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BobLurker
15.11.13, 11:46
Please stop putting adventures or even 2 adventures (!) as the requirement in Guild Quests, particularly for higher level players.

I have had at least 6 GQs in a row now that have required me to do a specific adventure or one or more adventures. That's simply not reasonable. I've had to quit my Guild as a result, because I do not have the time to even do them through loot spots.

The balance is wrong for the number of adv GQs for high level players and it is driving players like me out of our Guilds, because we don't want to let our fellow Guild members down. The number of advs needs to be drastically cut back or eliminated from GQs altogether. I still want to do advs, but I want to do them when I choose to and when I have time to, not when you try to make me!

Benedicter
15.11.13, 13:34
I cannot agree more with this. Most of the people that play this game are working most of the day and have little/no time left for daily adventuring. You should remove adventures from guild quests completely.

I've had to quit my Guild as a result...because we don't want to let our fellow Guild members down.
/applauds

Peajay
15.11.13, 15:10
I said this months ago but no-one else seemed to agree at the time.

I see no reason to be in a guild if this is the price I have to pay, most guilds make the guild quest a compulsory requirement. Guild coins can buy so few items anyway. Guild leaders should consider if its better to have a fun, social community instead.

SmurfAsH
16.11.13, 02:50
I think Peajay's suggestion (http://forum.thesettlersonline.com/threads/26295-Guild-Quest-needs-an-overhaul?p=243996&viewfull=1#post243996) some days ago (Rewards should be based on difficulty of the quest.) would be a very good change to this.

I've been officer in a large guild and conducting the GQ activity there since summer. I can tell the new guild interface has made my work a lot easier. Still, it's not enough as it lack "overview" and "history", we're using a google.doc for everyone to report their GQ status.
We don't expect GQ to be done in a day, but we strive to get them done before 3rd is ended. Ofc that's not what allways happens.. Mainly because some members don't care that much about GQ. Guild coins might never be that valuable, but making rewards based on difficulty of the quest would atleast make some difference...hopefully enough to get more than 80% of guild's members to put some more effort to do their GQ.

terghi
16.11.13, 17:49
I fully agree the GQ are a killer, especially higher levels. It's an utter pain when it keeps coming up do Nords or Black Knights. The 2 adventures isn't that bad as you can often run a couple of lost skulls quickly but still for such a small reward for the effort required it is tiresome. I gave up on my last guild as I just got to the point of no longer wanting to try find lootspots or spend gems to auto-complete but didn't want to let the other guildies down. It should even be optional, if you could 'tag' that you don't want to take part in a GQ and that you don't get loot but others aren't waiting on you that would be a nice addition.

In it's current form the GQ are run just for the sake of it for most people, there's nothing worth buying to justify the cost and effort required. Most people probably just stockpile the coins in the hope of something useful appearing, it's a completely pointless exercise.

KC-Grim
16.11.13, 21:58
The only reason BB has put so many adventures in the guild quests is to make us use or gems too complete them and then hopefully we will buy more to make BB rich :p

FishSmell
18.11.13, 13:20
Perhaps GQs could give a choice between low-difficulty quest (selling or owning or producing or collecting - for low rewards) and high difficulty quests (like doing an adv - for higher rewards).

I'm not yet on that level but I'm dreading it already because my capacity for adventures is about one per week.

Hano13
20.12.13, 07:05
Any half decent Guild leader would realise the difficulties with this issue, and would not insist on GQ being compulsory. As long as the number of the quota is reached, then not doing a GQ should not carry any penalty. There are ways around everything, if you look hard enough and think well enough.

Sharpielein
24.12.13, 13:50
Worst thing is, for lv46+ it's often terrible stuff like Black Knights, Nords or even 2 Adventures, which means either shelling out a fair bunch on a lootspot or preparing for a fairly resource-consuming adventure (Nords = 1.3k coins, BK = 800r + ) which really isn't fun for the working population.

I felt very irritated that our guild cancelled stuff like "Do a random adventure" for the low levels because it was too tedious, making me end up with the above-mentioned GQ's, which left me at a terrible completion ratio on weekdays.

Sharpielein
24.12.13, 14:06
I'm not yet on that level but I'm dreading it already because my capacity for adventures is about one per week.

Don't worry, your capacity gets higher - but GQ's would force me to do about 8 adventures per week if there were no cancels. High levels may need to do more than one adventure for GQ.

Terrible for those of us who actually have a Real Life.

Gytha_Ogg
24.12.13, 17:32
Standard operating procedure in our guild is if you need to do multiple adventures the GQ gets cancelled.

