a lot of emotions and pages to read through... and from what i gather it can probably be all put in one post to get a clear picture and form the right questions.
"Commune with Nature" grants you a quest if your quest log is empty from one of the
near by quest givers. You can cast this spell again after you
complete all the previous quests or
abandon all quests, not including the credo quests.
Spamming "CwN" multiple times gives you multiple quests, which most people would think of as a bug, simply because it breaks the 1 quest per time limit. Although from what i've been told there is a maximum number of quests you can have, which is 15... although i could be wrong on that.
The benefit of this bug is saving time. It takes 13 seconds to cast, so by spamming it 15 times you spend 30,000xp (without credos) get 15 quests, and save you 3min and 2sec. Also from what i've been told you get 1 quest from the quest giver you need more than 50% of the time, sometimes 0 or 2, rarely 3...
Quests that lead to any other quest givers are abandoned, and then you grind the quest line until its over and repeat the process.
Benefit of getting 15 quests at once instead of casting the spell one by one, abandoning them until you get the quest giver you want is roughly 3 minutes.
Benefit of having multiple quests to the same quest giver is non existent because you still have to go different places and spend the same amount of time to complete them as if you were to do them 1 by 1. Six of one, half a dozen of the other.
Having extensive crossroad system and figuring out the quest giver network (understanding the full mechanic of how quest givers work) requires a lot of effort, both in building and record keeping, and also ton of memorizing.
Getting overblown quest rewards is affected by the Charisma stat.
Also from what i gather farming the same quest giver for a very long time with a lot of people, still doesn't help the local quality resources grow to any reasonable amount to make it even considerable for the local hermits. (needs a buff)
Now imo, judging by all the information provided, if it is true, i really don't see the use of magic queue bug that big of an issue. While you can't compare it to some over-exaggerated examples provided in posts above, you can probably compare it to something like this:
a gif from couple announcements ago. Although that probably saves even more time and doesn't waste your xp as much. Nonetheless if it was not intended to be used multiple times it needs fixing, but so does many other things, especially the quest reward scaling which was believed to be broken since the day charisma became a thing, that is believed by most of the players i know to be an issue to be resolved only in the next world, one of the reasons why people crave it so much (because stats are retarded-ly inflated). But then again people also understand that if the system was to be fixed now, it would break the current balance and no-one would be able to catch up to or compete against the inflated characters.
loftar wrote:I think it should be pretty clear to anyone with half a brain that being able to use Commune with Nature to effectively choose your quest givers is not an intended mechanic.
I really want to believe that this was an over-reaction, because otherwise i myself am half-brained along with everyone i know in this game, apart from the devs. Addition of localized resources being upgraded from doing more quests from the same quest giver, jorb stream talk on how you guys want to make quest givers and the world / civilization scale as the world progresses, definition of the skill itself suggesting local quest givers to grant you a quest and ability to Abandon quests and ability to re-roll a new one makes me believe and want to get the quests from a quest giver i already know, to level it up and to have familiar routes to take when questing.
Now on questing networks, ever since the quests have been introduced any village that did them knew that same quest givers for different people doing quests sent those people to the same number of locations with specific quest givers, suggesting that each quest giver has a network of other quest givers built in the game mechanics, which is why people started building crossroads, and which is why you can find crossroads from one quest giver to the other all connected in the same network, some of which were built in the first days of this world and still work to this day. So having networks to predictable and understandable mechanics to achieve the intended reward is a natural occurrence you get even from half-brained people like HH and many others, its just that HH happens to be the most insistent group on building the crossroad systems and keeping them maintained (tm)... most of the time, for everyone to use.
So imo chopping off the Gerdgen was an overreacted overkill, and a wrong target to focus on. If the mechanics of quest giver network was not intended and is not something that devs want to have in the game, it should be changed. Perhaps with a radius of each next quest location down the quest line be further away and completley random, but in that case chopping Gerdgen would really not have any effect because every quest giver would lose their network and be random anyways. Tbh i really like the idea of quest networks we have right now, even though i got bored of questing in the very first month and really hate how op the rewards are these day, which leaves no chance for more casual players to compete in pvp. And trust me, i have nothing against the hardcore players having an advantage they deserve, usually the chances 1 to 20 or even 1 to 30 are sound enough, but right now casuals (not necessarily nabs) have a chance of 1 to 1000 (against afk or offline), which seems a little too low. So all i hope for, is that in the next world the quest scaling among a lot of other things would get fixed, but until then, we have what we got.