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View Full Version : Guild quest adventures need to change or more off them!



firstoctavius
07.04.13, 05:44
The person or team incharge of this section of the game (guild quest adventures) need a kick up the arse :mad:. No variety of adventures, = no fun , no enjoyment, only a reward of guild gold coins. thats not a game, thats log off and find another game to play that is enjoyable fun and rewarding, having all 3 keeps people playing the same game....

I see exploitation from the developers (game) in having only 2 quest adventures (yes aware they change once reached a certain level) yet to have been given the same quest over and over with no change is beyond a joke and i stated to the guild i refused to do it on the grounds that this adventure (island of pirates) is being exploited by them (the uncontrolled randomness pfffttt) and trade office with marked up prices, because of its need by guilds to complete. Not only that, its very small percentage to be found by explorers/scouts which makes it even more disconcerning to have it quest after quest after quest :( , i know this adv was very cheap to buy before guild quests came to be. Now because of the repeditiveness of this quest the price has blown way out of proportion as there are less about or the people that do have them keep them for their guild (as a good guild member should do), yet some guilds wait weeks on end for the quest to be completed in the end having to use up map fragments or pay a ridiculous amount of gold for the adventure just to complete the guild quest which in the end has very little reward compared to the cost of obtaining it.

A change or even more than 2 guild quest adventures needs to be applied ASAP to balance out this growing problem.
I am sure i am not the only one that would like to see more than 2 adventures in guild quests.:)

PenguinStare
07.04.13, 19:08
I would second this, though my preference is that actually adventures are not included in the guild quests at all. If adventures are to be included, why not multiplayer ones to encourage guild members to work together?

Perhaps we could use our collective ingenuity to suggest some alternatives though. It might be unlikely that the Designers (who really have the responsibility for this, not the developers who just write the code) will pay any attention but maybe it's worth a shot...

So what options are there?

We can build, create (prov house), purchase, sell items
We can do adventures (single or multiplayer)
We can train troops
We can meet targets in the economic overview
We can buff, add deposits
We can use particular features of the game (help archive, forum etc)

There must be more but I just want to get the ball rolling. I've been playing the game for nearly 18 months so have not seen most of the new quest chains, but I think all of these are covered by that in one way or another.

And what should the purpose of the guild quests be? For me I think they should

- be fun and not repetitive/boring
- encourage guild members to work together
- challenging
- enhance the game and add to the benefits of being in a guild

One immediate suggestion I would have, is to switch the guild coin reward - I think the rewards for individuals should be higher than the reward for the whole guild since it's the individuals that expend time and resources to complete their sub-quest.

@firstoctavius, sorry if this takes the thread away from your original topic in a way that you don't like. If you object, I'll ask one of the mods to move my post to a new thread.

Icegirl
07.04.13, 21:23
My final quests in my last guild were DP and Nords, so they've obviously made some changes to this.

firstoctavius
10.04.13, 18:36
not at all, I am pointing out by just having the 2 adventures set for certain level players for guild quests will / has attracted a HUGE inflation of cost for the current assigned guild quest adventures. hypothises,,,of say 100 guilds on one server all max member limit with even amounts of players at variable levels, so add guild quests, and say 80% of them ended up with all the same quests for and adv to be done, now if they don't have that adventure already it's going to attract high prices in the trade office because of the demand, and remain that way because there is not enough variation in guild quest adv. This should not be the case, even if most guilds had short advs eg building or feeding they will be finished with in a day or so and eventually end up on a que for one of the adventures everyone else is hung up on. In turn leads to no fun / enjoyment.

I don't mind your suggestion of increasing reward, yet it is also a guild effort isn't that what we do in a guild support each other. with that said how about 50% / 50%
out of the total possibble.

Don't forget ice girl, the quests change at certain levels, i am at lev 42 the only 2 i have encounted is island of pirates and dark priests, i am not sure what other level players get, as far as i have heard it is only the 2, but to only have a couple adv leads to my first paragragh on this reply.

Thejollyone
10.04.13, 18:50
I agree in principle the adventures need to be more varied to keep people interested in the GQ's. Its also not good for guild morale to keep having the same addies 2 or 3 times a week, and is a constant drain on lower level players resources having to keep trying to get them.

Our guild now tries to keep a "bank" of these adventures to help each other, but its not ideal. More variety would be welcome :)

Jimmian
17.04.13, 00:34
+500

I'm thoroughly sick of Pirates. My explorers seem to be allergic to bringing it back, haven't got one in weeks and they're becoming extortionately expensive in TO. I've had it for GQ something like 5 or 6 times in the past 2 weeks, including 2 days in a row.

Is BB actively trying to get people to leave the game? Cos it's definitely getting much less fun... lower level players can't afford to buy it every other day and others are getting frustrated that it's taking 3/4/5+ days to complete the GQ, by which time there's another bleeping Pirates GQ waiting. Thanks to whatever bug they've managed to introduce, the guild leader can't even cancel them to give people a break anymore. *cross face*

Peajay
21.04.13, 03:48
If you have to complete a certain adventure for a guild quest, it will increase demand to a point there will not be enough of that same adventure available for everyone to complete it.
Guild quests should be a little more vague, for example: ask the guild members to complete a 2 player adventure. This allows them to choose which one they do and only half of the guild will need the adventure as the other half can help them complete it.
Another option is to award those needing to complete a certain adventure for the quest with the adventure as well as the guild coins.

SandraP13
01.05.13, 08:09
I completely agree with everything said here. Ever since I hit lvl 36 ALL I do as guild quest is only Pirates - three times in a row now. Enough is enough!!!!
Time to change, guys!

Baggis
01.05.13, 12:54
Read the dev diary on the homepage, it details that they are introducing the ability to cancel quests again and also more different quests.