Nogbad
24.12.13, 21:19
I really don't know how many times we have to keep telling BB this, such a massive flaw and still unaddressed.
This system, more than anything else, has ripped the heart out of the guild system, multiple guilds have torn themselves apart because of it. I know you can't please all of the people all of the time, but this proves you can p them all off.
You end up with a spectrum of players, at one end are those with huge, ramped-up economies and loads of time to devote to the game. At the other, casual part-time players, content to just get by. And every variation in between.
One lot expect everyone else to run to their plan, either force everyone to do these regardless, or on the other extreme, cancel the damn things. Those in between get it from both sides, but the rewards really are not worth the aggro.
The sheer stupidity of the same repetitive quests over and over again, making some advs so scarce that people desperate will pay any price for a copy. Seriously, when people are willing to pay over 600gc for an Isle of Pirates, something is clearly very unbalanced here.
We were promised that 200 new quests had been added, yet sadly it seems that 199 of them were "do Pirates", and the other was "experience 2 new advs".
Players should NOT be forced into this style of play, especially when you add in all the other quest demands (dailies, main etc...), you end up with a farcical situation of having to do Pirates, Sons of the Veld, an Epic, and woe betide these coinciding with an Event, or you could also be chasing Croaker or preventing the End of the World.
Not to mention people have holidays, computer or internet problems, and real lives to contend with.
For pity's sake hear us, and get rid of this curse.

Oh, and a Merry Christmas to all (assuming your not trying to catch up 4 quest advs!).

Dannykorpyk
26.12.13, 07:20
ATM i am ordered to
- complete 3 epic adventures
- complete SotV losing less than 300rec, Roaring bull losing less than 50 ES
- complete 2 followup adv
- for GQ did BK and donated 40carriages (3rd time in a row)
- next GQ is to do BK and donate 40carriages
- Daily is to do Outlaws

RU out of your mind?

Nogbad
28.12.13, 17:16
Rather similar to you Danny.
Was rather hoping for a nice quiet Xmas, fitting in a couple of Croaker advs on the way, instead this madness.

Dannykorpyk
08.01.14, 11:53
now nords, followed with black knight again, what i it going to be next? tailors? invasion?

Bluesavanah
08.01.14, 13:49
Can the people in this thread please post some information regarding guild size, active membership etc because I think its relevant, not seeing these sorts of guild quests but then again we are quite small.

Fexno
08.01.14, 14:25
Can the people in this thread please post some information regarding guild size, active membership etc because I think its relevant, not seeing these sorts of guild quests but then again we are quite small.

Regarding which guild quests you can get, most information can be found here: http://forum.thesettlersonline.com/threads/26271-Guide-Guild-Quests

ramurele
18.01.14, 01:18
+1

For guilds with more then 45 players , 6 guild quests out of 7 are to complete 1 or 2 adventure ( in 7 days) ,added to this is the requirement to pay resources ( carriages , cannons) which are expensive.
As more players reach higher levels, is rather impossible to cancel the guild quest every day , even to opt out, individually.
Very restrictive and stressful game play and i agree with what Nogbad has written.
Yes we could buy lootspots , but this is expensive as well and it is not always possible.
Would prefer to pay/ donate the resources and to have quests :" have your explorer do a medium search" " find another stone mine on your island" , create buffs or buff at least 10 of your guilds mates islands

jip1976
19.01.14, 22:13
:mad:Please remove ALL THE ADVENTURE GUILD QUESTS i am pretty sick of doing 2advs and paying 40 carriages this needs changed NOW!:mad:

piggymalone
19.01.14, 22:23
I agree to all posted above by my peers, the current system of Guild Quest's is totally flawed.
The % of achieving a successful adventure search is way lower than the demand from the quests. Yes we can skill to get better % map frags, but for tomorrow i need a nords to complete, like 30% of my guildmates also. But, can we buy this for map frags?........No. This is packaged as a free game, with the OPTION to purchase ingame currency, dont get me wrong i purchased starter packs and a few gems my first year here, but to help me improve my isle, not to complete a daily quest. Something needs to be addressed here and soon

zOUfr
21.01.14, 22:12
Perhaps GQs could give a choice between low-difficulty quest (selling or owning or producing or collecting - for low rewards) and high difficulty quests (like doing an adv - for higher rewards).

agreed.
It takes an economy very much focused on military to be able to do so many adv.
I second that motion of choice for GQ.

minion79
22.01.14, 00:23
I really like the idea of having a choice of low yield or high yield reward.

While I think named adventures should be dropped especially Nords, 2 adventures in a day is relatively easy if you are organised in the guild, Dark Priests is our choice using a quick guide (max losses 200R, 18B, 2M, 18C) swap ls with others in the guild with same quest, takes less than an hour to run, troop recovery takes less than a day, if your buildings are level 3 (not sure about lower). Especially with the rarity prov house getting hold of adventures is nowhere near as costly anymore.

