Change how quest quality raising works

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Change how quest quality raising works

Postby overtyped » Fri Feb 08, 2019 3:44 am

Sometimes when you complete a quest, you get a reward such as raising local moose quality by 1, or raising auroch by 1. Change this dynamic. Give us a 1x1 consumable, that we can put where we like. If we drop in a swamp, it raises that entire swamps dragonflies by 1, or right clicking a frog or toad increases by 1. Or if you right click it on a certain local animal, it raises the quality by 1 permanantly etc.


and if you don't like this idea, at least give us some better stuff like raising dragonflies by 1.
Last edited by overtyped on Fri Feb 08, 2019 3:58 am, edited 3 times in total.
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Re: screw local moose quality

Postby Burinn » Fri Feb 08, 2019 3:47 am

I'm going to have to agree with Bob Dole on this one. It'd be nice to get dragonfly quality up. Gosh he's so smart.
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Re: screw local moose quality

Postby overtyped » Fri Feb 08, 2019 3:49 am

Burinn wrote:I'm going to have to agree with Bob Dole on this one. It'd be nice to get dragonfly quality up. Gosh he's so smart.

Your picture still gives bob the heebee jeebies, but the ball washing is putting you in bobs good graces.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Change how quest quality raising works

Postby Sevenless » Fri Feb 08, 2019 4:15 am

I think letting you take it and place it is way too powerful. Large groups working together would have an insane quality spiral.

Maybe each quest giver should pick only a single thing to raise? At least that way it becomes useful (whatever it is) rather than points being spread out uselessly.
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Re: Change how quest quality raising works

Postby Granger » Fri Feb 08, 2019 8:20 am

Sevenless wrote:I think letting you take it and place it is way too powerful. Large groups working together would have an insane quality spiral.

Maybe each quest giver should pick only a single thing to raise? At least that way it becomes useful (whatever it is) rather than points being spread out uselessly.

I agree. On the other hand... spreading the increases randomly might be a long-term plan to make the world less irrelevant (by farms, metal, ...).
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Re: Change how quest quality raising works

Postby Ozzy123 » Fri Feb 08, 2019 8:22 am

Haha yeah just let me and my faction of 200 people incease ql of dragonflies by +1000/day
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Re: Change how quest quality raising works

Postby Necroliter » Fri Feb 08, 2019 11:47 am

Being able to pick Quality increase from 2-3 random options will be nice.

Getting swan quality increase on the mountain top is not fun, when you spent 30 minutes to get quest done.
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Re: Change how quest quality raising works

Postby Vassteel » Fri Feb 08, 2019 12:34 pm

Necroliter wrote:Being able to pick Quality increase from 2-3 random options will be nice.

Getting swan quality increase on the mountain top is not fun, when you spent 30 minutes to get quest done.

I like this option the best.

I also like the consumable option. but maybe add a cooldown to it so you cant raise the Q of a particular thing in that biome but every few days or once per IRL day this way the max q would be below 300q at the end of the year if they did it religiously and allow them to be tradable.
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Re: Change how quest quality raising works

Postby Sevenless » Fri Feb 08, 2019 1:01 pm

Granger wrote:
Sevenless wrote:I think letting you take it and place it is way too powerful. Large groups working together would have an insane quality spiral.

Maybe each quest giver should pick only a single thing to raise? At least that way it becomes useful (whatever it is) rather than points being spread out uselessly.

I agree. On the other hand... spreading the increases randomly might be a long-term plan to make the world less irrelevant (by farms, metal, ...).


I agree that's the intent, I don't think the current system achieves it. Too many competing options = they all stay irrelevant.
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