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Started Create a more meaningful quest system in PKO, especially for leveling.

Varrocker93

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Just a random idea that came up while we were discussing levelling in MMOs, basically my character hasn't done any quests in the game that aren't essential or advantageous to do. (So newbie quests until 10, class changes, RB, SQ, LB) This is simply because grinding very very early on becomes the fastest way to level up in PKO (whether you're killing mobs yourself or buying plvl, even when killing sandbags, someone's grinding mobs). This scales up and up to the point of near ridiculousness at lv70+, with it being just absurd after lv85.

What I want to suggest is to improve the questing experience in PKO to make people actually want to engage in doing them. This can be done in a number of ways at every stage of a character's journey in the game, but the best and most simple one would be to increase the amount of EXP you get from them.

1. Create daily/weekly quests to kill maze bosses that offer high exp rewards.
- makes people go to mazes, everyone profits, economy stays unaffected.

2. Create daily quests to kill certain mobs in the game (Abba, Summer, Naval, Skeletar, anywhere works really) that give a high amount of exp for people around the level of the mobs.
- It's possible to make mobs drop certain items during quests, therefore it should be possible to make monsters give more exp when you're on a certain quest :thinking:
- Endgame players (especially classes that can't level on their own) no longer feel so reliant on begging/paying for plvl, if you can get like 1% exp a day, you'll reach lv90 eventually, kind of like those dinners you got in top2, just give a fixed % amount.

3. Change the existing quest system to emphasize questing more with higher gold/item/exp rewards, and create a "quest guide" that tells you where to go to find quests for every level. Kind of like a "recommended quests" system.

Just some ideas, feel free to discuss.
 
Last edited:
found the npc, but this not what we asked for, will the questsystem revised with more exp and better rewards?
 
Started 
This is still a work in progress.
And I would like to know how time-consuming and rewarding quests are per each Lv.
That way we will know where to adjust and how exactly.
Right now it really feels like a lot of quest give very little experience and that makes sense as the only viable leveling method is just farming mobs for 5 levels at a time for exp. I did a quest the other day that wanted me to collect some item from a mob that was a 8% drop rate. I killed mobs for like 10 or 15 mins straight but in the end only received 50 exp. The mobs gave more than that. So what's the point of me going to the quest giver and walking around to turn it in if I could have just went and farmed some other mob for an hour to get 5 levels. I am not referring to newbie quest I'm referring more to quest from havens and swordsman ray and stuff. I noticed this at deep blue in a haven around level 15.

My solution is this, make the exp reward be equal to the avg. exp you will get from killing mobs. For example if I need to kill 10 mobs on avg to get 3 items then the exp reward for the quest should equal 10 times the exp reward of that mob. It would be alot better to only farm mobs for exp when you are using 2x exp and to be able to quest for the other times and it be viable.
 

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