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.
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....?
Last edited by Madorosu; 22.01.14 at 05:20. Reason: clarity
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!
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.
Last edited by Madorosu; 22.01.14 at 08:07. Reason: inserting quote from Original Post
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.
We love our new CM.
Newfoundland: 20th November 2011 to 25th November 2014. RIP
It was good while it lasted.
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?
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.
When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's
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.
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".
We love our new CM.
Newfoundland: 20th November 2011 to 25th November 2014. RIP
It was good while it lasted.