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The thing about repeatable quests is: you can make any quest repeatable.
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I agree, every NPC quest is, in theory, repeatable.
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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.
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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).
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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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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 : )