List of QoL and For-Fun suggestions
-
Alternative routes. Most of the areas is a single-route, which doesn't feels natural for the wilderness ones, makes it hard to pass around the CARES you can't deal with, and expands amount of time spent walking without a good reason.
Less poisonous and disease monsters along the main routes, or cheaper source of poison and disease removal that you can't take with yourself, like a paid priest. Less poison and disease outside of controlled environment in general. Without additional ways of counteracting it being diseased and poisoned on the Arabel-Eveningstar route is an annoyance for unprepared player, and not a fun gameplay mechanic.
Less garbage in the quest containers. It just not worth having this stuff for fetch quests. Garbage does not add any depth, it's just frustrating to find. Fetch quests can be switched to resources to give gatherers something to do, and in this case fetch NPC should be relocated into the areas accessible not only by the Main Factions members.
Minor loot droppable by CARES to make fighting them worthwhile for non-skinners.
Second wave of loot for quests, especially to cover missing item types that is available only in the vanilla state right now, like new weapons or class specific gear. After initial wave of added loot, quest improvements has stalled.
Dungeonsm areas and shortcuts with limited access, requiring metroidvania style "keys" to use. for example, grapple hook instead of annoying climbing check that have no gameplay value. Fey acorn to use fey circles. Dispersing Lens to pass "illusory" landcape objects (placeable stones and trees turned into transitions). And you need to get these items from dungeons, hardcore quests, lore factions, events or by meeting certain criteria.
Refinement of the Prestige system with loot, more and better for-points items. Tier-based benefits, depending on total amount of points accumulated. Ways to make players compete for these items, like King's Handout from the EFU, competitive activities requiring players form different factions to participate. Prestige is in the placeholder state right now.
Factions based "activities". Text based management mini-game allowing you to make Low-Medium-High risk investments and then sequence of decisions to affect the % of risks. When timer runs out you can come for the results. For the Misrim it can be fashioned as sending subordinates to organize remote events or perform trading activities, with the focus on vanity, rare resources and gold rewards along the standard rewards. For the Vaylan it can be fashioned as sending your subordinate squad on patrols and to perform mercenary activities with the focus on trophies troves (consumables, ammunition, charge based items) and gold. For the Tower, in the similar manner, it can be fashioned as expeditions and researches, and purges with relic hunts for True Sun.
Depth for the minor factions. As of now they have no mechanical reason to exist aside of being a placeholder. Only reason to be in one is to support RP, but it's not enough for the fun factor. There should be mechanical encouragement aside of the free bed and storage. Especially since they too is a part of prestige system and need to compete for the points.
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.
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?
Widening of quest ranges to include lower levels more.
I'd expand a bit on this request. Why not to make entry level quests to be 4-7 instead of 4-6, so people can reach 8 by themselves? Why not to widen levels of mid tier quests to include level 5, so it will be easier for players to organize into a group? -
Lot of good ideas here.
-
Less garbage in the quest containers. It just not worth having this stuff for fetch quests. Garbage does not add any depth, it's just frustrating to find. Fetch quests can be switched to resources to give gatherers something to do, and in this case fetch NPC should be relocated into the areas accessible not only by the Main Factions members.
YES PLEASE!!!!
-
@Zolm said in List of QoL and For-Fun suggestions:
Less garbage in the quest containers. It just not worth having this stuff for fetch quests. Garbage does not add any depth, it's just frustrating to find. Fetch quests can be switched to resources to give gatherers something to do, and in this case fetch NPC should be relocated into the areas accessible not only by the Main Factions members.
YES PLEASE!!!!
Garbage should not exist
-
@Zolm said in List of QoL and For-Fun suggestions:
Less garbage in the quest containers.
What have you gotten that is garbage?
Where did you get it? -
Most of the 4-6 quests. Pixies, Mushroom Druid, Alleys, Kraliqh House, Heroic Plumbers from what is instantly remembered. Not sure about Haunted Mansion, Historic Farmlands, Dwarven Embassy, Graveyard Ops, Fire Cave or Clover Market quests. Don't remember.
Trash includes Empty Bottles, Empty Ale Steins, Toy Tops, Belladonna without magic weapon charges, Fruits without properties, Cabbage without properties. Maybe there's more. People don't take these items so they are easy to forgot. -
@Walrus-Warwagon said in List of QoL and For-Fun suggestions:
Empty Bottles, Empty Ale Steins, Toy Tops, Belladonna without magic weapon charges, Fruits without properties, Cabbage without properties
Fetch quest resources. Not entirely trash.
-
They are trash, Echo. The Fetch Quest is Tower only for whatever reason.
-
@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
-
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. :)
-
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.
-
Add to the list: widening of quest ranges to include lower levels more.
-
Added along the basic quest rewards suggestion.
-
@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.
-
@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.