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yezpahr

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New Quests. Solely needed for playability for newbies. (V1) https://elementscommunity.org/forum/index.php?topic=19040.msg242614#msg242614
« on: January 07, 2011, 08:32:38 pm »
Hi everybody.

Introduction
I'm sure a lot of players might agree with me on this.
There is a lack of quests in this game.

I'm not trying to say there should be a steady source of quests supplying the players with  :electrum :electrum :electrum, but it's quite impressive how early your subjected to False Gods.
There is a steady misunderstanding in this community that False Gods are overpowered. I'm not one of them  ^-^, let that be clear.

It's impossible to beat False Gods with 500 score and an un-upgraded weapon, so having that as last Quest is kinda useless right before your subjected to their wrath.

I'm thinking about suggesting a few quests like the following. The rewards are in the description if you hover over it.
-Killing Spree! - Winning X times in a row without losing.
-Hasty Future ... - Winning Y cards at Oracle.
-Upgrade full steam ahead! - Upgrading Z amount of cards.
-The Fifth Sense. - The game gives the player a predefined lvl 5 example quest, lasting just X amount of turns.
-X Almighty. - Defeating a False God.

X. The amount of matches to win, without losing, to complete the quest.
Should be 3 to 5, so the chance for newer players to fail the quest won't be too high.
The reward is simple, yet effective for lucky players. It won't imbalance anything too much and the player is kept busy a bit.
The loot table could even include upgraded cards, so the player gets a small boost. But that's kinda imba imo.
It might be found unfair to other starting players, but since there are more existing players than starting players, AND because starting players are commonly matched against existing players, it makes it a bit more fair.

Reward
As the type of cards available for the slotmachine goes, I think that cards that the player already owns should be excluded from the list and all other cards (except nymphs, holy cow and the likes) should be included.

Y. Amount of cards to win at Oracle to complete the quest.
This should be 2 to 5, or it might take the player an epic amount of time to complete this quest.

Reward
The reward for this quest could be another spin at the Wheel of Fortune, or another 3-turn spin at the slotmachine.
But that last one might be too annoying for them as there is only a small chance you'll win anything and with WoF you'll at least get some coins.
I don't believe this will affect the game much, as I said earlier, starting players are just exploring and this gets them to start quicker.

Z. Upgrading this amount of cards will complete the quest.
As for the quest itself, I believe it's very stimulating. It gives the player an immediate plan of action as in what order they'll upgrade it.
They'll play as long as they got that plan.
Setting this on 1 could be desirable, since that will get the player to complete the quest-table sooner.
But it could also be a chance to lock the player for a while and let him do sub-quests.

Sub-quests could be:
-A quest that explains the player that he should upgrade towers first.
-A quest that explains how upgraded pendulums are effective, escpecially for a combination of two different types of elements.
-A quest that asks the player to upgrade two cards of the same type.

Reward
As for the reward... Well, I believe a Choice of reward should be available.
The player could, for example, choose from the following rewards:
-Let them upgrade one card.
-Let them choose another weapon.
- :electrum 2000,-

The Fifth Sense.
***EDIT since my last post
-The player is forced to finish this pre-defined difficult lvl 5 Half-Blood.
-It has to be done within X-amount of turns, where X should be 6 or 7, given the fact that half-bloods usually deal with them around that time.
I think it should be pre-defined, since if it's random there will be a high chance they can actually defeat them.
It should be a reconstructed, specially designed for this quest, new deck. So it'll take more than just a strong attack or defense. It'll take strategy.
***

Reward
Transfer an upgrade to a different card, meaning you un-upgrade one card to upgrade a different one.
As players often make that mistake in the start.
A one-time ticket to undo that mistake might be desirable.
To existing players, this also gives a small benefit and might be fun to do for them.

X Almighty. Beating a FG.
This is extremely hard and should be used AS a quest.
It gives the player the urge to actually take on the False God and complete the quest-table.

Reward
It's friggin' hard, so why not let them spin twice. Remember, they are newbies, so it's four times as hard for them as it is for you.
I don't think it'll imbalance the player's playability, since whether they lose or win, the reward is still within boundaries imo.
 

