Maintenance for the week of April 13:
• PC/Mac: No maintenance – April 13

ESO Architect “Quest Builder”

Kallipsoe
Kallipsoe
✭✭✭
We have seen this with other games and I was wondering what the possibility of @ZOS adding it to ESO?

The concept is simple, adding a quest builder to the game that allows players to design a quest that they and other players can run.

Players could take pre-existing dungeons or design their own for the quest area “of course the quests would be instance to the player and his group not open world”.

Players would than add pre-existing creatures and boss’s to their quest. There would be a difficulty setting that would increase the amount of mobs in each spawning location and would increase also the boss mechanics and power. The difficulty setting would determine the quality of gear dropped by the mobs.

Players would add NPCs with written dialog explaining what the quest is about and what they need to do. Of course there would be no voice acting just an old school RPG experience.

The quest rewards for completing the quest would be determined by several factors; the amount of mob spawning points, the difficulty setting of the quest and the amount of major and minor boss fights.

It would also be a good idea to add PVP variants so that guilds could start fight clubs with the ESO Architect.

Why do I think this would be a good idea?

It would be a DLC that I would buy @ZOS makes more $$$”

It would give players more to do once the content from @ZOS runs out. What I am asking for is to pay you so that we can make more content for you. “Hint, the content has already run out for most of us”.

This would add so much more fun to being in a guild. Guilds could design their own dungeons and run as a guild and have in house competitions with guild rewards going to the winners.

Fight Club “this could be a way to add player designed Arenas, dueling”

I also believe Role Players would get a kick out of this. They would also be able to set up and design their own guild areas to role play in without getting trolled by other players.

I will continue to refine and update this idea as I receive feedback and brainstorm.
Edited by Kallipsoe on April 20, 2015 1:47PM
  • onlinegamer1
    onlinegamer1
    ✭✭✭✭✭
    Neverwinter has a very good system for this. I authored quite a lot of quests there and got lots of donations (of in-game gold) from players who enjoyed them. They implemented a very good way to prevent imbalance/exploitation (won't go into detail here, go read up on it if it interests you).
  • Shadesofkin
    Shadesofkin
    ✭✭✭✭✭
    I'd be completely down for this somewhat traditional included system, but I'd want a hardcore approval process.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Kallipsoe
    Kallipsoe
    ✭✭✭
    Neverwinter has a very good system for this. I authored quite a lot of quests there and got lots of donations (of in-game gold) from players who enjoyed them. They implemented a very good way to prevent imbalance/exploitation (won't go into detail here, go read up on it if it interests you).

    Yes, Iv seen this work very well in other games though Iv never tried Neverwinter. I will defiantly go look at it, thanks.
  • nastuug
    nastuug
    ✭✭✭✭✭
    Interesting concept. I've never actually had the pleasure of experiencing this type of thing within a game like ESO.
  • Shunravi
    Shunravi
    ✭✭✭✭✭
    ✭✭
    I would love this. Especially if they do it through dream exploration with Vaermina... That way, anything stretching or breaking lore could be excused as a dream.
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • onlinegamer1
    onlinegamer1
    ✭✭✭✭✭
    Kallipsoe wrote: »
    Neverwinter has a very good system for this. I authored quite a lot of quests there and got lots of donations (of in-game gold) from players who enjoyed them. They implemented a very good way to prevent imbalance/exploitation (won't go into detail here, go read up on it if it interests you).

    Yes, Iv seen this work very well in other games though Iv never tried Neverwinter. I will defiantly go look at it, thanks.

    Some very high-level points:

    1. The builder has limits on each type of asset, so you can't build gigantic things, nor add too many monsters, too many traps, too many walls, too many floors, too many ... anything.
    2. EXP is controlled by special rules to prevent exploiting (things such as if the mob never attacks you before it dies, its worth 0 xp)
    3. There is no loot in the designer other than a single "end chest". Think of ESO "Normal" world chest, but not as good. Literally, forget about doing player-made quests for loot, its not gonna happen.
    4. When someone runs a player-made quest, the system tracks how long it took them to do it. It does this... forever, tracking the time all players take to finish it. Each quest has an "Average Completion Time" statistic. Once a quest gets... I wanna say 20 plays (forgetting exact #), this time is then used to scale the Completion EXP of the quest. i.e. too short, EXP is nerfed, very long, EXP is buffed a little. This is another measure to prevent exploitation (i.e. a quest with "1 room and 1 mob, and you're done" is pointless to create due to this).

    Some examples of things that don't work (i.e. that you can't exploit)
    - a "Kill Pit": 100 melee-only mobs in a pit, you stand above them and nuke them down. You get 0 XP, nice try.
    - The "1 room 1 mob, you're done" quest. You get XP for 1 mob (assuming it can fight you) and the end chest will have 1 gold and completion XP will be 1 XP.
    - The "100 rooms each with 1 mob" quest: normal xp for the mobs, but likely will be quick completion and therefore very little gold/XP at the end.