However, I do agree with the frequency they can appear is ridiculous, as is the donate 40 carriages quest. Not bothered by the donate cannons because it is a resource often found on adventures and once you have cannoneers built you should not need to be replacing them regularly, (cherish them like your sons and daughters). That's where having a low or high reward option would play it's part.

Madorosu
22.01.14, 05:13
I agree to all posted above by my peers, the current system of Guild Quest's is totally flawed.
The % of achieving a successful adventure search is way lower than the demand from the quests. Yes we can skill to get better % map frags, but for tomorrow i need a nords to complete, like 30% of my guildmates also. But, can we buy this for map frags?........No. This is packaged as a free game, with the OPTION to purchase ingame currency, dont get me wrong i purchased starter packs and a few gems my first year here, but to help me improve my isle, not to complete a daily quest. Something needs to be addressed here and soon

You do have the option whether or not to purchase gems, same as you have the option whether or not to use them to complete your guild quest or do it the 'hard' way.

I've been in a guild since my level was in the mid-teens (am level 41 as I write this), I have always been able to complete my guild quest and have never taken significantly longer than a day to do so, even when adventuring was required. I have never paid real money for a single gem, never completed a quest using gems and almost never buy lootspots, yet have still managed to more than do my bit without devoting massive amounts of time to playing.

My point is that it is possible with a little thought and time management, more so if those members of of a guild that have a little more time on their hands make a few lootspots available to those who only have time to log on briefly to set trades, rebuild a few wells/fields/mines and send out geologists and explorers. In the time it takes to do those tasks a general could have traveled to an adventure, so I can't really see how someone who 'doesn't have time for lootspots' actually has enough time to play the game.

Don't get me wrong, I think guild quests that rely on named adventures that aren't available for purchase with map fragments is a dubious idea.... and ones that require 2 adventures are nothing but annoying to the casual player, but removing adventuring from the guild quests entirely would make them laughably easy to complete and remove the main impetus of co-operation within the guild to complete the overall goal.

On a side note though, Ramurele's idea for one, or more, guild quests that require you to buff fellow guild members is more than a bit of a no-brainer if you ask me..... begs the question why we don't have that already....?

Sharpielein
22.01.14, 06:10
Don't get me wrong, I think guild quests that rely on named adventures that aren't available for purchase with map fragments is a dubious idea.... and ones that require 2 adventures are nothing but annoying to the casual player, but removing adventuring from the guild quests entirely would make them laughably easy to complete and remove the main impetus of co-operation within the guild to complete the overall goal.


The point is not that there are indeed adventures on GQ's, but that the adventure-quest demands are downright ludicrous for high level players.
Last week, summing up Guild and Daily Quests, I was asked to complete FIFTEEN (!) adventures, yeah, ten plus five.
And there were funnies like Secluded Experiments, SotV and Dark Brotherhood in there, not to mention Nords and Black Knights.

Even if I were to purchase the lootspots (good luck getting a Daily Quest with Secluded Experiments done on the same day) - this alone would have strained my economy significantly beyond a week's worth of production.


Nobody would mind if there was an "occasional" adventure there, but you simply can't understand as a LV41 player - being PUSHED to complete an average of 2 adventures per day simply is beyond reasonable!

Madorosu
22.01.14, 07:24
Please read my post again, Sharpielein.

I'm not saying that the number of adventures people are asked to do isn't a little excessive sometimes, especially for casual players and particularly in relation to certain named adventures like Nords and Island of the Pirates, but the original post calls for them to be "eliminated from GQs altogether", which is what I am arguing against.

As for Daily Quests, nobody is forcing you to do those, there is no peer pressure to complete them (like there can be with guild quests) and you have the option to cancel them and move on to the next one (as and when it appears).

Your "average of 2 adventures per day" is a gross exaggeration when looking at such a small sample size... just a bad week is all... I've had those kinds of weeks as well and I fail to see how it proves the point. The experiences of one player for so short a period of time are not any more statistically relevant than the fact that I have only been asked to do 3 adventures from a combination of Daily and Guild quests in the past 2 weeks.

Nogbad
22.01.14, 22:48
Wow! You are extremely fortunate. My quest log is almost always clogged with adventure demands, Sharpie's post sounds all too familiar. Instead of 'kicking back' a bit over Xmas, I felt chained to the comp just trying to keep up.
Apart from the frequency of certain GQs, it causes trouble that they are not "equally difficult" across the levels. One day I just have to pay 50 simple resources but other members are expected to do BK or Nords, then the next they are saying 'this quest is easy' as they have some simple task, but the rest of us are once again slogging through another adv, or trying to find anybody with 50 wheels that they can give away.
Including so many advs is bound to backlog, on a time issue and also the recovery time, if I've just done SotV I will be in no shape to tackle anything above Bounty Hunter for several days after, and the fact that the same ones keep appearing eventually makes it impossible to obtain enough copies for the Guild to complete. Isle of Pirates was almost completely removed from the game because of this.
If the number of advs required in GQs is not drastically reduced, or an opt out button is included, then these will continue to tear apart the guild system. These have turned the game way against those who cannot spend 24/7 playing it.

