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Post by DavrosMandrake on Aug 19, 2009 11:26:39 GMT -5
Shared XP and Gold Rewards: Since folk have been partying up with some fishing or foraging or smacking combat dummies whilst their buddies are elsewhere to share the XP, this exploit too is now closed. Only those in the same area with you will share these rewards now. This also means that when quests are turned in that everyone expecting XP and/or a GP reward from it will need to be present in the area now. We regret taking this step, but we really don't like having to be police when we log on as DMs here. All for this apart from Quest XP. Quest XP should be rewarded party wide IMHO as it takes a lot more work to achieve than just disarming a trap, fishing or killing a combat dummy. I can only imagine the frustration when people all forget to go see the brief at the end with the person thats carrying the quest item. Or the person with the quest item gets a bit too click happy and hands an item in while half the party are still transitioning. Yes stop exploits and No to stopping rewards!!
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Post by kalbaern on Aug 19, 2009 13:35:21 GMT -5
For the time being folk will just have to bear with it. When I get a chance I can redo the quest rewards, but it also means taking even more time away from fixing and adding other stuff here. Quest rewards I plan to redo and have it verified that you're at least in the same town as the PC turning in the reward. This also means that I have to dig up the area blue prints that will be checked for and create a custom script for each quest. At this point I won't ever make the rewards global as any PC that travels back out alone or ports off to another town should just forfeit the rewards if they've so little patience.
So for now when you go to turn in a quest, make sure everyone is present. I know this sucks and I tried to avoid doing something like this that basically punishes everyone here, but far too many players have been abusing our generosity of late.
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Post by shimmerxxx on Aug 19, 2009 15:26:33 GMT -5
Personally I've never understood the logic behind getting XP for giving in a quest item, it's always seemed an OOC mechanic to me, especially when compared to other means of getting XP.
It's logical to assume one would get XP from doing a task, be it driving an axe through an orc's skull or reeling in a trout. It makes sense that one would get XP from watching someone else do a task, that is how we learn, by watching others.
I don't see how one would learn anything by giving in a pendant or a head or whatever.
So my suggestion is that the XP reward for "monster head" type quests be given on the death of the boss monster. The whole party should be there for that event, it doesn't then penalize folks who have limited time and have to log before the party can get back to town and it makes more RP sense.
Go and fetch type quests can stay as they are, as those are usually quick and for low levels (at least they are at the moment). You learn from dealing with Timo that he's a git, so that merits some XP, so folks who aren't with you when you hand him his toy back wouldn't see that and wouldn't get the knowledge (XP) from that, which makes sense.
Getting rid of XP for people in different areas to those fishing or fighting dummies makes perfect sense, they don't learn from what's occuring so shouldn't gain anything from it.
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Post by kalbaern on Aug 19, 2009 17:39:12 GMT -5
Personally I've never understood the logic behind getting XP for giving in a quest item, it's always seemed an OOC mechanic to me, especially when compared to other means of getting XP. It's logical to assume one would get XP from doing a task, be it driving an axe through an orc's skull or reeling in a trout. It makes sense that one would get XP from watching someone else do a task, that is how we learn, by watching others. I don't see how one would learn anything by giving in a pendant or a head or whatever. So my suggestion is that the XP reward for "monster head" type quests be given on the death of the boss monster. The whole party should be there for that event, it doesn't then penalize folks who have limited time and have to log before the party can get back to town and it makes more RP sense. Go and fetch type quests can stay as they are, as those are usually quick and for low levels (at least they are at the moment). You learn from dealing with Timo that he's a git, so that merits some XP, so folks who aren't with you when you hand him his toy back wouldn't see that and wouldn't get the knowledge (XP) from that, which makes sense. Getting rid of XP for people in different areas to those fishing or fighting dummies makes perfect sense, they don't learn from what's occuring so shouldn't gain anything from it. In many cases already there is a reward given (xp and gp both) when you defeat a boss. However, if a Mayor or Guardsman or Merchant or any other NPC gave you the mission themselves, then returning with proof of the deed will usually result in a further reward.
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Post by shimmerxxx on Aug 20, 2009 10:17:13 GMT -5
Yup, aware of that, was suggesting that the whole lot of XP be given on the killing of the boss and just the gold given by the quest giver.
Some of us have limited time to play and there's not much more frustrating that battling through a dungeon, completing it, and then missing out on the XP reward due to having to log before your party gets back to town 'cos you have to put the kids to bed or go have dinner or whatever.
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