Quest

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Postby OldTower » Tue Mar 17, 2009 11:16 am

I bet Kjar is up to the task of writing a contribution system for you guys. It could be attached to the group descriptor and used for quests or really any applicable time. The group leader could start it up with something like "gcontrib enable" then "gcontrib clear". Then something like "gcontrib report" can report relative contribution since the last clear to the group. Assign contribution for healing (successful, not overhealing), damage dealt, damage taken (again actual, not overkill), debuffs applied, etc. The trick would be to allow (and regulate) additional bonus contribution points for those things in quests like finding the hidden mob/item/room or coming up with the winning strategy. But I think a group leader (or an immort member of the group) could run "gcontrib bonus <player>", and said bonuses were always displayed to the group, would be sufficient.

There ya go, fair and impartial (mostly) contribution tracking for quests and other group events.

Tower

Edit: By the way, this idea is totally ripped from Warhammer: Online. If they ripped it from somewhere else, I wouldn't know. :)
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Postby Sheng » Tue Mar 17, 2009 12:29 pm

So by that system I could get quest eq by sleeping during combat, healing the heck out of the tank during regen, and randomly wandering off to run stab xp when no one was looking.

Merit is quests is not about damage dealt or number of deaths. It's about things that actually contribute. It's the heal that keeps a tank alive when you aren't "IN" for heals. It's finding the quest mobs so the group doesn't sit around and do nothing. It's the roleplaying that convinces immorts to lend assistance to speed things up. It's the person in the group that figures out that you're looking for four red-epic-flag in mob inventory on SS before the questor is even done talking. It's leading a bunch of noobs who pay less attention than a bh xp group and whine about rewards.

It's the people who pay attention the whole quest and go above and beyond blasting a mob or spending their mana in the healo and then going afk for a drink. It's definately not the warriors who auto assist and never think that their mana might keep the tank alive. It isn't nine thieves who do nothing but stab target on follow, and don't even try to take out swarms of splork mobs pouring into a room. Slothmud isn't an MMO designed for eight year olds. We can figure out who contributed the most without some bogus formula.
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Postby OldTower » Tue Mar 17, 2009 1:01 pm

[quote="Sheng":14pq6kj4]So by that system I could get quest eq by sleeping during combat, healing the heck out of the tank during regen, and randomly wandering off to run stab xp when no one was looking.
[/quote:14pq6kj4]

I haven't been around for a while, but I didn't realize that tanks required that much healing during regen (remember I said don't count overheals), or that you could sleep during combat and do as much damage as if you weren't.

Thank you for slamming/dismissing an idea before it ever had a chance to be fleshed out.

Clearly (by the looks of this thread) the current system(?) is working as intended.

Geez, just trying to help a guy out.
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Postby Bazilus » Tue Mar 17, 2009 2:15 pm

Sheng, i seen same posts many times here, if you realy want changes, go in immortal command and do it. My knowledge dont give me any chance to make immortal, i can play... I love play!

I dont want to say immortals do nothing. They working on Sloth and the big bow for that. But they can't do everything. Someday, i hope...

And of the end, we all have real life...

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Postby *juggleblood* » Tue Mar 17, 2009 7:17 pm

I think quest eq giveaways should just be eliminated entirely and quest rewards should just be drachma based. Instead of having an mvp, there could just be bonus drachma given for accomplishing certain tasks for the group during the quest.
Talk to the clown.
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Quest

Postby Bazilus » Tue Mar 17, 2009 7:30 pm

[quote="juggleblood":1qo9f2ob]I think quest eq giveaways should just be eliminated entirely and quest rewards should just be drachma based. Instead of having an mvp, there could just be bonus drachma given for accomplishing certain tasks for the group during the quest.[/quote:1qo9f2ob]
Got much dr, but i dont know what to buy, dont see any good stuff in elite shop. But quest items is good.

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Postby Medios » Tue Mar 17, 2009 8:00 pm

Quest giveaways are cool but not two quests within a few days. Also quest eq is valuable and we don't want to inflate everything by passing out 5 pieces every week.

Juggleblood wants drachma to cover everything except the eq in shops is getting outdated and some players have everything they need. There are small improvements they could make but most don't want to spend for 5 mana when they can run xp.

Keep up the good work Brad.
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Postby Sheng » Tue Mar 17, 2009 8:41 pm

Just in case there was confusion (baz) I wasn't slamming on any immorts in my post. I was suggesting that we don't need or want a mathmatical formula that calculates who the 'best contributor' is.

I've often thought about immorting, but I'm a little worried about it. There's no secret that there was once some bad blood between Splork and myself -- I was somewhat abusive and exceptionally mouthy, and he gave me a rediculously heavy punishment as a result. Now, I'm not sure if some of the high ups would appreciate me as an immort contributor.

Secondly, a lot of the fun I have on sloth is based on knowing how things work behind the scenes. You don't spend hours in the arena testing how much damage strike does at different handdam/focus levels, or find out that average monk unarmed base damage is 11.2 unless you pay a ton of attention to that kind of thing.

Since I don't have an immort, I can get away with things that would possibly be punishable if I was doing the exact same thing -- but presumed to be using 'immort info.'
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Postby *Splork* » Tue Mar 17, 2009 10:10 pm

I agree, my punishment may of been slightly overboard. At the time, I was simply fed up with with constant abuse by a few players. Our mud was changing monthly and our Immortal staff was adding projects and code at a record pace. Some of additions obviously had holes:)

Either way, the abuse for the most part stopped and players started reporting our mistakes. Some may still exist to this day but that is life.

No hard feelings here,

Splork

Tower, shoot me an email if you get a chance.

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Postby Virus » Tue Mar 17, 2009 10:26 pm

[quote="Sheng"] except that (like everyone else), he always had mana when Sa died. [/quote] ....Hey I was saving my mana to heal you, who care about Sa :twisted:
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Postby angel » Wed Mar 18, 2009 5:52 am

stare...
-sa-
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Postby Sheng » Wed Mar 18, 2009 9:38 am

cackle!
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