Right now I choose quests on a) trinket rewards, b) progression to a boss, or c) likelihood of looting, taking into account risk and reward and available hero pool. Give me a relic fetching quest that is very rare and pays out handsomely and I will do that in a heartbeat. It could even be useful to make a push to clear a boss a little easier for a few weeks. If I had the chance to make the monsters in the cove weaker for a bit at the cost of lower loot gains, I would definitely take that gamble and subsequently grind out a couple more Cove quests afterward to take advantage of the boon, even if the trinket rewards weren't enticing enough. There are a lot of interesting ideas that could be done for Solution 2 to add more depth to the game's questing design. Also the caretaker could sell food at half price for a few weeks. Lower the number of hallway encounters and/or the number of monsters in each encounter for a few weeks. Gather Grain Sacks/Warrens: Quest states the estate will have more food and the pigmen will have less. You could even put a price tag on each artifact in the inventory slot like Consecrated Pews from the Prophet Quests (visual cue). Just add lots of gold reward for this quest. Recover Artifacts/Ruins: Quest states someone would pay handsomely for the treasures. Stock that Veteran Quest with Apprentice Monsters for a few weeks or stock that Champion Quest with Veteran Monsters for a few weeks. Examples:Īctivate Altars/Cove: Quest states that the fish mens' power wanes now. Solution 2 (game changing): Make it so completing one of these quests could have a lasting impact on that specific region for a certain number of weeks. Solution 1 (simple): I would like to see an increase in gold payout for these quests.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |