Adv Guild 2.0 on 05/18/2015 12:24 PM CDT
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Preface

I seriously believe the Adventurer's Guild is not only one of the best single best things to happen to the game in the last decade, but possibly ever. I don't say that just to start a thread asking for changes so my proposed changes are viewed with a favorable light. I've said this elsewhere, too. It also is meant to indicate that the I think the guild is, overall, very well designed and implemented. This implies that we must be careful about any changes to a system I think has, by-and-large, worked out so well.

However, I think it is time for a review. I think about one decade is always a good time to do this kind of thing, both between player experience and game evolution itself. Perhaps it shouldn't be considered an "overhaul" since mostly I want to focus on task assignment (BOUNTIES). However, this is hardly limited to tasks themselves, but also the mechanics tasks may employ, or where or how the tasks might be completed.

Given how many systems the guild touches, for the purposes of my post here, I want the flood gates open. I'm happy for anyone who argues which ones should be shut or why, particularly with a sense for balance or diversity. Any mechanical systems the guild touches should also be considered up for discussion, as well as any systems it doesn't deal with that you think might be worthwhile to include.

Criticisms

Skinning tasks

These are at present the only tasks which make a skill check to determine what should or should not be assigned. I think the idea of skill checks are interesting and worthwhile to continue. However, I dislike that this is the exception to the rule at present. It's always the counter-argument to anything someone thinks their character cannot do. Let's either do away with skill checks on this for consistency, or implement possible skill-checks (etc) to other systems. I am more in favor of the latter, but I can accept the former.

Foraging tasks

These would be less of an issue (for me) were it not for the arbitrary professional modifiers to foraging across the board. There are skills, spells, and profession-specific abilities to deal with this, and we don't need rather arbitrary modifiers here. I'd say put everyone at zero except maybe give rangers another +10 on top of their Foraging spell (and if it's felt they need more, put more blessing lore benefits to 603). Argue for empath foraging all you want, but most of what can be foraged now are not healing herbs! Plus clerics and empaths have Minor Sanctuary (and bards Song of Peace, wizards Haste...). This is probably a point I'm willing to argue harder than any other as far as replies may go.

Foraging tasks that ask for more than 5 things for an item that grows in only one room in the assigned area are dumb. Ensure there are at least two rooms to forage in for each item, or limit tasks to 5 items when there is only 1 room to find them. The re-spawn rate is sloooooow, and this is assuming only one character wants to forage that room at a given time! We could discuss re-spawn rate, too (or the max 5 foraged items at once), but I'd be satisfied with the solutions I mention.

N.B.: My level 22 warmage has nearly 50 foraging bounties completed. I think the character helped for about 2 of them. So yes I understand very well how to get around this, but not everyone is married to the player of a ranger in real life.

Culling creatures


Welcome to the thread that inspired me to make this post: http://forums.play.net/forums/GemStone%20IV/Wizards/Wizard%20General%20Discussion/thread/1709562?

Generally, I don't have many personal issues on this one. However, magic-immune creatures like vvrael destroyers and I believe constructs, and perhaps to a lesser extent krag dwellers and other creatures, do raise an issue sometimes. Destroyers are one of the prime examples of how the guild is broken, since pures with no weapon training can be assigned to kill them which, they cannot do and receive credit under most normal assumptions.

I wonder how undead bounties and having a blessed weapon (etc), being in Voln, etc, might be brought into this. We don't need to nix these assignments for everyone, but we could allow players an option to increase or decrease their chances to get an undead creature bounty in several ways (be in Voln, hold a blessed weapon when ASKing, etc). I've heard it sucks to be in River's Rest and get an undead bounty, without a bless, and no one around to help (no, they don't sell pure potions). We can extend this idea: perhaps characters in GoS can have a way (or inherent) to toggle bounties for hated foes. Dunno what to do with CoL here but okay I didn't set out to do a full society review! An easy in-game justification is characters that complete certain kinds of bounties or are good at them would be better people to assign the task!

There are also several known situations and cases where kill credit is not given. The following spells come to mind as possible candidates: Evil Eye (717); Torment (718); Immolation (519). There's also the case when creatures walk away and promptly bleed out. Someone else slays your creature after it runs away? With Animate Dead (730) I have slightly more flexible feelings, since I'm not sure this should be like Voln where only witnessing a kill should count, though I don't hesitate to say I have no problem with real numbers and we need not track this by integers. Regardless of how we decide if a character can receive credit, I'm going with a quote from the film Jarhead: "If it's my kill, IT'S MY KILL!" My thought is coupling the tracking to the experience system is probably the best option here. (We can receive experience kill credit without being in the room.)

