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    My response to "Every area needs a quest" mentality

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    • Z
      Zolm
      last edited by

      It has been said a few times that the team wished for every area to have at least one quest in it.

      I must protest vehemently against this policy/idea on the grounds that it is not going to bring players together and many quests will simply remain undone for all eternity because the walk there and back is simply too hazardous or too long.

      With all due respect it is not in the interest of the playerbase to see a quest in every area it is in the interest to have a small bunch of areas that are well detailed and immersive.

      Only CoA player whose Mom is cooler than he is.

      • Spiffyhas

      And damn right she is!

      • Zolm
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      • EchoE
        Echo
        last edited by

        An area should have a reason to go to it otherwise there is no point to having the area except as some place to walk. It should have some combination of quests, harvestable resources, exploration xp markers, etc.

        "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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        • Z
          Zolm
          last edited by

          I would like to point out that, if an area has no reason to exists it might be an idea to cut the area in its entirety to save work hours.

          Only CoA player whose Mom is cooler than he is.

          • Spiffyhas

          And damn right she is!

          • Zolm
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          • PuffyP
            Puffy
            last edited by

            It's an aim, not a priority or anything. :) We don't fret over an area missing a quest, it's just a goal the team has.

            @SpiffyMeister
            the real bench mark for success is if you seduce a puffy pc or npc
            @Prof-Misclick
            Puffy said "Don't you trust me? Then vote yes NERD!"
            #scaredofstrongwomen

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