Random quests.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

The main basic quest types are:
- Kill target and receive reward.
- Retrieve/gather lost/stolen/required item(s).
- Save/escort NPC(s)/structures/Bundles.
- Protect area/NPC(s)/structures/Interactive objects.
- Information gathering.
- Talk to a series of NPCs.
With that, they could make a system to randomize quests.

Rules:
- You enter a town, and talk to a Xunlai Agent. Choose the 'Find me a Job' option. You receive a 'Bonus quest'.
- People won't be able to choose the one they want, they'll be random.
- They can be abandoned, but if players abandon a Bonus quest, they'll keep getting the same for some time (1..24hours). This is to prevent people skipping quests and going only for the the ones with the rewards they want.
- If players do not like the current random quest they can wait a certain time(1..24 hours), and the quest would be replaced with another..
- Players can take as many quests per day as they want, as long as they make the last one they got. Once they finisht it, the next time they talk to a Xunlai Agent a new one is created.
- Rewards would be given by Xunlai Agents.
- Additionally: Xunlai Agents could have a list of 3..10 quests for players to choose from instead of just 1.
- Additionally: Players that join other players with a Bonus quests could also receive rewards if they help with the quests.
- Additionally: Random quests could be available only after making all other quests in a certain campaign, and the Xunlai Agents would tell you the next quest you can do in the campaign instead of a Random quest until you finish all of them. Giving Xunlai Agents yet another use: Indicating missing quests.

Examples:
- "[Bonus quest] Save 5 Krytan merchants in Nebo Terrace from Glutt Wallop."
- "[Bonus quest] Defeat Jayne Forestlight and bring me his Vera hammer."
- "[Bonus quest] Defeat 20 Shiro'ken Assassins."
- "[Bonus quest] Find 25 Mursaat Tokens from Mursaat in Ice Floe."(Won't count if you buy them, it would count the drops your party members pick only in that area)
- "[Bonus quest] Defend Bathazar's Temple in The Falls from a horde of Trolls."
Etc...

Rewards:
- Each 'piece' would have its separate reward, and the reward for the quest would be the sum of all the rewards of the separate pieces.
For example:
** Defend 10 Level 20 Luxon children (250 gold, 1000 exp) from 3 waves of 6 Level 24 Naga (250, 1500exp) in Maishang Hills (500 exp, 400 Luxon faction points)-> [500 gold, 3000exp, 400 luxon faction].
- Additionally: Random quests generated in outposts with exits to areas with priests and scouts who give bounties could also give small amounts of points for Faction/Reputation/Promotion points.
- Additionally: Some of them could give Tomes and even Lockpicks. But they would be 'rare' bonus quests.

With this:
- People that enjoy questing will be able to keep questing.
- An adequate source of sensible amounts of cash would be added.
- Xunlai Agents would have another nice use.
- It would add another small source for grind points and skills.
- Instead of adding more and more quests, with this system, devs would need to add just more 'pieces', and the system would automatically generate the quests with them.

I made myself random quests in a Neverwinter Nights module in my Aurora toolset times, so I'm positive this can be made.

ArcaneApostle

Ascalonian Squire

Join Date: Nov 2006

/signed

I like it. Oh, and let me add this to an idea from another topic. We could provide greater bonuses to the "deserted" areas of previous chapters in order to repopulate them, so to speak. They should also be hard enough that people will want to join human groups for them. This way everyone is constantly searching the various ignored outposts looking for a high-pay quest before everyone else. Sorry if it is a little off-topic, but I think the ideas would work well together.

Even if the last paragraph I wrote isn't implemented, your idea by itself is rudimentary to implement and would be beneficial; I see no reason it shouldn't be in.


Oh, and I just wanted to throw this in, escort missions suck. It doesn't matter what game it is. They suck twice as much if you are defending slow characters, like a certain group of Vabbi noblemen. Either make these quests rarer than the others or more high paying for our efforts.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Yup, think of thi kind of quest like that 'Lego' game.

Scort (250, 1000) weak npc (750, 2000) 1k gold and 3000 exp.
Kill (100, 500) strong boss (400, 1000) 500 gold 1500 exp.
Kill (100, 500) weak boss (50, 250) 150 gold 750 exp.

See the point?

The more combinations they add, the more different random quest coud be made. The more outpost and explored areas you have, the more 'pieces' you unlock, the more often they offer you those quests, and the more different random quests the system can create. They could make them so you have only once at a time, and you have to make one to make the system generate aonther for you. So you'll hav to go to Outpost XXXX and talk to NPC YYYY. And then look in all outposts again.