Dangerous creatures


Ibid many comments on culling creatures, though perhaps not all of them. This gets a little trickier.

An additional point here is that, since dangerous creatures can spawn +5 to the level of the creature (not sure exactly how it's calculated, but it can be) and BCS creatures have a span of levels, and guild assignments can be 5 levels over a character's head, maybe we don't need a task that potentially assigns a character to kill a creature 15 levels higher!

Simple solution: put a half modifier on the creatures that can be assigned, so it's more like 2 or 3 levels above instead of 5. It's not a big improvement, but at least the character would be more confident hunting the base creature than some creature already nominally much higher level.

See also: child rescues and max kills.

Child rescues


Not much to say here. I've seen or read a variety of comments about which conditions kids will and will not be attacked but observed no clear rule myself. One night my paladin went from 3 failed rescues to 7...boy that sucked.

Some thought might be required for certain kinds of puzzles that are just annoying trying to solve with kids trailing. The Darkstone iron maiden comes to mind, but the Miasmal Mazes as well. Anyone can tell me "deal with it" (I have), but the fact is, my most frequent joke about kids in-game is that they should stop teaching the kids how to swim across Maelstrom Bay and they'd stop getting lost over there. If the kids got into this insane maze, do they really need to make my life harder getting them out of it worse? I don't mind it too much, but let's at least admit the design is presently sadistic!

Simple solution: We can tell kids to WAIT. K thx. Brats need to listen to us.

Intermission


God how many more bounties do I have to go, and why did I think making a comprehensive post was a good idea?!

Heirloom looting


My main complaint here is statistics suck. I'm sure I've read a post from a GM saying like "if you searched more than 30 creatures and didn't find it, file a bug etc so I can check." My understanding is that the percent chance to find the heirloom increases asymptotically to some fixed percent (or continues increasing). Let's just truncate it to make the probability 1 (100% for lay people) after 30 kills. People who are stubborn have killed 40, 50, even 74 creatures (highest I heard about, assuming it was right). We don't need to get buggered by statistics that badly in a game.

There are some minor issues with Implosion or Eye Spy (and perhaps others...see Creature culling). My main request for that would be to bump the percent-chance-to-find for each counted kill. If there's no corpse to loot, there's no corpse to loot. But we can still tally the kills, and finally get to 30 where the chance to find hits 1.

Another personal complaint, although mostly I've had people disagree with me about, is that LOOTING bounties are assigned for creatures like tree spirits. Please ask me if you'd like me to make a comprehensive list of such creatures I am aware of, but it is not just two or three! Can we consider shifting these to SEARCHING bounties?! Or maybe they can be "hybrid" bounties where as soon as someone searches the right area, or loots the creature, the type of bounty is determined. This situation just gives certain classes, like pures, a major advantage. If we consider issues of magic-immune creatures like under Culling Creatures, it's only fair we give non-pures a break on this one.

Heirloom searching


Due to the graces GM-Vanah (I recall and hope since I named her), we now know that one must search up to at least 3 rooms in a cycle to be successful. That is, the first room could be successful, but subsequent searches in that room are useless until at least two different rooms are searched. Iterate this process for the second and third room. Let's give players messaging to tell them when they cannot find an heirloom by searching once again just now, but make sure the messaging is clear so they don't think they can never find it in that room!

Escort


Someone who gets these tasks with any regularity (I live in River's Rest mostly) can please fill in here. I suppose it can be similar to any issues with bandits

Bandits


In my experience, bandits are much easier for non-pure characters. I don't really see a clear reason that some swindlers cannot be spell casters rather than obsessed with CMANS, laying traps, ambushing, etc. For general balance, I'd think a variety of some kind is nicer here. My sorcerer just started turning all these down. Maybe I'm alone, but maybe not.

I didn't really think about this bounty, but wizards can be invisible! There's room to expand here in a way that might make things more interesting and balanced.

Gem bounties


I love these! Sell 50 count jars more often? Oh yeah, and stop being so stuffy about which shells fit in jars and which don't. Seriously, stones (aka rocks) weigh no more than a small diamond and fit in jars. Why do some shells need to weigh a lot and be big? I get that jars were made for alchemy and stocking gems is a sort of spin-off tactic. But in my Preface I stipulated that the game evolves, which requires re-analysis. I just don't see what's gained by disallowing some bounty gems from fitting in jars and weighing more. The shells are already unique to a couple realms. Did we need more flavor.

