I'm not a GM/GB but wanted to throw this out... It's been a few weeks since the release of Patch #84, so players should have time to have gone through the various new HP quests. I'm interested in knowing your thoughts on the quests, the droprates, and difficulty. Please, if you can, make a comment regarding which quests you feel could use some adjustments and quests that you thought were fine (or slightly too easy). - Can check @Nivi 's Reuel guide for reference. - Previous HP quest thread
Overall Im quite happy with the new quests even though half of them are Leafre -based and giving me a hard time coming up with a unique name for all of them. Non-balance related feedback Spoiler Kidding aside, they are, as intended, basic fetch quests in non-quest gated areas. This, in my opinion, is a missed opportunity though. There is already a system in place for flagging prequest related areas away from the rotation. For instance if you have not completed the Papulatus prequest gating Ellin Forest, you will not see those quests in your rotation. Why though are the quests clearly shying away from using the back end of the Temple of Time instead of just Memory Lane 1? You could just hide those quests from rotation if the necessary 999-prequests are not done. The same is true of Neo Tokyo or LHC areas as well, though those might be a bit much to keep the quests easy enough for anyone to clear. The other not-really missed opportunity (in my opinion) is using minibosses. I understand finding them could really drag out completion times and become frustrating. You could include the Ellin Forest boar boss though, that one is always there and shouldnt be too much of a challenge for any 4th jobber. Now for a wishlist. Apart from what was already said, I'd love to see a special dojo quest picking dojo bosses so that you could clear all 3 in a single short dojo run (not anything in the back end of dojo, that would take too long). This place is open for everyone and doesnt take long, and would give interesting variation. I would also love to see more Victoria island quests such as a Sanctuary quest with taurosspear and tauromacis. Also please give me an Amoria mob quest or a Krakian jungle one with the gryphons. When it comes to balance I dont have much to say. Some of the quests take far longer due to longer travel distances, spread out mobs, bad spawns or difficult to traverse maps. This is fine though, it's flavourful as long as the farming of a single map stays under 10 minutes. None of the quests takes frustratingly long to complete (Imo). Still amazing work by Becca and the rest, truly thank you. The daily quest grind is now much more bearable!
I think overall time per quest is great, is not more then 30min (gizzer time) and so far it avg at 20ish min, covers great portion of maple content that dosnt make it feel like a chore and that also opens for bossing/card farming and finding items that for most suprise has value and chance for great meso too over time (eqps,ores,etc & craft materials for diff quests...) You never know when you will need those but is allways wellcome to have those on side It took a while to get this quest as it is sadly it was not around few years ago Not sure what changes would be needed or if any but time will tell and interested to see other POV's on this Also thanks alot @Nivi for makeing and maintaining the guide and the stuff that didnt forgot the quest and brought more life in to it
This is actually not the case, and you can be given that quest whether you have done the Ellin pre-quests or not.
Oh, I suppose I got incorrect information from my friend then, oh well. Wouldnt that wall your quest progression though and make Papulatus prequest mandatory for hp quest as well? I was concerned for this and asked how the system handles it.
I believe completing the Pap pres are mandatory, yes. It was something I considered and weighed it around a bit but ultimately decided to go through with it because the Pap quests can be started at around level 80+ and depending on your level you can complete all of the pap quests within under an hour. Whereas with mobs deep within Temple of Time, player's are gonna be gated behind infinite kill 999 quests which would take probably a full day or longer depending on the boss spawns and who's camping them. I find most players who are 120+ already have Pap done (or at least I aim to get it done always on new characters) and Pap is a good source of nx/exp for lower 4th job classes so I suspect most players do it. It's a bit of a gamble I took on the proposal so I don't mind hearing the feedback on the Ellin quests, I just mainly wanted to stay away from Temple of Time mobs that were deep within the questline because that would've required a huge chunk of time to be dedicated to finishing it. Ellin Forest doesn't require any sort of progression aside from completing Pap pres so the maps were free to traverse regardless what quest you were on and you didn't need to finish it necessarily. (Plus you can exchange the etcs! Or save them up for future character quests ) If other players do bring up concerns for it I wouldn't mind a revisit but when I sat down and weighed out the mob options for the quests I did consider scrapping Ellin Forest similar to how I scrapped the deep Temple of Time mobs but figured it wasn't a terribly long pre quest to do in the grand scheme of things and opted to add it in. I wanted to use higher leveled mobs because a lot of people were a bit frustrated with the green mushroom and the glutton ghoul quests, I took that feedback into consideration and made sure the mobs were at least 60+ so I'm not too sure how others would feel if we added lower leveled mobs into the mix given the reaction to green mushrooms and the glutton ghouls. Spoiler: small vent aimed at the current level of the quests Generally I was (still am tbh) against the idea of having the limit lowered down to level 120 because a fresh 120 is going to struggle to kill mobs efficiently especially because they have 0 skill points into their 4th job skills. Ideally I would've liked to see the limit be roughly 135+ to give players the time to max out a skill or two to help with grinding. I personally don't start hp quest grinding until I reach 135 on new characters for that exact reason and I always recommend new players to wait to do it because there's a huge time gap between trying to complete a quest a level 120 (good luck if you get the gold monk one lol) versus level 135 and higher because the natural progression you make when you level up (adding skill points, adding ability points, upgrading gear, etc) cuts the time down by a lot.