Some random quest could send a character from Old Ascalon to the Fire Archipelagos! XD

Gregslot

Gregslot

Wilds Pathfinder

Join Date: Aug 2006

Me/

Sounds like Yoda Stories to me.

But i like it, that way u can "farm" gold by doing quests... sounds fun.

But add it at every chapter plz, i dont like the fact of leaving chacpters behind. A good solution for this would be adding a npc at the Isle of the Nameless that gives you these quests, then u would need to go to a random continent (one you have already beaten), and of course, you can only get one at a time

I think that by doing this it would solve the proplems of "updating" the quests from chapter 1. And it would be a very pleasent way of getting richer and having fun

/signed for beeing a very good idea

Faowri

Faowri

Ascalonian Squire

Join Date: Mar 2006

Mantle Assassins

Me/E

I've always been a supporter of this idea ^^ At present the only way to make gold once you've finished all the quests and missions is, directly or indirectly, to kill things, which is classed as farming and continually nerfed. But if Anet gave us a non-farming way of earning gold, I think it would be a great step forward.

The way I've always imagined it is something like this: I'd love to see a 'job' NPC of some sort, who acts as a noticeboard for currently available quests (or jobs, tasks, whatever). I'm thinking a little of Final Fantasy Tactics Advance, where you head to an inn and pick up missions which are sometimes repeatable and crop up several times a game 'year'. Some missions have prerequisites such as particular items earned from other missions, etc. I like the essential principles behind that system and I think overall it would add a lot more replayability to all the chapters.

Alaris

Frost Gate Guardian

Join Date: Nov 2006

Montreal, Quebec, Canada

R/N

/signed

I like the idea of a job NPC more, but I also like the idea of random NPCs coming up with quests.

They exclamation point would have to be a different color to distinguish "built-in" quests from random quests. You would probably also have a limit of how many of those you could stack in your quest book at a time, avoid clogging memory & stuff.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Yup. Having to go to all outpost would be annoying.

Instead of that. The NPC that usually gives the 'job' in each outpst would idrect you to go there.

"You are lokking for a job? I've heard <NPC name> at <Outpost name> could se some help..."

All those special NPC would same the same, instead of that <NPC name> that would give you the random quest.

Series

Banned

Join Date: Aug 2006

Not to burst your bubbles, but how would you form human groups for a random quest that only you have, unless someone else happens to "randomly" get the exact same one?

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Easy, if a party member get a quest, all party member in that party will have the temporary quest notation on their quest logs. If the party disbands, only the original taker of the quest would keep it. Just like in Cooperative Missions, the ones who stay keep the log, the ones who leave lose it.

Experience rewards would be the same for the players. So it would be the same being alone or tagging with others, but you'll have more quest if you tag with others, of course.

Alas, if many players find a random quest in the same outpost, the quest may be the same or just two randomly differente ones, and they could tag along to make them an multiply the rewards (The more human characters join in a random quest the more characters get the same reward)

Once the quest taker set that quest as (complete) other party member will keep the (complete) status even if they leave.

See? Easy to solve.

thezed

thezed

Krytan Explorer

Join Date: Oct 2006

Iowa, USA

HoTR

/signed

As long as these random quests are repeatable. Meaning you can get a quest from NPC #1, complete it, then NPC #1 has a new random quest.

More repeatable quests is really needed. They add a great way to gain exp and gold w/o "farming".

ArcaneApostle

Ascalonian Squire

Join Date: Nov 2006

I'm thinking the quests given in a place would change after a set time interval, so people who get there around the same time can get the same quest. Or perhaps implement a system where if one person has a quest everyone gets it. There are numerous solutions.

Gregslot

Gregslot

Wilds Pathfinder

Join Date: Aug 2006

Me/

wow... this is really a great idea
is anyone seen anything wrong about this? i mean, is there any reason why this shoulndt be added? Its not that hard to implement this also O.o

/add now plz

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

/signed

Nice idea, but will the quest reflect the lvl of the player or the lvl of the map its in?

I cant see much fun being a lvl 20 and killing a weak boss in the ruins of ascalon.

I posted an idea before about having quests granted at battle island based on the number of missions you've completed for any particular campain. This would make the quests available to all players not just those that have beaten the game.

Gregslot

Gregslot

Wilds Pathfinder

Join Date: Aug 2006

Me/

Quote:
Originally Posted by Crom The Pale
/signed

Nice idea, but will the quest reflect the lvl of the player or the lvl of the map its in?

I cant see much fun being a lvl 20 and killing a weak boss in the ruins of ascalon.

