Daily quests


AbsentDon  Member 27 Nov 24 at 5:24pm Edited
#1
FULL RP Name(s):
A:T5 Technician Jingles MPF GRID FTL 02 8888 EOW REAPER 05 8888 OSS TITAN Viceroy

Discord Username:
A:absentdon

Steam ID:
A:STEAM_0:1:462451624

Workshop Link: (If applicable)
A:

What is your suggestion?
A: Daily and weekly quests
- Some quick notes before I give some info of how it could work: if this is implemented, PLEASE do not make these quests ridiculously annoying to complete or have little to no rewards, these are meant as a way for players to maintain activity and PLAY for something that is worth trying to get

- These quests could work in 2 ways, either the quest gives the reward outright or gives you points to buy rewards with those points (Kinda how season pass in Fo76 works)
Daily quests:
These would be something small yet beneficial
Examples:
Get a 100 kills (plenty for a daily)
Loot 15 resource nodes
Travel ### meters
Craft a pistol/Scrap an item
Use a [INSERT BUFF HERE] 5 times
Complete every daily quest-Custom reward 2k-3k creds and 3k-5k EXP

There can also be class based daily quests like heal 15 people for helix and medic
Each reward would give like 700-800 credits and/or 700-1k EXP OR the "points" mentioned earlier(Please don't make points impossible/underwhelming either)

Weekly quests
These would be more substantial quests with better rewards and would reset in a week
Examples:
Get a total of 500 kills
Loot over 50 research nodes
Travel blah blah blah
Craft [ITEM] 10 times
Complete all weekly quests-Custom reward of 3-5k creds and 3-5k EXP
(Others may have more ideas)
These rewards would be more substantial from 3k-5k credits and/or 10k to 20k EXP

COUPLE OF NOTES:
Please remember that these numbers aren't the final values, they are just suggestions of the values that should be give
Please please please, make these quests fun and worthwhile to complete, the economy of both credits and exp are not good currently, CvR is meant to be a fun server to play and have new cool things to do, it shouldn't take 3 months to gain just a couple of levels to try and achieve anything or grind for 8 hours on end to make a dent in your wallet, that's all I request.

The way the server has gone in terms of economy feels like how every war thunder economy update is done, aka stripping good features for less fun for the players to make the game more p2w and way too grindy to be fun.


How would this benefit the server?
A:
Daily quests would allow a couple of things
These quests would make players stay on longer and keep an active and healthy playerbase
These quests would benefit players earning exp and credits to achieve getting the item they've been clawing for, for months and would help high level players make a dent in their level progress
[VN] Ragnarok  Member 27 Nov 24 at 5:55pm
#2
Goated idea.
I want my MMO style quest givers in base, and I want crayons.

Signature:
fh technoviking glykon solomons

[Image: rTJsc8O.jpeg]
qShad  Certified Gamemaster 28 Nov 24 at 2:44pm
#3
Big fan of this idea. Adds something extra to do on the side. Could it increase player count? Potentially but there's bound to be people who complete the quests and log off straight after.
Would be nice to have on the server.
+1

Signature:
You probably know me as: Dpt. Chief of R&D Jaccob Coltman
Kratek  Member 28 Nov 24 at 2:49pm
#4
could actually be refreshing to have little npc quest dudes in both sides bases
+1 to putting it on the list of grudges, i mean things to do
Swag Forza  VIP 28 Nov 24 at 3:16pm Edited
#5
Whats up killers, Arson here, long time lover short term hater. Great suggestion,
I think the idea is good, implantation bad
I like the difficulty idea, but i think it should be implemented like this
Common example, Kill a rebel/combine with a headshot using an SMG
Rare, example Kill 3 rebels/combine on a capture point
Epic, Capture 2 priority points
Extreme example Kill 5 rebel/combine using a pistol
The names aren’t that important—this is just a suggestion for a scaling system based on difficulty.

The system could work as one-life bounties that you pick up at spawn. For example:
Kill 3 Combine with xyz gun, Reward, 1 titanium, 1000 credits
if you die you fail, no punishment for failing. or if you want you can make it so you have to PAY for the tasks, this makes it a risk and reward system idk
This will allow players to be rewarded for experimentation without it being forced down there throat, IE
maybe someone never would use a SMG, but this bounty says to use one, he uses it, and ends up liking it, adding it to his options
this can also have an added effect of making it so players wont spawn on fobs, making game play more strategic and slow in nature, which i believe will be a good thing. Also make credits more fun because rn its huge mindless grind that I don't feel is engaging in the slightest
AbsentDon  Member 6 Dec 24 at 6:44am
#6
(28 Nov 24 at 3:16pm)Swag Forza Wrote: Whats up killers, Arson here, long time lover short term hater. Great suggestion,
I think the idea is good, implantation bad
I like the difficulty idea, but i think it should be implemented like this
Common example, Kill a rebel/combine with a headshot using an SMG
Rare, example Kill 3 rebels/combine on a capture point
Epic, Capture 2 priority points
Extreme example Kill 5 rebel/combine using a pistol
The names aren’t that important—this is just a suggestion for a scaling system based on difficulty.

The system could work as one-life bounties that you pick up at spawn. For example:
Kill 3 Combine with xyz gun, Reward, 1 titanium, 1000 credits
if you die you fail, no punishment for failing. or if you want you can make it so you have to PAY for the tasks, this makes it a risk and reward system idk
This will allow players to be rewarded for experimentation without it being forced down there throat, IE
maybe someone never would use a SMG, but this bounty says to use one, he uses it, and ends up liking it, adding it to his options
this can also have an added effect of making it so players wont spawn on fobs, making game play more strategic and slow in nature, which i believe will be a good thing. Also make credits more fun because rn its huge mindless grind that I don't feel is engaging in the slightest

I disagree with this, having to pay for quests defeats the purpose and rewards they try to bring
Killing a [unit] with xyz guns could force the user to Craft a expensive weapon or what not and could make the cost outweighs the reward
Making a rarity system can overcomplicate this, daily quests as done in fallout 76 is a great way to go because it allows players to grind without being worried or annoyed, rewards are all balanced and no overcomplication is needed
Persistence likes this post
AbsentDon  Member 8 Dec 24 at 3:23pm
#7
Minor clarification I want to make, the quests would be shown through your I menu and not an npc or the req terminal as it would be easier and more convenient
  • 5 participants


  • Forum Jump