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Guild Quest Re-Design

Discussion in 'Suggestions & Ideas' started by Scourge Argaen, 30 Jan 2018.

  1. Scourge Argaen

    Scourge Argaen Well-Known Member

    Joined:
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    TL:CBA TR

    Remove item/ship specific Quests so all members can contribute at all times, increase effort by 100% to compensate, milestone/stagger token rewards every 20% of quest progress and reduce unnecessary sub-par loadouts.

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    Currently you have the generic quests like X amount of damage / healing. Then you have specific quests for X amount of damage with Y weapon or X amount of wins with Y ship.

    I can understand the want to get players to try a variety, it is the spice of life afterall. But is this driving ill behaviour? What I mean by that is players using items/ships of insufficient level for their infamy to support quest completions opposed to tanking behaviour that we all hate. Not all guilds will have the right members or loadouts to keep the quests going. They then stall and are blocked from getting any further. The better built guilds can basically sail through claiming greatest yield of tokens. The progression is then driven but the ill behaviour noted. In turn this is detrimental to the player experience of others which has been discussed in various threads.

    Suggestions for solution:

    *Remove item/ship specific quests and keep to your generic so everyone can contribute and remove dependencies. This will eliminate/alleviate sub-par setups/ships.
    &
    *Milestones. The removal of quests shrinks the number down. To compensate for this double the effort would be required to complete them. The progression of the quest completion would be measured in Milestones and token rewards would be distributed in line with this. For example:

    Generic Damage Quest requires 500k damage to complete. Total completion reward of 3000 tokens.

    Quest interval is split into 5 sections (every 20% -100k damage) which yields 20% of the overall reward at each milestone.

    I feel that this would be fairer for guilds who aren't built the same as your uber guilds and will put them on a more rewarding and level playing field making it a proper rivalry.
     
  2. EyesTv

    EyesTv Member

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    Occupation:
    Play BB
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    France
    [QUOTE = "Fléau Argaen, poste: 96755, membre: 2707"] TL: CBA TR

    Supprimez les quêtes spécifiques aux objets / vaisseaux afin que tous les membres puissent contribuer en tout temps, augmentez l'effort de 100% pour compenser, récompensez les jalons / décalages de jetons tous les 20% de progression des quêtes et réduisez les chargements inutiles.

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    Actuellement, vous avez les quêtes génériques comme X quantité de dégâts / guérison. Ensuite, vous avez des quêtes spécifiques pour X quantité de dégâts avec Y arme ou X quantité de victoires avec Y navire.

    Je peux comprendre le désir d'amener les joueurs à essayer une variété, c'est le piment de la vie après tout. Mais est-ce un comportement mauvais conducteur? Ce que je veux dire par là, c'est que les joueurs utilisent des objets / vaisseaux d'un niveau insuffisant pour leur infamie afin de soutenir les quêtes terminées opposées au comportement de tank que nous détestons tous. Toutes les guildes n'auront pas les bons membres ou les bons loadouts pour continuer les quêtes. Ils décrochent ensuite et sont empêchés d'aller plus loin. Les guildes les mieux construites peuvent essentiellement naviguer en réclamant le plus grand rendement de jetons. La progression est alors pilotée mais le comportement malade est noté. À son tour, cela est préjudiciable à l'expérience du joueur d'autres qui a été discuté dans divers threads.

    Suggestions de solution:

    * Supprimez les quêtes spécifiques aux objets / vaisseaux et conservez votre générique afin que tout le monde puisse contribuer et supprimer les dépendances. Cela permettra d'éliminer / alléger les configurations / navires sous-pair.
    &
    * Jalons La suppression des quêtes réduit le nombre de quêtes. Pour compenser ce double, l'effort serait nécessaire pour les compléter. La progression de la quête serait mesurée en Jalons et les récompenses symboliques seraient distribuées en conséquence. Par exemple:

    La quête de dégâts génériques nécessite 500k de dégâts à compléter. Total récompense d'achèvement de 3000 jetons.

    L'intervalle de quête est divisé en 5 sections (tous les 20% -100k de dégâts), ce qui donne 20% de la récompense globale à chaque étape.

    Je pense que ce serait plus juste pour les guildes qui ne sont pas construites de la même manière que vos guildes supérieures et qui les mettront sur un terrain de jeu plus gratifiant et égalitaire, ce qui en fera une véritable rivalité. [/ QUOTE]
    Pas tout compris mais d'après ce que j'ai compris c'est cool
     
  3. Kitterini

    Kitterini Well-Known Member

    Joined:
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    1,604
    Ship quests doesnt bother me, I think its fair to expect guilds to plan around having all 5 classes available. And all 5 classes are viable.

    But specific weapon quests is a plague upon this game - Alot of weapons hardly see any usage above a certain infamy, and for good reason; they plain suck. Expecting guilds to have these obscure weapons at a leveled enough stage (and having then in significant numbers) is absurd. It leads to playing with underleveled weapons of low rarity and we without the talents that would make then halfway decent.

    Its not fun for me to play with my lvl 20 rare Standard Mortar vs lvl 50 epics, its not fun for my teammates who lose the game because I run trash gear, and long term its not fun to beat people without effort required. But starting to think that its a waste of time to hope for changes.
     
    Scourge Argaen and BEN like this.
  4. PastelPiku

    PastelPiku Well-Known Member

    Joined:
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    Yo, this would work great with the new quests I thought of which I posted here:
    Should merge this thread with that one since they're 100% relevant to each other.
     
  5. Scourge Argaen

    Scourge Argaen Well-Known Member

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    @PastelPiku I concur, a combo of the lot would bring some interesting ideas together.. Well volunteered!!

    I like @*JAWS* thoughts, they're a happy in between with what I was after. I'm not convinced Rovio would remove the weapon element but reducing it down to a weapon type/classification as per his suggestion would indeed simplify the questing and make it easier for all guild members to contribute.
     
    *JAWS* and PastelPiku like this.

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