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[Suggestion] Random Loot Chests #550
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This remembers me of the second idea I had in #199 (Second post) Maybe you would want to check that out as well. I proposed quests that I never thought of chests though, which make the whole thing even cooler. I really like the randomness in your proposal, as it will keep you engaged, There are so many options... On Fri, Mar 1, 2013 at 8:12 PM, Shane Lister notifications@github.comwrote:
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Definitely think they could work in parallel and compliment each other.
This may encourage people to take on projects they have been putting off if they have a digital counter-part mirroring and in essence encouraging them along the way. I also really like the idea of having the pet modification items in the chests too. Making it rare enough still saves the shop since it'll be very hard to get the specific one you are looking for but doesn't make it impossible for those users for whom buying tokens may not be an option (younger children?) You could also make some of the premium super rare or token only purchases (e.g. gold pets have to be bought.) |
I would like to comment/ discuss each of your points @Shaners :) (Already
Regarding point 3. This is what I could image. For example: (Wild ideas here..., feel free to tell me "NOPE!") Example. Medium Pros of this:
Next to this, I would really like story based quests though, where we can On Sat, Mar 2, 2013 at 9:04 AM, Shane Lister notifications@github.comwrote:
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FWIW, we've just begun building the "drop system" - small % loot drop. We're starting it for meat and eggs in the new pet system. Will later drop weapon / armor enchantments. More items will be added over time, so count on this feature. I also really like the idea of dropped quest scrolls. |
@lefnire looks good. I'm going to have to learn how to use Trello (seems pretty straight forward) so I can put my comments on there. Are we just going to go for a higher res for icon assets? The gold and silver icons are already there so it probably isn't so much of a leap.
Just meant when you complete a task right now you get 1 GP 1 XP. If the chest reward happened (~3% of the time) it could replace the XP and GP reward for that instance. Or the user could receive both for that instance, was just thinking of balance a bit.
Agreed, that is the function of the rarity. If drops and getting a quest from a drop weren't rare then you are just replacing monotony with a different type of monotony. (Monotony seems a bit hash as a term here though.) If you have a 1 in 100 chance of getting a chest and a 1 in 5 chance of a chest containing an item that leads to a quest the average user will have to complete 500 tasks to get an item from a chest that leads to a quest.
This was something I wanted to suggest as well, global events where all the users could work towards defeating some giant god monster or something. May encourage rampant cheating though so still needs to be fleshed out a bit.
Good point, I still wouldn't want users restricted to how many they can create for themselves though.
Ah to clarify what I meant was after a quest was completed successfully that you were guaranteed a chest as a reward. Would encourage quest competition and help people that were unlucky to not get one through the duration of the quest. <-- Would make less sense if getting chests were a requirement to completing a quest.
I like this and it follows a similar path to what I was thinking. My only concern would be that it has to be easy for the user to set it up or they won't do it. Having requirements for slot types might be an impediment in that sense. Maybe the easy / basic level can just have a min number of tasks requirement? |
Going to close this since I think it's covered by the drop system feature. |
Just as a general comment. The drop percentage should somehow be normalized @Shaners regarding the guaranteed drop of a chest after a quest. I was On Sun, Mar 3, 2013 at 2:31 AM, Shane Lister notifications@github.comwrote:
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@Pandoro you could just have the dwarven ring inside a chest (dwarven chest?) with no random reward or a lesser random reward. Alternatively if the ring had to be inside an old scroll or something like that to fit with the quest's storyline you could skip it for that one. Really the chest is just a mechanic to display rewards whether it be random loot, quest-end reward, or bought from the shop. Sent from my iPhone On Mar 3, 2013, at 7:11 AM, Pandoro notifications@github.com wrote:
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Aight! Then we agree :) I really like the idea of having the final reward On Sun, Mar 3, 2013 at 7:53 PM, Shane Lister notifications@github.comwrote:
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👍 for both random quests |
Which period do you mean in this case @wc8? On Mon, Mar 4, 2013 at 6:24 PM, wc8 notifications@github.com wrote:
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I meant a period of time. |
Hmmmm, making it time based is not a bad idea I think. That way you would Honestly I would like to have quests more often though, but that is a On Mon, Mar 4, 2013 at 6:59 PM, wc8 notifications@github.com wrote:
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My example time periods were just to explain the concept, not meant as a frequency suggestion. Since this idea seems to be a good incentive to keep checking and working off one's to-do list, I don't think it should be too rare. The particular example I gave is probably not good, frequency wise. |
Ok :) Understood. Maybe my idea is actually not so good either. As the Maybe we will need to normalize based on dailies really in this case, then On Mon, Mar 4, 2013 at 7:22 PM, wc8 notifications@github.com wrote:
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You could track how many quests the player has been offered and how many they have completed and scale the chance for quest based on that with the goal of getting the player at least one quest a week. You could also monitor how many times the player declines (if declining is an option, it should be) to accept a quest and scale the chance for random quest back, say to 1 per 2 weeks since in that case you might assume the player does not want to do quests. |
Yes Yes, good thinking! EDIT: Although we have to occasionally query users who have declined many quests. This could otherwise set the chance so small that people would never get any quests at some point. On Mon, Mar 4, 2013 at 8:16 PM, Shane Lister notifications@github.comwrote:
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From a personal user experience perspective Habit RPG has been motivating and fun but after a month of use I feel my interest waning a bit and things becoming monotonous. Every time I complete something I see the same gold and experience pop up and be added to my pool and nothing seems to change.
My suggestion would be that there would be a 3 - 5% chance each time the player received a reward for it to instead be a loot reward chest that would be clicked on, had an animation of the chest opening and / or glowing, and gave the player a random assortment of items. The benefits to the player would be 3 fold: broken up monotony, cool animation to watch, and the actual items in the chest. The chance to get a chest could obviously be altered but you wouldn't want it to be too prevalent so as to be annoying and just replace one monotony with another or too sparse that a very low percentage of players see it. As a middle ground you could introduce tiered chests (wood chest, water logged chest, pirate chest, ancient chest, iron chest, gold chest, pearl chest etc.) where the lower tiers were more common but had lesser rewards.
I'm sure this has been suggested before but I wasn't really sure where I could add to that conversation and I wanted to stress that I think it would be a good idea to consider this a priority task at this stage in Habit RPG's development. It may be reliant on other systems being build (an inventory system) but there must be someway to get the bare bones in.
Some possible items you might see in a chest:
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