Credo quest change thoughts

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Credo quest change thoughts

Postby svino » Mon Nov 06, 2017 3:38 am

moderator note: split this off from another conversation on credos here: viewtopic.php?f=48&t=59083#p755403

Massa wrote:I love this idea!

Credos aren't shit at all! I sure love handing hundreds of trinkets of random bullshit to trees to unlock passive, negligible perks, up to the point of having to do it 12 times just for a single level!



I'll guarantee you that pretty much everyone consider the game better now compared to before credos. The perks are actually overpowered, but they also require a lot of work to get, just like everything else in this game.

I'll say though; I'm still a bit worried about the suicide->credo loop methods going on right now. Hope they wont make it into to the new world.
Last edited by MagicManICT on Tue Nov 07, 2017 7:49 pm, edited 1 time in total.
Reason: added mod note for a redirect to another thread
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Re: Jeweler Credo

Postby Massa » Mon Nov 06, 2017 6:03 am

svino wrote:
Massa wrote:I love this idea!

Credos aren't shit at all! I sure love handing hundreds of trinkets of random bullshit to trees to unlock passive, negligible perks, up to the point of having to do it 12 times just for a single level!



I'll guarantee you that pretty much everyone consider the game better now compared to before credos. The perks are actually overpowered, but they also require a lot of work to get, just like everything else in this game.

I'll say though; I'm still a bit worried about the suicide->credo loop methods going on right now. Hope they wont make it into to the new world.

if hard work in your mind is walking to virtual trees and giving them trinkets then you're either a tween or never worked once in your life

an exercise in tedium is not hard work, they're boring, most credos are rather shitty and neither here nor there compared to the hideous amount of mind-numb it takes to get them

the mining ones are the only ones worth their salt, excluding cave hermit, farming isn't even a credo as you'd get it just doing daily shit.
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Re: Jeweler Credo

Postby MagicManICT » Mon Nov 06, 2017 7:58 am

Massa wrote: up to the point of having to do it 12 times just for a single level!


Well, if it isn't changed, you can have your main just suicide after each credo so that you will only need to do it 2 times for each tier.
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Re: Jeweler Credo

Postby Massa » Mon Nov 06, 2017 5:13 pm

MagicManICT wrote:
Massa wrote: up to the point of having to do it 12 times just for a single level!


Well, if it isn't changed, you can have your main just suicide after each credo so that you will only need to do it 2 times for each tier.

Which is also retarded. Just make credos 2 quests per tier. No scaling.
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Re: Jeweler Credo

Postby SacreDoom » Mon Nov 06, 2017 5:47 pm

Massa wrote:
MagicManICT wrote:
Massa wrote: up to the point of having to do it 12 times just for a single level!


Well, if it isn't changed, you can have your main just suicide after each credo so that you will only need to do it 2 times for each tier.

Which is also retarded. Just make credos 2 quests per tier. No scaling.


That's silly; it undermines the entire point of credos as a specialisation tool. I agree that it is over the top currently, so something to lower the quest amount would be quite welcome, but setting each to 2 is just killing the entire specialisation aspect.
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Re: Jeweler Credo

Postby _Gunnar » Mon Nov 06, 2017 9:24 pm

SacreDoom wrote:That's silly; it undermines the entire point of credos as a specialisation tool. I agree that it is over the top currently, so something to lower the quest amount would be quite welcome, but setting each to 2 is just killing the entire specialisation aspect.


I'm not even sure it is over the top; I was thinking about whether it would be better to have +1 quest/level/credo instead of +2, but I think that getting 4-6 credos is probably "specialised enough" unless they start adding many more.

Professions:
miner[/smith]: forager, quarryman, miner[+ hunter, lumberjack, smith]
farmer: forager, farmer, gardener
tailor: forager, farmer, tailor
carpenter: forager, hunter, lumberjack
hunter: forager, hunter, lumberjack, fisherman, strider

Stuff like mystic, cave hermit & nomad are pretty optional.

Decreasing the number of quests needed just means people reach the "endgame" faster. To me a more pressing concern with the system (as well as the suicide nonsense) is that the quests are not terribly interesting some of the time, which is maybe why people complain about how many they have to do.
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Re: Jeweler Credo

Postby MagicManICT » Tue Nov 07, 2017 5:35 am

This is going completely off topic here, but it does need to be discussed, I think, and not sure where else it's come up.

Number of quests just needs to be based on number of dependencies period. Base credo A, B, and C are 2? Credo D depends on A only, so would be 3. Credo E depends on A and B, so would be 4. Credo F is tier 3 credo and depends on two tier two credos, so might be 5 or 6.

(I should totally split this to another topic, and will later... should do it now, but being a bit lazy.)
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Re: Jeweler Credo

Postby ricky » Tue Nov 07, 2017 5:44 am

Image

Posting this here for relevance to discussion
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Re: Jeweler Credo

Postby Adder1234 » Tue Nov 07, 2017 6:56 am

ricky wrote:Image

Posting this here for relevance to discussion

Wait a minute, wouldn't blacksmith require 5?
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Re: Jeweler Credo

Postby ricky » Tue Nov 07, 2017 7:20 am

Ugh, yeah it would. I'll be sure to change that. Good eye adder
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