Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: guard system sucks
Arya_Yeshe wrote: »For what I hear the guard system seems promising, patrolling guards is very cool!
Over time the system will have adjustments here and there and be fine
I think it is worth having a guard system that lets people go into the enemy city and commando style just yoink some kills in their own place, this is thrilling!
OK, I can understand this aspect from the attacker's perspective, if the guards are actually legit AI cool and this is a difficult task. But it's different when the attackers are maxed out 1 shotters and the only punishment for death by guards is the walk back from the emberspring. Contrast that with the noob at the storage, just trying to catch up and get some better gear so they can actually compete in PVP, getting 1 shotted and losing 1/2 the mats they were transferring from/to storage.
The noob at the storage is risking WAY more, just to do a simple/fundamental task for progression in Ashes, while the person "commando styling the guards" doesnt even have to care about the guards because they can 1 shot the guy with mats before they die. Guy with mats loses 1/2 his shit, killer loses nothing. LULZ all the way back to storage. Guy with mats cant transfer or do anything.Arya_Yeshe wrote: »Carebears who play like bots without communicating with their fellow citizens must coordinate their defense as a group or suffer the consequences for playing like a NPC.
Treating this as an issue of "Carebears who play like bots" is completely missing the point. In a game where professions are REQUIRED to catch up to gear score, there is a huge imbalance between the 1 shotter who doesnt care about guards at all and the regular player just doing a fundamental task - interacting with storage.
This current setup only encourages anyone who is weaker than the 1 shotter to drop their node during node wars, or guild during guild wars, etc. Is this really the incentive we want to drive for players? Drop your affiliations because whoever is online and available is unable to defeat the other side?
If you cant even interact with storage, your options in this game are quite limited, especially when you are already behind on gear progression.
I stand by what I said, I fully get the struggle, and I’m saying it’s okay. If you’re weak, you’ve got to play the game, rely on someone stronger, and ask for help. If you end up dying because you’re weak, that’s your fault. Every group has its heavy hitters, they are the ones who step up as heroes, while you’re stuck playing the damsel in distress, just shouting for rescue.
Newbies don’t sway the tide in conflicts, noobs don't matter, they’re just dead weight the strong have to lug around. If the citizens don't work for the group, maybe it’s time to ditch the group. Talk to the locals and to the mayor, see if they’ll step up. If they don’t give a damn, walk away since these people are not worth your time.
Everything that happens to you and how you overcome everything is just content, it is your personal story.
Re: guard system sucks
Do we have a reason to assume that the change was intended to fix the complaint, though?
Generally I assume that MMO Devs fix things the way they 'want it to be' and 'hope/check that the players don't mind it that way'.
(I know you put solution in quotes, I'm just wondering if I missed something that indicated they were even trying to solve the 'death at storage' thing).
Generally I assume that MMO Devs fix things the way they 'want it to be' and 'hope/check that the players don't mind it that way'.
(I know you put solution in quotes, I'm just wondering if I missed something that indicated they were even trying to solve the 'death at storage' thing).

1
Re: (Opinion) Rangers / Physical Classes Are Too Limiting
While I do not entirely disagree with the point of your post (that said, I do not entirely agree either), I believe I have the answer at least in Intrepid's case.
1. "bow-wielding physical damage dealer who is acrobatic and dexterous? A class that focuses on auto attacks, kiting, and empowered physical attacks." - remove "bow" and you got the description of rogue. Rogues are the pure physical, quick and dexterous archetype. There is no point having an archetype which is literally copy/paste rogue, but with a bow....
2. "using magic to cast many of its abilities (crazy effect visuals) and casting large-scale roots (like something a druid might do) - because we do not have druids, or any nature-themed magical casters in AoC. And looking at the classes (aka, archetypes + secondary archetypes) it does seem like ranger intends to be the one the secondary archetype for those who wish for a more magical nature-themed class. (Side note: I do firmly believe that druid will be the first additional archetype added in a expansion at a later date.)
1. "bow-wielding physical damage dealer who is acrobatic and dexterous? A class that focuses on auto attacks, kiting, and empowered physical attacks." - remove "bow" and you got the description of rogue. Rogues are the pure physical, quick and dexterous archetype. There is no point having an archetype which is literally copy/paste rogue, but with a bow....
2. "using magic to cast many of its abilities (crazy effect visuals) and casting large-scale roots (like something a druid might do) - because we do not have druids, or any nature-themed magical casters in AoC. And looking at the classes (aka, archetypes + secondary archetypes) it does seem like ranger intends to be the one the secondary archetype for those who wish for a more magical nature-themed class. (Side note: I do firmly believe that druid will be the first additional archetype added in a expansion at a later date.)

