fodev.net

Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Tomowolf on July 15, 2012, 04:28:34 pm

Title: Repeatable Quests and its cooldowns.
Post by: Tomowolf on July 15, 2012, 04:28:34 pm
In this season we're able to make some repeatable quests, the give exp and caps, or caps only.
But problem happens with cooldowns for ex:
Gunnruners case quest got ~1-2h cooldown, but Grishams jerky delivery do not have cooldown at all but you can do 3 or 4 (?) deliveries at no cooldown (one by one),
We got also "unloading caravan" job and "kill the ants" job, which got way too big cooldown.
I suggest removing those cooldowns at all , or reducing them to minimum (with deliveries and boxes, and ants) to give player choise what he'll do now.
Because we all know cooldowns = alts, this may just reduce a bit alting, and do not make anything overpowered (delivering each jerky for 120 caps, noone will make a fortune on it, but it can help newbies get each cap one by one to get profession/base/anything)
Another problem is with Gunrunners deliveries, so we need to make each day 2 short deliveries or one long ,(because rep drop every day), that is ass annyoing with those cooldowns
Also making repeatable quests could give a new reward : reputation, so for carrying boxes we gain some reputation in Hub, killing ants gaining reputation in SF, and so on.
This ain't a big suggestion to make something from scratch, but just improve existing things.
Title: Re: Repeatable Quests and its cooldowns.
Post by: Who Killed Bambi on July 15, 2012, 04:40:11 pm
supporting

make cd maximum 30min instead of few hours please
Title: Re: Repeatable Quests and its cooldowns.
Post by: avv on July 15, 2012, 06:21:52 pm
Agreed. Cooldown is completely pointless because it's bypassable by an alt. Players who do the slave run quest simply made several slaver alts so that they can start the quest and repeat it.

If "abuse" is an issue, the quests can be balanced by means of danger level of the quest location. If it exists in unsafe zone, the reward best be pretty damn good because the player can be killed at any time by other player. Safe town quests then again should offer only small rewards for beginners so that they can get their bearings.
Title: Re: Repeatable Quests and its cooldowns.
Post by: greenthumb on July 23, 2012, 04:21:22 pm
if slave runs were best way to earn caps, this would be reasonable
Title: Re: Repeatable Quests and its cooldowns.
Post by: Tomowolf on July 23, 2012, 09:15:48 pm
if slave runs were best way to earn caps, this would be reasonable
Well before nerf you could get about 8k - 9k caps, for killing 4 dumb tribals in teh slave run.
Now do it again with 5 alts :-).

Avv got right, but I do not get why its limited by another annoying not giving anything not-cooldown.