budzilla wrote:+1 to all these ideas, however they need to fix questing in general first. Rewards should scale to how difficult the quest is, the RNG factor is silly and needs to be addressed before anything else.
There is defiantly a sweet spot between RNG and difficulty, but I don't understand how the game decides your reward well enough to propose a solution.
Sevenless wrote:Seems sensible enough, not terribly fond of the symbel idea (I very much like the current way symbel bonuses aren't directly impacted by Q only on what quality of characters they can boost/wear, I don't really want that balance disturbed I don't think). That said, it might just be because I'm uncomfortable with the hunger system in general. Could also spawn actual RNGed food items like gilding rocks with zero satiation/hunger impacts.
I considered making it an FEP food, but that ends up overlapping with the new Lotus Bloom. I actually wanted it to be a hunger reducing symbol item, but hunger only symbol items are garbage once you get late game anvils.
As long as the durability is kept low it shouldn't be too disruptive. Because the bonus is additive with other symbol items you get the same total FEP increase going from 0% to 3% as you get going from 90% to 93%. Items will start having the same FEP effect at q6000, but when you have that level of stuff, your normal symbol items are going to be heavily reduced because of high stats. My intention is to make it good, but not overpowered, at all levels.
Agame wrote:Best quest system: World of Warcraft, any version.
WoW quests end right around when you hit max level, then you endlessly repeat raids/dungeons 'till you have the best gear. The raiding, despite being exactly the same, maintains fun by having to do it with other people. The other people are interesting because of different skill levels, experience, and abilities.
I think there is a lot of merit in studying popular games to find out what makes them appealing. Haven intentionally has player driven story, and no level limit. Both of these elements make it impossible to make anything like the rigid WoW quests. Dungeons on the other hand are something that could be improved by adding WoW elements. I think forcing people to work together, while simultaneously making it easy to do is the best part of WoW. It is "
FUN" to be a healer when the fucking rouge can't stop pulling agro, and your tank is a LvL 60 Deathknight.
Yasodhara wrote:That is such unfair comparison, it's not even funny. Blizzard has a tad bit more resources and manpower, don't you think? Plus, questing is much bigger part in WoW than it is in HnH.
If Jorbar wanted to do something that required much more manpower, but wasn't specifically relayed the the game engine, they should just ask the player base. Look at w10 CF; it literally took hundreds of manhours to build/maintain, and people just did that for fun. One of my cousins literally refuses to play Haven because it is basically a second job, and he isn't wrong.
Kaios wrote:I've never enjoyed questing in this game, reminds me of the very monotonous "go here, do this, go there, kill that" running around quests that most generic MMO games have. There is not much interesting about doing them and yet what everyone says is true, the players who spend all their time on quests are well ahead of those who do not and this is unfortunately one of those situations where if the devs do in fact fix it now it will be too little too late because some players already have the advantage of being quite far ahead because of questing.
It is definitely never too late to fix something. I have never once played this game having even the slightest ability to 'compete'.
I think that quests would be more fun if people had to 'solve' them. Rather than follow the pointer, they would be more akin to "Travel to the highest peak, then 4 leagues south you will find my friend Yeith. Wave to him." Once you get close you get a pointer, but before than you need to figure out what the hell that tree is talking about. Quests need to bring some small sense of accomplishment to the quester, and not just force them going to keep up with actual rewards
whitepoint7 wrote:Yes, weak but the main problem is they are too random. Well, the whole questing system is too random actually
. If we have 3 reward option about q rise at least we can make more sensible choices than direct rng.
Other than this, Liked the idea +1
I think that them being random is a good thing, as it means everything will slowly be impacted, probably. If players could choose, they would choose in similar ways. Having randomness makes it possible that areas become different. I think the best way to improve the reward it to make the amount of things that get their +1 bonus scale. A very good reward could be a bonus to 12 things, while a bad reward is just one.