1
Re: Drop the node guards, but fix the problem.
None of this bullshit would've even been a thing did Intrepid NOT change their initial design direction of "pvp event death penalties only = gear decay".
This was one of the stupidiest changes they've done so far and now they're reaping "the rewards".
This was one of the stupidiest changes they've done so far and now they're reaping "the rewards".

3
Drop the node guards, but fix the problem.
There are a few things I have loved about what Intrepid has done with this game, so many systems are in place not to give players content but to give players a vehicle for content. One such system is the absolute fun and enjoyment of the urban warfare for guild wars within nodes.
The current guard system seems to be a reactive response to the issue of guilds/players abusing systems in place such as: Declaring guild wars on multiple guilds to abuse the rewards of these (early on in phase 2) or to war dec on others to target easy material gathering (shortly after the rewards were disabled). Both of these player actions could be seen as exploitative behavior while not being particular exploits.
Current iteration of the guards don't make sense at all. Why are guards attacking their own citizens when citizens defend themselves in their own node? Why are guards allowing a warring node player to simply enter the node in the first place?
The same guilds and people who abused systems earlier on you can find atop buildings in nodes using guard blind spots.
If a tank were to use terrain to avoid damage in pve. This would be seen as an exploit, yet it's being permitted for nodes with the guard system. Citizens in nodes are not only being griefed by the exploitative behavior of other players but also being griefed by the system implemented to curb the same players who are killing them in nodes.
Exploitative players will continue to do the same thing they have done with all these previous systems until they are corrected for their actions. They will continue to force people out of systems or out of the test entirely. Several people could not renounce citizenship in fear of losing materials in their tabs yet couldn't move materials out of their tabs due to perpetual wars. The amount of citizens in the node is so sparse because they are being forced out of the system. Be clear with players who continue to abuse systems for the purpose of harassment, that this is not acceptable. And take out these guards that inhibit player to respond to pvp of players who are using terrain to avoid npc agro.
The current guard system seems to be a reactive response to the issue of guilds/players abusing systems in place such as: Declaring guild wars on multiple guilds to abuse the rewards of these (early on in phase 2) or to war dec on others to target easy material gathering (shortly after the rewards were disabled). Both of these player actions could be seen as exploitative behavior while not being particular exploits.
Current iteration of the guards don't make sense at all. Why are guards attacking their own citizens when citizens defend themselves in their own node? Why are guards allowing a warring node player to simply enter the node in the first place?
The same guilds and people who abused systems earlier on you can find atop buildings in nodes using guard blind spots.
If a tank were to use terrain to avoid damage in pve. This would be seen as an exploit, yet it's being permitted for nodes with the guard system. Citizens in nodes are not only being griefed by the exploitative behavior of other players but also being griefed by the system implemented to curb the same players who are killing them in nodes.
Exploitative players will continue to do the same thing they have done with all these previous systems until they are corrected for their actions. They will continue to force people out of systems or out of the test entirely. Several people could not renounce citizenship in fear of losing materials in their tabs yet couldn't move materials out of their tabs due to perpetual wars. The amount of citizens in the node is so sparse because they are being forced out of the system. Be clear with players who continue to abuse systems for the purpose of harassment, that this is not acceptable. And take out these guards that inhibit player to respond to pvp of players who are using terrain to avoid npc agro.

