by MagicManICT » Sun Sep 15, 2019 5:57 pm
This issue comes up frequently, to the point I'm tempted to close this thread and point you to every other discussion on the matter. We ask players to do a bit of digging on their thoughts because some of these matters do come up frequently, and nobody likes to see the same thing come up every few months when it's been discussed over and over again.
As a player, I do get the frustration on the matter. If you have a particular spirit that has been easy questing, it can really be annoying because it breaks up some chains. It really sucks losing an "easy" credo quest when the credo you're working on is fully of quests that are typically a huge pain in the ass. It's a pain as some of the players here seriously optimize quest running, and a tree getting killed throws a huge monkey wrench into their system. (See users with "gerdgen did nothing wrong" and the related thread in announcements.)
I think the system could use some changes, but at this point, the right argument hasn't been made, and a good suggestion with a workable solution hasn't come up.
#3: Quests don't go anywhere unless someone removes the object that gave the quest. Should it be an option? Probably, but I don't see many people using it. It's easy to just let quests sit passively until the time it's worth the effort to complete and turn in a bunch. The 'need' to immediately pay attention to such prompts is a psychological thing that you can train yourself out of. Shame on the rest of the Internet for training us into such triggers.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.