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Danaidae
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Part 1. A Sprite that matches your flight would be terrible, Light Flight would overload with the amount of people switching to that flight. If more people go to Light for a Light Sprite, more people have the chance to win it therefore adding more to the pool. This could upset the balance resulting in some underpopulated flights having a higher value Sprite. Then people would switch to that flight and crash it there, too.
The Sprite you get doesn't correspond to what Flight you're part of, it corresponds to which section of the map you're Questing in at the time. Your adventuring team exploring and questing in the Sunbeam Ruins is what determines you getting a Light Sprite. Plus the number of items in the pool would prevent the Sprites from being pulled out in bulk.
A possibility is that the Quest is a smidge easier for the Flight you're currently in, but I agree that's probably a bad idea as it may encourage people to switch Flights.
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Part 2. 90,000 treasure is 0.2% the cost of a Light Sprite (Or, about ~3% of the others). This is entirely too low for the risk involved. I would support a deposit of 5-6mil, especially since your instruction appear to guarantee a reward if you grind consistently.
90kt was only my suggestion in the beginning. My idea has morphed a bit to include a possible multitude of treasure sinks along the course of the Quest. The tally should end up being very high, especially since people will have to Quest in each of the 11 regions multiple times. I agree that 90kt was not enough in total lol.
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Part 3. Another grinding which could easily be done with a new stat guide. This would be interesting if it tied into other ideas such as Emperors or a special breed.
This would be an interesting thing! I can't imagine people abandoning the Culex guide for Coli-Grinding, but Adventure Mode could be very different from what we currently have. I hadn't thought about Emperors, and I'm not sure how they would be included.
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Part 4. Please correct me if I'm wrong but from what I understand, every person who completes this quest, with a few days of grinding and a day's worth of treasure, wins a Sprite? There are 2500/235,000 people online at any given time. Say they all win a Sprite. That's 2,500 Sprites added to the economy, I'm certain a majority will be the coveted Light Sprite, which is guaranteed to crash the market and make them completely worthless.
Sorry if my post isn't clear, but no!
This Quest
shouldn't take just a few days. Between the multiple tiers of grinding, item sinks, treasure sinks, fetch quests, trivia/riddles quests, gathering/Baldwin quests on top of a pool of items means that players have to sink a lot of time and effort into a Quest to have a chance at a Sprite.
For example: Gathering quests that require high tier items either require a player to gather day after day (it took me like 8 months to get enough Skinks for the Baldwin Familiar, or however long it's been out now lol) or to buy materials off the AH from other players. For the most part, people will wait to get the items for free, I think, and so it could take months to get the random plant food that the dragon blocking your way wants.
In the beginning, my idea was that there would be a single rigorous quest that resulted in a Sprite. After some suggestions, the better idea is to have a Reward Pool that the Deity randomly selects from to reward you for completing the quest. The pool would contain Sprites, Retired Holiday Items, possibly skins and accents, and then unique items designed specifically for the quests -- all themed after the Deity you're currently questing in. The Sprites would be weighted heavily, meaning that they're not likely to be pulled out of the pool on the first Quest run. That change grows as you repeat that quest -- going through all those time, item, and treasure sinks again. Each pool only has one of each item per player, so the Deity would not give you any repeats -- meaning everyone could only get one Sprite after possibly playing through that Quest four, five, six times. I think that's a proper amount of effort and money to be sunk into something for a reward like that.
I think it could work if it was done well. It need to be long, it needs to be difficult, it needs to cost a lot of time and a lot of money. But it also needs to be engaging and interesting and actually fun to play, with rewards that actually make all that effort and money worthwhile. Which is why I suggest both Retired Items and new items. The retired stuff is interesting for players new and old, whereas the new items may be more interesting for those who already own the retired stuff. It also gives new players a window into getting hold of old stuff so long as they're willing and capable of working for it.
Please let me know if anything is still unclear! Thanks for your feedback!