Sequence of quests.
Original:
# Quest 1 : Welcome!
# Quest 2 : Improve your deck.
# Quest 3 : The Bazaar.
# Quest 4 : Level 1 elementals.
# Quest 5 : Level 2 elementals.
# Quest 6 : Your score.
# Quest 7 : Rare cards.

Suggestion:
# Quest 1 : Welcome!
# Quest 2 : Improve your deck.
# Quest 3 : The Bazaar.
# Quest 4 : Level 1 elementals.
# Quest 5 : Level 2 elementals.
# Quest 6 : Your score.
# Quest 7 : Rare cards.
-------------------------------
# Quest 8 : Killing Spree!
# Quest 9 : Hasty Future...
# Quest 10:Upgrade full steam a head!
# Quest 11:The Fifth Sense.
# Quest 12:X Almighty.
-------------------------------

Outro:
All in all, this suggestion feeds a neutral look on the boosting of a starting player.
Keep in mind that the way to their next upgraded card is a long and lonely road.
The players, that I invited to this game, were mostly repelled by the fact that upgrading the cards is too much of a challenge. If they'd be given a few smaller quests before they were subjected to the wrath of False Gods and the waiting of 1500 electrum coins, then that road would be a little bit more colorful.

Just my  :electrum 0,02. (And some credits to Zblader for ...)
I hope I get some feedback on the make-up of my suggestion, not just the idea itself.
It's handy to know what others think of me and my way of expressing myself.
Also, the feedback on the idea will be taken and this whole idea is considered as Version 1.0.

Greets
Yezpahr

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Re: New Quests. Solely needed for playability for newbies. (V1) https://elementscommunity.org/forum/index.php?topic=19040.msg242646#msg242646
« Reply #1 on: January 07, 2011, 08:50:40 pm »
It's good to see that you've thought out this idea. Only problem is that the idea of more quests has been suggested often and as a result it's disiked by the community when people bring it up before checking the list of common suggestions.

Your quests are definitley in theme, which is a plus.  They give the RPG-esque feel, but they encourage players to do more stuff in the game rather than grind.   "Beat the FG" also encourages FG-grinding.  My only problem is the lack of emphasis on AI5 and T50/soon-to-be T500 . A tutorial quest with as well would help as well.

Overall, repetitive concept, but good idea built around it.


yezpahr

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Re: New Quests. Solely needed for playability for newbies. (V1) https://elementscommunity.org/forum/index.php?topic=19040.msg242655#msg242655
« Reply #2 on: January 07, 2011, 09:02:14 pm »
@Zblader
Nice you noticed the side-effects.
Those side-effects are desirable.
Most players are repelled by the sudden need to grind, while all they have is an un-upgraded deck, 500 score and just a weapon.

***EDIT
I took your idea and might have slightly adjusted it, overall it fits with my goal, so I added it.
Thank you for your feedback.  8)
***

Grinding is end-game in nearly all RPG's.
Before grinding, comes preparation and prologue.
These poor suckers are thrown right damn in the middle of  :fire -rushers, fractals + ball of lightning, Nymphs and Pharaoh's.

Grinding shouldn't be made easier, just prolonged till they can stand on their feet without being whiped in 6 turns average and forcing them to beat lvl 1's for a while again :P.
Besides, grinding won't be prolonged with this idea, it'll only be experienced as such.

The most vital plus on this idea is that players will have a decent start before they are left with just grinding.
The whole point is, of course, not to imbalance the game at all by adding huge  :electrum rewards.
Rewards should be a minor addition to what you already earned with doing to the quest itself, like getting 500 score will also mean you won  :electrum from players or CPU. That's a reward on it's own and the rewards from the quests itself shouldn't be a whole lot.

Another additive to this idea might be the ability for existing players to continue with the quests too.
That would stall the False God farmers, because False Gods are only unlocked at the end. (That's a good thing too, right?:P)

I lock the idea for editing, since I stick to an idea till it's proven flawed.
I made a few minor adjustments and I believe that if I make more, I shouldn't have started at all, it'll only take more and more prestige off the idea.

 

blarg: