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7/25/2025, 8:09:20 AM
>>532592129
It's how you frame it. Go all in on the anime Adventurer's Guild tropes. Guild posts quests. Players can accept them. Quests have an expiration. Base the expiration some time before the spawns change so that people who are doing it in time always have time to do it. Make it so that you can turn in a completed quest even if it has expired. Stagger the changes in the world so that the Guild can have quests that expire at different times so there's never a time when all the quests are about to expire. Of course provide quests of varying difficulty levels and ones suited for soloing and various party sizes.
For a long ass time I've thought about changing the spawns to something dynamic for an MMORPG. It seems like such an obvious choice to fix a lot of the problems with quest hubs and meta grind spots.
SWG sort of did it but the capabilities of the system were so basic that it wasn't all that great. It spawned dynamic camps when you picked up quests from a terminal, and I think the game had some randomly spawned camps. Attacking the camp spawned more monsters and destroying it got you a credits reward. Not exactly a great system and it turned into an aoe grind pretty quickly.
It's how you frame it. Go all in on the anime Adventurer's Guild tropes. Guild posts quests. Players can accept them. Quests have an expiration. Base the expiration some time before the spawns change so that people who are doing it in time always have time to do it. Make it so that you can turn in a completed quest even if it has expired. Stagger the changes in the world so that the Guild can have quests that expire at different times so there's never a time when all the quests are about to expire. Of course provide quests of varying difficulty levels and ones suited for soloing and various party sizes.
For a long ass time I've thought about changing the spawns to something dynamic for an MMORPG. It seems like such an obvious choice to fix a lot of the problems with quest hubs and meta grind spots.
SWG sort of did it but the capabilities of the system were so basic that it wasn't all that great. It spawned dynamic camps when you picked up quests from a terminal, and I think the game had some randomly spawned camps. Attacking the camp spawned more monsters and destroying it got you a credits reward. Not exactly a great system and it turned into an aoe grind pretty quickly.
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