DeletedUser
Good Idea.
Hehe, forgive my poor English, it is not my mother tongue.
What I meant is that only the really hard quests will give people trouble, like robbing trains and the others in that league. Quests like trading, silver mining, buffalo hunting and those can be done by a large number of players, so they will be done.
Eventually, even if there happen to appear 3 really hard quests, there should definitly be a mechanism that removes un-accepted quests after 3 days, or a week. The annoyance will then be minimal. How hard could that be? (Technical: quests will all get a timestamp, which will be used by the server to determine how old they are. Not flagged as accepted and linked to a player, and 3 days old? Delete! Easy )
And about those whine about the quest being to hard: more motivation to try harder to get those jobs
(optional) for high difficulty quests (like bring 2 handcuffs), the reward could be some bonus skill points.
Some ideas:
- merchant up to level 10, new town has no merchant, each level needs 100*level construction points;
- each level offers 2 quests. Once one quest is accepted by a town member, it's grayed out. If the quest is canceled, it is re-offered. If the quest is completed, another quest is offered. If the quest is not accepted in a week, it is retracted and another quest is offered.
- level 1 merchant offers quests requiring products of jobs up to difficulty 30; level 2 offers (in addition to those offered by level 1) quests requiring products of jobs up to difficulty 60, and so on. The 10th level will require either products of jobs up to difficulty 300 (so players levels ~50 can do those), or of any difficulty (if it requires canvases, tough luck).
- (optional) some quest can require products from multiple jobs of different difficulties; for example, bring a confederate and a union flag; or bring a cigar and 5 tobacco; or 3 salmon and 3 trout; or 1 hammer, 1 saw, 10 nails and 4 planks of wood, etc.
- (optional) keep the reward unknown, at least for some of the quests.
- (optional) for high difficulty quests (like bring 2 handcuffs), the reward could be some bonus skill points.
Paying back a percentage to the town treasury is not a very good idea, once the town is maxed out the money in the treasury just sits unused. Instead, pay more (+25% was suggested, and some XP) to the player completing the quest, he can deposit it if needed.
Some supervision from the town management is needed. If a player accepts a quest and doesn't complete it quickly, it blocks quests for other players. The management will have to convince the player to give up the quest if someone else is able to complete it. Dismissing that player is an option, to be used as a last resort.
Not accepting the quest until you have the products has the drawback that someone else might grab and complete it before you.
OK, maybe there's a way to make the skill points quests so hard that it wouldn't throw off gameplay, but I can only imagine that those quests will be 50 times more desired than any other, since they add a permanent inherent boost to your char where all the rest only add to the wealth in your pocket.
Once level 99 is reached, that kind of quest would be the one you'd always want.
can we hold the potion until we want to drink it or is it after complete quest it's immediately drunk?
ah like a 'premium' boost to skills
Wow! I really like this idea and I have something to add onto it. If there is going to be a time limit on getting the required items, then the luck of those jobs should also be increased, thus making the items relatively easier to get. If the luck cannot be increased, then simply increase the time limit to say two or three weeks. I'd say up to a maximum of one month to complete the merchant quest. And also, the price of such products should be increased, even if it is only very slightly. If not, then increase the reward. It all depends on how difficult the job/quest is.