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My response to "Every area needs a quest" mentality

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  • Z
    Zolm
    last edited by 25 Feb 2020, 20:32

    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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    • E
      Echo
      last edited by 25 Feb 2020, 20:39

      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 25 Feb 2020, 20:41

        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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        • P
          Puffy
          last edited by 25 Feb 2020, 21:15

          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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