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I liked the quest, but it was short.
Something you could do is, when you have all your quest materials done, give a tutorial on commonly used quest items. It would give the player some sense of what to do on quests, and you could have the tutorial skip-able so anxious players could move on. This way when they complain you could honestly say that they could have had a heads up about questing if they took the tutorial. -EDIT- Also, the "short-cut" is only one way. Yeah, it cuts running to a quest in half, but then I have to walk all the back around the trees again? Why not place horses around the world, or make it a two way short-cut, or (this may be down the road a bit but) even do a weapon that would summon a horse? This way traveling wouldn't seem like a chore. It isn't like the scenery changes... Just some ideas. |
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I can't imagine anyone would say that they wouldn't prefer to be able to get from place to place quicker, but is it really that much of a chore as it is now? In terms of our map its going from the center to the top right, but in comparative terms our map is quite small. |
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I know you want to keep players on the server, but it should be done with content not walking from the quest then back to Master Li's then back and forth.. It's already old and there isn't a ton of content/quests. |
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We do however have an idea of an end-game weapon to enable quicker travelling to destinations but this is a long way down the line. Quote:
I've counted the time it takes to go from level 14 (the main hangout outside the bank) to Master Li's house at roughly 30 seconds, obviously people will have varying ideas of what is reasonable but 30 seconds is significantly less time than what the actual content can be expected to take. |
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It just seems like a battle with you to try and make things better. |
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If you pitch an idea, we definitely do consider it, but often people only explain why the idea is good, rather than the downsides that are packaged along with it. So, we usually respond something along the lines of "okay, but if we use your idea, X will be a downside of it, so we probably won't". If the ups still beat the downs, then we do it. I think that's perfectly reasonable. Perhaps designing a game is a battle -- but a peaceful battle to a constructive end, rather than an endless war of words only to be won through attrition. To be slightly more concrete, it is true that providing a shortcut would make travel less annoying. But to what extent do we reduce travel? Two-way shortcut? Horse summoning? Teleportation? I think travel has the upside of making the quest more dynamic, as long as it isn't too long. You can travel with friends, chat with people, and gain a moment of familiarity in a potentially confusing quest. The reason we added that one-way shortcut was so you wouldn't have to run the same path twice within like 3 minutes. Instead, you would have a little run through the forest to Master Li's as a moment of relief from the questing, not a 10-minute grudge through a gargantuan overworld. When our overworld gets larger, this will become more relevant and we will hopefully come up with a neat solution to keep travel time at a healthy minimum. |
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Also to be slightly more concrete, you haven't said anything about the "good ideas" such as a the tutorial idea. You only pick the seemingly "bad ideas" to pick apart and don't say much otherwise. That's why it seems like a battle to me. I don't doubt you need to weigh the ideas, but you should weigh them all with feedback to the player. Not just the ones that are easy to turn down. |
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jk idk classick i just like busting your balls |
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Since you requested specifically, I can give you feedback on the quest item tutorial idea as well. Quote:
If you've played Zelda LTTP, one of the most interesting parts about the game is acquiring a new weapon and figuring out how it interacts with the environment and baddies. Usually LTTP gives you some hints on how to use the weapon. (Sometimes the hint is just that no other weapon kills the baddie right outside the room you got the weapon.) I feel like a tutorial walking the player through every most aspects of the questing experience would kind of kill most of the 'adventure' out of an adventure server. I think it's better to instead use creative tricks to explain to the player how to accomplish certain tasks in the quest itself, which is usually what we try to do. Overall, we really do appreciate commentary on our development. We can't implement all ideas and respond to every single critique, but we do read everything people post, and everyone's points sway us one way or another, just perhaps not fully. You can bet that we'll be discussing travel extensively on RC now that you brought it up again. ;) |
When I originally brought this up, I don't think the issue was travel time so much as why is an important quest hub so far away from where things are actually happening?
It seems you're are making Master Li an influential character in the story (or at least to what's happening in Graal City), so if he carries such influence, why wouldn't he be able to create an outpost somewhere a bit closer to the city, or arrange for easier transportation from his place to the city? |
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