I have been having growing concerns about the guild quests. The quests that you receive don't seem to be based on level like they were. Yesterday, I had a guild quest that asked me for saltpeter. I was able to accomplish it out of luck. I am level 37 right now, and all though what little (very very little) saltpeter had managed to accrue, I am not at a level to even be able to use the material yet.
This of course is not the only concern. The many many quests that have asked about accomplishing adventures that appear day after day makes myself, and many of my fellow guild members frustrated and 90% of the time, especially for me, leaves us unable to work on an adventure for the next day's quest because I am still rebuilding my inventory of weapons and troops. Sure I could waste more valuable materials to purchase the weapons from the trade office but who wants to have to do that every day or even every other day.
Next, is many of my fellow guild members are also struggling with being able to do impossible quests. I, myself, have received quests I once again don't have the materials for or not at a high enough level to produce, or the quests are too much to handle.
My thoughts are this: We need the guild quests to be similar to what they were before for the individual guild quests, if there are going to be quests that ask about completing an adventure then it should only happen to each player a max of once a week and it should be only for an adventure of their choice, and finally the request for players to pay materials should be something that is a material more readily available to the player based on their level.
Finally, on a positive note, I like the guild quest rework in the sense that every guild member is accountable for their ability to receive guild coins each day, plus it does encourage guilds to keep a more active track of inactive players (though this is not a change for my guild). I would like to see an improvement on the individual guild quests but otherwise I like the change.
Hope this helps the developers out.
I have to say, I find the new guild quest system extremely well done. If rewards those who complete the tasks, and does not punish them by having to wait for the other players (for whatever reason they have, and many reasons would be valid...) while still allowing players who are not able to log on everyday the opportunity to be involved when they do logon by having the 24h resets.
Even having Guild Quests that are difficult should be in place, and kept. So, if it is not doable, skip it and take up the next day's gq. IMHO, too many things in TSO are soft and made so that all players can get/acquire all the tasks/quests/guild quests/achievements. Personally, I like that some achievements are extremely hard, or will take a long time (e.g. 1M resources from Scenarios or running 500+ Scenarios) and we should have more! It would separate those who do different things. This includes Guild Quests; so, perhaps not all of us would be willing to pay 50 Wheels or Cannon - or run 2 adventures, so be it, skip that quest (or cough up the gems), pick it up tomorrow, let those who are willing to complete the tasks earn their reward.
The only observation I would like looked into is synchronizing the time. Our daily stuff is normally reset between Midnight and 0100 hours, the GQ timer is showing our quests as being due at 0900 hours (PST). Also, in regards to the last two events, what is up with the dual timings? (again, daily stuff around Midnight, but Event daily counter at 1600 hours (PST) Please, BB, get these happenings at the same time please.
All in all, like this new GQ system. And BB_BobMoriarty, thanks for the Log.
PS - These comments are made by a lvl60+ player, so I cannot speak on the guild quests assigned to players below lvl 50.
“Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends.”
J. R. R. Tolkien
Just weighing in on the new guildquests. Some for me (level 51) are fine, others are ridiculous! We are a small guild and to get 40 or 50 guild coins for doing Valiant Little Tailor and paying 50 damascene swords is simply not sensible. It costs almost 4000 guild coins to buy a VLT, and 400 gold coins to buy dama swords. All to gain 40 to 60 guild coins? Not good for small guilds - I guess large guilds would profit, but not ours.
Produce 750 advanced paper GQ calculations. 750 paper requires either 750, 375, 250, 187.5, or 150 cycles. Assuming you're not running it unbuffed, that drops to 375, 187.5, 125, 93.75, 75 for x2 buffs. 250, 125, 83.3, 62.5, 50 cycles at x3, and 187.5, 93.75, 62.5, 46.875, 37.5 cycles at x4. Given that cycles are 11 min plus walk and prep time, let's assume that they are all 12.5 min, to overestimate. this means that 24h*60m=gives us 115.2 cycles in a given 24 hour period. unbuffed, this GQ is impossible with a single adv. papermill. Using x2 buffs, only a lvl 4 or 5 will work. x3, you can use a lvl 3, 4, or 5, and using x4 buffs, a lvl 2 and up will complete the GQ. However, this is assuming you catch the GQ at the moment it comes out. Even with a lvl 5 adv. papermill, you need just under 8 hours of x4 buffed running to complete the GQ.
On the other hand, the other day I had a GQ for producing 320 exo planks. This was completed in a single two trick drop, considering I already had 2 exo mills at lvl 5 for the woodyard quests. Seeing as how up until this moment, I had absolutely no use for an adv. papermill above lvl 1, which supplied me with enough paper to keep my bookbinder running, this GQ seems a bit excessive. Perhaps it would be better if we needed to produce 320 adv. paper, and 750 exo planks?
I agree that GQ should be challenging, and I realize that GQs haven't really been anything to worry about for me, at lvl 51, for some time now. But I don't think I know a single person who keeps more than one adv. papermill around, as a single lvl 5 is more than enough for production purposes with the current science system. Maybe this is a number that should be reconsidered? Or the science system should become a whole lot more rigorous to force people to build additional adv. mills. Or add a quest, like the woodyard, which requires two?
I'm not happy about the new GQs. I used to complete them daily, even when multiple adventures were called for. This first week of the new system, I have completed a whopping grand total of two. 2!. I may complete today's, but if I succeed, it will be after spending 2K granite on an upgrade I wasn't planning to do quite yet. Since I am in the same bracket as L56+ers, I'm just waiting for the GQ to call for me to produce the big units...
So, two suggestions:
1) Rework the production part of those quests in order to make it possible to do in 2 hours (most of your customer base's "daily gaming budget" is likely in that range), and
2) Let's see the upcoming GQ a day in advance, so we have a bloody chance to line up for those fairy tale "adventures".
FF
Hopefully the rework will come soon. All I have time to do when I log in now is the usual island maintenance then try to complete guild quest (I think I have only been able to complete 3 so far). It's not worth being on premium for that so I don't think I'll be spending gems on premium time for a while once this round runs out.
On the old GQ system,I hated waiting for the last few people to finish so we could move on to the next one in line, so for me the best feature is the quests rolling over automatically every day instead of dragging out for 2 or 3. It remains to be seen if the timer is working correctly, but I guess we'll find out soon enough.
So far I must be pretty lucky because I haven't come across a quest I couldn't complete easily. I skipped the one that asked me to run a VLT cause it was a busy day for me and I didn't have time to do it. That one will depend on my mood and/or schedule, but I can see myself doing it and handing out the LS to guildmates if I happen to be in the mood for a VLT that day. Otherwise I'll skip it, no big deal.
I think it would be helpful to have a dedicated thread of "GQ's that are too hard to complete" so everybody involved can see which ones are the problem ones. Just saying "I can't do this one" without any details doesn't provide any information to make it any better.
Overall, I really like the new system. For a level 57 player in a large (80 person) guild it's a huge improvement over the old system. Those of us that have always done the GQ in the 1st few hours are getting more coins than we were under the old system where we were always waiting on laggers. I do understand there are specific issues for smaller guilds and/or guilds that completed GQ every day like clockwork. Constructive, detailed feedback is what's needed to help resolve any issues.
"Very little is needed to make a happy life; it is all within yourself, in your way of thinking." ~ Marcus Aurelius
See here:
http://forum.thesettlersonline.com/t...lection-thread
This is a growing compilation of the LVL51+ quests; obviously, not all of them will be "too hard to complete". But that will depend on the player and a number of other factors, anyway.
Yes, general consensus is that in most cases, it's an improvement for large guilds.For a level 57 player in a large (80 person) guild