Page 1 of 2 1 2 LastLast
Results 1 to 10 of 11
  1. #1
    Player

    Join Date
    Mar 2011
    Location
    Karnak - Ul'dah
    Posts
    24

    [1015], [1004], What I would like to see for quest rewards.

    I run a linkshell on Karnak and of the most common complaints I hear is "theres a lack of in game content" and I think one of the things that is effecting this is the lack of reward system.

    What I mean by this is there is no carrot for players to chase after. We have seen many new improvements to the game, but I feel like they are all just being given to us. What I would like to see in the future is to make the player work for the new items, etc.

    For example SE introduced a second retainer. Why couldn't this be done in the form of a quest?

    I would like to see the majority of the new stuff we get quested. Stuff like:
    • New classes
    • New Weapon skills
    • Chocoboo anything
    • Storage stuff
    • Stuff to do with companies
    • many more

    If you agree give me a like
    (38)

  2. #2
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    I agree 100%
    (0)

  3. #3
    Player

    Join Date
    Apr 2011
    Posts
    5
    I like....
    (0)

  4. #4
    Player

    Join Date
    Mar 2011
    Location
    Karnak - Ul'dah
    Posts
    24
    I don't want to use 11 as a compaision point allways, but its what I know and for me it worked, so i will compare them often.

    In 11 you had points where you unlocked things, so hitting a level would mean that you would get excited to go get a different type of reward. Like hititng 18 getting your subjob, 30 you got your advance job, 40 you got your first af weapon, and so on. It seems like FFXIV its like you hit 50 and thats it.
    (2)

  5. #5
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    90
    I have never played 11 and being able to work for things I want make it a great idea. Being able to work for that second retainer may have put me ahead of the economy for a couple of days being able to double my income before everyone was able to. Not only putting me ahead of the game but also working for it and doing some sort of quest whether it be finding something in the city for an NPC or fighting monsters off a persons child and earning their respect for them to work for me would of been awesome.

    I like the idea, no reason to give us things, let us work for it.
    (0)

  6. #6
    Player
    Kazimir's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    233
    Character
    Chuck Lebro
    World
    Sargatanas
    Main Class
    Conjurer Lv 5
    Completely agree 100%. They need to be GOOD quests though. Something with an actual good story, something with a cutscenes. Not these dumb side-quests we've gotten so far.
    (0)

  7. #7
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    90
    Quote Originally Posted by Kazimir View Post
    Completely agree 100%. They need to be GOOD quests though. Something with an actual good story, something with a cutscenes. Not these dumb side-quests we've gotten so far.
    I don't know about you, but so far the story itself has been awesome. The side quests are really just for other activities. The cutscenes are awesome, maybe more cut scenes would be nice.
    (0)

  8. #8
    Player
    7hurricane's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    26
    Character
    Tidal Tinglebottom
    World
    Excalibur
    Main Class
    Black Mage Lv 70
    There are some good ideas in this thread so far, so I thought I would add in my thoughts. It is fairly easy to see that, for a number of players, the current quest rewards are lacking because your reward is always an item and that item may or may not be particularly useful. So here are my thoughts on how quest rewards can be tweaked:

    (1) Alternate quest rewards

    Quest reward: Cotton Doublet Vest or 2,500 EXP
    Quest reward: Cotton Doublet Vest or 2,000 SP


    This type of reward allows high-level characters to obtain rewards that are useful, even if completing a rank 10 quest. Low-level characters can choose either reward based on preference.

    (2) Non-gear quest rewards

    Quest reward: 750 Guildmarks (Choice)

    This type of reward allows players to have an increased method of obtaining the currently random guildmark rewards, and thus encouraging crafting while supporting a key gameplay mechanic. The "Choice" would indicate that, upon completion of the quest, the player would be provided with a menu for selecting the guildmarks he/she is interested in. (I.e. Carpentry, Blacksmithing, etc.)

    Quest reward: 2,000 SP or 3,000 EXP

    This type of reward encourages players to complete the quest because the reward is worthwhile no matter what.

    Quest reward: 10 additional item slots

    Again, everyone would benefit from a reward such as this, and it has nothing to do with an item. These type of "permanent" rewards could be reserved for high-rank quests.

    (3) Unique quest rewards

    Quest reward: 30,000 gil and ???

    My thought here is that the "???" could be used to give the player a unique event as a reward. In all cases the player would be moved to an instance where a different situation might occur. The player may be attacked by the NPC, or have to fight off a mob that was summoned by the NPC. Or parley with an NPC. Or teleported to a dark maze that the player needs to find their way out of with a torch that lasts only 60 seconds (random example). In each case, success would mean the player is granted an additional predetermined item, but failure would mean that item is lost. Therefore, more risk/reward is involved in this style of quest but part of the reward is having something unexpected happen to the player. The gil reward is there to ensure that, even if the player fails the instanced event, they still obtained something as a result of their time and effort.

    Quest reward: Special guildleve unlocked

    Want a way to encourage players to partake in a particular guildleve (such as a notorious monster, or an instanced dungeon, or a "boss fight")? Why not offer special ones that are unlocked as a quest reward? Special guildleves are already available at Adventurer's Guilds, and this type of reward helps one game mechanic feed into the other.

    The best part is that any of these rewards could be implemented without major overhauls to any of the existing systems.

    Keep up the good work, devs!
    (4)

  9. #9
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    Some cutscenes and story progression would do just fine. The problem with items and gear is that I don't NEED that crap ever. Tbh if I equipped an axe 20 levels lower than me I wouldn't notice the difference in basic grind at all.
    (0)

  10. #10
    Player
    Mrfox0707's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    518
    Character
    Kamino Akari
    World
    Hyperion
    Main Class
    Conjurer Lv 60
    @7hurricane You have some really good ideas. I don't ever need the gear I get from quests nor do I really need the Gil that they give. I would love to get SP or EXP or guild marks. Everyone should read his post and send it to the Devs!
    (0)

Page 1 of 2 1 2 LastLast

Tags for this Thread