MuffinMule
24.01.14, 01:29
And here we go again, straight after the GQ reset and what do we get? Straight back to the 'default setting', spam adventures. All 3 servers popped up GQs demanding advs to be done, and two dailies just added to the misery. :(
Where did the other 198 "new" guild quests go, or did you really create 200 'spam advs' ones with slightly different wording?

Dorotheus
24.01.14, 07:46
We use a guild quest tracker to keep track of who is and is not active in game, with records going back six months. From this I know there are some guild quests we have never had. We are seeing the same guild quests every time with the guild quest reset. We don't need a reset, what we do need is a bug fix.

Ozzymandeus
24.01.14, 20:13
guild (noun) an organization of persons with related interests, goals, etc., especially one formed for mutual aid or protection.

Now, I'm not going to deny that there aren't issues with the guild quests, particularly the sheer number of them that include adventures that are hard to come by without spending gems or getting lucky with adventure searches (which less people seem to be doing since the introduction of map fragment manufacture in the Rarity Provision House). However, some of the 'problems' highlighted here aren't really problems at all, or shouldn't be with a little thought.

I'm going to assume that we can all agree, with respect to the definition above, that Guild Quests qualify as 'related goals', so what we really need to focus on is that phrase 'mutual aid'.

Nogbad says, in his experience, that "it causes trouble that (guild quests) are not 'equally difficult' across the levels", when this really shouldn't be the case. If some members of the guild have an easy ride with a particular guild quest then they should be in a position to aid others by offering lootspots, etc.

Nogbad and Minion also raise the issue of quests involving wheels and carriages. If there is a shortage of those available within a guild then the issue is likely one of organistion, namely that there are obviously not enough members of the guild that have carpenters and/or wheelmakers and using them to produce the items needed for the quests, perhaps with other players of sufficent level to require them passing some of the necessary resources to those players so they can make them for everyone. If properly organised, the only time those quests should be an issue is if no player in the guild is sufficiently high level to be able to build the relevant workyards, in which case either the lower level players need to carry that guild quest or the guild leader simply cancels it.

Quests should have some level of challenge to them and, in my experience, the guild quests involving doing adventures are really the only ones that aren't solved with a few tedious mouse clicks. Whilst I agree that we could probably do with the 'experience two adventures' quests being removed and, most certainly, the number involving named adventures being reduced, as for the title of the thread I have to strongly disagree. 'No adventures in Guild Quests' is, in my opinion, a supremely bad idea, at least not without a drastic overhaul of what the other guild quests entail to make them something of a challenge, otherwise guild coins will become as common as water.

Nogbad
24.01.14, 21:57
Ozzy, items like those aren't just 'short' within guild, they are universally rare due to the fact that there's barely any need to make them. I already had more than enough cannons to fill a general even before I qualified to be able to use Xbows.
The GQ system was a very good idea, but hamstrung by a compete lack of thought. Apart from the repetition of just a handful of quests, which virtually wiped certain adventures from the game, at their worse they became almost a form of 'bullying' to play the game a certain way. On some servers, I now actually do not want to level up, because doing so would introduce quests that I cannot possibly fulfil, or at the very least would take so long to complete I would be "letting the others down". This cannot be the intention surely, I cannot be chained to the comp 24/7 ramping up every single production chain just to service these quests, let alone the end reward really does not justify the effort.
logging in after the maintenance/reset yesterday and I despaired. All 3 servers and the new GQ wanted adventures doing, plus 2 other dailies, one of which makes little sense when you look at it closely. It was to do DB losing less than x amount of recruits. An 8 day adventure as a daily? heck, even the regulars who write such fantastic guides tend to shy away from advs like that, even the most souped-up economy will creak making up for the losses from that one.
Meanwhile, lower down the scale, I'd really like to take a crack at certain larger advs, or make a run spamming a number of others utilising the premium feature. But, I daren't commit either because I've already blown troops doing a lower xp adv for a GQ, or the simple fact that the minute I decide to set aside a week to take a bash at say SE, I'm basically no good for any GQ for that time plus the rebuilding either.
As it stands at present, it makes very little sense. The GQ system has to be reformed, unless there is some balance or the opportunity to pass/pick an alternate quest, then this "one size fits all" will remain divisive and more like "one size stuffs many".

Ozzymandeus
25.01.14, 00:35
...items like those aren't just 'short' within guild, they are universally rare due to the fact that there's barely any need to make them.
Sounds like all the more reason for guilds to make sure they have an internal supply.


