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Thread: Feedback: Guild Quest Rework

  1. #31
    Mayor Perwyn's Avatar
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    Overall, I think the framework of the new system is going to be far superior to what we currently have.

    But....

    Unless the individual quests are addressed and greatly improved both in quality of tasks assigned and the actual number of quests available increased, the new system, sad to say, won't be any better than the old one. I'm adding my voice to those who have already said that the quests themselves need to be addressed.

    The individual quests need to be reworked and we need to have many more added. There are currently only 14 quests that cycle thru for our guild of 80+ members. Of those 14 we automatically cancel 8 of them because they either aren't worth doing(too expensive to do or hard to get adventures required), or they bog down for several days and seem to go on forever.

    GQ's that let us run any adventure seem to work better than the ones that specify an adventure. So if we're going to be required to run adventures for GQ, please stop specifying which one it needs to be. Asking us to run 2 adventures in a 24 hour time limit also isn't going to work for most people.

    I can't afford to and won't pay 40 cannons or 40 carriages or 60 gunpowder every 24 or 48 hours. Ain't gonna happen. Will I be able to run two adventures in 24 hours to finish GQ? Most of the time, no.

    Please improve the actual tasks we are asked to do for GQ.
    "Very little is needed to make a happy life; it is all within yourself, in your way of thinking." ~ Marcus Aurelius

  2. #32
    Veteran General DJHerbalT's Avatar
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    The concern about doing an adventure for guild quests because you might be in a "really long one" is easily allayed as it always has been - tag a lootspot. Swapping a lootspot with another player gets you two adventures done at once. A guild mate can usually help with this.

    This is not to mention the fact that you can see what your next quest will be under 'waiting quest', so you won't be suddenly caught off guard by an upcoming guild quest.

    The game moves slow enough already, 48 hours for guild quests will be too long, and there's no guild quest that can't be done in a couple hours anyway.

  3. #33
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    Quote Originally Posted by DJHerbalT View Post
    This is not to mention the fact that you can see what your next quest will be under 'waiting quest', so you won't be suddenly caught off guard by an upcoming guild quest.
    This is only true currently in cases where the guild is not completing the quest on a daily basis. If the guild continues to complete the guild quest within the day it is assigned, there is no waiting quest and the next guild quest issued goes directly into the active category. The surprise double adventure guild quests happen on a fairly regular basis (once or twice a week) when the guild is caught up. It is not too significant problem right now, as most of the people doing fairy tale adventures can complete them in less than a day. However, it would be expected to change when the upper level players reach the low point of the Ali Baba adventures and cannot provide either lootspots nor complete their adventures in 24 hours.

    In the projected quest changes, there should never be a waiting quest. As each overall quest will be completed in 24 hours regardless of the number of people individually completing it, the following quests will always move to active status. Therefore there will be no advanced warning at all with the new system.

    As for the cost for specific guild quests, a good portion of this is due to the relatively low value of guild coins. Currently, due to having two expensive premium items in the market, the value of guild coins is increasing. As personal stocks of coins deplete, as the cost of the available premium items continues to exceed the possible amount of coins a person can get in 3 months (approximately 7 quests a week for 13 weeks = 91 quests; maximum current reward 136 coins per quest; total possible coins = 12,376), the value of guild coins should increased as well. On the other side, the increasing availability of resources on the expansion island should eventually cause the value of cannons and component products to decrease. It is difficult to say if the value will ever get to the same level as when weapons were still rewards in adventures, but there could be a point where there is a profit from donating these resources. However, there is no argument that currently the reward does not justify the donation of expensive resources.

    The biggest concern over the 24 hour limit is how high it will raise the bar for obtaining guild coins. While I do like the idea of those people who do not participate not getting the reward, having a short time will make it difficult even for daily players to maintain that rate and may be impossible for more casual players. My personal experience is that when working a longer day that does not match the time the quests are issued can make completing some quests challenging, even having reserves of fast adventures and scenarios, as well as an active guild to help and ultimately the ability to complete the quest using gems. While one can say that 48 hours is too long to allow for quest completion, the counterpoint within the same post is that the same guild is unable to complete quests daily over the two week time between resets. Furthermore, this is with an 80% level needed for completion; with a top point of 100% is likely that no larger guild will be able to fully complete the quest in 24 hours. Besides the players who may be habitual non-completers, there is also the people who are simply unable to complete the quest for one reason or another. Therefore, the final reward levels have to allow for both the impossibility for completion and that players will not be included in the reward when they are in the unlucky group that is unable to complete on that day, who currently do get the reward because they still register as active.

