Party Quests Adding Token of Teamwork to Guild PQ

Discussion in 'Accepted' started by EZFebreezy, Apr 3, 2021.

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Should Tokens of Teamwork be rewarded from Guild PQ?

  1. Yes

    70 vote(s)
    98.6%
  2. No

    1 vote(s)
    1.4%
  1. EZFebreezy
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    EZFebreezy Well-Known Member

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    See topic

    Moderator note: Merged 2 GPQ token threads together for record keeping purposes.
     
    Last edited by a moderator: Mar 31, 2022
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  2. smilinsphere
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    I second that
     
  3. ImVeryJelly
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    Agreed. But 1 token per run.
     
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  4. Kai
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    Agreed. #reviveGPQ #assassinatethatbitch
     
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  5. sparky95
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    They must have forgotten to add it in the patch note.
     
  6. Cooler
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    Sneak some in some bonus room chests too~
     
  7. Jooon
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    Second job skills only GPQ hype
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  8. Rielle
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    Rielle Game Balancer

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    There have been many posts in the past regarding adding tokens of teamwork to Guild PQ, but I wanted to make one with a poll to gauge better on how the community feels about it .

    I think adding them would create a minor incentive that isn't necessarily game-changing, but also just enough to encourage some people to even do it these days.

    One of its main incentives in the past was because it was the only source of assassinate 30 before Neo Tokyo. Now that a surplus is dropping from Auf, we only have Ninja Storm 30 and Taunt 30 that are exclusive to GPQ (both of which have very very niche uses for a thief to even get them anyways).
    To many people, it really seems like forgotten content that could use at least the tiniest push to make it relevant again.

    It's a rather long and tedious pq to many, so I don't think it's likely to become a "Token farming pq" in that sense. I would even like to see more rewards out of this PQ, but would prefer to keep it simply to adding tokens this time :D. Nonetheless, I think it's really a beautiful PQ with unique puzzles to keep members engaged. It also has plenty of JQs for us JQ lovers. Hope to see its popularity be revived again.

    Would love to hear what others think too~

    Moderator note: Merged 2 threads together.
     
    Last edited by a moderator: Mar 31, 2022
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  9. ^-^
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    rie always has the best ideas
     
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  10. Johnny
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    Teamwork is the pinnacle to Guild PQ, and arguably the most team work orientated party quest in the game. I agree it takes long depending on how experienced your party members are and it is not really rewarding compared to the other PQs which gives adequate amounts of exp for the recommended level range or milestone untradeable but more about bragging rights on the honorable rock.
     
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  11. Yamada Denki
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    The GQ gives enough rewards such as getting to flex your rank on the rock. You can get a rare book for shadower. You can get Ergoth cards for your collection. you can get a rare chair. The biggest thing is the flex. The only thing I would change about it is the fact that only Jr.s or Masters can host it.
     
  12. Rielle
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    I really don't think that's enough rewards and it shows because hardly anyone even does it nowadays.
    That "rare" book is dropped by auf now and is extremely abundant (and cheap) in the market to even justify doing gpq for that.
    Getting an Ergoth card for your collection is hardly an argument. You can say anything is worth doing for the card.
    The chair is nice but what's the point of doing more gpqs once you get it?

    My view is to have GPQ act as more than just a flex. I think players should be able to get more out of it, especially since it requires communication and teamwork to get it done efficiently.
     
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  13. Kenny
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    I love GPQ as well. need more feedback on this matter. Will adding tokens motivate player to do GPQ? If so, how many tokens per round? How to counter the afk mule issue from GPQ?
     
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  14. bibz
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    Have to walk all mules to last stage and/or maybe reduce amount of party members needed to start and continue the quest?

    I think the tokens have to be a two fold solution. First, to add more incentives to grind tokens, second to add the tokens to the desired PQs. Since the financial reward sucks and it takes a long time and a lot of effort to complete, a larger number of tokens would make sense. I’m thinking 4-5?
     
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  15. Rielle
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    I think there would need to be a bit more of a reward to really encourage gpq activity, but tokens would imo be a great start!

    I agree! Requiring all characters to be present in the last stage could be an option. The only one who might miss out is the one who sacrifices their earring to open the boss room door, but they can always run back with a new pair of earrings I think.
     
