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Old 01-20-2012, 10:35 PM
Fiberwyre_P2P Fiberwyre_P2P is offline
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Also, here is another idea for a quest (probably would be a group quest).

There is a research facility that has been infested with zombies. You and the rest of your group are tasked with clearing out the facility, room-by-room, floor-by-floor, killing waves of zombies until you get to the roof, where there is a giant zombie boss that you have to kill before the helicopter can extract you.
When you kill the boss, he drops a random piece of loot for each person in the group.
You get in the helicopter and fly away.
The end.
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Old 01-22-2012, 10:05 PM
Fiberwyre_P2P Fiberwyre_P2P is offline
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Quote:
Originally Posted by Pelikano View Post
So can anyone supply a "replayable quest" idea for Era? I'd love to hear an example
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Originally Posted by Fiberwyre_P2P View Post
Bank Robbery
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I would like to see safe cracking, cop killing, hostage taking, etc. in it.
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I would like to be able to steal lots of money and make an awesome getaway.
Quote:
Originally Posted by Fiberwyre_P2P View Post
Also, here is another idea for a quest (probably would be a group quest).

There is a research facility that has been infested with zombies. You and the rest of your group are tasked with clearing out the facility, room-by-room, floor-by-floor, killing waves of zombies until you get to the roof, where there is a giant zombie boss that you have to kill before the helicopter can extract you.
When you kill the boss, he drops a random piece of loot for each person in the group.
You get in the helicopter and fly away.
The end.
Both of my ideas could be repeatable quests.

The thing about repeatable quests is: you can make any quest repeatable. The important part is the reward for the repeatable quests has to stack up over time to offer you some sort of reward for repeating the quest. It could be money, ECs, some other sort of currency, but as long as it pushes you toward a bigger reward down the line, people will keep doing it.
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Old 01-23-2012, 01:49 AM
natchez416 natchez416 is offline
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The thing about repeatable quests is: you can make any quest repeatable.
I agree, every NPC quest is, in theory, repeatable.


Quote:
The important part is the reward for the repeatable quests has to stack up over time to offer you some sort of reward for repeating the quest.
I disagree with this. The most important part of repeatable quests, or any server content for that matter, is not the reward it offers for completion. It is instead that the quest, or any other content, is able to remain fun and fresh each time you play it (a task that I believe is very hard, if not impossible to accomplish on era).

Quote:
It could be money, ECs, some other sort of currency, but as long as it pushes you toward a bigger reward down the line, people will keep doing it.
Yes, it is possible to encourage players to suffer through a repetitive NPC based quest 100 times over, but in no way does this mean that this experience will be fun for the players, or in any way add anything positive to the game play of the server.

-e.g. Mining provides a reward that "stacks up over time," and yes, a few players still see this reward as justifiable ends for fulfilling the boring, monotonous means of drilling thousands of rocks.

In conclusion: "The thing about repeatable quests is: you can make any quest repeatable," but is this really, "the most important" thing to consider when developing new content?

The problem you have to solve in order to make quests organically repeatable is instead how to make an NPC based quest that manages to provide enough variables that it constantly changes and remains fresh and fun each time you play it. This would involve a lot of work in artificial intelligence, something that is still pretty limited in top of the line games. In my opinion it would be a much more efficient strategy to forget the NPCs and instead create player player interactive content.

e.g. In many ways gang raiding is very similar to a quest, except that you are interacting with players, not NPCs. Raiding has always been one of the most popular activities on era because, to a certain extent, it has remained fresh and exciting, because the variables are practically infinite since you are interacting with human beings. Imagine how fun raiding could become if it incorporated a sense of purpose, and these incrementally increasing rewards that you mentioned. (Note: This is not gospel, it is only one simple example).

-Players not NPCs : )
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