i would actually like to see more variety even though there is quite a fairly nice amount right now idea for the next extension of the HP quest content (if it ever happens) more excuses to go everywhere ingredients for a dish instead?? i mean food is essential to life, so that could be used as a pretext for the non elixir ish content, or can be used to feed Reuel so that he can work on more potions, and passes the player some leftover elixirs made before as a cover story? so like dark yeti drop dark marbled meat, peach monkey drops scented peach leaves, cold shark drops deep sea salt dual ghost pirate drops ghostly wine, mossy snail drops BIG escargot, ancient fairy drops bag of scented herbs froscola drops extra fizzy soda bottles, jester scarlion drops sweet and spicy cotton candy, booper scarlion drops prop corn (punny names =P)
Thanks Becca, guide has been amended. Having to do the papu prequest is totally fine Imo since Ellin Forest itself is in the perfect level range for hp questing. I was unaware people found farming the lower level mobs annoying though, no wonder Victoria island is largely excluded. Also sorry Darko for derailing balance-feedback
whoever came up with the numbers for the bundle of grass (nest golem drop) made a mistake, the drop rate should not be this low for an enemy that only takes up half the spawns on its best map
Okay so people might disagree with me because we had additional quests added and the Olaf HP questline but... there can still be improvement. I think after you reach the threshold for Reuel HP quest, I think it's too limiting to have it as a daily. My opinion is that it should change to revolve around either: - 7 quests per week or - 30 quests per month after you reach the HP threshold for your class. This will allow more freedom on the players part to complete their quests. If a person was offline for 3~4days in a row at the start of the week, then he can still catch up on his quests. Or a player wanting to focus on finishing his 7x quests for the week on Monday so that the following days can be spent on APQ and other activities.
Very much agree. I was HP washing a MM, but now I'd rather stop halfway, or restart, and actually play the character, with improvements like this
Additionally I also think the threshold is too low for making it into a daily. The way I think of that threshold is "this is the baseline we think everyone should be able to attain for enjoying *most* of the main content, any more hp than this should be more of a drawn out grind". I don't really think anyone on the server these days would be satisfied with having just 9.5k hp. You can't even Shao with that much. Shao is a pretty essential boss for xp. Assuming no other source of hp, and an average 35hp/quest, to get from 9.5k to 12k after it becomes daily you'd have to do daily hp quests for over 2 months (71 days) Ironically a lot of the Olaf quests can't even be done if you're only at 9.5k, because they'll start asking you to kill Shao/Kachuu Musha/ALL of the NT bosses, which you wouldn't be able to survive. And unless you have the foresight to hold off on Olaf until you're at exactly 9.5k (which shouldn't be the intended way of doing things), they won't help push you beyond 9.5k, they'll just bring you there sooner. I personally think 12k hp would be a much more reasonable threshold
What if each Reuel quest also rewarded 1.5m? This would allow players to be able to have enough money from npc'ing equips and quest reward to purchase their own vip rock (or investing their own money and later get a partial return back from quest) to tp back to Magatia after each quest.
