Party Quests Party Quest improvisation

Discussion in 'Closed' started by TropicDk, May 28, 2023.

  1. TropicDk
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    TropicDk Member

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    As a lover of party quests I just thought I'd let you know my thoughts here for you all =].
    All recommendations are just ideas to help improve participation.
    I would love to hear your thoughts or ideas too!
    I realize that each of these topics could be a separate thread too.

    Enhanced Participation with PQ Medals:
    To boost participation, we can introduce PQ Medals that come in tiers similar to monster cards. These medals would be earned by completing party quests and offer various benefits. The difficulty levels of the tiers should be carefully balanced to provide a similar challenge to acquiring monster cards.

    Competitive Spirit and Leaderboards:

    Adding speed run challenges to party quests would make them even more enjoyable. Players can compete to complete the quests in the shortest time possible, and a dedicated leaderboard could display the fastest completion times and the number of quests completed. This feature can be an improved version of the existing GPQ board setup.

    Dynamic Difficulty Scaling:

    Implementing a dynamic difficulty scaling mechanic would be a significant improvement. This system would adjust the difficulty of the party quests based on the average level of the players in the party. It would allow higher-level players to participate in lower-level quests like Ludi PQ while facing tougher enemies and bosses. However, experience gained from higher-level runs should still be lower than regular monster training to maintain a balanced leveling system.

    Challenging Modes: Hard and Chaos:
    Introducing challenging modes like Hard and Chaos would cater to players seeking a greater level of difficulty. In these modes, mobs would be significantly stronger, party quests could have additional levels, and bosses would have more debuffs and powerful attacks. Striking a balance where players are challenged to complete the quest within the time limit would create a thrilling and satisfying experience. Failure and player deaths should be expected in these modes, adding an extra layer of challenge.

    Unique Drops and Limited Runs:
    To make party quests more rewarding, we can introduce unique drops that are either untradeable or tradeable only once. These rare drops could include valuable items comparable to selling Zhelms. Additionally, implementing a limit on the number of Hard/Chaos runs per day would make the rewards more desirable. This limit could be similar to the existing limit of 4 APQ runs per day. Introducing consumables like apples with durations of 50% or 20% would also encourage participation in various party quests.

    Enhanced Rewards and Incentives:
    To further enhance the rewards, we can include valuable items in party quests. For example, introducing 30% scrolls as rewards would provide players with an early opportunity to acquire GP. Additionally, dropping NX items as rewards for completing a certain number of party quests, such as exclusive hairstyles or cosmetic items, would create a unique look for each party quest. These rewards could be specific to each city, similar to how certain hairstyles are exclusive to specific locations.

    Furthermore, we could introduce a PQ outfit where each party quest rewards a different piece of the outfit, appealing to completionists.

    Introduce a tiered reward system based on the completion time or performance in party quests. Faster completion times or achieving certain objectives within the quest could yield better rewards.

    Offer a wider range of rewards such as exclusive equipment, rare potions, special scrolls, unique cosmetic items, or even temporary boosts to stats.

    Implement a weekly or monthly leaderboard that rewards the top-performing parties with special bonuses or recognition.

    Some PQ's could have special daily bonuses for attendance and change daily to another PQ.

    I hope you find these improvements helpful! If you have any other ideas or feedback, please feel free to share them.
     
    Last edited: May 28, 2023
  2. bibz
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    bibz Donator

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    I have made a thread about PQ rewards as well as PalmTree, and those threads are important to keep in mind as well because they touch upon Tokens of Teamwork.

    I personally would not like this. I do PQs specifically because they are chill and not sweaty. I don’t want to introduce anything that would make them potentially toxic or stressful.

    This is partially already covered in other threads. There already ARE unique equip items, and there already ARE cosmetic items exclusive to tokens of teamwork. I do think that improving the unique PQ rewards so that they are competitive (such as the Broken Glasses) is neat.

    IMO, introducing high meso value rewards to PQs is not in the general spirit of party quests.

    All in all, I think there are some interesting ideas here, but the general theme I see from your feedback is “make PQs more competitive and potential sweaty”. I can’t get on board with that because I believe PQing is like taking the game slow and enjoying the moment.

    I really encourage you to take a look at these threads and drop a comment to help for visibility, as they have had a lot of discussion under them already.

    https://royals.ms/forum/threads/tokens-of-teamwork-hp-quest-revamp.193277/

    https://royals.ms/forum/threads/hp-elixirs-and-better-nx-for-teamwork-tokens.198169/
     
    Last edited: May 28, 2023
  3. TropicDk
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    TropicDk Member

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    All my feedback is of ways to improve participation in all Pqs, I doubt that they would ever make the Pq's more sweaty just a fanciful idea. All headings are separate ideas.

    I was more interested in generating content so that you have to grind Orbis Pq for certain reason or reward as well as Ellin etc. To get certain medal goal or an item reward.
    Could be an idea that instead of doing speed runs that makes it more stressful you could enable other Pqs to count toward gpq points. So guilds could do other Pqs for their guild points?

    The scaling difficulty option would be a great way to enhance participation not necessarily by making it a difficult pq but rather that you could keep doing the Pq at higher levels while keeping it the same feel as when you were in the level bracket the pq was intended for. Being able to farm a certain item or go for goal in separate pqs would also enhance particiaption. If Amoria Pq didn't have any apples in the bonus stage would people do it? I doubt it

    I have read previous posts linked but just having tokens of teamwork doesn't generate the need to do pqs that are otherwise unpopulated. I'll take a closer look at your posts too!
     
    Last edited: May 29, 2023

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