• Governance
  • Proposals

IIP-49

QuestDex and Player-Driven Quest System

  • Date PublishedMay 26, 2024
Blog IIP Hero

REJECTED

Sponsor

Filo

Key Contributors

Aaron, Nijafe, Scoriox, Dr.Spoon, Splendor, Jimberino, nASTY, yeehah

Simple Summary

Introduce a player-driven quest system in the Illuvium Overworld that enables players to create and offer quests to others. This system aims to enhance player interaction and engagement with the Overworld, providing opportunities for investors/collectors to participate without direct gameplay and allowing players access to every Overworld stage and region without paying travel fees. The implementation of this system will require the creation of a marketplace for quests (QuestDex).

Abstract

The proposed player-driven quest system aims to enhance player autonomy, promote community collaboration, and provide opportunities for both gameplay and investment. The proposal outlines the mechanics of the quest system, including methods for quest creation, quest objectives, quest rewards, quest requirements, quest costs, types of quests, the Quest Journal, the QuestDex UI and Illuvium Zero integration.

Overview

The proposed player-driven quest system introduces a new dimension to the Overworld gameplay, enabling players to both create quests and participate in quests sponsored by others. Here are the main components of the quest system:

Quest creation methods

Quest creators may submit quests through various platforms such as the Illuvium website, mobile app, the Quest Hub in Sanctum Mesa, or directly within Illuvium Zero. Upon submission, the necessary fuel for travel, quest fee, and any required number of shards matching the quest details will be automatically transferred from the quest creator's wallet to an Illuvium escrow wallet.

Quest objectives

Quests encompass three primary activities: capturing Illuvials, mining rocks, and harvesting plants. Quest creators can choose one or multiple activities for their quests.

Quest rewards

Rewards for completing quests will comprise a percentage of the loot gathered during the quest, which will be selected randomly. This reward percentage is determined by the quest creator.

Quest requirements

Quest creators have the option to set minimum requirements for players to accept their quests. These requirements can include criteria such as the minimum player level, the minimum average level of the player’s Illuvials, the minimum number of completed quests, the minimum percentage of quests successfully finished, or even gear with a minimum bonus percentage for specific activities.

Quest costs

Quests would include an additional fee on top of the standard travel cost, serving as a contribution towards maintaining the QuestDex, with proceeds directed to the DAO. This fee would vary depending on the platform through which the quest creator submits their quest. Submitting quests via the website or mobile app would incur the highest fee, while using the Quest Hub in Sanctum Mesa would entail the standard fee. Accessing the QuestDex in Illuvium Zero would result in the lowest fee, providing an additional value proposition to land plots, even those that are F2P. Regardless of the platform, this fee would always be at least one unit of fuel. Upon quest completion, the fee would be automatically sold at the current market price, with all proceeds going entirely to the DAO.

Quest types

There are two types of quests: free-for-all quests and player-hiring quests. Free-for-all quests are accessible to any player who meets the quest’s minimum requirements, whereas player-hiring quests involve the quest creator specifically selecting who they want to complete their quest. Both quest types feature a completion timer, which can be customized by the quest creator, ranging from 1 to 7 days. The timer begins when a player accepts a free-for-all quest or when the quest creator selects the player for hire in hiring quests.

Quest Journal

A player’s Quest Journal would be accessible in-game, allowing players to review their quests and track their quest completion history. Quest creators could access another player’s Quest Journal through the QuestDex when submitting player-hiring quests. The Quest Journal would contain sections for completed quests, failed quests, hired quests, and active quests. It would display the player’s all-time quest completion rate and the most recent quests completed within the past 7 to 30 days. Players would be limited in the number of hired quests they could undertake and could only have one active quest at a time.

QuestDex

The QuestDex would be accessible through various platforms such as the Illuvium website, mobile app, the Quest Hub in Sanctum Mesa, or directly within Illuvium Zero. For players wishing to initiate a quest, they would access the QuestDex via the Quest Hub in Sanctum Mesa. The QuestDex UI should be highly intuitive and easy to navigate, offering various filtering and sorting options. Quest creators should find it effortless to publish quests in the QuestDex by selecting the quest type, region, stage, objective, minimum player requirements, and reward structure. Additionally, they should have access to the Overworld leaderboards per region and the player’s Quest Journal when submitting player-hiring quests. Players wishing to initiate a quest should be able to quickly sort through available quests by type, stage, reward percentage, requirements, objectives, etc. Furthermore, when a player starts a quest, it should be automatically removed from the QuestDex, ensuring that only one player can accept a specific quest at a time.

