Last week we established that on a player’s turn a player should receive between 1-3 XG value. This week we’ll see how we balanced turns spent completing quests.

Each quest will take 1 to 3 stages to complete – with each stage costing the player an entire turn. 

A 1 stage quest can be completed the turn a player visits a location; a two stage quest would then require players to visit a 2nd location; a three stage quest would require players to visit a 3rd final location.

From this we created a simple table reference table that determined the value a player should receive based on the number of stages in a quest:

  • A 1 stage quest will yield 1 XG value (average 1XG per turn spent)
  • A 2 stage quest will yield 3 XG value (average 1.5XG per turn spent)
  • A 3 stage quest will yield 6 XG value (average 2XG per turn spent)
  • Total XG value may vary up to 1 XG in value based on difficulty modifiers (for example there is one quest that players take 1 HP damage every turn they don’t complete the quest, players receive more value for completing this quest)

Notice the average XG per turn is greater for longer quests – this incentivises players to continue their quest even if it means travelling in directions they might not otherwise travel.

Quests (ordinarily) offer players a way to avoid battles, allowing players to traversing the world of Aethermon without paying the associated HP and move costs. As such the average XG per turn from questing is less than a player would expect to receive from battles.

An additional benefit of quests is their XG value rarely comes in the form of XG, completing quests allows players to access bonuses that might not otherwise by accessible such as high level artefacts.

We’ll continue this next week with a discussion on the value of healing spots and Special Encounters.

Keep asking questions AetherRen.