A really minor point here is how a character in WL could be assigned Solhaven-specific gems owing to the fact that the character is in the level-range of, say, large ogres which are on the Solhaven trail, and that large ogres are legitimate foes for WL tasks. Let's go ahead and ease these constraints, so that the taskmaster only assigns "local" gems and doesn't do some insane calculation based on what the character could possibly find based on the taskmaster's definition of the realm (requiring the character to essentially move towns or buy the gems for completion...even stashing gems wouldn't be a very viable option since the character is unlikely to hunt that specific creature dropping those gems "near" their realm.) I presume this example may extend to other cases at present, but I'm not sure. It's janky anyway.

NEW BOUNTIES


Most of my concept for "new bounties" involve ways to further encourage how players can interact with each other via bounties. Many of them may not be direct interactions, but still. Not only do I like the following ideas, but it could be argued some of my above tweaks decrease the amount of player interaction by making things easier in some ways.

Allow players to issue bounties. Players can ask for gems, herbs, skins, alchemical ingredients, etc, via the bounty system. This should have some kind of diminishing aspect which I am unsure the best method at the moment, but definitely prevent abuse like me asking for 10 blue essence dust, a friend being assigned them for me, giving my friend the dust, and bounty done. It can range from limiting bounty assignments per week, tracking items, tracking characters, etc. But if F2P has taught me anything at all, it's that staff and GMs are often much more clever than I am to prevent abuse. So, I'll assume staff can think of a way to prevent abuse, and that I like the idea that characters can request their own bounties beyond SERVICE. This would surely entice more people to help alchemists, to say the least!

Misc.


Stop assigning the exact same bounty twice in a row. I think this is a much more minor change than some people think, given statistics. Perhaps we can stop assigning declined bounties until a bounty is completed, and then reset the tabulation. Don't want A? Don't want B? Don't want C? Okay you got D! Next time...don't want A? Lucky you, try D! (This example here is suggesting how statistics fundamentally work. See the next paragraph for how we might change the way how statistics normally work!)

We could also add a general weighting system here, too. This is in reference to a point I have put in bold for Culling Tasks. To a point, I think it's okay to weight the bounty assignment system towards what bounties characters complete. I don't want it to finally get to the case where say, Kaldonis can get only gem bounties. But a little weighting for what we like and are good at isn't a bad thing. If we we keep coming back to the crack rock, I mean rock crystal, maybe the taskmaster will give us more. Some diminishing return here is also acceptable for me as far as experience and bounty points, again, to a point. Diversify less and you are rewarded less.

Conclusions

This post has nearly exhausted me (yes, that can happen!). But I did intend to make a summary but, okay no.

PS: The grammar on this forum folder appears wrong. Isn't it the Adventurer's Guild?

PPS: TLTR; please post any ideas you have on the bounty system. Regardless of if I agree, I would like this discussion to be extensive!



Check out who's dying any time! https://twitter.com/GSIVDeathLog

>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
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Re: Adv Guild 2.0 on 05/18/2015 01:18 PM CDT
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Well-written analysis to open with.
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Re: Adv Guild 2.0 on 05/18/2015 01:44 PM CDT
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<< Allow players to issue bounties. Players can ask for gems, herbs, skins, alchemical ingredients, etc, via the bounty system. This should have some kind of diminishing aspect which I am unsure the best method at the moment, but definitely prevent abuse like me asking for 10 blue essence dust, a friend being assigned them for me, giving my friend the dust, and bounty done. It can range from limiting bounty assignments per week, tracking items, tracking characters, etc. >>

I love this idea!



Speaking to Shannivar, Aydan says, "I guess that'll serve as an introduction. This is Dame Aiska, Bristenn's former squire and now a knight in her own right. I don't know why she barks."
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Re: Adv Guild 2.0 on 05/18/2015 03:52 PM CDT
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>Well-written analysis to open with.

Thanks Krakii! There are still some lurking typos I found but, so it goes.

Mostly I wonder to what extent this thread is likely to be ignored. I've observed that small threads with minor complaints can lead to to extensive debates, and not the other way around.

>>Allow players to issue bounties. Players can ask for gems, herbs, skins, alchemical ingredients, etc, via the bounty system. This should have some kind of diminishing aspect which I am unsure the best method at the moment, but definitely prevent abuse like me asking for 10 blue essence dust, a friend being assigned them for me, giving my friend the dust, and bounty done. It can range from limiting bounty assignments per week, tracking items, tracking characters, etc. >>

>I love this idea!

