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Mayor
Guild Quest Rework Suggestion
One of the biggest problem with Guild Quests is that it is "time based".
The "Start" time of the Guild Quest is a fixed point in the day.
Depending on when you login- You might not have any time to complete the quest, because it requires you to do an adventure OR some production. And a lot of the productions take up "half" a day or more. Like wise with adventures. The travel time and production time of troops if you don't have enough. Generals dying and you don't have enough recovery time.
So let's say you login 8hrs before it is over. You might not have enough time to complete it.
SUGGESTION:
We need a double Guild Quest going on at the same time.
"Today's Guild Quest" And "Tomorrow's Guild Quest" (similar to a waiting quest).
You know what is tomorrow. And you're allowed to do BOTH today and tomorrow. If you can't finish today. At least you're working on tomorrow. This way no matter what point in time you login.
You're actually able to complete something.
Tomorrow's Quest will move up and replace Today's Quest when tomorrow comes. And a New one comes into the "Tomorrow's Quest spot".
This won't change the payout at all. Since you're only paid out when the timer completes.
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I think they should just replace all of the "produce" quests with something else. If you go back to all the lower level guild quests there are maybe a dozen at most that have you produce something. With these new quests it is about 3/4 of them. It is just silly as most of this stuff we have to produce we have little to no need for. I would rather "pay" 750 advanced paper than be forced to "produce" it.
One army.

Pretty please.
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Mayor
I actually use advanced paper. Paying you lose resources. Producing you don't. If you're going to "pay" something. You might as well be just selling that resource for guild coins.
Because a lot of the quests have these PAY expensive stuff where I just skip completely. It's not worth paying something when you're getting coins that is not worth the cost of what you pay. (Especially at higher level. Like asking you to pay carriage and cannons.)
I would rather "produce" the cannons and not lose cannons. and still gain guild coins. The problem is the time limit they're enforcing.
Paying something is "okay" only if the value of what you're paying is worth less than the value of coins. Which generally is NOT the case for the higher level players. Low level players paying they're getting a good deal.
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I guess we all value each resource differently. I used advanced paper because that was the first quest I had on my list. I am a selfish one and only make stuff for me, not to sell or trade. But using that example, to me exotic wood is about as worthless as water. Cannons, no. I skip that every time and never look back. Again, carriages I do not really see as an expensive item.
I agree 100%, if I do not like the price I skip it. All the pay granite ones I skip. When I hit level 60 I might reconsider. All the ones asking to make Irmas baskets, I do not really use those. It would be nice if they change those to "make at least X amount of 6 hour buffs or longer" where it would count Feasts, Steaks, or badges. Whatever your poison might be. Before he left Endesmor said they were watching the completion of the quests and evaluating. True or not it just irks me when I see people go out of their way to complete some of these guild quests. Paying 10k for a VLT loot spot to get a few guild coins, silly.
I like the daily resets. I feel 24 hours is fine, but if they keep these "produce" quests they need to cut down how much they want you to make. A few of these you are almost forced to use 3x or 4x buffs. I am pretty well off but for instance, my guild leader who is level 54 cannot do the majority of these quests. She is a casual player and her island is not filled with level 5 or level 6 everything. We each play the game different and these quests seem to cater the to die-hard has everything crowd. Like they are basing what can be done here by what people are capable of doing on the test server.
Having the next day's quest show would be amazing, I do not think anyone will disagree with you there. I do think that the 24 hour period should start when you log in that day like I said here.
The level 50 and below crowd still doing the old guild quest most certainly do have an easier life, but from their little press release that is intentional. Why? Meh, I have no clue. Perhaps their definition of fair got lost in translation. There is definitely room for improvement here and hopefully they do not take as long as they did to change the quest to run Island of the Pirates after they pulled it from the shop but I will not count on it.
One army.

Pretty please.
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There are two ways that this would seem to be possible with the current game system, without requiring a major modification. First, they could actually issue a quest in advance, as a waiting quest as with the previous system. One thing that should be remembered is that it was only the slower completing guilds who saw the waiting quests on a regular basis; those guilds that completed the quest daily did not have the waiting quest normally. However, this method would still have the same problem as currently for the time constraints - the 24 hour period would still start and end at the same time, and players would have to make accommodations to it. The production ones may be more easily completed, by turning on buildings that were shut off and let them run early, starting before the quest activates. It would not make as much of a difference for the adventure completion quests, except that players could start adventures and hold on their completion, or hold adventures that were already started.
The other method of addressing this would be extending the guild quest to 48 hours, with a 24 hour differential between quests. That would give double the time now and help the problem for people who have limited times they can log in. It would address the production, and would allow for more time for it to count. The adventures would less onerous, as people would have at least an effective day to complete the adventures between two logins. Whether this would be allowed is one question; another is if the reward should decrease with the lower level of difficulty.
Both methods do have one drawback, which was removed with the change in guild quests: new members would have a longer delay before being able to participate in the guild quest. While not as severe a problem as in the old system for guilds that routinely held guild quests, but would still increase it another 24 hours. While giving everyone their own 24 hours to complete the quest sounds good, there are several problems, starting with parts of the guild having different quests at the same level and members being potentially 23+ hours apart. There is also a question of what to do with the next quest for the person who logs in 22 hours after the start time for the quest - does it go to waiting? does the time continue to delay so that player can have multiple waiting quests?
As far as the difficulty of the guild quests, there is always an advantage in a game for people who are able to play it more. The newer quests increased the potential reward by a significant factor and eliminated the ability for a few players to hold back an entire guild. Because there are no more waiting quests, it favors the casual player who now has the opportunity to complete the guild quests when they are available, rather than being stuck waiting for others to finish something already completed or not having a quest at all.
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