• Excel@lemmy.megumin.org
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    1 year ago

    I’ve been playing Palia recently, and one hung I thought was interesting is that they’ve replaced the concept of having a trading post with player quests.

    Instead of buying an item you want, you can post a “request”, which other players can fulfill. Instead of receiving money, the fulfilling player receives “renown”, which is basically a type of XP you only get for completing quests.

    Every request I’ve posted has been fulfilled, and it doesn’t require anything on behalf of the poster (except there’s a cooldown), so it’s a lot more satisfying.

    It creates a dynamic where the newer players want to request things they need, while experienced players want to fulfill those for renown. This explicitly rewards altruistic behavior while also feeling more like a community and less antagonistic than a trading post.

  • JackbyDev@programming.dev
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    1 year ago

    Why do you think mentioning someone is bad manners? Especially when they’re the author. It may give them a chance to come and answer questions.

  • Nikko882@lemmy.world
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    1 year ago

    On the topic of the title: I conceptually like how Soulbound have integrated players making quests. As a downtime activity (or “endeavour”) a player can choose to “investigate a nemesis”, meaning that the player gets to work with the GM to make a new villain for the story, and in return they get a bit of extra xp when the villain is defeated.

    However, I haven’t actually seen this option be used (nor have I really played enough for there to be many options to), so I’m not certain how it would shake out in play.