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Some dailies from conquest board in cyro are just like I-will-never-complete-it-in-a-day

  • BetweenMidgets
    BetweenMidgets
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    Jaraal wrote: »
    I have gotten quests from the conquest mission board thousands of times.

    If you stab yourself in the hand with a knife, you don't need to go to Google to look up why your hand hurts. You already have anecdotal evidence why. Does that invalidate it? Also, where does "information" come from? From the first person who discovered it with anecdotal evidence?

    Here's a test for you. Go up to the mission board, and click on it after you did one already, and it tells you "There are no missions currently available." Now back up, and stare at the board for a long time. Could be a minute, could be hours. Watch what happens when other players run up to it. Oh look, that player was there for 2 seconds, and voila..... the green arrow is immediately lit up the moment they walk away! Step up and grab your quest. The next day, the same thing happens. Here comes a player... hmmmm, he ran up interacted with the board, but no green arrow popped up. Maybe because the daily he got was one you already completed? Wait here comes someone else... they run up.... boom, green arrow! Go get your quest.

    Now do that 100 times, over years and years, and you will begin to see a pattern. Ask yourself, why does the green arrow magically light up the second another player interacts with it? Or why does it not light up until the moment a different player comes up?

    Let's say you're watching the board, waiting to get Kill 150 because you already completed the other three. Player A approaches, interacts with the board. Quest arrow pops up! Yay! You run up, but Player B beats you there, and the green arrow disappears. Bummer! Whisper the player, and say, "Hey, I see you got Kill 150, can you share it with me?" And act surprised when they whisper back, "How did you know that?"

    Maybe I'm reading in to it hostility where there is none, but I didn't mean to offend you. I was simply asking why you came to this conclusion, and then told you the conclusion I came to.

    I was curious if you had seen something from ZOS that specifically said how this worked, and from your answer I'm going to assume that is a "no." The anecdotal evidence (which I myself also gave, as I have also been PVPing for about 4 years) doesn't invalidate it, I was simply curious.
    PC-NA
  • SeaGtGruff
    SeaGtGruff
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    Jaraal wrote: »
    Jaraal wrote: »
    The problem with the mission board is that it's on a rotation, but for the whole player base, not per player. In other words, if you've completed three of the four dailies and only need Kill 150 as the last one, you only get it once the other players have flipped the board. Each player that approaches gets one of the four quests that they haven't done, and the board flips to the next quest. Meaning, if the next quest up is one you've already done, the board will not offer you anything until players flip it to Kill 150. Then the green arrow will light up, and you can grab the quest.... if another player doesn't beat you to it.

    Just curious how you concluded it works this way? Have you seen any information or is it anecdotal? And how does one "flip the board" in your experience?

    I have gotten quests from the conquest mission board thousands of times.

    If you stab yourself in the hand with a knife, you don't need to go to Google to look up why your hand hurts. You already have anecdotal evidence why. Does that invalidate it? Also, where does "information" come from? From the first person who discovered it with anecdotal evidence?

    Here's a test for you. Go up to the mission board, and click on it after you did one already, and it tells you "There are no missions currently available." Now back up, and stare at the board for a long time. Could be a minute, could be hours. Watch what happens when other players run up to it. Oh look, that player was there for 2 seconds, and voila..... the green arrow is immediately lit up the moment they walk away! Step up and grab your quest. The next day, the same thing happens. Here comes a player... hmmmm, he ran up interacted with the board, but no green arrow popped up. Maybe because the daily he got was one you already completed? Wait here comes someone else... they run up.... boom, green arrow! Go get your quest.

    Now do that 100 times, over years and years, and you will begin to see a pattern. Ask yourself, why does the green arrow magically light up the second another player interacts with it? Or why does it not light up until the moment a different player comes up?

    Let's say you're watching the board, waiting to get Kill 150 because you already completed the other three. Player A approaches, interacts with the board. Quest arrow pops up! Yay! You run up, but Player B beats you there, and the green arrow disappears. Bummer! Whisper the player, and say, "Hey, I see you got Kill 150, can you share it with me?" And act surprised when they whisper back, "How did you know that?"

    I'm thinking this might also explain the rotation on the Fighters Guild Bounty missions and why sometimes you get only one or two in a row, then later that same day you can get one or more of the remaining missions.
    I've fought mudcrabs more fearsome than me!
  • Jaraal
    Jaraal
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    loosej wrote: »
    I have no problem with the 150 naturally happening in a group. I don't bother with all 3 towns as I rarely happen to be at the far town and its AP is not worth the time.

    Really; the AP is so minor for any of the quests that they are only really worth the time if you'd do it anyway

    You don't do the conquest missions (kill 150, 9 res, 3 keeps, 3 towns) for the ap but for the gladiator's rugsacks. At least that's why I do them (the first three at least, 3 towns gets abandoned and I ask for another one in zone chat).

    Correct, there is zero AP given by the conquest missions. The value is entirely in the rucksacks, which contain the proofs that can be traded for items that sell for millions of gold, the crafting materials, the leads for siege lancers, and occasionally a treasure map.





    Maybe I'm reading in to it hostility where there is none, but I didn't mean to offend you. I was simply asking why you came to this conclusion, and then told you the conclusion I came to.

    I was curious if you had seen something from ZOS that specifically said how this worked, and from your answer I'm going to assume that is a "no." The anecdotal evidence (which I myself also gave, as I have also been PVPing for about 4 years) doesn't invalidate it, I was simply curious.

    No offense intended or taken.

    ZOS is very tight lipped about how things actually work, and I've never seen anything from them about the mission board, other than changing it from Kill 40 to Kill 150. Understandably, some things get made up on the fly by players and spoken into existence, then accepted as gospel truth by others. However, I feel pretty confident that my own extensive experience with the quest boards in Cyro has led me to legitimate conclusions. And I will be happy to listen to other theories on how things work, as there are a great many thing that I do not know, but would be happy to learn.



  • jle30303
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    Kill 150 players is kind of dependent on there BEING a lot of players around to even be killed. Lowered population caps in the zone actually make it far more troublesome to find people... and means that each individual person you kill, on average you have to kill them several times, which means *encountering* them several times.

    Which encourages the practice of being a ball group that gets inside an enemy keep but never tries to actually flip it, to the point of hoping that it actually loses its "Under attack" flag so that members of the owning faction who die in it, can respawn in it, and are dumb enough (or cooperative enough) to do it over and over.

    This is not good.
  • Reverb
    Reverb
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    Does anyone ever do the 3 towns quest? Everyone I know abandons it right away. They should remove it and replace it with a 4-outposts quest.

    Kill 150 isn’t too bad except on nights where it’s all ball groups. In regular Zerg fights you can get 150 quickly.

    Three keeps depends on momentum. Sometimes you go hours just defending and keeps never change hands

    Nine resources is a slam dunk.
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • BetweenMidgets
    BetweenMidgets
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    Reverb wrote: »
    Does anyone ever do the 3 towns quest? Everyone I know abandons it right away. They should remove it and replace it with a 4-outposts quest.

    Kill 150 isn’t too bad except on nights where it’s all ball groups. In regular Zerg fights you can get 150 quickly.

    Three keeps depends on momentum. Sometimes you go hours just defending and keeps never change hands

    Nine resources is a slam dunk.

    In ye olden days, there WAS an Outpost quest.
    PC-NA
  • cyclonus11
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    I always just collect them and have them in the background, not making them the focus, and view them more as "repeatable" rather than "daily" - more of a passive questing. They get completed eventually.
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