DeletedUser
Also, sometimes you've got to level up 2 or 3 times before you're able to do the next stage of the quest...
i appriciate that you have put a lot of work into making this, but i dont think that this will work.
firstly at the begining stages the quests are enough to occupy a player.
a plan like this is not needed until at least level 15.
the best way to keep people changing jobs, is to add more quests, not to introduce a completely new concept to the game.
not a bad idea
srry if this has been suggested, but what about creating a character for the merchant? it's like the adventurer/soldier in which u need to walk around to find the guy?
With the current game mechanics, I'm seeing the "random item" thing to be a bit difficult to implement. Quest requirements so far seem to be scripted into the game, not just something you pull out of a hat, and would make your quest-book slow the game down. I say this because you'd have an entire list of links to quest-scripts that would need to load every time you open up the merchant for every task that you have completed. It all adds up.
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I think it would be much easier to create a medium-large number of these "merchant quests"(maybe around 50) all asking for certain items from jobs ranging anywhere from 100 to 200 points in difficulty(to stick with your low-level requirements, and cover each product), that are not permanently recorded by the game, but are considered a quest-line, which reset after a defined number of days. This way, you not only finish the quest-line and keep the rewards, but you're allowed to do it all over again(Basically after something like a week, a quest you completed will say you no longer completed it). A good number of these quests(if not all of them) can also be scripted to only be able to be accepted/completed on certain days, so if you miss the deadline, you're stuck for another whole week. Following that, they could all be open at the same time with such deadlines, for the reason that every store has items that need to be restocked constantly. This lessens the workload and stress-factor for anybody(from management to random players) exponentially, and goes with your train of thought for the idea. This is just an alternative method to it all - I don't mean to hijack the thread.
Do you want a developer to just sit at their computer and create a completely random quest every now and then? Remove them willy-nilly? Small quests like this also have small rewards, so if a single player can make a quest disappear for everybody else, what use is there in even bothering to check in? To fulfill it, even? I also sense chaos for the more idiotic leaders of towns that would kick the entire population for a few-hundred dollars, let alone skill points. Let's be honest, nobody deserves such a fate, especially if their leader really did seem competent enough. Fifty to one is a big difference.
Since you do not imply in the main idea whether or not a player absolutely has to be part of a town in order to do the quests, and it is in the benefit of higher-level players, then I assume it is open to everybody. If it is open to everybody, then there are more than enough towns to support such(should each and every town have a merchant). If it is open only to members of that town, then you're looking at a lot of supply and not enough demand. Either way, there will be dictatorship from any possible management, and definitely argument from everyone. I strongly suggest you do not restrict a quest to "whomever gets it first", lest you wish for such idiots as I have mentioned. Then again, a good number of players will be all for weeding out the "weaker-links" and competition, while probably dooming themselves to worlds with a lot more 1-player towns. My alternative, coupled with no restriction, would remove these possible discrepancies and prevent a lot of grief.
I do not mean to sound insulting, but from what I read, I see a lot of things wrong with this whole idea. If I am mistaken, please correct me.
A valid suggestion, I say. It just has to have a large variety so it doesn't become a repeating chore. Gathering 15 boards everytime he needs boards was not entirely what I wanted, so random did the job as far as I was concerned.
The reset-thing would tie it in the current system without any problems. But then it might just become a weekly chore, not a random quest appearing every now and then. Really hard quests can supprise and challenge us, and random is always more supprising than a weekly return.
Your arguments on server-load are valid. I can imagine some ways of doing it right, but I don't know the possible server load. Let's leave that kind of thinking to the devs for now.
Why not create about 200 different quest, and make them appear through the merchant-accept-mechanism? It just has to have some random appearance, otherwise it will become a repeating chore eventually.
I've added some simple mechanisms to the description to counter that. Basically base the amount of available quests on player numbers, with one player receiving a single quest a week, while 50-player towns would probably get 200 of them a week. Numbers open for suggestion and server possibilities, of course.
The player HAS to be a MEMBER of the town, to be able to accept it's quests. Non-members have no access. I added it in the description as well. Setting the system up for everyone everywhere is of course idiocy.
The reason I restricted them to the one whom accepts it first is to prevent slower players being stuk with 15 dimes because a faster more active player got all 18 of them slightly faster. That will be VERY frustrating, and therefore it becomes YOUR quest as soon as you bash the accept button AND you don't have another merchant quest open yet. (max 1 active quest per player).
You provided a fine example of constructive critisism, and for that I am thankful. I altered the description to take your points into account.
With the new fort feature you need products (wood, stone, iron, etc.) to build up a fort building. I think this feature will increase the use of a lot of old jobs.
Interesting... Where did you find this out?
A well thought idea and I like it.
I have a half baked thought, I'll throw it away and see what the responses are.
Maybe when a quest says "15 wooden boards" you don't neccessarily have to accept it all, you can only accept "5 wooden boards" and make the merchant list change to "10 wooden boards". The larger part of the quest you accept the bigger your reward is. The quest will disappear from the merchant's list when it is finally fully accepted.
After collecting 24 wooden boards once, I doubt I'd go for a merchant quest that requires a large number of products. It may become boring again (a whole week of picking tomatoes, how exciting can it be? ).
First off, I oppose bundling in this kind of complication with this proposal. I support keeping proposals fairly simple. After this basic idea makes it into the game, we can see how we like it and formulate additional future proposals based on that, and that's when I'd (potentially) support a modification like your 3/4 baked idea.I think I have a suggestion to make it a 3/4ths baked idea... >.>