I don't hate this idea. An easy* fix would be adding drops from questline mobs only that npc for a good amount, and can only be stacked in small numbers (up to 10 as an example), can't be stored or traded, and dissappear after you turn a quest in. *meaning I have no idea what I'm talking about. Can definitely translate to any quest. It could all even be the same item, like a crystallized maple leaf dew drop. "A rare, lucrative substance that is rumored to signify a person is on the right path. Used to make potions." Adds some flavor and incentive to quests that could use it
I completely support your suggestion! Transitioning the Reuel HP quest system to either 7 quests per week or 30 quests per month once you've met the HP threshold for your class is a terrific concept.
lets take a scenario , lets say that I am a new player , I started as a shadower not knowing what hp wash means. Lets calculate how long it would take me to get to 17,500 hp at lvl 121 ill have around : 5700 hp say I do all olaf quest's untill 120 that's +1600 hp we're at : 7300 hp still need : 2200 more hp to hit the threshold. say I do hp quest untill 9500 hp 2200 / 35 = 63 hp quests left that would take us around 26 hours of hp quests we're at : 9500 hp lets do we're at : 10,670 lets do the rest of olaf +1400 hp (some olaf missions require you to actually have 12k+ hp but lets ignore that for now) we're at : 12,070 we're still missing 5430 hp lets calculate how many hp quests that would take. 5430 / 35 = 156 156 hp quests. 156 days and it would take around 65 hours of doing hp quests. lets say I play everyday and never miss hp quest starting date : 28/11/2023 ending date : 02/05/2024 now I doubt everyone has time to play 7 days a week lets assume I play 5 times a week , it would take ~32 weeks (~224 days) starting date : 28/11/2023 end date : 09/07/2024 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ I think there are couple of problems with the hp quest : -it requires you to play daily , not everyone has the time to play daily . as other people suggested it would be better if instead of a daily cap we would have a weekly cap or a monthly cap. -thresholds are too low instead of 9500 , should be 12,000 would allow a starting (unwashed) player to finish olaf and acsses more content. will make ranged classes more viable and accesable to all players and not just rich ones. -it takes a lot of time (around 91~ hours) and it gets really repetitive espically the travling back and forth. I would suggest instead of having to go to Reuel everytime : you take the quest from him the first time and then you can start and finish the quest remotly. this would shorten the time by a lot and will make it a more viable option ,rather than just hp washing.
I'm not too fond of HP washing. It is costly and isn't fun. Make all monster Bosses drop tradeable MaxHP potions (which can increase MaxHP permanently) and MaxMP potions (which can increase MaxMP permanently).
Been doing HP quests for over a month now on a very lightly washed NL (basically no int equips and 0 base int) and I agree with the sentiments posted earlier in this thread about changing the threshold to be a bit higher, and/or also changing the quest from a daily to a weekly/monthly lockout once you cap so you can just knock them out on the days you're free, rather than feeling forced to log in and do this daily when you often have other pressing matters to do daily that are competing for your time already (bosses, RG, APQ etc.) The threshold just feels a bit low because you'll cap below the HP threshold to do some of the Olaf quests that require stuff like Kachuu/Shao/NT like others, and even after you get enough to do those you'll end up having to do this quest a long long time to be Auf/VL ready even after doing Olaf/Water of life. As far as the individual quests go, I don't really have any gripes with most of them after having done each of them multiple times at this point. The main ones that stand out are the Jr. Newtie one and the Golden Monks. I was fortunate enough to start doing the HP quest around level 140-150 with decent CGS/Weapon for my level + no base int so I could reasonably kill most of the mobs, but the Newtie one stands out because the best map to kill them is polluted with Nest Golems that don't drop the necessary etc, and the Golden Monks are locked behind a decently long prequest are just obscenely tanky if you're doing that quest on a lower power character.
Apart from allowing Mages to do the Search for the Elixir of Life quests for MP we consider Reuels as "finished" content and have no plans to change any of its aspects. As mentioned before we have the Ultimate adventurer Questline now too and even a small daily HP boost available via Rosegarden for those who prefer this kind of gaining HP over washing. We even lowered the HP requirement for Auf Haven so people should no longer feel a need to wash to 19k. A HP related breakdown can be found here. Nevertheless, thanks for your feedback!