TheGrandAlliance wrote: »Guys are you missing the boat: The quest is an exploit.
What happens is that a "professional AFKer" just joins a raid, gets 20 kills, dies, rezes, turns in quest, then go back to farm more.
Even though I am leading the effort on my server I am still behind because of this. This quest is evil along with the point system in general.
TheGrandAlliance wrote: »Guys are you missing the boat: The quest is an exploit.
What happens is that a "professional AFKer" just joins a raid, gets 20 kills, dies, rezes, turns in quest, then go back to farm more.
Even though I am leading the effort on my server I am still behind because of this. This quest is evil along with the point system in general.
TheGrandAlliance wrote: »Guys are you missing the boat: The quest is an exploit.
What happens is that a "professional AFKer" just joins a raid, gets 20 kills, dies, rezes, turns in quest, then go back to farm more.
Even though I am leading the effort on my server I am still behind because of this. This quest is evil along with the point system in general.
TheGrandAlliance wrote: »Guys are you missing the boat: The quest is an exploit.
What happens is that a "professional AFKer" just joins a raid, gets 20 kills, dies, rezes, turns in quest, then go back to farm more.
Even though I am leading the effort on my server I am still behind because of this. This quest is evil along with the point system in general.
The problem is not with the quest itself, but with the fact that it was the only source of XP for PvPers. Removing it, virtually makes leveling in PvP impossible.
This is not what was advertised before the game release. Some of use paid for the game so that we could PvP. That is no longer possible. (And no, staying at level 20 and fighting level 50 people who XPed in PvE is not playing the game)
The smarter way to fix this would be to limit the range within which you get credit - say 100 feet. Nobody sitting at the transit is going to get credit that way. Nerfing the quest to a 1x daily to slow down a few exploiters is short-sighted and illustrates reckless disregard to the opinions of the player base. It impacts all of us who are trying to level and participate fully in PVP which is by FAR the biggest draw of this game to me.
DBHAShadow wrote: »Defense is the easiest honestly, grab hot oil, pour it on people, oh look 20 kills.
vizionblind_ESO wrote: »doing RVR before level 50 is stupid, any way
I don't think the quest is an exploit as such, I think the rewards are pretty decent but it being only 20 players makes traveling back and forth really annoying. I reckon as a daily it should be minimum 100 players & possibly 5k reward. I'd be happy enough for daily to go up to even 500 players, I mean during a good siege with some nice AOE you can claim a ton of kills.
TheGrandAlliance wrote: »
Bounties on a specific player in the enemy faction where you have to frequent an NPC to "scout" their location and kill them. Just an idea but with refining and the correct rewards it could be quite fun.
TheGrandAlliance wrote: »Bounties on a specific player in the enemy faction where you have to frequent an NPC to "scout" their location and kill them. Just an idea but with refining and the correct rewards it could be quite fun.
Yea I thought about this and IDK why it doesn't exist. Therefore the quests would actualy be real "bounty" quests and not just nerf nerf nerf all day long.
[I also think the scouting would be to watch a certain route for x amount of time rather than go miles away from a possible keep and die 5 times on the way.
wOOOOt_of_SD wrote: »The only right fix for the Kill 20 player quest would be:
A: Make it a "Kill as many players you can, and claim your reward when you are done" and get XX xp pr. kill.. Turn in 25 kills and get 1000 points, or turn in 1466 kills for a good days work, and get a lot more points...
B: Keep the 20 kill quest, but let it be returnable in keeps and camps.
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But what we need is not 1 lousy daily kill quest. That will just make some people come in, do the daily, and leave.
What we DO need is 10-20 different PVP quests, that are repeatable, and returnable at keeps and camps:
1 - Kill 100 random enemies.
2 - Kill 25 of X race
3 - Kill 50 of X faction
4 - Kill 50 of X class
5 - Kill 25 of the same guild.
6 - Kill 5 Emperors
7 - Kill 20 with ballista (and the other variations)
8 - Kill 50 Veteran rank 10
etc..
And fix the XP for player kills.
Make it a viable place to lvl up!
Here is what the player kill XP reward should be:
Kill XP = (50 + (10 x Veteran rank) + (5 x A) + (10 x B ) ) / C
A = the number of keeps the victims faction holds
B = the number of scrolls the victims factions holds
C = the amount of times you killed the same player within an hour.
So if a faction holds all keeps and scrolls, then it should be worth damn good XP to kill those ***, and they would not get very much to kill the underdogs.
TheGrandAlliance wrote: »Agan another brilliant idea ur on a roll! However it should be an objective vital to the fight assuming the AI is smart enough to figure this out .
Indeed... this game wasn't designed very well it appears...