All 3 servers and the new GQ wanted adventures doing...
I'm pretty sure the game isn't (and shouldn't be) designed around people playing on multiple servers. Players that choose to do so should be prepared to accept that certain compromises will likely have to be made and that fulfilling every single quest is liable to be problematic.


...plus 2 other dailies, one of which makes little sense when you look at it closely. It was to do DB losing less than x amount of recruits. An 8 day adventure as a daily?
Daily quests are a whole different can of worms and not really the subject of this thread. However, I do agree with you that the inclusion of certain adventures as daily quests, which are tricky to do quickly for the vast majority of players, is not particularly well thought out. However, the introduction of Weak Point Potions and Ranged Support does mean DB can now be done in a matter of minutes without losing a single troop, so that is not the best example of this. Bottom line: You can easily pass up any DQs that you don't feel able to accomplish.

Dorotheus
25.01.14, 01:22
Sounds like all the more reason for guilds to make sure they have an internal supply.

Until we get a guild bank you have the problem of the players needing the items playing in a different time zone from the player who can make them. It could take 2 or 3 days for the player to recieve the required items possibly using 1 or 2 intermedary players to pass the items on because of the 6 hour auto decline for trades.




Daily quests are a whole different can of worms and not really the subject of this thread. However, I do agree with you that the inclusion of certain adventures as daily quests, which are tricky to do quickly for the vast majority of players, is not particularly well thought out. However, the introduction of Weak Point Potions and Ranged Support does mean DB can now be done in a matter of minutes without losing a single troop, so that is not the best example of this. Bottom line: You can easily pass up any DQs that you don't feel able to accomplish.

The introduction of Weak Point Potions and Ranged support does not help players who have yet to reach level 50. Take a look at TO how many of those do you see in in there. As it stands these star coin items are not in a big enough supply for the lower level players to obtain them to help them complete their quests.

Ozzymandeus
25.01.14, 03:24
Until we get a guild bank you have the problem of the players needing the items playing in a different time zone from the player who can make them. It could take 2 or 3 days for the player to recieve the required items possibly using 1 or 2 intermedary players to pass the items on because of the 6 hour auto decline for trades.
Maybe you pass them from player to player as the current 'stock holder' goes offline, maybe you make them up in advance and make sure people have enough for the next time that quest rolls round, maybe you have enough high level players that each time zone can have it's own manufacturer... the specifics are largely down to the circumstances of each individual guild. Yes, it's a challenge, but shouldn't be an insurmountable one, especially if you see the task upcoming in a 'waiting' guild quest.


The introduction of Weak Point Potions and Ranged support does not help players who have yet to reach level 50. Take a look at TO how many of those do you see in in there. As it stands these star coin items are not in a big enough supply for the lower level players to obtain them to help them complete their quests.
The reason you don't see WPP and RS in the Trade Office is because they are not tradeable, but that is besides the main crux of that part of my previous post and I refer you back to my 'bottom line'.

Both these issues are off-topic anyway and whilst I have seen plenty of legitimate reasoning against adventures like SE, SotV and DB being DQs, good points made about the scarcity of adventures like Island of the Pirates and The Nords and I even have more than a little sympathy for anyone that says that two adventures is too much, but I have yet to see any compelling reason supporting the original premise that there should be "No adventures in Guild Quests!", especially those guild quests which do not specify any particular adventure.

I can't speak for other servers, but on Northisle lootspots are readily available in the trade tab most hours of the day, especially now that map fragments are so readily available to be spent on BK and RB, so I really cannot understand how, to quote the OP, "higher level players" would have any real difficulty with a quest that requires you to 'experience one adventure'.

Mortallicus
06.04.14, 11:16
My guild is 98 members currently and sadly we are just about to start kicking members for not doing the Guild Quests. I know this is not nice but BB have elected that when Guild Quests are completed then all members (including those members that dont do them) get a guild coin reward. This means that some members will take advantage of this they see no reason to do them. I should say that all members are offered 'free' resources and cheap lootspots to get the quests done.

62 members regularly complete all guild quests within 36 hours and as we have a high number of levels 46 - 50 who often get two adventures I think this is pretty good.

I would ask BB to please reduce the number of quests with adventures (completely scrapping the two adventure quests) to allow larger guilds a chance to complete the quests in 24 hours. Whilst we receive a few more guild coins per quest when they take up to 3 days to complete we end up receiving fewer than a 54 member guild who do not have to do adventures.

As at the time of my post there are only 23 guilds with over 55 members.
There are 210 guilds of under 55 members who can easily do their quests within 24 hours.

Please stop penalising the few larger guilds that have to work extremely hard to keep members active and playing your game.

Thank you

PS we have just finished Yellow Caravan Quest (with two adventures for levels 46-50) and our new quest Fun with Snow is identical for those levels. So 4 adventures in succession. We do have a real life :D

JuraTFO
06.04.14, 11:35
I totally second that. And will be add one more thing.

