonut_pi

    kokonut_pi ( ~ ' - ' ) ~ HERO

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    Minecraft:
    Once you reach a certain stage in the game, not only goes leveling up become a pain in the ass, you also often find yourself out of things to do. This suggestion will not only fill that void but also make the world much more dynamic in depth.

    Repeatable Side Quests would be small quests that randomly generate at the time of world creation. Once the Side Quest has been generated for that specific server, it will remain there until the server restarts. Depending on the number of Repeatable Side Quests implemented, there can be 10~20 Side Quests per server. These quests will all involve just a single stage, however the completion of said stage may involve multiple steps.

    Repeatable Side Quests will have a starting NPC (usually a Villager) that spawns at a certain location at time of world generation.

    A player's Side Quests will reset at the same time as donor's Daily Crates. At this time, players may redo side quests they have achieved previously.

    Another important thing to note is that each class can only do the same Side Quest once each day, even if they switch servers.

    Example:

    Collector's Dilemma

    Generation Probability: 35%
    Minimum Level: 1
    Possible Locations:
    • Any major city or town's bank
    • Next to Junk Merchants
    A Collector is looking for a specific item, the player must find an item with matching name and show it to the Collector. The collector will then offer to buy the item for five times the price of an item buyer. If the player accepts, they receive the money and the item is lost, ending the Side Quest. If they do not accept, they will simply end the Side Quest. XP is rewarded upon completion of the Side Quest.

    Rewards:
    • Emeralds (if the player sells the item)
    • +3% XP to next level (rounded up)
      • +1% XP if the player is level 100
    Other Notes:
    • The Collector will only ask for an item within the player's level bracket, give or take 1. This means that a level 89 player can be asked to find any item between levels 84-88, 88-92 and 92-96.
    • The item must be identified.
    • Normal items and Mythic items will not be requested by the Collector.
    • The player chooses whether to sell the item or not via a tellraw in chat.

    GMs can really get creative with this.
     
    Last edited: Apr 11, 2017
  2. llllllllllllll

    llllllllllllll Famous Adventurer

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    Minecraft:
    Seems cool. Just a little, intsy tintsy tiny ass mistake here.
    +1 support
     
    coolname2034 and kokonut_pi like this.
  3. cars3n

    cars3n Famous Adventurer CHAMPION

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    No. it needs to be a set amount of xp, not %. If each side quest gave 1% of a level that's only 100 quests to get from 100-101
    ________________________________
    Not to mention they're short so it won't be as long as grinding
     
  4. kokonut_pi

    kokonut_pi ( ~ ' - ' ) ~ HERO

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    But then higher level makes the XP reward not worthwhile. It needs to give reasonable reward no matter your level. Believe me when I say grinding 1% to 101 is much easier than looting for a specific item.
     
  5. cars3n

    cars3n Famous Adventurer CHAMPION

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    Minecraft:
    just have it a raw amount that goes up by level
     
  6. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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    Minecraft:
    They can't randomly generate things that aren't mobs.
    I'm sure there's a way, but it'd be really hard.

    Besides that, looting for a specific ingame item is not a good idea, at all.
    There are over 2.000 items currently, and while they do vary in level, that's at least 200 items per level.
    Not to mention legendaries are extremely hard to find at lower levels, and if you get asked, you're SOL.
    And three times the item buyer cost is still ridiculously low, Lets say it's a rare, that's like, 450 emeralds at level 100.
    Approx. 7Eb at level 100.

    While the Exp reward is nice and all, this side quest is extremely impractical, not to mention the ultimate annoying fetch quest.
     
  7. funnysillyman

    funnysillyman lil uzi fan GM

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    Minecraft:
    This is better than most suggestions. But still, it would be hard. The way quests are made right now does not support this afaik.
     
  8. RedstoneLogic

    RedstoneLogic Has a neato shop haha please buy my stuff HERO

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    +1 :)
     
  9. captainganon

    captainganon God of k | Derpalope VIP+

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    Minecraft:
    Every single quest in the game is a side quest.

    This is an issue with grinding itself, not as much a lack of quests.
    Quests involving one step are essentially missions with a bigger name and a few more features. They'll inevitably be boring quests that people only complete for the XP, whereas the grinding system could be worked on instead.
    I must admit, these are pretty good limits, but with your estimations it's still up to 20 side quests a day. Depending on XP amounts and level requirements, that could potentially be overpowered. Now, it seems strange that something could be op when it comes to grinding, but these ""side quests"" need to be less efficient than normal quests while still being better than grinding to be viable. That's a tough thing to balance.
    This is a boring fetch quest. Quests should never be about doing one boring task. To top it off, the rewards are ridiculous. For what could potentially take a few minutes, 3% XP is extremely high. At level 99, that 367500 XP for a few minutes of looking for an item. Not to mention around 3% 20 times a day means that at most any level would take about two days.
    So is the Collector the only NPC? Are there only fetch quests? Or are you just leaving the other 19 types of ""side quest" for the GMs to deal with?
    Looks like it's the latter. Only including one example in this kind of suggestion is just lazy.

    The idea has potential; it's essentially beefier missions, which are an old feature that the CT obviously thought could work. The problem lies in the execution, as it so often does.

    TL;DR they're more efficient than doing normal quests and will end up being boring single-task quests like "kill this mob" or "collect this item," both of which are just about the worst kind of quests you can have. Oh, and the terminology is wrong
     
    Triverr likes this.
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