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Questing

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Questing Empty Questing

Post by Mavis Sat Mar 23, 2013 9:53 am

I know this has been brought up a couple of times before, but I haven't seen a suggestion thread, so I thought to give writing it a shot.

Quest Difficulties:
Easy / Medium / Hard / Daily Challenge

Time limits:
30 minutes / 60 minutes / 90 minutes / 180 minutes

Cooldown after failure/success:

15 minutes / 20 minutes / 30 minutes / 22 hours

Quest variations:
Patrolling/Feeding, Arena (Corresponding difficulty wins), Scouting for a certain amount of time in KC/PVP battles or wins

Quest rewards:
Gens + EXP, and perhaps Yen as well

Bonuses:
Additional percentages of rewards per consecutively completing quests/ Cashing out on the number of quests completed. Eg: x/100 -> Yen/Soul reward



Last edited by Minette on Sat Mar 23, 2013 1:25 pm; edited 1 time in total
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Post by Yin Sat Mar 23, 2013 11:13 am

Generals and experience go hand in hand so they would both have to be rewards. Also would the quest get harder for each higher rank? Would the rewards also increase? Define scouting KC, does it mean searching the entire area in a certain amount of time, doing it a certain number of times in a time, or remaining a certain amount of time in KC.

Making a certain amount of money/experience could also be a part of these quests, though this may be biased towards aura users.
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Post by Mavis Sat Mar 23, 2013 1:27 pm

Searching a certain amount of squares or a total time spent there would work, I suppose. >.> Added a little bit on increasing rewards.
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Post by Azula Sat Mar 23, 2013 6:56 pm

I believe quests/missions have already been suggested and tossed out...someone correct me if I'm wrong.

I'm not saying this isn't a bad idea, I'm just saying I think we've gone over this. Though I like how thought-out this idea is...it has merit.
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Post by orosan Sun Mar 24, 2013 4:53 pm

thing is each time, there are diff kind of quest suggestions...
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Post by Haruchi Sat Mar 30, 2013 5:40 pm

Thing is there aren't very good ways to execute quests; they will become repetitive the way the game is designed. PvE cannot easily be implemented to a PvP game.
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