    In general, the system works well and doesn't require reviews by the game company, because the builder already has so many restrictions and limits, as does the actual play-through, that players can publish quests with no review necessary. Also, players are limited to 10 quests per account, so you can't spam the system with tons and tons of quests.
  • Ser Lobo
    Ser Lobo
    ✭✭✭✭✭
    Very interested in this. Would support even if rewards to players were minimal.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • Merlin13KAGL
    Merlin13KAGL
    ✭✭✭✭✭
    ✭✭✭✭
    You want the ESO version of Construction Set.

    I'd like to see option for user created content somewhere along the way. I think they're missing out if they don't have this as a option.

    Unfortunately, I'm not sure they're geared properly for such a thing, and it certainly isn't high on their priority list. There becomes grey areas regarding who's responsibility it is to maintain/troubleshoot such a thing.

    It leads to phasing (you cannot have an item equipped that I was never able to acquire) and problems when someone abandons their user created content.

    At the same time, it is a double answer to "Lack of Content," as it gives armchair devs something to do in the creation and other players something to do in the execution.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Kallipsoe
    Kallipsoe
    ✭✭✭
    Kallipsoe wrote: »
    Neverwinter has a very good system for this. I authored quite a lot of quests there and got lots of donations (of in-game gold) from players who enjoyed them. They implemented a very good way to prevent imbalance/exploitation (won't go into detail here, go read up on it if it interests you).

    Yes, Iv seen this work very well in other games though Iv never tried Neverwinter. I will defiantly go look at it, thanks.

    Some very high-level points:

    1. The builder has limits on each type of asset, so you can't build gigantic things, nor add too many monsters, too many traps, too many walls, too many floors, too many ... anything.
    2. EXP is controlled by special rules to prevent exploiting (things such as if the mob never attacks you before it dies, its worth 0 xp)
    3. There is no loot in the designer other than a single "end chest". Think of ESO "Normal" world chest, but not as good. Literally, forget about doing player-made quests for loot, its not gonna happen.
    4. When someone runs a player-made quest, the system tracks how long it took them to do it. It does this... forever, tracking the time all players take to finish it. Each quest has an "Average Completion Time" statistic. Once a quest gets... I wanna say 20 plays (forgetting exact #), this time is then used to scale the Completion EXP of the quest. i.e. too short, EXP is nerfed, very long, EXP is buffed a little. This is another measure to prevent exploitation (i.e. a quest with "1 room and 1 mob, and you're done" is pointless to create due to this).

    Some examples of things that don't work (i.e. that you can't exploit)
    - a "Kill Pit": 100 melee-only mobs in a pit, you stand above them and nuke them down. You get 0 XP, nice try.
    - The "1 room 1 mob, you're done" quest. You get XP for 1 mob (assuming it can fight you) and the end chest will have 1 gold and completion XP will be 1 XP.
    - The "100 rooms each with 1 mob" quest: normal xp for the mobs, but likely will be quick completion and therefore very little gold/XP at the end.

    In general, the system works well and doesn't require reviews by the game company, because the builder already has so many restrictions and limits, as does the actual play-through, that players can publish quests with no review necessary. Also, players are limited to 10 quests per account, so you can't spam the system with tons and tons of quests.

    Yes, completely agree there would have to be restrictions in order to reduce some players ability to exploit it.
  • Gidorick
    Gidorick
    ✭✭✭✭✭
    ✭✭✭✭✭
    You and I have very similar tastes @Kallipsoe

    http://forums.elderscrollsonline.com/en/discussion/144735/player-created-content-suggestion-for-the-future-of-eso/p1

    and while the concept is simple the implementation would be far from it.
    Edited by Gidorick on April 20, 2015 9:10PM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Gidorick
    Gidorick
    ✭✭✭✭✭
    ✭✭✭✭✭
    nastuug wrote: »
    Interesting concept. I've never actually had the pleasure of experiencing this type of thing within a game like ESO.

    You should check out Perfect World games... Neverwinter community creations are quite prolific.

    Neverwinter_Foundry_ExteriorMapEditor.jpg
    Edited by Gidorick on April 20, 2015 9:13PM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Kallipsoe
    Kallipsoe
    ✭✭✭
    Gidorick wrote: »
    You and I have very similar tastes @Kallipsoe

    http://forums.elderscrollsonline.com/en/discussion/144735/player-created-content-suggestion-for-the-future-of-eso/p1

    and while the concept is simple the implementation would be far from it.

    @Gidorick great post and I am going to support your post and push it back up for discussion. I understand the implementation of such a system will be difficult, but I also believe the work would be worth it for the devs. I would agree with others that I want to see the addition of the three new zones, Imp City, Thief Guild, Assassin Guild and spell crafting first, but I would love for this idea to be in the works.
  • Gidorick
    Gidorick
    ✭✭✭✭✭
    ✭✭✭✭✭
    I agree the effort would be worth it @Kallipsoe! If ESO had this option from day one we wouldn't be complaining about no new content, we'd be busy playing community levels and quests. Guilds would make public levels top use as guild halls. RPers would spend all their time making and playing in their own areas. It really would fill a lot of pots.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
Sign In or Register to comment.