Atrane Posted December 20, 2022 Report Share Posted December 20, 2022 There are many missions that the average player will deem not worth their time or too difficult to complete. Some examples being the samurai drink, danger dango, abandoned lair, blood puppets, etc. Since the player has the option to give up a mission for a chance of getting a better/easier one or to find other ways to spend their time it lessens the amount of time spent traveling or grinding a goal. I am well aware that there are players who exist that will do these missions despite having the ability to abandon, however there exists a sizable chunk who will choose to skip them. Some players will take the easy route to min/max their progress by farming alts or asking other players to sell kills/bounty in an effort to get to the higher levels they are striving for. Since these players are removed from the pool, other players have less targets to fight for their missions which can result in them feeling that their only choice is to find players on the bounty book and buy their bounty/ask for kills. As controversial as it is, I believe that players should not be able to freely give up on a mission without some sort of drawback, to incentivize them into spending time on all 4 of their daily missions. Some solutions I have thought of are adding a timer after abandoning a mission before allowing them to choose a new one or giving a player all 4 daily missions at once per day but removing their ability to abandon any of them. This post is not meant to look at the people who have remained in the community but to consider the vast amount who have tried the game and left soon after. The intention of a mission like village's most wanted is to create activity in the danger zones yet players are more likely to take the route of browsing the bounty book like a catalog and trying to find a seller. With a change like this, those players will still exist but players who want to actually go out and hunt will have a higher probability of finding someone trying to complete a more difficult mission. Danger zones are an ecosystem and there always has to be someone at the bottom of the food chain. Without them, the rest of the ecosystem will suffer. I am posting this because I believe it is an interesting discussion to look into, I hope people can keep an open mind when thinking about it. 3 Link to comment Share on other sites More sharing options...
Sirch Posted December 20, 2022 Report Share Posted December 20, 2022 https://www.ninonline.org/forum/ideas/idea/38-kill-mission-danger-zone-npcmob/ Link to comment Share on other sites More sharing options...
Atrane Posted December 20, 2022 Author Report Share Posted December 20, 2022 19 minutes ago, Sirch said: https://www.ninonline.org/forum/ideas/idea/38-kill-mission-danger-zone-npcmob/ Ueda is right that a change like this, while seeming like an easy and obvious solution, could have unforeseen consequences on other elements of the game. Killing a mob is a lot less satisfying than defeating another player. My idea focuses on working with the mission system we have now and tweaking it to change the way missions are perceived. Players have shown that by being given a choice, they will always take the path of least resistance. That path should be closed off. Link to comment Share on other sites More sharing options...
Antar Posted December 21, 2022 Report Share Posted December 21, 2022 Although the suggestion might make some players do all four daily but a large number of players will be affected badly by it. Dailys are fun but sometimes you don't have the time or simply can't do a mission because of some other factors. These are some scenarios that can happen after a change like this: Chakra med getting a farming mission but is not able to abandon it or has to wait for his friend to come online. A new lowbie player gets a spy mission in a village but that village guards its entrance with a group of level 60 players that the new player cannot pass through whatever he does. Getting guard duty when you don't have that much time to play. Getting spa mission which gives low exp as a high-level rogue. Getting the same mission twice (Example: Getting blood puppet and then getting blood puppet again) Getting waging war at a dead time zone where no one is online and being forced to kill lowbies in the farming area again and again to complete it. A new player gets a mission he doesn't understand or can't complete but is not able to abandon it. (Example: Getting finding the cat mission but not able to complete it) The idea overall is good but you will first need to change a lot of missions and buff the exp they gave to make them worthwhile to do. also, abandoning the mission is a really helpful feature for new players who are still learning how to play. 3 Link to comment Share on other sites More sharing options...
Atrane Posted December 21, 2022 Author Report Share Posted December 21, 2022 3 hours ago, Antar said: Although the suggestion might make some players do all four daily but a large number of players will be affected badly by it. Dailys are fun but sometimes you don't have the time or simply can't do a mission because of some other factors. These are some scenarios that can happen after a change like this: Chakra med getting a farming mission but is not able to abandon it or has to wait for his friend to come online. A new lowbie player gets a spy mission in a village but that village guards its entrance with a group of level 60 players that the new player cannot pass through whatever he does. Getting guard duty when you don't have that much time to play. Getting spa mission which gives low exp as a high-level rogue. Getting the same mission twice (Example: Getting blood puppet and then getting blood puppet again) Getting waging war at a dead time zone where no one is online and being forced to kill lowbies in the farming area again and again to complete it. A new player gets a mission he doesn't understand or can't complete but is not able to abandon it. (Example: Getting finding the cat mission but not able to complete it) The idea overall is good but you will first need to change a lot of missions and buff the exp they gave to make them worthwhile to do. also, abandoning the mission is a really helpful feature for new players who are still learning how to play. Many of those examples are what I mean by players giving up at the first sign of adversity. #2 is something that is mostly a problem with the sand village which can be attributed to their only entrance being 5 tiles wide and right behind their casual hangout spot. The rest of the issues you bring up could be counteracted with gaining all 4 dailies at once, being able to progress through multiple at the same time. For example, if you are grinding snakes to clear the lair and defeat someone who tries to gank, you can progress on waging war by defeating them. For the issue of duplicates, there could simply be a system in place to prevent someone from gaining a mission they already have to complete. Also, I agree that some missions exp rewards do not match the effort to complete them. Such as samurai drink/danger dangos which are essentially stolen documents for lowbies. These are additional issues that should be looked at and tweaked. 1 Link to comment Share on other sites More sharing options...
Loid Posted December 21, 2022 Report Share Posted December 21, 2022 You couldn't pay me to do half of these bogus missions. If I can't toss them I'm not playing this game. 1 Link to comment Share on other sites More sharing options...
Rumaki Posted December 28, 2022 Report Share Posted December 28, 2022 That doesn't solve a thing. People that enjoy/want to go in DZs are high lvl enough to not care about dailies, this would only hurt lowbies and remove flexibility forcing everyone that cannot complete a daily for some reason to be unable to do any other daily for the day. this does not solve alt killing and buying kills for missions either, in any way. People who get cbk or vmw will still buy the kills they need i dnt see how paying a price to abandon dailies will encourage people to do their pvp missions normally. Even if the bottom of the food chain is there dzs are inactive because of all the problems around zerging and mapswap camping, as long as those are around no1 will have fun in dzs. Dailies as they are rn definitely contribute to the dryness but you've attacked the very last topic that render dzs dry. Fixing dailies wouldn't work much as a first step since the difference it would make would be minimal compared to the other main problems. Also i think making the dailies that nobody wants to do worth doing is a better solution to this problem. Missions like danger dangos, collect ramen and alot of the farming missions need their rewards and level range to be readjusted towards encouraging players to do them rather than forcing them to do it. 1 Link to comment Share on other sites More sharing options...
Atrane Posted December 28, 2022 Author Report Share Posted December 28, 2022 You can have both better dailies and the lack of the ability to abandon. I believe DZs should have more paths so choke points are less common and that specific dailies need slight tweaks to make you feel better about doing them. As I said above, I am well aware of players who enjoy hunting but they are not the ones I am trying to shed a light on. Link to comment Share on other sites More sharing options...
Zegan Posted March 23, 2023 Report Share Posted March 23, 2023 Hey guys I made a post which could be a possible solution for the low xp rewards on higher levels or in general. Please have a look: Post This didn't solve the randomness in possible daily missions but would give you a better and fair overall xp for the mission you'll get. Link to comment Share on other sites More sharing options...
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