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?"
BetweenMidgets 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?"
TechMaybeHic 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).
BetweenMidgets wrote: »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.
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.