QuestDex Illuvium Zero building

Integrating the QuestDex with Illuvium Zero would offer an additional value proposition to land plots, even those that are F2P, as it would incur the lowest fee when submitting quests. Implementing the QuestDex within the current marketplace building seems to be the most logical choice, possibly by creating a third building level for Dex features. However, the decision ultimately rests with the team, whether they prefer to integrate this feature into the existing marketplace building, incorporate it into the Nexus building, or opt for the creation of an entirely new building dedicated to the QuestDex.

Rationale

The implementation of the player-driven quest system serves several key purposes within the game. Firstly, it promotes player interaction and collaboration, fostering a sense of community within the Illuvium universe. Secondly, the quest system offers a pathway for investors, collectors, mobile-only players, or those with lower computer specifications to participate in the Overworld economy without engaging in direct gameplay, thereby increasing the game's accessibility and appeal to a wider audience. Lastly, it provides players with a means to access every Overworld stage region without incurring travel fees, offering a pathway for F2P players to progress to higher stage regions.

Community Concerns

There were a few points of concern raised during discussions regarding this proposal: loot distribution, potential issues with bad player behavior in free-for-all quests, the similarity to buying from the Illuvidex, and the presence of missions already available in the Overworld.

Loot distribution

To address loot distribution challenges, a 'Quest Counter' system could be implemented. This system, assigns each tier/stage a numerical value as shown in the following tables:

Materials Counter

Stage / Tier

Tier 1

Tier 2

Tier 3

Tier 4

Tier5 5

Stage 1

1

2

3

4

5

Illuvials Counter

Stage / Tier

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Stage 1

1

2

3

4

5

Stage 2

3

6

9

12

15

Stage 3

9

18

27

36

45

The loot distribution would commence with the highest tiers, randomly assigning illuvials/materials between the quest creator and the player while their QuestCounter stays below the division threshold or until all loot is distributed. This approach ensures fair distribution, even when dealing with odd numbers, with any surplus illuvials/materials always being allocated to the quest creator. This distribution method would apply whether the quest objective is capturing illuvials, mining rocks, or harvesting plants. Additionally, any loot collected that doesn't match the active quest would be allocated entirely to the quest creator.

Here are some examples:

If a player captures seven illuvials (five T1S1, one T2S2, and one T1S3), the total counter would be 20 (5 x 1 + 1 x 6 + 1 x 9). With a 50% split, each player would receive 10 counters. Therefore, in the end, one player would have four T1S1 and one T2S2, and the other would have one T1S1 and one T1S3. If a player captures six illuvials (one T4S3, one T3S3, and four T3S1), resulting in a total counter of 75 (1 x 36 + 1 x 27 + 4 x 3). With a 50% split equals 37.5 points, one player would get the T4S3 equaling 36 points, and the other would get the T3S3 and three T3S1 which equals 35 points. Since both player’s counters are under the 37.5 division threshold, the remaining illuvial would go to the quest creator. If a player catches six Illuvials (three T3S2, one T4S2, one T5S2, and one T5S3) with a total counter of 90 (3 x 6 + 1 x 12 + 1 x 15 + 1 x 45), and with a 50% split, the division threshold would be equal to the T5S3 Illuvial counter. Consequently, the loot division would result in one player receiving the T5S3 Illuvial, while the other player would receive the rest of the Illuvials. If the player's quest reward share percentage was lower than 50%, they wouldn’t be eligible to receive the T5S3 Illuvial.

These examples also illustrate how it is in the player’s best interest to perform as well as possible to become eligible to roll for the rarer illuvials captured, thus helping to discourage undesirable player behavior.

Conclusion

In conclusion, the player-driven quest system presents a compelling opportunity to enrich the cooperative player experience in Illuvium, offering new avenues for collaboration and reward. By empowering players to create and participate in quests tailored to their preferences, the system enhances the depth and longevity of the Overworld gameplay while reinforcing the game's value proposition and providing an additional source of revenue for the DAO. Through the implementation of this innovative quest system, Illuvium aims to establish itself as a leading player-driven gaming ecosystem in the blockchain space.

Google doc including additional Community Concerns and Quest Examples:

Community Concerns and Quest Examples