AvatarAcid wrote:Thus far as a happy EUO nub, the only thing I have trouble doing is finding the targets for work. I don't want a quest marker, that is too nerf, but perhaps in the description of WORK > IMP you could include at least which level the target is on in Area X.
Eidolon wrote:quests need to give actual useable items.
they need to be something that is specific to your Class
Ghenta reinforced flasks quest: this really should be more like 5 reinforced flasks
have the Lord Byron statue quest give a small tutorial on smithing and mining. make it optional. when I was doing this, not only was it poorly worded, but it was confusing - and I know what I'm doing on this game. having a little "Or you can get the copper ore yourself. Would you like to hear about mining and smithing? (yes/no)" if the person says yes, give them a tutorial, and like 5-10 pickaxes.
there is no monk or priest lord byron quest line. after going for so many levels not finding any class specific gear, getting to this quest is a giant kick in the "why the hell did I pick this class" nuts. also, this goes along with the idea of getting better gear that is soulbound with no level requirements. this questline should give +20 stat gear, not +10. monks should get +10str/+10dex ring.
have lord byrons class specific quests remind the player that there are other class specific missions and what the names of the NPC are, then ask "Are you sure you want to continue with my <class, ie fighter> missions? <yes/no>" Right now you go up to any one of them and it seems like you're just going to find out a little more information, then by the second keyword you're permanently triggered to follow that questline.
My opinions below:Eclips wrote:I would use newbie island to spell every fundamental component of the game out. I'd assign a relevant quest or piece of info to every npc in newb island. Don't make all of the quests a chain, but present the idea that all npcs are there to help.
> have the inn keeper offer a cleaver and ask for rat meat.
> have the smith collect an ingot and craft a weapon. Have them follow it up and craft a piece of armor from a rat pelt. Have the smith describe equipping weapons.
> have an apothecary send you on a quest to collect ingreds for a pot and then end the quest by telling them how to bind pots.
Basically isolate the fundamentals of the game and make sure they all can be addressed by npcs. Don't make all of these quests string together though, just make them available to anyone who talks to them, in any order.
I would also make sure all noob quests are fairly leading without being in your face. The kill quests are nice starts but the quests need to be more educational at first. For instance the stone quests and some others require some exploring and inquiring, but they aren't typical quests. You need to make sure people are aware of the quest fundamentals (in this example, intel gathering and recon)
Also there are a good number of maps these days. Have npcs direct players to level relevant ones
I personally hate the dryden furniture quests (sorry kyba)
New quests (such as montor guards) are so much better because with hindsight and better engine support it's easier to make better quests tho it also makes making better quests harder as new quests always have to be even better
I think the 3 byron class quests should be scrapped. They were designed to make a player feel as if they belonged to a class AFAIK not long after hard-classes were canned. I don't think they relevant, and I would now just pick the best bits from them and rework them into one chain, not 3.
quests shouldn't be used to force a developing story but rather for backstory - however I'm also opposed atm to developing too much backstory (in my notes I have WORLDBUILDING> BACKSTORY)
quest rewards need revision always as the game expands and grows - ideally the guard quests would gear your char up. silver coins goes part way to addressing this.
If anyone is willing to provide specific and clear changes to how any particular quest should change please post below.