I posted an idea before about having quests granted at battle island based on the number of missions you've completed for any particular campain. This would make the quests available to all players not just those that have beaten the game.
Well, of course these they wouldnt assing you to kill a lvl 10 boss at Ascalon. Like MithranArkanere suggested, there were going to be varieties, from retiving a item just a few steps from the outpost from deafeating a a huge mob or a hard boss+mob at Dragon's Gullet
Sure, one of these quests could assign you to kill a lvl 22 boss (considering lvl 22 a low lvl for a boss) at Ascalon, but like Last Day Dawns quest, most of the mobs would be replaced with hierr lvl monsters.

And why only after beating the game?
First of all because you already have plenty of quests during the enroll of the chapter.
And second and most important its because by making them a "high-end" quest, it will assure that the player would have acess to the all the continent he would be assigned.
Lets suppose iv beaten chapter 1 but im still at the beggining of chapter 2. What would be the point of getting a quest that needs that i have acess to the Harvest Temple if i just arrived at Cantha? And also, it wouldnt make any sense according to the storyline. As an exemple: the afflicted only get to the Harvest Temple after the first battle with Shiro. If they only get there after this battle, why would any npc tell me to kill an afflicted at the Harvest Temple at the minute i get to Cantha?
And obviously this not only goes to the Afflicted. This goes to the Titans (yes, you could be assigned to kill some remaining titans), the Kournans, the Margonites, etc etc etc

Gregslot

Gregslot

Wilds Pathfinder

Join Date: Aug 2006

Me/

Ok, i have been thinking about this and doing some research.
According to guildwiki there are 963 bosses at total, and i have counted 106 explorable regions (not counting outposts, towns, small regions like Consulate Docks or Kaineng Docks)
* If you dont like to think or dont like math at all, skip to the "after math" part.
Lets presume 233 of these bosses are from other quests, missions, inside Sorrows and other bosses that wouldnt count at these quests (Shiro heh).
So far we have 630 bosses.
Since some of these bosses are easy prey like the lvl 10 charrs, or some are too close from outposts, also presuming a.net could add some new bosses (to substitute some of the low lvl charrs) and counting on quests that will ask you to kill mobs, or a quantity of a type of monster. We could have about 600 "hunt" type quests.
Now the "scort and protect" type quests. We have 106 explorable regions, counting the possibility that some of these quests would be at the hard difficulty and would require that you crossed 2-3 regions at the same time (most likely at Tyria) also counting that most of them are big enought to compensate the other possible 2 areas and presuming that at least 1-2 npcs would request for help, we might end up with with 190 "escort and protect" type quests.
Now the "retrive/find" quests.
106 regions, lets apply the same math we did at the other ones, we could get about 150 "retrive/find" quests.

Of course, the hardest quests could require that you hunt and retrive/find, or retrive/find and scort/protect or all three of them. Or hunt 2 monsters, retrive 2 itens, scort twice (not likelly, but ok). Talking about hard, these quests shouldnt give the same reward allways, we could separate them by difficulty like MithranArkanere suggested.
Lets separete them into easy, normal, hard and very hard. (Once you accept it you have to complete it in order to get another one)
Easy: Easy "hunt" or "scort/protect" or "retrive/find" quest. Low reward (150 gold 750 XP).With 15% chance of getting it from the NPC.
Normal: Normal quest of any of the 3 possibilities or 2 easy quests at the same region. Normal reward (300 gold 1500XP). With 40% chance of getting it from the NPC.
Hard: Hard quest of any of the 3 possibilities or 2 normal quests at the same region, hardly ever 4 easy quests. Expert reward (750 gold 3000XP). With 30% chance of getting it from the NPC.
Very Hard: 2 Hard quests or 1 hard and 2 normal, or hardly ever 4 normal (easy quests not included). Master Reward (1500 gold 6000 XP). With 15% chance of getting it from the NPC.

As for the possibilities of each normal/hard/very hard combination, i wont count them because it would require a time i simply dont have now. I need to count the number of bosses at each region at each continent, the exact quantity of possible quest at each region and so on... So i will make an easy math

After math

So at the end we came up to this:
Easy quests: 188
Normal quests: 423
Hard quests: 329
Very Hard quests: 141

I'm exhausted now, im going to eat something

edit: for some reason i typed change every time i was supposed to type chance

S.U.K

S.U.K

Academy Page

Join Date: Sep 2006

wouldn't you like to know..

none

Mo/

/signed great idea love to see it happen, but also the quests should match the players level so everyone could do it

ericdanie

Frost Gate Guardian

Join Date: Jan 2006

Rio de Janeiro - Brazil

Tribo dos Reis [TdR]

R/

/signed

Would finnaly end my PvE boredom when doing nothing.
Quests as they are, are one time and of course after some days you're out of quests to do, and will have to wait months to have something new in the quest log. And a way of having a consistent XP/Cash flow without the need to SOLO FARM or FOW UW FOW UW FOW UW FOW UW, heck, America never has favor when I'm playing.
This idea is simply perfect. P-E-R-F-E-C-T.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

The difficulty and randomless of the quests would increase the more outposts you unlock.

