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I think we should get lower level quests to be re-playable because more players would be able to participate unlike Sliske's endgame. I just heard in game that disappointing news about Sliske's end game being re-playable and how it performed poorly, and I can't believe that's just the end of that. I'm sure in like a year or two I'll appreciate being able to replay the quest, but it's probably going to take me that long to even unlock it as an option... This game obviously takes many hours to complete grinding and then the quests you grind for. The content I've already passed is (USUALLY) more desirable than climbing some of those roadblocks in my way of the quests that really excite me, and I would rather not play than start working my way higher and higher. The early quests are amazing and I think it's just sad I have to start an entirely new character just to replay the content that already exists behind locked doors to my character I dedicated all these hours into. I wont make a new character, and I can't believe that we aren't going to see these treasures repeatable. Change your minds some day, please.

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about 5 years ago - /u/JagexRowley - Direct link

It wasn't only with Sliske's Endgame. We've experimented with replayable quests a number of times over the years, and using a number of different approaches. The results have always been very few players actually replaying, nowhere near enough to justify the additional work required to make quests replayable (in one experiment, barely breaking double digits). It is not ideal, but lower level quests are at least easy enough to reach on a new account. I wouldn't say it will never happen (we may experiment again at some point), but I also wouldn't suggest holding out any hope that it will.

about 5 years ago - /u/darkhearted_raven - Direct link

Originally posted by mporubca

Hi,

From the programmatic standpoint what's the difference between repeatable quest and one-time quest?

Isn't is good practice to make things modular?

So, some of this is due to how the existing systems work, which I won't go into.

If we're creating a quest from scratch, then it's an increase of workload but it's something we can factor in. Dev wise, not too bad, but you are effectively doubling and sometimes tripling the QA load because they need to test it repeatedly in various scenarios. So there's a definite cost there that we need to factor in. Basically we need to choose whether to make it replayable, or whether we add in an extra action moment (or several) into the quest (i.e a puzzle, boss, interaction section etc) or a more interesting reward. Generally players are more interested in the first time feeling great than replaying existing.

However, if we're converting lower level quests that effectively requires us to rewrite the backbone of the quest and we need to do so finding a way that allows for existing players to keep their save states AND allow players currently doing the quest to not get disrupted. That's a not insignificant amount of work and it's something that most people simply won't engage with, so it's not really proven useful.

We will likely experiment with replayability again, it's certainly something that we lore mods would love to do, but judging by the results so far it's a niche update so we need to consider it appropriately as such.

about 5 years ago - /u/JagexRowley - Direct link

Originally posted by saltmine69

I think this comes down solely to the rewards you're prepared to offer people; I imagine if you offered big, clustered rewards for say resetting and completing all the quests in X storyline you'd get more interest. What if resetting a group of quests in a specific story was a monthly d&d that resulted in some really great but limited training methods?

e.g monthly reset comes around, you're able to reset all of the quests based around the death of guthix and the introduction of the divination, as a result you can repeat all associated quests that month, you spend 5 hours doing so and end up with 3m divination xp worth of lamps - do you think people wouldn't rather replay some quests for a great training method?

I think the idea has potential but much as with minigames, if you want people to get involved you really have to get with the times in terms of what people expect for their time; I definitely wouldn't say it's solely that people aren't interested in repeating quests. The will is there if the reward is worth while.

Some people would do that, sure. None of our experiments so far have suggested anywhere near enough players would do that, even for additional reward. We would rather spend what resource we have for creating quest content on new quests.

Like I said, though, never say never. No doubt in the future someone will want to experiment with a replayable quest. Maybe things will go differently that time.