1. #1

    Self Adventuring

    What if you could decide your own adventure and go on your own self quest? And also get rewards for it?

    Each "Quest" is an active objective people can choose to adopt. Each active objective has "milestones" people can reach and be rewarded at them. For example everytime you kill 50 type of monster you get a reward. Everytime you buff 50 players you get a reward, etc.

    -Here are some types of self quest people could adopt:

    Kill Quest- Killing as much of a type of npc as you can. Ex. Guards, Ogres, Raptors, Orcs, Dwarves, Pirates, Naga.

    Scouting- Explore different routes and taking notes. Ex. Road from Tarren mill to hammer fell, Road from Sentinel hill to Lakeshire, Road from Blackfathom deep to Warsong Lumbercamp.

    Collection- collecting as much of an item as possible. Ex. Elf ears, troll tusk, elemental bracers.

    Miscellaneous- Things like giving people buffs, Band Aiding injured players, dancing with people who are dancing, drinking as much booze as you can.

    -Unlocking an objective: When you kill your first wolf, when you give your first buff, etc, you will get the option to adopt the objective.

    -Reward: Players are given adventure points for doing as much of the objectives as they can. Adventure points are given every time a player gets a certain milestone like 50 or 100 (number may vary depending on the task). To gain more points for example, they have to get another 50 milestone after the last milestone. Players can trade in their points for gear, profession mats, enchants, gold and transmogs. Some transmogs are unlocked when you’ve done a certain self objective enough, like a wolf head helmet for killing 300 wolves.

    -Extra detail: Point rewards vary depending on how hard some task is. Killing elites gives more reward than killing critters or dancing with other players.

    -People can only have around 3 to 5 self quest objective at a time so they can focus on a few specific activity at a time.

    -There could be a daily threshold on how much you can earn from self questing. I'd like to just keep going for as long as I want, but that might be unbalanced/overpowered.
    Last edited by Sauredfangs; 2024-03-10 at 05:04 AM.
    Ideas:
    Self Adventuring
    PVP Public Events
    "Steal the shit out of my ideas"

  2. #2
    RPG maker already exists I suggest you give it a try!

  3. #3
    What you talk about - is GW2's personal story. I liked this idea very much, but it was way too limited in GW2. Like one quest chain per 10 levels or something like that. Definitely not enough. But still better than Wow, where everything is on rails.
    FOMO, gating, RNG, grind, overtuning, competition - endgame.
    Solo MMO: no more humiliating queues and toxic competing.
    Aggro and combat: game would only be better without obsoleted mechanics.
    DF in a nutshell: GW2 copy-paste with AFK events and nothing to do.

  4. #4
    Quote Originally Posted by Ereb View Post
    RPG maker already exists I suggest you give it a try!
    Oh nice, I've never heard of that game.

    - - - Updated - - -

    Quote Originally Posted by WowIsDead64 View Post
    What you talk about - is GW2's personal story. I liked this idea very much, but it was way too limited in GW2. Like one quest chain per 10 levels or something like that. Definitely not enough. But still better than Wow, where everything is on rails.
    I didn't know another mmo already had this. I'd still like to see it in WoW though, maybe a better version than GW2.
    Last edited by Sauredfangs; 2024-03-10 at 08:55 PM.
    Ideas:
    Self Adventuring
    PVP Public Events
    "Steal the shit out of my ideas"

  5. #5
    Quote Originally Posted by Sauredfangs View Post
    Oh nice, I've never heard of that game.
    Technically it isn't a game its an engine. A really easy to use one to make Turn Based RPGs with. Who knows you might make the next Fear and Hunger or something
    3 Major Rules of World of Warcraft Players:
    1. No one on earth wants to play World of Warcraft less than other World of Warcraft players.
    2. The desire to win>The desire for anything else in World of Warcraft. NO EXCEPTIONS
    3. Efficiency will be king no matter how you think it will improve the game.

  6. #6
    Sure, I'd be down for something like this, seems nice enough. I'm pretty indifferent though altogether.

  7. #7
    Star Trek Online had a mission editor where you could create environments, place NPCs and mobs, write dialogue, script events, etc. The best content in that game was made by the players. Sadly the game was sold to another company and the programmer from the original dev team who maintained the mission editor system departed, so they shut down the system.

  8. #8
    Quote Originally Posted by Val the Moofia Boss View Post
    Star Trek Online had a mission editor where you could create environments, place NPCs and mobs, write dialogue, script events, etc. The best content in that game was made by the players. Sadly the game was sold to another company and the programmer from the original dev team who maintained the mission editor system departed, so they shut down the system.
    same as Neverwinter Online Foundry (for the same reason, same company) honestly, it was a beginning of the end for Neverwinter for me, and when they completely railroaded leveling few years later? it sucks, because there were some incredibly fun little storylines. according to them it was shut down in part because people abused it for rewards, but like... that's such bullshit, they could have just set limits on the kind of rewards you could add to your creations and it would have fixed THAT.

  9. #9
    Quote Originally Posted by Sauredfangs View Post
    What if you could decide your own adventure and go on your own self quest? And also get rewards for it?

