Quest need a lvl requeriment

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Ferumbras
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October 21, 2013, 04:02:21 AM

this quests on game need some lvl requeriment...
we discovered how to join Jerdrus Deicarus house with the secret words and now ppl are comming with chars lvl 1 - 2 to take the quest reward easily.

quests like this need some requeriment or strong monsters to keep low levels away.
Socera boladaum
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October 21, 2013, 04:22:24 AM

I totally agree!
Even the class quest should have a level requirement
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Jimmy Jammer
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October 21, 2013, 05:09:44 AM

I don't discovered. :'(
Setzer
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October 21, 2013, 05:20:29 AM

Indeed, you're right.

As many other things, Secret Words is the last flaw in our beta that is being abused.

A restriction of level should be done in order to prevent people to get 10x that reward.

To be honest, I am not a fan of level restrictions, but I can't think of a better way at the moment.



Regards,
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Yarael
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October 21, 2013, 06:52:40 AM

Just change the secret words, make level restriction at least 15.
Make only 1 person can go in trough doors.

People were waiting for couple of hours, cause someone knew password.
Leechers. :evil:
Vegan
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October 21, 2013, 10:03:43 AM

Some people were asking me how I solve Secret Words quest most of them are my mates so I give them a few hints... (for example where to start=town library)
I was forced to give at least a hint otherwise they would take offense at me.
They do not understand that it's fun to solve it alone.
But anyway this quest is really easy it took me less than 5 minutes to associate facts when I started working on it.
My propose is to use an easy cipher on that words to make it more difficult to solve.
(easy=without keyword)

Why?
Because people are using brute force attack, and don't thinking.

@edit
For puzzles which should be really difficult (valuable/priceless reward),
staff team should make the quest solution which is always changing.
For example the answer depends from/is associated with phobos days and months.

The most important thing
I want also to say is

that staff should think about system which makes quests answers also always changing but solution is impossible to reveal/spoil because the preparation of possible answers is extremely hard.
Last edited by Vegan on October 21, 2013, 11:28:34 AM, edited 1 time in total.
Agent Green
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October 21, 2013, 11:26:51 AM

A nice idea in theory but how are they meant to write a quest like that?

What if you are half way through solving the quest and they change it.

This problem will still happen when the word is found out, unless it is a character specific word. Maybe somehow they could write into a book. One way to make a word for each character. That would still be tough to get to work, the word could not be in the same place.
Vegan
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October 21, 2013, 05:32:49 PM

As an "answers" I do not mean a "final answer" but a lot of parts of whole quest
(each mission is diffrent for each player)

My example of quest:

NPC told you to find other NPC.
He described in some details how to recognize him.
Every day second NPC respawns in other place on map.
When you find him he gives you his diary.
Diary is encrypted.
Every time someone get it from this NPC then diary is encrypted with other key,
other cipher etc.
Diary says that you can find secret key under:

1 option) stone
- to the north
- to the south
- to the east
- to the west
...from Marcus House
2 option) tree
- ...
n option)...

Every time this would be other stone/tree

etc.
etc.
etc.

I mean player must do same tasks but slightly different and this diffrence is easy to implement by staff.
They don't need make new story each time ;p
Simply, everything is random apart from main project/plan/design.


All what I write is poor explanation of possibilities which give
truly "antyspoiler" quest method.
In fact I don't know how to do this but I know it's possible.
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PhysX
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October 21, 2013, 05:42:20 PM

Vegan wrote:As an "answers" I do not mean a "final answer" but a lot of parts of whole quest(each mission is diffrent for each player)

My example of quest:

NPC told you to find other NPC.
He described in some details how to recognize him.
Every day second NPC respawns in other place on map.
When you find him he gives you his diary.
Diary is encrypted.
Every time someone get it from this NPC then diary is encrypted with other key,
other cipher etc.
Diary says that you can find secret key under:

1 option) stone
- to the north
- to the south
- to the east
- to the west
...from Marcus House
2 option) tree
- ...
n option)...

Every time this would be other stone/tree

etc.
etc.
etc.

I mean player must do same tasks but slightly different and this diffrence is easy to implement by staff.
They don't need make new story each time ;p
Simply, everything is random apart from main project/plan/design.


All what I write is poor explanation of possibilities which give truly "antyspoiler" quest method.
In fact I don't know how to do this but I know it's possible.
"Diary is encrypted.
Every time someone get it from this NPC then diary is encrypted with other key,
other cipher etc.
"

So you basically want them to make 500 different ciphers?
Vegan
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October 21, 2013, 05:47:53 PM

It can be one cipher but done in different ways or just the easiest ciphers.
And that was only weak example they don't need to even use cipher.
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