If you are tangled in FT adventure like HLT or CLT, you really have hard time even to send general to lootspot. So quests with "experience 2 new quests" are really killer. I will support above notion to remove them completely.

SmurfAsH
06.04.14, 17:09
I'm also in a big (active) guild and ofc it happens GQ won't be completed (soon enough) because of some members ain't doing the adventures needed, THOU it's more about those members attitude to GQ or lack of knowledge than anything else. And no, you don't have time; you make time even if you're "tangled in FT adventure like HLT or CLT".
We've had DP since dawn of time and now we also got The Buccaneer Roundup.
There's no reason to remove adventures from GQ.

Mortallicus
06.04.14, 20:47
Our members generally have a good attitude and have good knowledge too. But time is a real problem for many. Just make time? sure if you dont work or have a young family. But this is more about why should so few guilds have harder quests which mean less reward. All guilds should be treated the same. It would not be so bad if we could risk cancelling, we lost guild quests for about 3 months the last time we cancelled. I am pretty sure the bug is still there as we get the 100 guild coins every reset.

SmurfAsH
06.04.14, 23:55
If you have time to start a HLT or CLT, you got time to send a general to do a LS-kill.
GQ is a guild event, not a single player event - co-op with or help other members. If that fails, leader and officers should deal with it. Still, we ain't kicked any from guild because of this.. A warning about it has been enough and then GQ started to work well.

Ozzymandeus
07.04.14, 03:01
I would ask BB to please reduce the number of quests with adventures (completely scrapping the two adventure quests) to allow larger guilds a chance to complete the quests in 24 hours. Whilst we receive a few more guild coins per quest when they take up to 3 days to complete we end up receiving fewer than a 54 member guild who do not have to do adventures.
Your logic is flawed because adventures being a possible requirement for GQs starts appear when member count reaches 21 for level 46+ and at member count 35 then it is possible for level 26+ to be required to do adventures in order to complete GQ.
Guild Quests and requirements (http://forum.thesettlersonline.com/threads/26271-Guide-Guild-Quests-and-requirements)

Mortallicus
07.04.14, 05:26
Your logic is flawed because adventures being a possible requirement for GQs starts appear when member count reaches 21 for level 46+ and at member count 35 then it is possible for level 26+ to be required to do adventures in order to complete GQ.
Guild Quests and requirements (http://forum.thesettlersonline.com/threads/26271-Guide-Guild-Quests-and-requirements)

Thank you for the information clearly I am wrong about other guilds and their requirements. I have been told on many occasions by others that up to 55 membership did not require adventures to be done. Guild members have even left to join these supposed guilds. So apologies to anyone that I have mislead.

There are clearly other factors that affect the completion (and I dont mean attititude and knowledge) I still feel that there are too many adventures to do so my request stands. We were told there were lots of new quests added but we have not seen more than 1 or two and we keep getting the same few over and over. So I still would like there to be less adventures. please.

Mortallicus
07.04.14, 06:19
Guilds with 10-20 members, 8 Different Guild Quests None with adventures.
Guilds with 21-35 members, 22 Diff Quests 14 with adventures
Guilds with 35-55 members, 21 Diff Quests 17 with adventures mainly DP and IOP even for the level 46-50's and 1 Nords.
Guilds with 56-100 members 14 Diff Quests, 11 with adventures including 2 with Black Knights and 1 Nords.

We are a guild with a lot of 46-50s which I think is a good part of our problem. If we had the same breakdown as the up to 55 members it would be a lot fairer and if BB want to reduce our guild coins no problem we would actually be better off.

BTW we have not yet kicked anyone for not doing the guild quests but we have lost good members because of the guild quests not finishing every day.

SmurfAsH
07.04.14, 07:25
I'm sorry to tell this, but lvl46-50 having problems to get advs done are doing something wrong. Nords might be hard to get and BK used to be that as well (pre-RPH and the overflow of MF), but co-op and that shouldn't be any problems.
You've been talking about finishing every day, but also about having to cancel; I think you better lower your ambitions to...maybe 2 days.

Mortallicus
07.04.14, 08:38
I'm sorry to tell this, but lvl46-50 having problems to get advs done are doing something wrong. Nords might be hard to get and BK used to be that as well (pre-RPH and the overflow of MF), but co-op and that shouldn't be any problems.
You've been talking about finishing every day, but also about having to cancel; I think you better lower your ambitions to...maybe 2 days.

You seem intent to say we are doing something wrong when i have shown the disparity between the different Guild Membership Levels. Why should a guild with 57 members suddenly have to do more expensive adventures and do them more often? Also its more likely to take 2 days to do a quest so you are getting less guild coins. This needs to be looked at.

