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Thread: No adventures in Guild Quests!

  1. #31
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    Quote Originally Posted by Nogbad View Post
    ...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.

    Quote Originally Posted by Nogbad View Post
    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.

    Quote Originally Posted by Nogbad View Post
    ...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.
    Last edited by Ozzymandeus; 25.01.14 at 00:40.

  2. #32
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    Quote Originally Posted by Ozzymandeus View Post
    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.

    Quote Originally Posted by Ozzymandeus View Post

    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.
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  3. #33
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    Quote Originally Posted by Dorotheus View Post
    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.

    Quote Originally Posted by Dorotheus View Post
    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'.

  4. #34
    Battle Hardened Contributor Mortallicus's Avatar
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    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
    Last edited by Mortallicus; 06.04.14 at 11:22.
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  5. #35
    Pathfinder JuraTFO's Avatar
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    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.

  6. #36
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    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.
    Last edited by SmurfAsH; 07.04.14 at 03:30.
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  7. #37
    Battle Hardened Contributor Mortallicus's Avatar
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    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.
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  8. #38
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    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.
    Last edited by SmurfAsH; 07.04.14 at 00:06.
    25/11-14 , 23/02-16 .. The end is coming and it will look like this .

  9. #39
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    Quote Originally Posted by Mortallicus View Post
    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

  10. #40
    Battle Hardened Contributor Mortallicus's Avatar
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    Quote Originally Posted by Ozzymandeus View Post
    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
    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.
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