    Each "Quest" is an active objective people can choose to adopt. Each active objective has "milestones" people can reach and be rewarded at them. For example everytime you kill 50 type of monster you get a reward. Everytime you buff 50 players you get a reward, etc.

    -Here are some types of self quest people could adopt:

    Kill Quest- Killing as much of a type of npc as you can. Ex. Guards, Ogres, Raptors, Orcs, Dwarves, Pirates, Naga.

    Scouting- Explore different routes and taking notes. Ex. Road from Tarren mill to hammer fell, Road from Sentinel hill to Lakeshire, Road from Blackfathom deep to Warsong Lumbercamp.

    Collection- collecting as much of an item as possible. Ex. Elf ears, troll tusk, elemental bracers.

    Miscellaneous- Things like giving people buffs, Band Aiding injured players, dancing with people who are dancing, drinking as much booze as you can.

    -Unlocking an objective: When you kill your first wolf, when you give your first buff, etc, you will get the option to adopt the objective.

    -Reward: Players are given adventure points for doing as much of the objectives as they can. Adventure points are given every time a player gets a certain milestone like 50 or 100 (number may vary depending on the task). To gain more points for example, they have to get another 50 milestone after the last milestone. Players can trade in their points for gear, profession mats, enchants, gold and transmogs. Some transmogs are unlocked when you’ve done a certain self objective enough, like a wolf head helmet for killing 300 wolves.

    -Extra detail: Point rewards vary depending on how hard some task is. Killing elites gives more reward than killing critters or dancing with other players.

    -People can only have around 3 to 5 self quest objective at a time so they can focus on a few specific activity at a time.

    -There could be a daily threshold on how much you can earn from self questing. I'd like to just keep going for as long as I want, but that might be unbalanced/overpowered.
    Honestly this is what I do in wow most days. The game is what you make it. The extra systems, criteria, and rewards you are suggesting aren't necessarily needed for that.

  10. #10
    Quote Originally Posted by Shorus View Post
    Honestly this is what I do in wow most days. The game is what you make it. The extra systems, criteria, and rewards you are suggesting aren't necessarily needed for that.
    Wouldn't it be nice though if you can progress your character by playing that way as if it was completing quest/world quest, etc?

  11. #11
    Quote Originally Posted by Sauredfangs View Post
    Wouldn't it be nice though if you can progress your character by playing that way as if it was completing quest/world quest, etc?
    Extra achievements or rewards don't hurt the game in its current state but I don't feel they are necessary. I think the wow community as a whole has fixated on these things for too long though. Blizzard just needs to make leveling and previous content more interesting to complete. Look at what they are doing with sod. It has completely changed the leveling experience on classic. They need massive innovation, and there are a lot of ways to go about that. I think you have a unique idea though and I am never opposed to additional rewards!
    Last edited by Shorus; 2024-03-11 at 07:41 AM.

  12. #12
    Quote Originally Posted by Sauredfangs View Post
    I didn't know another mmo already had this. I'd still like to see it in WoW though, maybe a better version than GW2.

    Yeah. Game asks you several questions, like whether you're "good" or "bad", what are your interests, like you like combat, exploration or science. I don't remember exactly. And provides certain quest chains accordingly. Like if you like combat, then you can solve problem via just killing enemies. But if you like science, then you can find some smart way to solve it.

    Sounds good in theory. If you don't like some childish things, like solving some "mysteries" - you aren't forced to do it. But implementation is weak. If you think, that whole game has different quest variants for every playstyle - then you're wrong. It's about giving you small quest chain every 10 levels. You should know, that leveling is different in GW2. It's more like Wow's Threads of Fate. There are no quest chains. There are some activities, like dynamic events, exploration, jump puzzles, etc. Dunno, why other players like it. It's way too generic and boring for me.

    Many things, like WQs and modern "sandbox" locations - are actually copy-pasted from GW2. So Wow looks more like GW2 now. Problem is - we want to play Wow, not GW2.
    Last edited by WowIsDead64; 2024-03-11 at 07:45 AM.
    FOMO, gating, RNG, grind, overtuning, competition - endgame.
    Solo MMO: no more humiliating queues and toxic competing.
    Aggro and combat: game would only be better without obsoleted mechanics.
    DF in a nutshell: GW2 copy-paste with AFK events and nothing to do.

  13. #13
    Quote Originally Posted by Shorus View Post
    Extra achievements or rewards don't hurt the game in its current state but I don't feel they are necessary. I think the wow community as a whole has fixated on these things for too long though. Blizzard just needs to make leveling and previous content more interesting to complete. Look at what they are doing with sod. It has completely changed the leveling experience on classic. They need massive innovation, and there are a lot of ways to go about that. I think you have a unique idea though and I am never opposed to additional rewards!
    I think Public events has been a good inovation. The big ones like superbloom and smaller ones like dreamseeds and the ones in Zaralak caverns. They should make more going forward, and even make PvP ones. Also I think they could make more content like Ilse of Quel'danas, where players help progress the world. Only this time maybe the players can lose and the progress can be reversed.
    Last edited by Sauredfangs; 2024-03-12 at 05:16 PM.
    Ideas:
    Self Adventuring
    PVP Public Events
    "Steal the shit out of my ideas"

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