I actually submitted this to support ages ago (May 01, 2005 to be exact) but never opened a thread here for feedback. At the time there was a LOT of heated debate about single/multi-classers and I didn't want to fuel that fire anymore than it already was. Now that the major debates have calmed down and there seems to be no visible interest from TG (or maybe it was just another support case that got forgotten) I figure it's about time to put my idea up for review. Plus seeing Nim's post about post 100 XP reminded me of it.
*copy and paste*
I'm not sure how any new Adventure School specific quests are going to work but I would like to make a suggestion on how to do a particular set of them that will allow for larger benefit to those with less schools under their belt.
These quests would be available in 4 parts and would be of mini-epic proportion. Each quest would be available to partake and complete every 25 levels; so the first quest would be available at 25, then 50, then 75, and finally 100.
Basic mechanics of the quest reward would be thus:[*]All players currently in a particular school can recieve and complete these quests.[*]Maximum benefit from the quest reward is given only to those players with that particular school listed in their School list of the Character window.[*]The benefit will drop with each additional school listed in the School list of the Character window.[*]The benefit will drop to nil if X amount of schools are listed; say about 5 or 6 (random numbers)[*]The quest reward will work proactively meaning any new schools joined or lost after recieving the reward will affect the benefit from the reward bringing the benefit in line to match the benefit that would have been given had the character had that many schools upon quest completion.[/list]
Examlple:
1 school = Max benefit of quest reward
2 schools = 75% benefit of quest reward
3 schools = 50% benefit of quest reward
4 schools = 25% benefit of quest reward
5+ schools = 0% benefit of quest reward
[*]If a person with 5 schools completes the quest and gets the reward but no benefit from it said person can choose to forget any number of schools, lets say 3, and thusly recieve the benefit of having only 2 schools, 75% benefit. And on the otherhand if someone with a single school completes the quest and gets max benefit from it then decides to take on new schools later on, lets say 2, the players benefit would drop to 50% affectiveness.[/list]
The quest rewards would have to be ability/stat/resist/ward/evasion/armor/etc related as I don't think it is possible for an item to be coded to work this way. Seeing I am proposing these quests to be of mini-epic propotion and in four parts I think the reward should apply to the base and not current of any skill/stat increases.
Examples:
Spearman reward = +Parry, +Block, +Dex, +Alacrity
Monk reward = +Magic Evasion, +Dodge, +Dex, +Alacrity
Spiritists reward = +Spirit, +Evasion, +Pow, -Delay
Etc
Of course what the actual rewards would be would be left up to the Devs seeing I have NO idea what truly benefits all schools or even these ones I have used, these are just examples of what I mean. :)
[*]Each new quest completed will of course upgrade the benefit from the previous quest.[*]I don't feel these quests should be merely "Kill suchandsuch named mob, kill soandso named mob" and so on. While killing should be a part of the quest so should collecting certain items, visiting fellow trainers of the school, completing side quests for those fellow trainers involving even more NPCs/locations, visiting particular locations to find items/cause effects/kill someone(thing) via triggers, etc. It should be involving enough to take up at LEAST a few hours of someones time if not more.[*]The Quests should be difficult but not so much so that the player will need help throughout it. Much, if not all of each quest should be completable solely by the player themselves.[/list]
I feel that introducing a quest line like this for each school will 1) bolster a single-classed players ability to survive in an ever increasingly multi-classed balanced world and 2) give more thought and purpose to the school choices a player makes which is currently lacking.
*end copy and paste*
I would really like to hear some serious viewpoints on this submission so please do not hesitate to give your completely honest criticisms. :)