Yep, every single Saggi quest sucked today. Also: every single Saggi quest asked for items from All That Glitters. Those items break the quest, he doesn't pay enough for those. One of his quests paid me 75k today so obviously I lost sP... that's not nearly enough to cover three of the kinds of items he asks for. The base price of jewelry from NPC shops is higher than any other item as it is; those quests should pay MORE, not less. I've mentioned this already, many of us have, but it just keeps being an issue.
Exactly! Low payment, almost only ALL That Glitters week after week.
Hey folks - I've got some changes coming to quests that I've been working on based on your feedback, I really appreciate it! Just wanted to acknowledge that I see it :)
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I've just given myself some additional tools on the backend, but also wanted to make sure to get some things out. After running 25 quests and using the price of the item in user shops, this is what came back.
Every quest is profitiable, with an average of 100,000sP over those 25 quests. This includes the same pool of items you're being requested from. How does this feel?
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Even when I give up and start a new quest, Saggi keeps asking for the same items over and over again. I would complete it but the Funnel Cake is unbuyable lol.
Hunting for: (It's the only beanbag I need for a full collection!)
I'm having the same issue as misskass, he asked for exactly the same 3 items over and over for all 5 quests.
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Please contact if selling these! (and other colors) (and other colors as well) Offering csc or will open my owned list for trades!
Same issue as the above users. I had to give up all but one Saggi quest. I actually completed one since I had Funnel Cake in my vault, but he only gave me 100k payout..and that's just not going to cut it.
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Every single quest today, Saggi asked for the same three things and paid about 100k for each quest. Quest History
Wait, 100k is the intentional payout for these quests now? That's abysmal D:
Same issue as the users above, except the items Sagi asked for were:
Lost about 2.4 mil on the one quest I finished and had to give up all other 4 attempts because he asked for the exact same items each time. So that's a little annoying.
Yeah I am getting this stuck saggi quest today too. Very weird. Asked me for the same three items 3 times in a row. That's when I just stopped doing him.
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I just did my first Saggi quest - he paid 101.037 sP (and a Snow Fairy) for items that sum up (in user shops) to 600 k. Granted, it's normal rarity items, still he should pay more than on Subeta, that was the original deal, right (more payout for less available quests)?
Luckily I owned them all myself, otherwise that sum would have made me quit, because he hadn't been too reliable all along plus we're testing a new setup.
We had the situation before, where he asked for immensely inflated items and paid millions in return - that wasn't good, either. It shouldn't be granted, that every quest is profitable - unless one owns the item and is willing to sacrifice it for low payout - yet if quest givers stick to demanding the very same items from every other user, and that repeatedly, that's ridiculous.
We've never had that on Subeta quests, they choose from a huge variety of items. Subeta quests have been working like a charm for ever and a day?
Maleria also paid less than lately on average - 50 - 65 k. I would have made a loss, when she asked for Charlie Leather Jacket, which is 50k in shops, owned that myself as well, though.
edit:
... yeah, very same 3 items...
Wiz is giving his normal off WE ~ 11-12 k
- 100k profit is not the same as 100k payout. The quest system aims for items that cost roughly X and pays out X + profit margin. So if items cost 500k total and the quest pays 600k, that's 100k profit. The actual payout scales with what's being requested.
If that still isn't enough for a single quest, I'm not sure we're going to end up in alignment. I'm in charge of building a game, and part of that is making sure that the economy, to some degree, works. Creating tens of millions of sP, per user, per day, for doing quests is just not something that we can continue doing. Check out the number of threads and posts asking me to also address the price of Cash Shop Credits or Custom Wearables - the reason those items shoot up by millions per month is because we're printing sP elsewhere. The other solution is to make sure that everything we release going forward is only available via some kind of gated new currency that you can only earn doing specific activities. sP is almost impossible for us to consider for new releases now.
How should I price a new R99 item in shops? Should I price it for the new user who has, on average, 3,000,000sP after their first week? Or for the average user of 10 years, who has hundreds of millions of sP? Or should we just keep pricing things at 5,000sP in main shops even though that's a drop in the bucket for almost every category of user except someone who literally just signed up? I am honestly asking here, because it feels like folks would like for me to give out tens of millions of sP and keep everything cheap and make the price of credits come down. I don't think those things are compatible.
The "same items being requested" issue is something I'm actively working on - there are supposed to be systems preventing that, but clearly they're not working as intended yet. That's exactly the kind of thing beta testing is for.
Regarding the comparison to legacy Subeta quests: yes, they've worked for years, but they're also built on a completely different codebase that I can't just copy-paste over. Kumos quests are being rebuilt from scratch, which means I'm essentially reverse-engineering the "feel" of those quests while building new infrastructure. It's going to take some iterations to get right.