Another omission, but I did want to credit concepts, at least after comments, etc. This basic concept is an RR idea pre-Confluence for bounties. I happen to like the Confluence, but I still like this idea. Tossing more crap to town NPCs when at least alchemists go out and gather stuff on purpose is just inane. If you'd like me to search for the thread, just ask (I might anyway, but I'm more likely to search given a request...no promises either way!)

I suppose one idea I glossed over was a way to reward all characters that help with bounties. It's unclear for me how to accomplish this, but as I said I don't see that bounties must inherently be tracked with integers fundamentally. If a skilled character takes a lot of time to help others with a bounty, I don't see a reason not to reward the character. It doesn't need to be much, but consider the other characters can even uphunt with a decent escort. Let the more skilled character be added to the bounty. Just a random thought, but maybe make it like a child task, where any character in the task dying means it is failed, etc. It could be much more elaborate or interesting, but I offer a starting point for the idea.



Check out who's dying any time! https://twitter.com/GSIVDeathLog

>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
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Re: Adv Guild 2.0 on 05/18/2015 04:36 PM CDT
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Good stuff, Daid!

I think we might have overlooked one potential solution to one noted issue - GtG's alchemical approach to allowing casters to take on magic immune creatures affects culling, grizzled, heirloom and potentially child (?) bounties. I'd say it should be summarized here, too. Original post at: http://forums.play.net/forums/GemStone%20IV/Wizards/Wizard%20General%20Discussion/view/247

The offsetting problem is then what else must change (your take on bandits, for example).

I also wanted to put forth a concept that KEITHOBAD's post in the Wizard's folder for E-lore review caused me to leap towards. It is posted here: http://forums.play.net/forums/GemStone%20IV/Wizards/Developer%27s%20Corner%20-%20Wizards/view/605 , but here's an excerpt.



KEITHOBAD suggests concepts that allow effects to move with the caster - like Sandstorm (and we can potentially add Call Wind, Stun Cloud, Death Cloud, Firestorm, and the like). Great idea! Sandstorm, Stun Cloud and Death Cloud in particular (perhaps others) have an interesting property that might be able to be exploited - these are physical manifestations of the affect of magic on the surrounding environment.

As such, these physical manifestations should be able to affect any type of creature (including magic-immune creatures like Vvrael). The magic is not 'cast on' the target, it is cast on the surrounding environment which then gathers the physical forces that cause the damage. The skilled caster, with appropriate training in lore, will be able to best position these physical effects for damage and death.

This concept could also be extended to other professions where the spells are actually effects of an environment change (void, maybe?) and likewise may not be quite as effective. I would suspect that actually 'killing' a magic-immune creature with the physical effects from these spells would be a feat of endurance and patience the likes of which most of us will fail to attain. But -- if this were implemented, it allows the caster a vehicle with which to 'contribute' and gain credit in terms of experience and bounty when sent after such creatures.



Doug
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Re: Adv Guild 2.0 on 05/19/2015 11:21 PM CDT
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>>"Isn't it the Adventurer's Guild?"<<

Not necessarily; it depends upon how many adventurers are being referenced. It could be the Adventurers' Guild. Since the position of the apostrophe is variable, they apparently opted to leave it out entirely.

"So, what does that green line on the graph represent?"
"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."
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Re: Adv Guild 2.0 on 06/03/2015 12:07 PM CDT
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Just happened on this now.

On foraging tasks: Empaths only have a bonus to foraging healing herbs.

Outside of the magic-immune creatures (I like the anti-mana potion idea), I'm currently happy with the design.

Rishi
- Player for Kembal




Speaking to Plur, Belnia says, "You're no Kembal."


[Roll result: -2112 (open d100: 82)]
A giantman thief crouches and sweeps a leg at you, but only manages to trip himself.
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Re: Adv Guild 2.0 on 06/04/2015 10:12 PM CDT
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This is probably some necro post, but I am catching up from a lot of missed posts and I just wanted to add :

I personally have been avoiding the guild like the plague. Many people seem to really enjoy it, and I really want to enjoy it myself. but I've found that 9 times out of 10, the task I'm given are impossible without outside help, or spell tanking myself to crazy levels. I remember one day in plat, my level 5 warrior got 3 tasks in a row. One for level 11 mobs, one for level 12 mobs, and one for level 8-9 mobs that spawn with spiders, so I had to try to avoid webs AND a stone gaze. This is when I stopped even trying.

