Daily/Weekly/Monthly Quests
There needs to be a call-to-action for players to log in. The following changes could/should be considered:
- Rewards are dependent on the duration/difficulty of the quest. Rewards are either randomly generated on quest completion or predetermined when the quest is created. Do all players see the same daily/weekly/monthly quest? Are rewards gold plus item, just gold?
- Quests would need an expiry date
- Make use of the Quests tab, which is 99% unused. The quests tab is too basic. From what I remember its a text only sentence. Tab content should include objective, reward and time remaining.
- Players automatically get the quest(s) or visit a NPC/"Quest Board" in town?
- To further encourage log in, quest streaks could be tracked with increasing rewards for longer streaks. Longer streaks may add a multiplier to the reward gold.
- Do you buy quests from the NPC? This would be a way for the economy to "eat" gold.
All great ideas. Only thing I would like to add is to use the daily/weekly/monthly quests in a similar manner as the Silvers system. So maybe daily quests will provide something that a player could use a lot of, such as Skill Baubles, Silvers/Coppers, consumables, etc. A weekly quest may give a certain amount of crafting items or crafting reagent. Monthly quests are kind of a bit long, but could give a random, fairly rare and random decoration or other non-useable item that could be different every month.
Honestly, the grind is fun, but the game needs to be able to attract players that don't want to grind the same dungeon for weeks on end for the chance at an item, there needs to be another way to progress through the game aside from just dumping more mindless hours into the same dungeon. Yes, if you want to grind for drops, you should absolutely be able to do so, but if you don't want to/can't afford to put that much time into it, you should be able to progress through the use of quests. A weekly quest of running Dragon Pit say 10-14 times in the week should reward a Faf eye for example. This way, you make the player run the dungeon and they can get a chance at the drop, but even if they're unlucky, so long as they run it the required number of times, they still get what they were grinding for.
Weekly and Monthly quests could also give the player the choice of a set of items, like the prestige skills Armor Ignore, Bleed, Stun. So, first week of the month you start a weekly quest that will give you rank 1 of a prestige skill. If you complete the quest, second week of the month a new quest is available for rank 2 of a prestige skill and so on through rank 4. This can be adjusted to be multi-month quests as additional prestige ranks/skills are made available.
This type of questing system could also be used in a manner similar to the Hot Zone system, to encourage players to explore the entirety of The Realm Online.
I would say though, don't get too carried away with creating quests that create exceptionally difficult/near impossible objectives, such as killing specific world bosses, for rewards that are necessary for progression. Keep those types of quests for the extra special, cherry on top type stuff.
I cannot stress enough how much I would love to see questing become a thing in The Realm Online. I do the Perfect Rose quest near daily and crave more like it.