#Player-driven Quest System

1 messages · Page 1 of 1 (latest)

hidden sluice
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Introduce a player-driven quest system that enables players to create and offer quests to others.

These quests can involve capturing Illuvials, mining rocks, or harvesting plants within the OW.

New quests can be created via the website/mobile, through a Quest Hub IZ building, or through a Quest Manager NPC in Sanctum Mesa. The NPC in Sanctum Mesa acts as an intermediary between the quest sponsor and the player, holding any necessary Crypton or shards required for the quest.

The IZ building will provide additional functionality, allowing landowners not only to submit quests but also to hire players of their choosing based on their past performance and their quest completion rate.

The Quest Board interface in Sanctum Mesa should be user-friendly, enabling players to easily browse available quests for each OW stage. It should provide clear details such as requirements, rewards, and other relevant information.

Once a player starts a quest through the quest manager NPC in Sanctum Mesa, a 24h completion timer is triggered, and the quest is removed from the quest board, preventing other players from starting the same quest. Individually hired quests from IZ landowners also have a 24h completion timer.

Rewards may consist of a fixed ILV amount or a percentage of the loot gathered.

Implementing this player-driven quest system enhances player interaction and engagement with the OW. It provides an opportunity for investors/collectors to participate in the OW without direct gameplay, increases the IZ value proposition and allows players without resources to access the OW without paying the travel fee.

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I'll just add that implementing this wouldn't have to come with the OB launch so it doesn't delay it any further, but should be one of the top priorities post launch.

small fox
midnight dust
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I like the idea but how would it work if multiple players accept a quest and complete it?
Or if a player accepts a quest but doesn’t complete it?

hidden sluice
hidden sluice
midnight dust
indigo wharf
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The general idea on the original thread https://discord.com/channels/760344898200666112/1055081063644397629 was to open the game up to more users than the PC install base. Fixing this to Sanctum mesa only makes it kind of pointless. You need something that allows mobile users etc access. You could do this but as a companion app for IOS/Android with Web app.

hidden sluice
indigo wharf
hidden sluice
indigo wharf
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This is like a quality of life addition that would come in the future. The original idea and Aarons take on it, basically aims to give people access to illuvials on mobile with very little development time. Designing an entire monster hunter type quest system with NPCs would be a ton of work both front end and backend.

hidden sluice
# indigo wharf

I've improved the wording.

And no Josh this is not just a quality of life addition. This is something that would revolutionize the entire gaming experience! This would give players the opportunity to travel to OW regions for free just by sharing the loot they get.
It might even get to the point, if there's enough demand, where sponsors could create quests for 100% of the loot and players just accept these quests for the opportunity to level up their illuvial team for free. This is a complete game changer!

whole nimbus
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I love the idea but I’m afraid it might become redundant. Any examples you could give me of quests people would regularly make that would be more efficient than using the illuvidex?

hidden sluice
# whole nimbus I love the idea but I’m afraid it might become redundant. Any examples you could...

ofc, here are some examples:

Illuvial Capture Quest:
Description: Capture at least 5 illuvials. Stage 1 region.
Requirements: Minimum Player lvl X, with a minimum of 20% bonus capture rate.
Rewards: 0.05 ILV.
Bonus: +0.005 ILV for every higher tier/stage illuvial captured.

Lynx Capture Quest:
Description: Capture has many lynxes as possible. Stage 2 region.
Requirements: Minimum Player lvl X, with a minimum of 50% bonus capture rate.
Rewards: 50% of captured lynxes, randomly selected.

Ore Gathering Quest:
Description: Gather as many ores as possible. Stage 3 region.
Requirements: Minimum of 100% bonus gathering rate.
Rewards: 40% of all the ores collected, randomly selected, with the exception of Obsidian stones which are reserved to the quest sponsor.

Shard Gathering Quest:
Description: Gather as many ores as possible. Stage 2 region.
Requirements: Minimum of 50% double gathering chance.
Rewards: All ores collected, shards are reserved to the quest sponsor.

hidden sluice
whole nimbus
hidden sluice
whole nimbus
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The quest sponsor. How is that more efficient than simply buying it off of the Illuvidex? Then if it is more efficient why would the player that is performing the quest not just go into the OW and do all of that themselves for bigger gains?

hidden sluice
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and the sponsor controls the rewards %. They can put quests with 90-100% of the loot to themselves.

whole nimbus
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but if they're paying the crypto travel fee and they have a random chance at getting what they want or not why wouldnt they either buy it off of secondary or do the run themselves?

hidden sluice
whole nimbus
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ah okay so this is for boomer investors that dont know what theyre doing or for mobile users that only can play arena/zero

hidden sluice
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imagine you're a whale that doesn't want to play or doesn't have time but you want to get illuvials

whole nimbus
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I think it's a possible fix for the "broken" gameplay loop mobile users will experience

hidden sluice
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yes that's the idea. Being able to submit quests through the website and mobile

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and in game ofc

hidden sluice
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On a more technical note, here's how I envision a possible implementation for something like this without involving lending:

There would be an escrow wallet where quest sponsors would automatically deposit the required resources upon submitting a new quest via the website/mobile app or in-game.