-Zakken/Cinto
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Re: Adv Guild 2.0 on 06/05/2015 08:56 AM CDT
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I'm not sure level 5 anything would produce the best experience with the Adventurer's Guild in general (maybe some opportunity to tweak the guild task ranges at the low end in down the road).

Assuming you are in your teens or higher now I would definitely recommend giving it a try again.

-- Robert

"Wyrom isn't interacting with me, I think he is AFK scripting."
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Re: Adv Guild 2.0 on 06/05/2015 01:45 PM CDT
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> I remember one day in plat, my level 5 warrior got 3 tasks in a row. One for level 11 mobs, one for level 12 mobs, and one for level 8-9 mobs that spawn with spiders, so I had to try to avoid webs AND a stone gaze.

The highest level critter you can get offered at level 5 is level 7 (it won't go more than 2 above you till you are level 15). They might cohabit with something higher but the task critter won't be worse than level 7.
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Re: Adv Guild 2.0 on 06/05/2015 03:49 PM CDT
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<<I personally have been avoiding the guild like the plague. Many people seem to really enjoy it, and I really want to enjoy it myself. but I've found that 9 times out of 10, the task I'm given are impossible without outside help, or spell tanking myself to crazy levels. I remember one day in plat, my level 5 warrior got 3 tasks in a row. One for level 11 mobs, one for level 12 mobs, and one for level 8-9 mobs that spawn with spiders, so I had to try to avoid webs AND a stone gaze. This is when I stopped even trying.

When I was lower level and doing the Adventurer's Guild with my PC I would always avoid doing tasks for it around the Landing like the plague. There's just such a massive amount of creatures it can choose from and many of them are not "good to hunt" for certain professions or many of them are mixed in with higher level things. It just made it more of a hassle to me than anything. So I generally stuck to doing tasks around Ta'Vaalor. I always found that Ta'Vaalor was the easiest place for those tasks. And all the areas are so close to town, which is especially good for child rescue tasks.


~Aulis
Forums Manager
QC'er
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Re: Adv Guild 2.0 on 06/05/2015 05:25 PM CDT
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I'd take Wehnimer's Landing creature hunts all day, every day, and twice on sunday. #dominate.
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Re: Adv Guild 2.0 on 06/05/2015 05:35 PM CDT
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>When I was lower level and doing the Adventurer's Guild with my PC I would always avoid doing tasks for it around the Landing like the plague. There's just such a massive amount of creatures it can choose from and many of them are not "good to hunt" for certain professions or many of them are mixed in with higher level things. It just made it more of a hassle to me than anything. So I generally stuck to doing tasks around Ta'Vaalor. I always found that Ta'Vaalor was the easiest place for those tasks. And all the areas are so close to town, which is especially good for child rescue tasks.

Interesting. I normally try to play around Icemule, and at low levels the guild has always been rough. Lesser orcs have a nasty wind element that has quickly ended hunts plus their maneuver can stop a caster dead in it's tracks (face minor, no more casting, yay). Spiders and Chickens - two maneuvers that are extremely hard to avoid at low levels. Thurfel's can quickly turn deadly for lowbies who are going on their own and not being spell tanked. Etc.

I've never really spent much time in Ta'Vaalor. I've mostly avoided that side of the game because I've always felt like I was secluded from the rest of the world I know and love (Icemule and Rivers Rest mostly). Maybe I should make a little guy there and try out the bounties.

Thanks for the suggestion Aulis. :)
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Re: Adv Guild 2.0 on 06/06/2015 05:04 AM CDT
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<<Thanks for the suggestion Aulis. :)

Welcome!


~Aulis
Forums Manager
QC'er
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Re: Adv Guild 2.0 on 06/06/2015 05:34 AM CDT
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Its a good place until level 10 for societies as well as bounties. But at level 10 the papers kick in and gem/fur bounties become super annoying since you need 3 hands. I'm out of there by level 10 if I want to do those.
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Re: Adv Guild 2.0 on 06/06/2015 06:28 PM CDT
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I was around 15 levels training when I joined the AG, but had no trouble doing tasks in the Landing area. I moved on to Zol Logoth, Ta'Illistim, Ta'Vaalor, and now RR. A voln follower this worked well. In the isolated towns there's often only one or two choices and you can rack up a lot of bounty points. I also bought some of the expedite passes from the Simustore.

Just an elf about town...
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