In my original post i asked for quests with 2 adventures to be scrapped thats all. I was not moaning about doing BK. But now i have seen a greater difference between the guild quests than I first thought and I cannot see the reasoning behind it. Knocking our 'expertise' in the game is unnecessary and unfounded. Maybe we have a guild of more active in real life members.

SmurfAsH
07.04.14, 13:17
Why should a guild with 57 members suddenly have to do more expensive adventures and do them more often?
More members, higher levels -> more and better options to co-op and/or help each other.

Mortallicus
07.04.14, 13:21
I agree one member could make a huge difference but not that much :D You seem to be deliberately missing the point.

SmurfAsH
07.04.14, 14:22
I agree one member could make a huge difference but not that much :D
Yes, it is...if we're talking about the leader or an officer.
We have ranks. We can use them to more than just a status thing.

You seem to be deliberately missing the point.
Am I? What I see is you asking for changes to make it possible to all and every members to get their personal GQ done without any real co-op with other members and no interactions from leader/officers.

I think you're missing the point - getting advs done are no big issue for lvl 46-50.

Mortallicus
07.04.14, 14:42
You know absolutely nothing just making assumptions about my guild and my members so your opinion has no validity whatsoever. You may not agree with me but at least read the posts properly. I shall bring the matter up again as I believe in it. Say something constructive and I will listen, I always welcome advice from people who are well informed and listen to others.

I am asking BB to reconsider Guild Quests to make them a bit more palatable and fair for all types of players. Hard enough to keep interest but not as time consuming.

Ozzymandeus
07.04.14, 18:48
I said this earlier in the thread, but it seems like it bears repeating:


Quests should have some level of challenge to them and, in my experience, the guild quests involving doing adventures are really the only ones that aren't solved with a few tedious mouse clicks. Whilst I agree that we could probably do with the 'experience two adventures' quests being removed and, most certainly, the number involving named adventures being reduced, as for the title of the thread I have to strongly disagree. 'No adventures in Guild Quests' is, in my opinion, a supremely bad idea, at least not without a drastic overhaul of what the other guild quests entail to make them something of a challenge, otherwise guild coins will become as common as water.

Expanding on this, let's take a look at the list of quest tasks involved in the GQs and a cursory examination seems to show that most (if not all) of them consist of the following basic tasks:

1. Pay some resources.
2. Buy some resources.
3. Produce some resources.
4. Own/delegate some troops.
5. Produce something in the PH.
6. Fill a deposit.
7. Place some buffs.
8. Complete 1 or 2 adventures.

The first three are, for the most part, laughably easy for the vast majority of guild members and barely worth mentioning. The only exceptions I can think of are when the resources required to be bought and/or paid are carriages/wheels and I have already posted ideas earlier in this thread about how these can be accomplished more easily by a guild as a whole.

The next two are also subject to a different kind of controvesy, as they can involve some serious queue juggling in the Barracks/PH in order to complete. Beyond that issue though, they are generally quite simple to complete.

The sixth and seventh ones can suffer from a similar problem as the previous two, but this is easily worked around by keeping one meat refill, one fish refill and a stack of platters, sandwiches and irmas in star at all times and queuing replacements in the PH as they are used to complete a GQ ready for the next time that type of task comes along.

There is, therefore, little or no challenge involved in the vast majority of these quest tasks, so I am interested to hear specific ideas about what types of tasks, or modifications to existing tasks, could be introduced to replace the adventure requirements in order to avoid an even higher proportion of guild quests being accomplished with little or no effort on the part of the players.

SmurfAsH
08.04.14, 01:37
You know absolutely nothing just making assumptions about my guild and my members so your opinion has no validity whatsoever. You may not agree with me but at least read the posts properly. I shall bring the matter up again as I believe in it. Say something constructive and I will listen, I always welcome advice from people who are well informed and listen to others.

I am asking BB to reconsider Guild Quests to make them a bit more palatable and fair for all types of players. Hard enough to keep interest but not as time consuming.
If you had read this thread properly, you would know I think "Rewards should be based on difficulty of the quest."

We have some slow-leveling 36-45 members, but still 2 advs for them is no big deal. Not compared to how the waiting (GQ) mechanism are (not) working. An inactive player shouldn't get a waiting GQ activated.
If BB would change waiting GQ to be more of a sneak peek of next GQ (for those active at that moment) and when it's time for that new GQ, just let all active players get it; I guess you wouldn't have to think about kicking members because of GQ.

Mortallicus
08.04.14, 09:05
Just to make it clear I was asking for a reduction in the number of adventures to be done and specifically the experience 2. (wrongly I believed that Guilds with lower membership did not get adventures). But my argument that the quests should be fair for all guilds is still valid in my opinion anyway :D Because for other level 46-50's to get away without doing any adventure harder/more expensive than a IOP, Traitors and even Dark Priests because they are in a fewer member guild is not fair. Ours are asked at least twice a week often more to do Black Knights.