I hear the concern about profitability. The goal isn't to make any quest a loss - it's to make quests a reasonable, sustainable income source rather than a money printer. I'm still tuning the numbers based on actual data from you all testing it. Keep in mind that I can see the data from the quests you're completing.
(And yes, I see the irony in asking people to test something that might lose them money. If you're not comfortable with that risk during beta, that's completely valid - sit this one out.)
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Got some fixes in place for Sagg!
And some technical insights into what went wrong here: I recently upgraded the Kumos quests to be able to generate their own pools of items from a set of keywords, and find "nearby" items (e.g. items in the same shop, items that share a tag, or items that might be similarly priced). This has been the culminiation of weeks of work of making our items more understandable to the backend, and being able to pull up specific information much easier on them. This is how all of the new wishlist functionality on the trees works, and the Mysterious Melody updates that I pushed out yesterday. We have tens of thousands of items on the site that quests can ask for, and whittling that down into pools that themeitcally make sense (sorry -- I am not interested in every quest being the same, even if you complete them in 30 seconds each and don't read the page!)
The end result was that it narrowed in to a very specific set of "nearby items" when the original pool went above the prices that it should, and instead of falling back (like the legacy site does) on either a random item or just not asking, it kept asking for the same items.
That shouldn't happen again going forward, and I'm going to monitor before migrating any of the other quests over to upgraded pool mechanism.
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And the "average user of 10 years, who has hundreds of millions of sP" has been working their butt off (hours! per day) to achieve that and still not enough to buy a (single) 9.000.000.000sP Godly Fanciful Box! ... on top of the rest of the meeeega expensive and often hard to even find stuff!!! They can't afford to pay a fortune for a new R99 NPC shop item asked in quests, because they need to save, save, save for the real goals.
This is something different from Saggi's payout and item pool always being broken after the WE.
popping in to say- thank you for fixing the saggi quests/ explaining what went wrong, and also just reiterating a point ive made a bunch which is I am beyond impressed with how well this economy has managed to stay balanced for 20 years. it’s crazy to me and an often under appreciated aspect of running this site. anything to keep it sustainable is reasonable to me.
just a reminder to some ppl that csc items cost the same amount that they have basically forever. $2.50 for a donation present in 2006 is like $4 of purchasing power in today’s economy, but a DP still costs 250CSC. somethings gotta give and the irl economy certainly will not lmao
Thanks, Keith! Saggi's asking for common rarity items now, which kind of loses his uniqueness as a quest giver, but at least he's asking for different items every time lol
Hunting for: (It's the only beanbag I need for a full collection!)
I did the remaining 3 quests: Saggi paid 75k now for 3 low rarity, easily available items.
I agree with misskass, that for the lore he should eventually again stick to asking for more valuable stuff.
This isn't related to the Saggi quest issue, but regarding the search shops list, would it be possible to make the spaces in between less wide, similar to how it is on legacy Subeta? I can't be the only one who finds it annoying and hard to look at.
Legacy:

versus Kumos:

The gaps between rows are so wide and clicking buy repeatedly, when questing, is slower when the button is so far to the right. Sorry if this was the wrong thread to post this feedback. Not sure specifically where else to mention this..
I really wish I found Subeta 15 years ago. I really love how there is daily activity and obvious care into the site. I can also understand that things probably have changed over time.
I would definitely prefer to spend less time on quests and do other things, like being creative (art, creating stories), being on the forums or discord, cataloguing items, or playing in the wardrobe.
Questing is linked to restocking - as an avid restocker, my main source of income is my shops, which in turn depends on people enjoying and feeling rewarded for quests.
My main concern with current quests is that I feel like I need to be either restocking or doing quests just to make profits to be able to collect the items I’d like, instead of doing other things on site that I’d also really like to do.
Standard fetch quests aren’t fun - they take a while to do and I solely do them for the rewards. I also like that Drills encourages you to interact with others and send things to your friends. That has been a big game changer for me this year!
Quest rewards I hope for in order is CSC (Morty Cards), Drills retired items, Quest Points, and SP.
I feel like quests should be something quick and rewarding to do while keeping the economy turning. For example, have consistently rewarding normal quests (CSC, SP, rare items) and maybe a Drills type which encourages people to interact with each other more (stick others, send gifts etc.) through offering retired items like normal.
For me quests aren’t the most engaging part of Subeta - the community, forums, creativity, shops and collecting are.
I hope the layout and functionality for quests will keep improving!
I feel like the CSC reward could be increased to be more consistent with the existing Morty Cards system.
Thank you for reading and to the Subtea Team for all their efforts!
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