daily, weekly and maybe monthly quests

Stuff you would like to see in the world of Eliatopia.
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Iogan
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daily, weekly and maybe monthly quests

Post by Iogan » Wed Jul 05, 2023 7:22 pm

daily quests and weekly quests would be fun.
a daily quest could be like kill 100 saws foR 60k xp, Or kill 200 stalagmites for 40k xp.
a weekly quest could Be like kill 1000 dBh for 160k xp, or kill 1600 feral beasts for 120k xp fr.
a dailY quest would reset everyday aNd expire every 24 hoUrs But a weekly quest could expire after 10 days and you could receive one every 7 days fr.
you could also have monthly quests but idk, those could be like kill 800 of every non-boss enemy in game or something and it could give 600k xp, or something big and they would expire and give new ones at the start of every month.
you could also have a thing that allows you to pick 1 quest out of 3, it is so that new players arent given a quest to go kill 80 dbh for 50k xp and they could instead pick kill 120 azule dragons for 35k xp or something like that.
quest could also give money as a reward but idk.

the capital letters spell something hehe
XanXus, Arbalist and 1ogan

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UnrealEspectrum_
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Re: daily, weekly and maybe monthly quests

Post by UnrealEspectrum_ » Sat Jul 22, 2023 5:20 pm

Hmm the unique thing is because colossus is 99k xp and it gaves rlly alot,so if it happen's we can see more player's with lvl 90+ from All That missions.
Remember.. Life is difficult but not impossible, if you sacrifice everything, only then can you change the world.

Zeltonn
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Re: daily, weekly and maybe monthly quests

Post by Zeltonn » Sat Jul 22, 2023 10:57 pm

its a very good idea but do not forget that killing monsters will still add up to that amout of exp sometimes.
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mage_queen
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Re: daily, weekly and maybe monthly quests

Post by mage_queen » Tue Aug 01, 2023 8:01 pm

If this was implemented then major changes would ne needed for it to be universally fair. The quest would need to change with the player level along with the rewards which would be difficult as a multiplier would be too overpowered for players with higher levels due to the equation below.
Normal reward x multiplier= new reward x multiplier= new reward
10x10=100x10=1000 so on and so on.
Decreasing the multiplier would help but would make the quest system nullified.
Then there is the problem of time management for players. Players would lose interest if you just increase the numbers. I have displayed that below.
100 mobs=DECENT 500 mobs=MOST OKAY 1000 mobs=LOW INTEREST 5000 mobs=DISINTEREST.
We could increase difficulty but that is capped out eventually. One solution is to add a boss/mob that has different stats depending on the players stats. This game is multiplayer so two players of different levels could manipulate each others stats. This happens when a lower player lets a better player damage the mob then steal the kill hence stealing the kill and potentially the loot as well.

Overall, i would love quests but the coding could get complicated when accounting for player fairness.

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Iogan
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Re: daily, weekly and maybe monthly quests

Post by Iogan » Wed Aug 02, 2023 12:51 pm

mage_queen wrote:
Tue Aug 01, 2023 8:01 pm
If this was implemented then major changes would ne needed for it to be universally fair. The quest would need to change with the player level along with the rewards which would be difficult as a multiplier would be too overpowered for players with higher levels due to the equation below.
Normal reward x multiplier= new reward x multiplier= new reward
10x10=100x10=1000 so on and so on.
Decreasing the multiplier would help but would make the quest system nullified.
Then there is the problem of time management for players. Players would lose interest if you just increase the numbers. I have displayed that below.
100 mobs=DECENT 500 mobs=MOST OKAY 1000 mobs=LOW INTEREST 5000 mobs=DISINTEREST.
We could increase difficulty but that is capped out eventually. One solution is to add a boss/mob that has different stats depending on the players stats. This game is multiplayer so two players of different levels could manipulate each others stats. This happens when a lower player lets a better player damage the mob then steal the kill hence stealing the kill and potentially the loot as well.

Overall, i would love quests but the coding could get complicated when accounting for player fairness.
Robby has already stopped kill stealing years ago back in hh by giving the player the percentage of XP that they did in damage to an enemy?
XanXus, Arbalist and 1ogan

mage_queen
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Joined:Sat Dec 03, 2022 9:31 pm

Re: daily, weekly and maybe monthly quests

Post by mage_queen » Tue Aug 08, 2023 3:23 pm

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Last edited by mage_queen on Tue Aug 08, 2023 3:24 pm, edited 1 time in total.

mage_queen
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Joined:Sat Dec 03, 2022 9:31 pm

Re: daily, weekly and maybe monthly quests

Post by mage_queen » Tue Aug 08, 2023 3:23 pm

Iogan wrote:
Wed Aug 02, 2023 12:51 pm
mage_queen wrote:
Tue Aug 01, 2023 8:01 pm
If this was implemented then major changes would ne needed for it to be universally fair. The quest would need to change with the player level along with the rewards which would be difficult as a multiplier would be too overpowered for players with higher levels due to the equation below.
Normal reward x multiplier= new reward x multiplier= new reward
10x10=100x10=1000 so on and so on.
Decreasing the multiplier would help but would make the quest system nullified.
Then there is the problem of time management for players. Players would lose interest if you just increase the numbers. I have displayed that below.
100 mobs=DECENT 500 mobs=MOST OKAY 1000 mobs=LOW INTEREST 5000 mobs=DISINTEREST.
We could increase difficulty but that is capped out eventually. One solution is to add a boss/mob that has different stats depending on the players stats. This game is multiplayer so two players of different levels could manipulate each others stats. This happens when a lower player lets a better player damage the mob then steal the kill hence stealing the kill and potentially the loot as well.

Overall, i would love quests but the coding could get complicated when accounting for player fairness.
Robby has already stopped kill stealing years ago back in hh by giving the player the percentage of XP that they did in damage to an enemy?
Oh wow really, I never noticed! Thank you for pointing this out for me!

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