04-12-2015, 02:07 PM
With the number of quests there are and the amount of time it can take to complete many of them, by the time you actually complete most, the rewards end up being... well, not worth it. You will quickly outgrow any value in the quest EXP rewards while killing the monsters required to complete them, or dungeon delving to get what you need to complete them in general. For this reason, along with the common and justified complaint that grinding is tedious, I believe quests should be improved to give EXP based on a % of the experience you need to level up. The amount given should be scaled to the difficulty of the quest, and there should be a minimum reward value (which would probably be fine as the amount they're giving now in the case of existing quests) for those cases where you actually do manage to complete the quest at a lower level.
Scars give 5% if I recall correctly, so I believe the easier l-net requests and NPC quests would be fine at 10%, mini-boss hunting requests at 30%, boss hunting requests at 50%, and story-related quest rewards improving over the duration of the quest line.
In addition to these changes, a special l-net section with sub-sections where all of the requests are repeatable would be useful in preventing a "quest hoarding" mentality (people mentally tormenting themselves over when to complete quests because they think they may find a better time to complete them, they may LE, etc.). They could fall under categories like combat, farming, etc. Here are two examples:
Deliver 1 (Size) Spatial Core (a quest for each type)
(Rewards Core Size*10% EXP, minimum Core Size*150 EXP?)
Think you're going to get junk from that core? Go ahead and exchange it for EXP! Also may help prevent a surplus in items.
Deliver 10 (Crop type)
(Rewards 30% or 1,000 EXP, whichever is higher & 100 murai)
Provides an alternative to combat grinding, and may help prevent a surplus in food items. There could be a farming talent that factors into the rewards from these types of requests. More talents are always cool.
I'm not sure if there would be any issues with this kind of system, or if it would need any adjustments/has any preferable alternatives, but I think it's a good way to address the grinding problem without damaging the health of the game overall.
Scars give 5% if I recall correctly, so I believe the easier l-net requests and NPC quests would be fine at 10%, mini-boss hunting requests at 30%, boss hunting requests at 50%, and story-related quest rewards improving over the duration of the quest line.
In addition to these changes, a special l-net section with sub-sections where all of the requests are repeatable would be useful in preventing a "quest hoarding" mentality (people mentally tormenting themselves over when to complete quests because they think they may find a better time to complete them, they may LE, etc.). They could fall under categories like combat, farming, etc. Here are two examples:
Deliver 1 (Size) Spatial Core (a quest for each type)
(Rewards Core Size*10% EXP, minimum Core Size*150 EXP?)
Think you're going to get junk from that core? Go ahead and exchange it for EXP! Also may help prevent a surplus in items.
Deliver 10 (Crop type)
(Rewards 30% or 1,000 EXP, whichever is higher & 100 murai)
Provides an alternative to combat grinding, and may help prevent a surplus in food items. There could be a farming talent that factors into the rewards from these types of requests. More talents are always cool.
I'm not sure if there would be any issues with this kind of system, or if it would need any adjustments/has any preferable alternatives, but I think it's a good way to address the grinding problem without damaging the health of the game overall.