I've noticed a common trend in questing. When you first talk to a denizen and learn of a quest, it generally takes a while to figure out how to complete most quests. Depending on the complexity of the quest, it can take from 15 minutes, even up to an hour if you get stuck trying to figure something out. Of course, after you do figure out the quest, most quests are able to be easily replicated in a very low amount of time, say 2-3 minutes.
As a result of this, you end up spending a good deal of your time(15-60 minutes) generally, to receive an amount of gold usually in the 200-500 gold range. This is a very minuscule reward for the time and effort put in. However, if the reward was raised significantly, people would replicate quests and be able to generate gold far too quickly due to how easy the quests are to do after you figure out how.
My proposal is to to significantly increase the amount of gold received for the first time a player completes a quest. That way the player will be properly rewarded for the amount of time and effort they put in. The reward for completing a quest after the first completion wouldn't be changed. This would encourage players to explore and enjoy the game's quests. Some quests are a good deal of fun on their own, but it ends up feeling like a waste of time when the reward is so small. The current rewards seem balanced enough for the actual raw time to complete the mechanics of the quest, but the time the player spends to actually figure out the quest isn't being accounted for, and I feel that a higher reward for first time quest completion would do a great deal to validate the player's effort.
This wouldn't necessarily have to be a static multiplier across the board. Quest complexity could be taken into account. Obviously quests that are just handing corpses in are already fine, since that's just a bonus reward to bashing, and they're generally very simple quests(go kill ____ and bring the corpses to me). But the quests that need an extra incentive are the thoughtful ones, the ones that require you do nothing more than figure things out for long periods of time. When you spend a great deal of time working on something like that, it ends up being very disappointing when you're only rewarded a small amount of gold for your effort.
Thoughts?
Comments
There's a bunch of ongoing work currently that is putting quests into a formal system such that Achaea and the Achaea client can do things like give you a display of what quests you currently have, but it's a gigantic amount of retrofitting just to get to the point where the game knows quests exist. We'll get there, but it's going to take awhile!
If an area is poorly-built and boring, then it is not rewarding, but that is a flaw that will not be fixed by the band-aid of an extra first-time gold/exp reward. Doing something unfun (boring quests in a boring area) to gain a reward in the context of an MMO fits the definition of a grind, and I would not like to see more of that in Achaea.
If a quest is unintuitively designed, and extremely difficult to figure out without playing guess-the-keyword or guess-the-syntax, then that is its own problem, and will also not be fixed by this band-aid.
I would like to see more complex quests and honours quests in this game. But that is a separate subject.
I like @Santar's idea, although lessons might be a bit better than credits, but for new players, they're both basically the same thing. Earning lessons for doing new things just sounds cool.
Other, more miscellaneous rewards are cool too, like items (special and/or non-decay), abilities, languages, etc. Neat things that can be parlor tricks in front of novices and stuff.
Sorry, @Xith, but that nickname is gonna stick