When a quest is initiated by the player, they would receive soulbound crypton, along with shards if it's an illuvial hunting quest, equivalent to the resources the sponsor submitted. These resources would be accessible in-game only and would be available during the quest completion timer.

During the journey, all illuvials captured or resources gathered would exist as in-game assets only, without being minted into NFTs.

Once the player returns to Sanctum Mesa and completes the quest, the sponsor's crypton would be burned, and the player's NFTs would be minted.

The rewards would then be distributed between the player's wallet and the quest sponsor's wallet based on the quest percentage, and any unused shards would be returned to the sponsor's wallet.

azure obsidian
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I don't like this proposal, it seems overly complicated on both ends for no reason whatsoever, and that is the reason for my downvote.

A better implementation of this proposal would be for a "sponsor" to deposit fuel into an app or an ILVz building, with a selection on what type of runs this fuel is to be used for.

Then players can bid and auction their skills to the sponsor in order for them to be accepted.

For example, a player/scholar will have their OW stats visible that show what stages they have been running and what are their timings for these runs.

Then based on the performance/stats of the player applying, the sponsor may choose or decline them.

Higher performing players applying would be able to bargain a higher % of the run while lower performing players will not have this luxury and will get a smaller % and limited access to different runs and stages, based on their performance up until then.

The exact split between sponsor and player should be fixed upon accepting the run and be automated after that point. Exactly how that split would work will require extra brainstorming, but could be based on the current value of the items found during the run. Also there could be a ✔️ drop-down menu where the sponsor can fill in the % of split, who gets what items from the run, for example sponsor gets the illuvials and the player gets everything else etc. Kind of like an auction house for the fuel/player skills.

Once the sponsor has created his offer, different players will apply for it, and will be chosen based on their recorded OW performance.

This is a less complicated and better version of this proposal in my opinion. Cleaner outcome for both parties and easier to understand/implement.

Overall I like Josh's proposal the most out of these.

hidden sluice
# azure obsidian I don't like this proposal, it seems overly complicated on both ends for no reas...

You say you don't like my idea cause it seems overly complicated but then you present an even more complicated idea? 🤣

Sponsors want a scholarship program but they don't want to be vetting players. You would know that if you would read other ppl comments.

I think the idea has merit but I don't like the fact that a player would have to wait for a sponsor to select him to be able to start a quest.

And this idea is not against Josh's idea. It's complementary.

azure obsidian
# hidden sluice You say you don't like my idea cause it seems overly complicated but then you pr...

It's not about vetting, it's about providing a good service on both ends. Once the system has been put in place, the sponsor will only have to look at the stats of the player applying to judge if they are suitable for their run or not. You wouldn't want to spend your fuel on someone who will only get 15% of the rewards in a run.

He will also have the option to set up in advance his % rate and who is eligible to apply to his offer. After the 2min set up it's only a matter of clicking accept or deny. Everything else would be fully automated.

It's not completely against Josh's idea but at the same time will not work well together. Why would someone go for a drone run with reduced rewards and cooldowns if they can just send a scholar for the same thing.

They can be made to work together, but I feel they fit similar roles. Josh's idea is better for the economy and revdis, while this is a bit more gameplay oriented.

I'm not against this as an idea, just don't like the original proposal.

hidden sluice
# azure obsidian It's not about vetting, it's about providing a good service on both ends. Once t...

Yep that's my focus. Gameplay. Not revdis. I believe revdis will inevitably come by making a good game.

And yes, that's why I think the drone trips should be restricted to mining and harvesting and not include illuvial hunting. Not only because it conflates with this idea but because I trivializes the whole gaming experience. I think we're already good with the Beyond gacha system we don't need another one. Illuvials shouldn't be minted out of thin air from a button click. You have illuvitars for that.

And if you think you have a better idea you should create a new idea thread and see if it gets the community approval.

azure obsidian
# hidden sluice Yep that's my focus. Gameplay. Not revdis. I believe revdis will inevitably come...

The other idea is not bad for gameplay, just because you think it is for some reason.

You were explained many times there are ways to implement it without trivializing anything, as the resources for these runs can also come from playing. You keep mentioning illuvials coming out of thin air which means besides wasting your time to spam, you haven't read anything else. It was addressed multiple times.

What does beyond have to do with anything? And you not caring about revdis really means absolutely nothing, because most other people involved including the team do.

I just added my opinion on why this idea is not good, and can be done in a much better and efficient way, not like a in a low budget indie game.

hidden sluice
azure obsidian
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Ok

hidden sluice
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@harsh raft, you mentioned in the Download episode that it would be challenging to split the loot between players since illuvials are not divisible, but let me provide an example of how simple this could be.

Let's call it 'illuvialCounter,' where for every tier/stage, the illuvialCounter increases by 1. So, a T1S1 counts as 1, a T1S3 counts as 3, and a T5S3 counts as 7.

Imagine the player caught 7 illuvials, one of those being a T1 stage 3, so we would have a total illuvialCounter of 10.

