long range questing \ broken questing

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MadNomad
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Re: long range questing \ broken questing

Post by MadNomad »

Headchef wrote:but yes I know your feeling of reaching the edge of continent and thinking fuck that is a huge waste of time
sometimes you can look at how fast the arrow changes direction as you move to see if you can find out if you're on the correct continent or not
but yeah, it's not nice to waste time just because you couldn't tell if the quest giver is on the same continent as you - maybe it should be indicated in some way
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borka
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Re: long range questing \ broken questing

Post by borka »

Yay! Winter on southern continent ...

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ctopolon4
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Re: long range questing \ broken questing

Post by ctopolon4 »

Image
nice gameplay, best time to buy 3 new hats in 1 patch
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ctopolon4
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Re: long range questing \ broken questing

Post by ctopolon4 »

borka wrote:Pick Clover (x3)
Image
there are still places without snow, but its so rare
donatas081294
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Re: long range questing \ broken questing

Post by donatas081294 »

wonder-ass wrote:a simple distance based off of tile range would fix this idk why its not done yet.
This was suggested so many times, I don't know why devs are so stubborn not to implement it yet is beyond me. It would fix so many questing issues and complains like this thread. If it was like for example how many tiles it is away from the play and the quest giver. The player could decide either pursue the quest and do something else. Sure it would remove the "wonders of mystery" oh how fucking far away this is quest giver over the oceon or on a fucking mountain. But regardless, it would be SO!!!! much better if there was like a number indicator, if for example the player is 100 tiles away from the quest giver it would show nect to the arrow 100 and when right next to quest giver it would 1 or 0 next to the arrow. Like how hard is it implement this? x amount of tiles show on the quest arrow how far away the quest giver is.
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ctopolon4
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Re: long range questing \ broken questing

Post by ctopolon4 »

gameplay = suffer
we dont fix gameplay ¦]
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vatas
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Re: long range questing \ broken questing

Post by vatas »

donatas081294 wrote:
wonder-ass wrote:a simple distance based off of tile range would fix this idk why its not done yet.
This was suggested so many times, I don't know why devs are so stubborn not to implement it yet is beyond me. It would fix so many questing issues and complains like this thread. If it was like for example how many tiles it is away from the play and the quest giver. The player could decide either pursue the quest and do something else. Sure it would remove the "wonders of mystery" oh how fucking far away this is quest giver over the oceon or on a fucking mountain. But regardless, it would be SO!!!! much better if there was like a number indicator, if for example the player is 100 tiles away from the quest giver it would show nect to the arrow 100 and when right next to quest giver it would 1 or 0 next to the arrow. Like how hard is it implement this? x amount of tiles show on the quest arrow how far away the quest giver is.
I'd like to read dev response to the points raised in the quotes.
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ctopolon4
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Re: long range questing \ broken questing

Post by ctopolon4 »

ist ok to wait 20 RL days to do quest with frog?
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MagicManICT
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Re: long range questing \ broken questing

Post by MagicManICT »

ctopolon4 wrote:ist ok to wait 20 RL days to do quest with frog?
It's ok to wait 20 RL days to do a quest with an Ancient Windthrow, so... yes?
vatas wrote:I'd like to read dev response to the points raised in the quotes.
Pretty sure jorb has commented on it before. IIRC, there isn't going to be a hard rule on this, but in some cases, especially if the ocean and island style world is going to persist, then they might be able to do something so quests don't send you abroad as often. I believe this was discussed back at the start of the world with the strider or nomad credo.
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Lyrroth
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Re: long range questing \ broken questing

Post by Lyrroth »

vatas wrote:I'd like to read dev response to the points raised in the quotes.
Pretty sure jorb has commented on it before. IIRC, there isn't going to be a hard rule on this, but in some cases, especially if the ocean and island style world is going to persist, then they might be able to do something so quests don't send you abroad as often. I believe this was discussed back at the start of the world with the strider or nomad credo.[/quote]

they addressed it already this world and a lot of people who didnt spawn on bigger continents had qg spawning on bigger land that they could not cross without a knarr. either they did it poorly or it only works for really big lands. without tweaks i can bet nobody want it again like this. considering how much w11 killed player interaction compared to w10 because all those LOCALITY TRADING AND COMMUNITY PEOPLE yelld and where it did get us. hours of gameplay that was less enjoyable that doing solitare.

never again a map that is more covered in water than earth without proper fast travel or quick travel mechanics

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