Progressive Credo Questing System

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Progressive Credo Questing System

Postby DeadlyPencil » Fri Apr 05, 2019 4:19 pm

Yes I would like credo quests to be more like this.

I suggest they only do this for the first level of credos though, so Fisherman, Forager, Hunter. Then after that make it much more random. They should then mark them as beginner or Teir 1 credos somehow so players know that farmer is a lvl 2 one for example and will be much harder.
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Re: Progressive Credo Questing System

Postby MagicManICT » Fri Apr 05, 2019 5:25 pm

SaltyCrate wrote:That's all very interesting and all but also completrely irrelevant. I did not claim nor meant that credos are literally being standartized tests put there by devs, it was an analogy to really simple idea.

Yes, it was obvious, but the way you argue it could have been better. Secondly, credos aren't even analogous to a test. They're experiences that lead to insights, thus the random nature. That's my perception of it. Maybe it jives with what jorbtar have in mind for them, maybe it doesn't.

wonder-ass wrote:credos should have bin small tutorials with benefits for new comers and still relevant to old timers because of the buffs.

Seems like that's been brought up elsewhere in a fair bit of detail. I like the idea, but don't think it's wise, though. Too much critical game information is presented when you learn a skill that still has a lack of game knowledge behind it for new players. If information is going to be presented in any manner, it should be done when certain key skills are bought.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Progressive Credo Questing System

Postby wonder-ass » Fri Apr 05, 2019 5:52 pm

MagicManICT wrote:
SaltyCrate wrote:That's all very interesting and all but also completrely irrelevant. I did not claim nor meant that credos are literally being standartized tests put there by devs, it was an analogy to really simple idea.

Yes, it was obvious, but the way you argue it could have been better. Secondly, credos aren't even analogous to a test. They're experiences that lead to insights, thus the random nature. That's my perception of it. Maybe it jives with what jorbtar have in mind for them, maybe it doesn't.

wonder-ass wrote:credos should have bin small tutorials with benefits for new comers and still relevant to old timers because of the buffs.

Seems like that's been brought up elsewhere in a fair bit of detail. I like the idea, but don't think it's wise, though. Too much critical game information is presented when you learn a skill that still has a lack of game knowledge behind it for new players. If information is going to be presented in any manner, it should be done when certain key skills are bought.


how is it not wise? why does everything in this game need to be extremely repetitive and not fun?
how is a mechanic that is hated by 99% of the community not changed yet?
see homo sexuality trending,. do not do that.
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Re: Progressive Credo Questing System

Postby Ardennesss » Fri Apr 05, 2019 6:10 pm

wonder-ass wrote:how is a mechanic that is hated by 99% of the community not changed yet?
Because our opinions don't matter.
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Re: Progressive Credo Questing System

Postby MagicManICT » Fri Apr 05, 2019 8:02 pm

I would say that "90% of the community" is like 10% of the players that like to complain mechanics on the forum. Most everything I read think that credos need adjustment, but not "hated" or removed.

wonder-ass wrote:why does everything in this game need to be extremely repetitive and not fun?

Have you played any other MMO... or any RPG for that matter? They're all repetitive and boring after the first 10 hours... or even just two hours. That was the whole point of the game Adventure Quest. It's the same shit from the start from the time you start playing the game. They just did it in a satirical way that was able to hold an audiences attention for more than 15 minutes. The point of RPGs is the story because there's only so much you can do with mechanics. If you really want a sandbox RPG, create your own story and share it with the world. That is the point of it: to build your own sand castles, knock them down, interact with others,or whatever.

Yes, the game needs more and better ways to divulge information to new players on core mechanics and how to interact with the world. Don't give grand rewards* for simplistic tasks, though. Maybe some of the rewards need to be separated out and toned down a little for completing the quests if it turns into a type of tutorial system, but then I'm sure you or someone else will complain that you have to repeat this tutorial quest series for the nth time to get that +5 UA combat for free.

*No, not all the rewards are great, but even some of the biggest critics of the credo system will go out and complete certain ones because they're that worth it.
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Re: Progressive Credo Questing System

Postby Kaios » Fri Apr 05, 2019 8:38 pm

ALL QUESTING SUCKS

Quests are the definition of make-work projects in a game designed around make-work projects.
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