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  16. bonobono
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    as someone who prefers a distinct style over 'one-button' PQ, I assume it would be a great idea.
    I, as well, have tried hosting guild PQs, but after junk SB, there was not enough motivation to convince guildies.
    I personally don't farm tokens, but knowing many of my friends run PQ just for tokens, I think it would be more so effective
    ~f2
     
    Last edited: Feb 19, 2022
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  17. nut
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    Do you mean the requirement to have six guild members present in the PQ at all times? If so, I'd rather the actual requirement of having six players be the topic of conversation than what people do to get around it (muling).

    I like that second idea. If the first idea is remotely implemented, I will stop GPQing. I don't mean that in a petty manner.

    Having mules adds no benefit in this PQ other than to obey a rule. If you have fewer than four active participants, the PQ will start to take significantly longer (this also assumes you have a player with a mage and thief for the second stage.) So if reducing the requirement is something that can be entertained, the minimum should be at least four, but it would be fine at 5.

    Reading these comments, I'm confused. What "issue" does requiring all characters to walk to the end solve? Afk mules are only necessary to keep the PQ going per the (hollow) requirement. The PQ takes long enough, is challenging enough, and there is plenty of walking without having to up the tedium by requiring all characters be present in the last stage.

    If afk mules are really an issue (which honestly, I think the 6-person requirement is the real poop.gif ), solve it through incentivization, not by force. Players are muling in GPQ not because they want to, but because they are forced to (it brings a miniscule benefit, if even). Don't get me wrong, I've had the most fun GPQing when the party consisted of five or more active players.

    I think a max of five tokens is perfect, but you can also make the token reward based on time completion (the incentivization.) That is, a minimum of three tokens for completing the PQ, and up to five tokens depending on how quick you enter the bonus. Of course, I'm not a huge fan of making people feel rushed, but it's just one idea.

    This is one of many small, incremental changes that can be made to make content more enjoyable. As GPQ is one of my favorite and most fond content in the game, I hope to see this positive change and others.
     
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  18. Rielle
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    I think the issue Kenny brought up is mainly that players would be able to bring their other characters into GPQ to farm tokens on multiple characters at once. As it is right now, players in gpq don't even have to move from the first map and can be sent to bonus at the end. There would probably need to be a way to reward only the ones who participated in the PQ with tokens and not those that sit at the entrance and farm tokens for free.
     
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  19. nut
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    Ah I see. I was so blinded by my "walking rage" at the proposed solution. My apologies for cluttering up the thread.

    Rielle, Donn1e and I just had a short conversation after I had tried to propose a solution.

    1) Tokens drop from bonus boxes. As bonus is short, this will require players to be active to obtain tokens. Players can communicate what position they want each run to keep things fair.

    2) Donn1e brought up the idea of Ergoth dropping tokens, and then Rielle followed up with having them be instanced like LHC (So that one cannot loot, say, 10 tokens on a single character.)

    Currently I am a fan of either one. The second one may allow someone to walk mules over and get tokens, but that at least makes them put in the work. The first one has the soft requirement that a player be active on one character (they get an individual's worth of tokens no matter what.)

    There is still the question of daily limits, but I'm not a fan of them. I would not mind if GPQ had no daily limit on tokens, since it is heavily team focused and takes an adequately long time to complete if you have fewer than four players (and even then, it takes longer than your typical PQ).
     
    Last edited: Dec 13, 2021
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  20. Cooler
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    i think a daily limit to the token amount 1 character gets as a reward is all you would need to consider. it can be a really time consuming investment, even if less than six people are running it. a daily limit (tbd) would be the simplest countermeasure, like dojo. either an instant reward for leaving the pq, or talking to an npc to receive them.

    gpq is fertile for some interesting replay value/reward because it's such an involved pq, i find its reward room a bit too rushed and messy and has bad low-end rewards, and very few interesting higher end rewards. tokens are by themselves an obvious perfect addition to this pq, but i also think lots of unique nx/superficial/seasonal/rotating/event rewards would be great (because anyone can eq them, and theyre just aesthetic)

    those and lots of other fun and fitting ideas here:
    https://royals.ms/forum/threads/gpq-rewards.174772/
     
    Last edited: Dec 14, 2021
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