    This does not include the psychological value of the guild completing the quest, as happens now, against the idea that the guild will never complete the quest. Having a situation where there is a universal lack of success may be more damaging in the long run than just a decrease in the guild coins available. At a minimum, it may be better to use the 80% completion bar used now to show that the quest is complete and assign the remainder 20% as "bonus" completion. While it may be only a semantic difference, players will be happier being told that they completed the guild quest with a bonus completion of 3% rather than being told there was an 83% completion rate.

  4. #34
    Mayor RonEmpire's Avatar
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    It's quite possible the new system gives you LESS guild coins than the current system.
    Currently, you get the coins for your personal + the group completion one.
    The requirements are based off of 'active' players. So in the case of a large guild with a ton of inactive players, you technically benefit from lots of coins with only having to manage a few players to get them to complete.

    In the case of a guild where the entire members are all inactive, and only 1 person is remaining. If you happen to be the one that is active, you get a ton of guild coins which you can't otherwise get with the new system.

    It's better to have a LARGE guild with a lot of inactive members under the current system. I believe you also get a -1 grace between the active players. So 2 players only 1 player has to do it. (not sure about this. but I noticed for most part its -1 active grace).

    New system, will, it doesn't really work out so well.

  5. #35
    Mayor Perwyn's Avatar
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    I have a feeling everyone in favor of a 24 hour time limit is assuming that the 24 hours will start at a time that's convenient for them. Given that most things in this game are driven by GMT +1, that's not a safe assumption.

    We don't know when the GQ's will rollover, but it's probably safe to say that it will be at the exact same moment for everyone on every server, regardless of time zone. A perfect example of this is the ending of the halloween event, and currently the limited offering of the industrial iron mine. The limited offer starts and ends at midnight GMT +1, which is 5 PM central time.

    My daily login bonus comes up at 3AM central time, which is 10AM GMT. If the GQ's are on this same schedule, I'll have lost 7 of those 24 hours by the time I normally login at 10AM.

    The point I'm making is none of us, except maybe the European countries closest to Germany, are likely to get the full 24 hours allotted for GQ.

    My question for BB_Endesmor is: When, in Eastern and/or Pacific standard time would the GQ's be set to begin and end on a daily basis?

    Also, it would be interesting to get a “show of hands” from guild leaders or officers regarding how long it takes on average for their guilds to complete a GQ now. Just for the record, altho there are times when TC finishes their GQ in much less than 24 hours, the normal/average tends to be more like 36 to 48. I'd be surprised if 24 hours was in the majority, I think it would be more like 36 or 48 hours and in many cases longer.

    The more people that complete the quests, the more payout there is for each person on the new system. This should benefit the largest amount of the community possible, which is why I'm in favor of 48 hours instead of 24.
    "Very little is needed to make a happy life; it is all within yourself, in your way of thinking." ~ Marcus Aurelius

  6. #36
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    You assume wrong Perwyn.
    One army. Pretty please.

  7. #37
    Community Manager BB_Endesmor's Avatar
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    Quote Originally Posted by Perwyn View Post
    My question for BB_Endesmor is: When, in Eastern and/or Pacific standard time would the GQ's be set to begin and end on a daily basis?
    We are still working on this new feature, the information we have shared in the Sneak Peek is preliminary, things might change with the next test versions. More information will be shared in an upcoming Dev's Diary.

    BB_Endesmor

  8. #38
    Mayor Perwyn's Avatar
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    Understood. But please relate my concern to the developers: 24 hours starting and ending at the exact same moment for all servers (example, the current limited offering, or the ending of the Halloween event, 1st phase) will be a problem for someone, if not necessarily the North American servers.
    "Very little is needed to make a happy life; it is all within yourself, in your way of thinking." ~ Marcus Aurelius

  9. #39
    Community Manager BB_Endesmor's Avatar
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    Will do !

  10. #40
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    How about this. Collectibles spawn when you log in and the timer starts for the next re-spawn. The foundation is already there and you can apply a similar system to guild quests.

    Let us say the new guild quest shows up at 3AM EST every day. When a person logs in they have 24 hours to do their daily guild quest. So if they normally log in at 2AM they still have the full day to do the quest. If they log in after 3AM one day because of something that came up sorry, better luck tomorrow. If someone does not log in for over 24 hours they are skipped for that day and marked as not completed.

    Keeping it on the 24 hour counter but delaying the calculation and receipt of rewards by a day would allow you to account for this. That way there is still a daily quest and guilds with members in all different time zones or work schedules would not be penalized.
    One army. Pretty please.

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