If the split is 50%, that would mean 5 illuvialCounters for each. We would start with the highest tier and randomly determine who would get it, and then simply divide the rest randomly. In the end, the split would look something like 5 T1S1 for one side and 2 T1S1 + 1 T1S3 for the other. EZ.

In case of an odd number, the sponsor would always get the extra one.

hidden sluice
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Implementing a player-driven quest system like this will be crucial to avoid gating F2P players to T0 regions only. It provides players with a progression system where they can eventually start to pay for their own OW travels. This is how we can massively attract players! Segregating F2P players from the rest of the player base is not a good approach. While I agree that T0's are great, providing a way for F2P players to experience higher-tier content is what we're missing. This player-driven quest system would be truly revolutionary from a gaming standpoint and would set Illuvium apart from all other games.

hidden sluice
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Thanks to these discussions, I also think a simple quest log would make total sense to implement. It doesn't have to be anything too fancy, just something that would, for example, save the player's acquired quests and their completion percentage. This could be one of the requirements that quest sponsors ask for, such as a minimum number of completed quests or a minimum success percentage over the last 10-100 quests.
Something simple like a quest log could help reduce bad actors behavior and increase the trustworthiness of the system.

hidden sluice
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@azure obsidian, I've been thinking, and your idea could complement mine very well. I believe it's important to have quests available to players at anytime, from any platform, without being restricted to acquire them through IZ and without having to wait for the sponsor selection.

However, having a Quest Hub building in IZ, as you suggested, would be a great addition for landowners, allowing them to hire players as they seem fit. This building could have 3 stages matching the OW region stages they could hire and would show the player stats/quest completion rate as you mentioned.

E.g. each player could have a maximum of 10 quests, and if they're quest log would be full they would stop appearing in the Quest Hub player list, giving a chance for different players to benefit from this system and not only the top of the top. These quests would also have a 24h completion timer.

This would be another way to incentivize good player behavior, reward the best OW players and enhance the value of owning land.

hidden sluice
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Player-driven Quest System

azure obsidian
# hidden sluice <@486884982028238849>, I've been thinking, and your idea could complement mine v...

I like it better now, but I still think it should be tied to zero. In my opinion the more connected the games are, and benefit each other, the better. This is how I understand the teams vision of IBG. The more successful each game is, the more likely to attract players to the other ones too.

You mentioned it's important for you to have quests available to players anytime on any platform and without having to wait for sponsor selection, can you clarify what you meant by that?

Because in my opinion it's of paramount importance for the sponsor to be able to choose the best candidate for their fuel according to them. Otherwise it can create frustrating environment where the fuel is wasted by a lesser skilled player.

Also I prefer the system to be competitive and the sponsor should really choose the top of the top and not any player. This will create a nice competitive environment for the f2p players and give them incentive to try hard and get better at the game, which is usually a good thing as it creates addiction to the games in a good way.

For the f2p applying that have lower stats,they can bargain a lower % of the rewards, or play the run for the sponsor for free, in order for them to improve their profile. Needs additional brainstorming.

hidden sluice
# azure obsidian I like it better now, but I still think it should be tied to zero. In my opinion...
  • "it should be tied to zero. In my opinion the more connected the games are, and benefit each other, the better."

It is tied to IZ just not exclusively. The IZ gets the bonus compared to all other platforms by being able to hire players and not simply submit quests.

  • "it's important for you to have quests available to players anytime on any platform and without having to wait for sponsor selection."

If a player is dependent on a sponsor approval he could be wanting to play the game and have no quest available to him. That's why I think both ideas complement each other.

  • " it's of paramount importance for the sponsor to be able to choose the best candidate for their fuel according to them"

That is a perk landowners would have that others wouldn't. If I don't own land I could, for example, simply go to the website and submit a quest with X player requirements for Y objective.

  • "I prefer the system to be competitive and the sponsor should really choose the top of the top and not any player."

I agree with this, but we don't want the same top 10 players to be the only ones bombarded with quests, that's why I suggested a cap on the amount of quests a player could have on their quest log.

azure obsidian
# hidden sluice - "it should be tied to zero. In my opinion the more connected the games are, an...

In order for the applying player not have to wait, it can be automated. The sponsor pre selects what stages, run success rate (can indicate what average % of the total loot/rewards does a player get) and timings he is looking for. After the sponsor select these values, any player applying that matches or exceeds the sponsor requirements can be able to take the order. However this can create a negative environment where people camp and snipe offers, maybe there can be a limit of how many they can do in 24h like you suggested. There can also be option where the sponsor ticks whether the selection is automated or they want to choose themselves.

I don't think it will be the same 10 top players doing these quests, unless we have a total playerbase of 500 people. Furthermore if there are fat whales looking for people to spend their fuel, there will be plenty of offers for many players, as a single player only has that much time in a day.

hidden sluice
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Anyway, I think we got a pretty solid foundation of the idea here. Looking forward for any input from the team.
@willow star any thoughts on this idea you would care to share?

hidden sluice
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I'm already writing the proposal, any additional feedback is highly appreciated Atlas_Love