List of QoL and For-Fun suggestions
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@SpiffyMeister said in List of QoL and For-Fun suggestions:
The Fetch Quest is Tower only for whatever reason
then that needs to be changed
or remove all the stuff
a discussion for the Admin channel -
@SpiffyMeister said in List of QoL and For-Fun suggestions:
They are trash, Echo. The Fetch Quest is Tower only for whatever reason.
Incorrect, all 4 major factions have fetch quests set up. However, they are meant to be updated to crafting resources and the trash objects removed. I just haven't gotten around to it
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It might be just my opinion, though from what I've seen players generally agree, but having trash instead of useful items for the sake of fetch quest was never worth it. It's always frustrating to open a loot container, number of which is very limited in lowbie quests, just to find a single toy top, or empty bottle.
Fetch quests wasn't making this stuff useful, it was always trash. -
@Walrus-Warwagon said in List of QoL and For-Fun suggestions:
It might be just my opinion, though from what I've seen players generally agree, but having trash instead of useful items for the sake of fetch quest was never worth it. It's always frustrating to open a loot container, number of which is very limited in lowbie quests, just to find a single toy top, or empty bottle.
Fetch quests wasn't making this stuff useful, it was always trash.It was never meant to be trash items, we just didn't have any items to put in when the fetch quests were created. :)
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Added to the list:
Webbed maze need the exit points established in some of the dead ends to be fun. Something like "This ancient device can relocate you to the entrance.", or "Spirits of the forest propose to lead you to the entrance.", or "This ranger can use a shortcut to lead you to the entrance." I understand that it is a maze, but the most frustration point is not even getting inside of it, it\s all about constantly thinking about the mindbogglingly boring way back.
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Add to the list: widening of quest ranges to include lower levels more.
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Added along the basic quest rewards suggestion.
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@Walrus-Warwagon said in List of QoL and For-Fun suggestions:
Raise exp rewards for the quests drastically, and raise gold rewards equally to match the exp increase. Let people get a level in 6 quest runs or so. People who play a lot can't overlevel anyway, and people who can't dedicate much time or live in the unlucky TZ will be able to grow at least. Why not to make low tier quests give 500 exp and gold, mid tier 750 exp and gold and high tier 1000 of both? What is the risks? Why rewards is so miniscule, what is the decision behind them?
Would really be helplful if big suggestions like this were in their own thread.
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@Walrus-Warwagon said in List of QoL and For-Fun suggestions:
Webbed maze need the exit points established in some of the dead ends to be fun. Something like "This ancient device can relocate you to the entrance.", or "Spirits of the forest propose to lead you to the entrance.", or "This ranger can use a shortcut to lead you to the entrance." I understand that it is a maze, but the most frustration point is not even getting inside of it, it\s all about constantly thinking about the mindbogglingly boring way back.
I liked this so much I implemented it. v6706
There are now 6 Rangers who will guide your party to the edge of the forest if you are lost. -
To the same effect of adding exit NPCs to the Hullack, could we perhaps implement exit objects and transitions of the same purpose to some of the quests on the server? The only ones I am familiar with are Ants (Which seems unintentional) and the Walking quest south of Bospir which doesn't really transition but loops back on itself.