If you're just here for the poll, select 2 answers, how EXP should be increased, and for which quests, unless specified otherwise. Sorry for this god awful formatting. I can't do formatting for shit. I'll try to make it easy to follow. My opinion as to why questing should be incentivized. Questing could be incentivized by increasing experience or giving better rewards. If it were incentivized, the game could be less monotonous and grindy and more exploration-based and fun, especially for newer players. Currently, here's the typical leveling guide: Level 21-30 KPQ, Ant tunnel, Wild Boars Level 31-35 teddies; 30-50 LPQ, CPQ; 40+ Chronos/(Jr.) Wraiths/Leech Level 51-70 FoG, CPQ2; 51+ Hoodoo/voodoo/gs2/mp3 (rarely anymore); 61+ Sage cats (uncommon); Leech Level 71+: WS, WR, SB, PPQ; Leech From then on it's just Harps, ulu1/2, and petris, leeching or not. Sure, you have some variety, but the places that aren't ever explored in this mix are: Orbis, Orbis Tower, Aqua Road, El Nath, Ariant (which is fine I guess since it's low-level anyways), Magatia, Eos Tower, Korean Folk Town (although it's quite good just unpopular), Omega Sector, and Mu Lung. Places whose quests aren't done and therefore aren't "really" explored are Ludibrium (clocktower and all), Leafre, New Leaf City, Mushroom Shrine, and Showa Town. Back then we used to always explore different places, although we could attribute that to the internet's youth and the lack of the availability of good training guides and ease of attainable information. Regardless, increasing quest EXP would incentivize more exploration and make things less monotonous. I guess you could make the argument that "well, if we really wanted to explore stuff, we could, nothing is stopping us," but the exact thing that's stopping people from doing that is how much worse those options are. Plus, it's difficult to get other people to do it, too, so it'll just be a lonely experience unless you have people who would be willing to tag along. Regardless, incentivizing questing just makes the alternatives to leveling up more attractive. IF quest EXP was to be increased, how should it be done? Quests done at level 10-20 easily give you 30% of your EXP bar, if not a lot more. Quests done at like level 90+ only give like 5-10% if you're lucky. So if EXP should be increased, should it be increased by a constant (x1.5, x2, x3, etc.) or linearly? So for example, either quests give bonus EXP based on their level (let's say, quests give an extra 1.5% of their base exp every level above 10, so level 100 quests give 90*1.5 = 135% bonus EXP) or based on their level range (level 1-30 quests have no multiplier, 30-50 have x1.5 multiplier, 50-70 have x2 multiplier, etc.)? Or are all these options bad and they should be increased based on a different function? Some quests are good for EXP, like bossing quests (kill Stumpy, kill King Sage Cat, etc.) and the quests listed here. But those make up a tiny percentage of all quests. So if quest EXP should be increased, should these be excluded, so the quests that give 30-50% of your EXP don't become too good? Should quests give better rewards? Quest rewards, for the most part, are pretty terrible. Should there be better rewards for long questlines? Say, throw in valuable scrolls worth 30m+? No one would do those quests looking to earn money because of the opportunity cost, but it'll help newer or poorer players get a bit of extra money. Or maybe throw in uncommon/previously unimplemented items? And for quests that give random rewards, anything from a useless scroll to one that's worth a lot of money, should they be changed to allow people to choose their rewards? And my personal opinion, I think completing enough quests in an area should give you a special reward. For example, you could get Broken Glasses from completing 25 or 30 quests in Ludibrium, or completing 75 quests in Victoria Island could give a raccoon mask. People probably wouldn't pay for the items to complete these quests because the reward doesn't really seem to be worth it unless you're doing the quests for EXP also. Alternatively, they could give exclusive chairs (tradable? untradable?). With the two former suggestions in effect, leeching might be deincentivized, or rather, we'd have alternatives for leeching or PQing. I would include them in the poll or else it will get too complicated. Is it worth it? All these suggestions aim to do is to make less attractive alternatives more attractive. I personally think EXP should be increased for most, not all, quests, and that rewards should be changed, but I'm not sure how EXP should be increased. Additionally, I'm not sure how much work this would be to implement and if it's even worth it to implement something that's not so priority. Then there's the idea that everything here might be way too complicated. If changes were implemented, they need to be explained to newer players somehow, maybe an extra question in Rain's quiz (in Amherst in Maple Island). TLDR: I think questing should be incentivized by EXP increases to most, not all, quests, and that rewards should be better. This would help new players, incentivize exploration, and give more variety to the game. What I'm not sure of: how much EXP should be increased by, if rewards should actually be added, what kinds of rewards, and if everything is worth all the time and effort, because most of the player base consists of high-level players rather than low level ones who wouldn't benefit that much. So obviously this is all very complicated. What are your thoughts?[/INDENT][/INDENT][/INDENT][/INDENT][/INDENT]
As someone who started their ironman journey by doing almost any quest i came across, i can say that quest quality ranges quite a bit even in the same level range. From many quests that stack together and reward you handsomely, to quests that give you a pathetic amount of exp, and a shitty 10% scroll for an hour of farming. I believe that a blanket buff would cause many quests to be op, while the shitty ones will remain kinda crap. But i can't say "just check every quest and tweak the rewards" because that would be a huge waste of admin time... there are over 1000 quests out there, no point in balancing them all. So yea, i agree that questing feels kinda crap, but i cant seem to find any reasonable suggestion that would feel right
Quests in MapleStory are almost all either fetch or kill quests and that is awful game design and shouldn't really be pushed more.
I think the original idea was to fetch and kill the stuff you were going to kill anyways. I really wonder how great this game could have been if they were more centered around the players and not... whatever the fuck they were doing.
I think the EXP you get from quests is fine. Maybe there should be some other incentive like better rewards.
As opposed to normal gameplay that consists of endless grind, and sandbag bosses? Quests in MS might not be up to standard these days, but they at least encourage exploration and varied grinding maps. Can't say the same for leechstory and bossing, which consist at best 5% of explorable areas, yet remain as 99% of the game time of your avarage player.
There should be a slight EXP increase to all quests. That I agree. Some quests require a lot of hard work, and give so little exp. The rewards are mostly terrible for most quests, and that I wouldnt suggest to be touched. But increasing the exp rate to like 5x for quests, would definitely give a much needed boost, without causing quests to be too overpowered or level you up that fast. Also, the fact you gotta walk to every NPC to start the quest, go to distant places to gather quest items, or hunt monsters, etc. - means, questing gets slower even than grinding at times. Increase Quest EXP rate - that makes up for everything in my opinion, including the time you waste finishing every quest and the terrible rewards.