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.
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overtyped
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Change how quest quality raising works
Last edited by overtyped on Fri Feb 08, 2019 3:58 am, edited 3 times in total.
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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Burinn
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Re: screw local moose quality
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.
sabinati wrote:do you expect me to just check the forum constantly, fuck off
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overtyped
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Re: screw local moose quality
Your picture still gives bob the heebee jeebies, but the ball washing is putting you in bobs good graces.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.
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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Sevenless
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Re: Change how quest quality raising works
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.
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.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
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Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
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Explanation of the logic behind the cooking system
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Granger
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Re: Change how quest quality raising works
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, ...).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.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Ozzy123
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Re: Change how quest quality raising works
Haha yeah just let me and my faction of 200 people incease ql of dragonflies by +1000/day
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Necroliter
- Posts: 207
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Re: Change how quest quality raising works
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.
Getting swan quality increase on the mountain top is not fun, when you spent 30 minutes to get quest done.
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Vassteel
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Re: Change how quest quality raising works
I like this option the best.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 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.
jorb wrote:Stop shitposting.
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Sevenless
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Re: Change how quest quality raising works
I agree that's the intent, I don't think the current system achieves it. Too many competing options = they all stay irrelevant.Granger wrote: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, ...).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.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system