Reply to Thread
Results 1 to 3 of 3

Thread: Guild Quests, Opt in/out player setting

  1. #1
    Glorious Graduate
    Join Date
    Nov 2012
    Posts
    130
    World
    Newfoundland

    Lightbulb Guild Quests, Opt in/out player setting

    I have been in 3 guilds since the guild quest system was activated.
    One was only for a short period (couple of weeks) others for some time, so I think its fair to say that seeing the exact same issues in all three means its quite probable a lot/all guilds face similar issues.

    The main two issues seems to be regarding (in/low)activity and (and here is assumption) selfishness.

    In/low activity means you often have players who log in for short or irregular periods, they then get allocated a quest such as complete two adventures and basically will not be able to complete it within a sensible period. There is no way to overcome this, you can nag them, you can try to help them obviously, but over time you see the same pattern when these people have one of the quests they cannot complete quickly, or its expensive.
    The most annoying way this demostrates is the person who logs on to say they will be a bit inactive for a couple of days. They just got the active tag and will be allocated guild quests.

    The selfish (educated guess here) can be seen when you have active players who do not regularly complete the quests. They are active in that they always show as active in guild roster, but they regularly do not compete the guild quest, particularly if its expensive such as nords or IOP. At the moment they hide well with the players above. These people still get the reward so can happily sit in a guild not really contributing to the guild quest but taking the rewards.

    So the suggestion is to allow the game to cope better with the above two groups of people. The guild quest should be a default off option, with the option to turn it on, for each player, as an individual setting. That way guild leaders know who wants to work for this and if people have allocated guild quest they can nudge them to do it, or turn off the setting to get allocated it in future.
    It would also mean people uninterested in the quest for whatever reason, if neither of the two above scenarios fits them can simply have it off, they don't get the guild quest so no need to even think about it. They won't be nagged to do something they are not interested in, they don't have to join a "no quild quest" guild.

    I feel currently that unless you are in a "non guild quest" guild you will be nagged to complete it sooner or later, and you will find it creates friction between those who want to do it regulalry (daily) and those who take the it will get done eventually line, or the I don't care at all line.

    I believe implementing the above will improve the guild quest system making it far more achieveable for those who want it, and allowing those who don't want it or dont have time to do it, an easy way to make it go away. The rewards should only go to those signed up, would be far easier in this situation for the guild leader/officers to monitor who isn't doing it and dealing with repeat offenders as they can give them the option of "do it or turn it off".

  2. #2
    Glorious Graduate
    Join Date
    Dec 2012
    Location
    private
    Posts
    126
    World
    Newfoundland
    Quote Originally Posted by Sir_Killemall View Post
    I have been in 3 guilds since the guild quest system was activated.
    One was only for a short period (couple of weeks) others for some time, so I think its fair to say that seeing the exact same issues in all three means its quite probable a lot/all guilds face similar issues.

    The main two issues seems to be regarding (in/low)activity and (and here is assumption) selfishness.

    In/low activity means you often have players who log in for short or irregular periods, they then get allocated a quest such as complete two adventures and basically will not be able to complete it within a sensible period. There is no way to overcome this, you can nag them, you can try to help them obviously, but over time you see the same pattern when these people have one of the quests they cannot complete quickly, or its expensive.
    The most annoying way this demostrates is the person who logs on to say they will be a bit inactive for a couple of days. They just got the active tag and will be allocated guild quests.

    The selfish (educated guess here) can be seen when you have active players who do not regularly complete the quests. They are active in that they always show as active in guild roster, but they regularly do not compete the guild quest, particularly if its expensive such as nords or IOP. At the moment they hide well with the players above. These people still get the reward so can happily sit in a guild not really contributing to the guild quest but taking the rewards.

    So the suggestion is to allow the game to cope better with the above two groups of people. The guild quest should be a default off option, with the option to turn it on, for each player, as an individual setting. That way guild leaders know who wants to work for this and if people have allocated guild quest they can nudge them to do it, or turn off the setting to get allocated it in future.
    It would also mean people uninterested in the quest for whatever reason, if neither of the two above scenarios fits them can simply have it off, they don't get the guild quest so no need to even think about it. They won't be nagged to do something they are not interested in, they don't have to join a "no quild quest" guild.

    I feel currently that unless you are in a "non guild quest" guild you will be nagged to complete it sooner or later, and you will find it creates friction between those who want to do it regulalry (daily) and those who take the it will get done eventually line, or the I don't care at all line.

    I believe implementing the above will improve the guild quest system making it far more achieveable for those who want it, and allowing those who don't want it or dont have time to do it, an easy way to make it go away. The rewards should only go to those signed up, would be far easier in this situation for the guild leader/officers to monitor who isn't doing it and dealing with repeat offenders as they can give them the option of "do it or turn it off".
    Made a similiar thread about an on/off option, really glad to see more share the same frustration not having that option for participating with GQ inside a guild.
    Last edited by Astraldimension; 22.08.14 at 12:49.

  3. #3
    Guide of the Month Ruler of the Land Nogbad's Avatar
    Join Date
    Dec 2011
    Location
    Darkest Dorset
    Posts
    1,660
    World
    Newfoundland
    Yes, we keep highlighting this, and guilds keep breaking up as the pressures get too much.
    Apart from the promise of "200 new quests" (198 of which seem to be "do 2 adventures" or "do IoP"), these continue to frustrate, especially when they obsessively repeat the same demand for same adventure over and over again. Made worse by the imbalance between player levels, with level 50s doing a 'pay 1 fish' quest then getting frustrated as lower levels can't do "spam 2 adventures" in the same timespan as Real Life butts into TSO. Then the roles get reversed, and another quest the lower levels do their "refill a meat dep" quest, while the highers are having to purchase and complete BK.
    Completely imbalanced.
    We love our new CM.

    Newfoundland: 20th November 2011 to 25th November 2014. RIP
    It was good while it lasted.

Reply to Thread

Similar Threads

  1. Setting the defense line ;)
    By Yuiry in forum Creative Area
    Replies: 2
    Last Post: 02.01.16, 22:37
  2. no single player adventures as guild quests.
    By fritte in forum Game Suggestions
    Replies: 9
    Last Post: 02.03.13, 17:00
  3. building level setting
    By Aerys_TarGaryen in forum Game Suggestions
    Replies: 2
    Last Post: 16.12.12, 09:32
  4. Guild Quests: Explanation & help - player response
    By EternalPink in forum Game Suggestions
    Replies: 12
    Last Post: 05.11.12, 14:58
  5. how abouth setting chatchannel wen log in to the game
    By Morgy321 in forum Game Suggestions
    Replies: 4
    Last Post: 12.04.12, 03:36

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Ubisoft uses cookies to ensure that you get the best experience on our websites. By continuing to use this site you agree to accept these cookies. More info on our privacy.