And of course would be different difficulties. The difficulty would change mostly depending on contract and objective regions. To save resources, the game would use already existing bosses.

dread slayer

dread slayer

Frost Gate Guardian

Join Date: Mar 2008

Somewhere

A guild??? What is that?

A/

/signed

Dood ur idea rox......now i have a reason to play pve........ hope ur idea works and comes as a huge update! GL

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Ok, starting this week I'll adda a poll to one of my suggestions that do not have one and would still be a good addition to the current Guild Wars.

This was my first choice.

As Gregslot stated, this would allow a LOT of randoms quests to do, and it would require real time just for the 'base' system.
If GW allows so, the system could be made just to add more 'pieces' instead of more quests.
More pieces added over time would require less effort and could be done easier in spare time of people that have some spare time.

What do you think? Want more once everything's done?

RiKio

RiKio

Krytan Explorer

Join Date: Dec 2007

Plato's Cave

W/E

Random Quests would be a nice idea, but pl0x give them funny plots. For The Almighty Lulz.

Sleeper Service

Sleeper Service

Jungle Guide

Join Date: Dec 2005

CULT

skipping through and ripping this off EvE:

once you have successfully completed a certain amount of quests you get a random chance[/i] of receiving an "ultra hard" quest which you can refuse.

If you refuse you go back to you usual quest choices.

If you accept you MUST complete the quest within 48 hours.

Accepting the quest means that if you fail it or quit it whatever the reason (except connection drop * in which case you log straight back in) then you'll just have to wait for your luck to come round again.

the reward would usually come in the for of a chest and a nice drop at the end.

Diddy bow

Diddy bow

Furnace Stoker

Join Date: Oct 2006

Jawsome!!!!!!!!!!!

looking for one :p

A/D

Looks really fun, but it would be pointless if the rewards weren't up with farmings rewards, and the randomisation element would stop people using the same build to just rush though over and over again so the rewards could (should imo) be better than farming and dungons or whatever.

Great idea overall though

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

Looks like good fun. Although the examples seem like your typical WoW and whatnot quests, kill this, get that, type of thing.

If some quests deal with lore, I will really be happy.

Although, here are some suggestions:

-These quests should be gained at 1 place per campaign. Here are my suggestions for where to get it:

Prophecies: Avatar of Glint (Droknar's Forge)
Factions: Togo's Ghost (Tahnnakai Temple)
Nightfall: Seer of Truth (Chantry of Secrets)
Eye of the North: Scrying Pool (Hall of Monuments)

-Each location will have 100 quests that are for that one campaign only (400 1-campaign quests)

-100 quests that can be started at any of those 4 places that are multi-campaign (2,3, or all 4 campaigns).

-5 quests show up at a time, but only one can be taken.

-50 of those 500 quests are quest chains, the chains being 5 quests long.

-The quests that are part of a quest chain that are not the first in the chain, will say [Difficulty:Random](Quest Chain) when looking at the dialogue.

-200 of those 500 quests that are not part of the quest chains are repeatable.

-100 quests are removed every month, and 40 new quests are added. All quests changed out are repeatable quests (10 per campaign are changed).

With these "settings" for the Random Quests, there would be 750 quests, 100 of them are randomly changed out monthly.

This should be easier to add then new areas and a new "Extreme Mode" and would keep PvEers busy for a nice time as well, especially with 100 or so quests are changed out monthly.

pamelf

pamelf

Forge Runner

Join Date: Aug 2006

Australia

Lost Templars [LoTe]

Me/Mo

Absolutely it would keep me far more interested for a far greater period of time.

doudou_steve

doudou_steve

Lion's Arch Merchant

Join Date: Dec 2007

Canada

Guildless QQ

W/

yeah /signed goood idea

It would keep me out of grinding for a moment

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

/signed

But no "Do X action to Y amount of monster/NPC Z" quests, that's MMO grind, that's what we don't want to encourage with Gw2 in development.