I agree that greater rewards could well help for all guilds not just the bigger ones and I would back that idea totally as long as its right across the board. Though that might not make a lot of difference for us because we have many members who cannot 'make' the time and of course a few who would rather not do any guild quests at all (though higher rewards may make a difference). But I am sure we all have those. If BB could take away the two adventure type quests and create more single if they really want to it would at least help and of course for all guilds not just the big ones. I dont want my level 46+ members leaving to join a under 55 member guild because its easier to do IOP etc. and they would get more guild coins.

I also think think the 80% of guild members to do guild quests is a bit high. Just one or two members less would help. 20 members out of 100 is quickly taken up with those that are not online because of holidays, moving home, work trips, health reasons etc. So we often complete up to one more member required only to have no one available to do the last one for up to 3 days. Last time we cancelled we lost guild quests until reset.

Not all guilds are the same. Most of our members work and have young families. Another might have most members who are at home all day or can be online at work all day.

Durin_d
08.04.14, 09:37
I don't have opinion for or against adventures in guild quests but here is my proposal (http://forum.thesettlersonline.com/threads/27210-More-guild-quest-for-not-so-active-guilds) for them.

It seems that the adventure quests are concentrated to guilds with 21 - 55 members according to this thread (http://forum.thesettlersonline.com/threads/26271-Guide-Guild-Quests-and-requirements).

Also IOTP and Traitors are the only 1 player adventures in the quests so with a little guild cooperation 2 or more members can complete their quests with one adventure.

Ozzymandeus
08.04.14, 11:32
Just to make it clear I was asking for a reduction in the number of adventures to be done and specifically the experience 2. (wrongly I believed that Guilds with lower membership did not get adventures). But my argument that the quests should be fair for all guilds is still valid in my opinion anyway :D Because for other level 46-50's to get away without doing any adventure harder/more expensive than a IOP, Traitors and even Dark Priests because they are in a fewer member guild is not fair. Ours are asked at least twice a week often more to do Black Knights.With the sheer number of lootspots available in trade since we've been able to make MFs in the RPH, and you are complaining about the inclusion of Black Knights?

In my own experience, it's been much more problematic convincing some guild members to do a Traitors or an IotP due to the fact that they can't just jump into the trade tab and buy a lootspot for either of those.

So... who's experience is an accurate reflection of problems with guild quest adventure tasks?
(I'll give you clue... this is a trick question!)


It seems that the adventure quests are concentrated to guilds with 21 - 55 members according to this thread (http://forum.thesettlersonline.com/threads/26271-Guide-Guild-Quests-and-requirements).
I think you should go back and read the quest lists for 56 - 100 members a bit more closely Durin. ;-)


Also IOTP and Traitors are the only 1 player adventures in the quests so with a little guild cooperation 2 or more members can complete their quests with one adventure.And this is, by far and away, the most convincing argument as to why "Experience two adventure" quests should not be a big deal.... and the less so the bigger a guild gets. By finding one other member of their guild to swap a lootspot with, a player can complete their GQ in the time it takes to complete a DP, SftR, Nords or whatever, and help another guild member do likewise at the same time.

Durin_d
08.04.14, 12:32
I think you should go back and read the quest lists for 56 - 100 members a bit more closely Durin. ;-)

10-20: none
21-35: 21 tasks with adventure and 10 for under lvl46
36-55: 28 tasks and 18 for under lvl46
56-100: 19 tasks and 11 for under lvl46

Ozzymandeus
08.04.14, 15:24
10-20: none
21-35: 21 tasks with adventure and 10 for under lvl46
36-55: 28 tasks and 18 for under lvl46
56-100: 19 tasks and 11 for under lvl46Exactly... not really a significant difference between 21-35 and 56-100.
Seems like 36-55 member guilds have it disproportionately bad to me though.

Gracus
16.04.14, 10:59
For high level players its not such a big stress. Saying that I think having to do 2 adventures for a GQ can be dificult especially if you are doing for example a FT adventure or SE where it might take you some time to finish. If you have a few members doing these types of adventures then it ca stall the GQ. GQ should be fun and not and yes at times its nice to have a challenge but sometimes you get to do 2 adventure GQ 3 times a week. its a bit too much. Not all players have the time, and to be honest I actually satyed on level 45 for a long time just so I wouldnt have to do the harder Guild Quests. Make it fun and yes give us adventure but not 2 and if you do it do it once a week:-) Thanks

Dannykorpyk
24.04.14, 18:42
Guild Quest: Experience at least 2 new adventures, sell at least 30 cannons.
Waiting Quest: Buy at least 30 cannons, Experience at least 2 new adventures.

wow, that must have hurt, so many differences.