4
Re: Transmog totally ruins immersion
I love transmog. It lets me look how I want to look, rather than have to sacrifice that for stats. There's always a Best In Slot, so when everybody has that, everybody looks boring and all the same. Transmogs give us some difference.
Trade Guilds
The following is a few Ideas I had about how trade guilds, sorry if this was already talked about. I tried to search and I'm also not sure if this has been a discussed feature. So if I am being redundant I aplogize.
Trade Guilds
Trade Guilds would allow crafters to join up with other crafters in order to provide their services to other players on the.server, the concept is designed to make it easier for crafters to trade and exploit their craft to make profit and exp. They would be created much like guilds are in game and would advertise to recruit other crafters.
How do they work?
1. In a very broad sense, trade guilds will take order requests from players to craft items, the types of items they can provide will depend upon the recipes of their members,. Players would go to a trade guild post and would select and item, based upon what crafting recipes the trade guild members have, and then provide the resources required for the craft. They would also pay a price for the crafting based on the price set by the guild.
2. upon logging in members of that trade guild can check and see the orders, they can then choose the work orders they want and they can get paid for crafting it, the payment amount is set by the trade guild. Upon completion, the player that requested the gear will be sent a mail stating that their order is complete and to pick it up.The player can remove the request if it does not get fulfilled for a full refund of items and gold.
3. Trade Guilds can limit the number of requests one guild member can create so that multiple guild members have a chance to participate, to what extent is also up to the guild.
Where can I find the trade guild?
1.Trade guilds will exist in nodes, however there is not infinite space for any trade guild. Mayors will contract with trade guilds and they will set up tax rates or no taxes at all if they would like. lower level nodes may only have space for one trade guild however higher level nodes may have space for 2 or more.
2. No matter the level of crafter or what recipes they have, trade guild members can only craft items up to the level of that node. They can not go to another node to fulfill the request and then return back and submit the work.
Conclusion
I think that trade guild would add another dimension to this game, and also allow for a way for crafters to make profit and exp. It will also allow a way for players to use the skills of other players in a safe and easy way.
Trade Guilds
Trade Guilds would allow crafters to join up with other crafters in order to provide their services to other players on the.server, the concept is designed to make it easier for crafters to trade and exploit their craft to make profit and exp. They would be created much like guilds are in game and would advertise to recruit other crafters.
How do they work?
1. In a very broad sense, trade guilds will take order requests from players to craft items, the types of items they can provide will depend upon the recipes of their members,. Players would go to a trade guild post and would select and item, based upon what crafting recipes the trade guild members have, and then provide the resources required for the craft. They would also pay a price for the crafting based on the price set by the guild.
2. upon logging in members of that trade guild can check and see the orders, they can then choose the work orders they want and they can get paid for crafting it, the payment amount is set by the trade guild. Upon completion, the player that requested the gear will be sent a mail stating that their order is complete and to pick it up.The player can remove the request if it does not get fulfilled for a full refund of items and gold.
3. Trade Guilds can limit the number of requests one guild member can create so that multiple guild members have a chance to participate, to what extent is also up to the guild.
Where can I find the trade guild?
1.Trade guilds will exist in nodes, however there is not infinite space for any trade guild. Mayors will contract with trade guilds and they will set up tax rates or no taxes at all if they would like. lower level nodes may only have space for one trade guild however higher level nodes may have space for 2 or more.
2. No matter the level of crafter or what recipes they have, trade guild members can only craft items up to the level of that node. They can not go to another node to fulfill the request and then return back and submit the work.
Conclusion
I think that trade guild would add another dimension to this game, and also allow for a way for crafters to make profit and exp. It will also allow a way for players to use the skills of other players in a safe and easy way.
Re: Corruption
IMO Archeage had the best system. A jail/player court system. I'd actually consider it perfect.
This about explains your issue here.
Archeage had no penalty for killing other players. Sure, you could go to jail. but you could just alt tab out and do something else, or play on a second account, or go for a walk. Your "penalty" would be gone all by itself, making it not a penalty.
If you consider Archeages system to be perfect, that means you want no penalty, or at the very least a penalty that you can afk.
A penalty that you can afk is akin to progression that you can afk. Both are equally bad, and neither should exist.
Losing progression is a real penalty, and gear represents progression.
If you don't like that, don't gain corruption. Participate in other forms of PvP instead.

1
Sieges, Ships and... Quests?
This week was packed, so I figured I would give feedback on the new systems.
Sieges
Issues
Suggestions
Let me preface with something here. We know some of this stuff is planned, but we don't know to what extent. So I might suggest something that is already planned. No need to tell me, I'm just giving feedback on the current implementation
Naval
Issues
Suggestions
Quests
That's right, Questing feedback. I am leveling the rogue, and unlike the other times I leveled, I am doing leveling mostly following quests and commissions, with a few events here and there. Even though questing is pretty much a placeholder, I think I can see the direction it's going and give feedback on what is currently in the game.
I've seen over these testing phases, quests getting more markers, clearer indication of what to do and how to do it. I am not opposed to some quests being more handheld. Routine quests, usually used for leveling, with a simple theme and gameplay, with low rewards, more intended for day to day play, can totally be streamlined. No one needs to wander around aimlessly to find a baker or to go kill goblins.
But I don't want to see all the quests becoming like this. We should have a big portion of quests streamlined, and quite a few milestone quests really intricate and complex, and require community collaboration and investigation to solve, and challenging PvE encounters to overcome. These quests that require a lot more effort should have equivalent rewards. Unique items, mounts, buffs, titles, secret locations with different mobs to hunt and gathering materials, lore information that could be useful for other quests. Rewards that really make the effort worth it.
Especially at max level, quests that are incredibly challenging even to the players with soft-cap power can create the feeling that exploring is worth it. Imagine solving a quest that took you 4 months to solve, and a skilled group of players, and in return getting an artifact item.
These types of quests should be completely hands-free on the UI side. No markers, no quest log telling you what to do. But this doesn't mean wander aimlessly and hope to stumble into something with luck. Players need clues, breadcrumbs to follow. And these breadcrumbs come through not only dialogue with NPC quest givers, but with other related citizens in the world, lore information like books and scrolls, riddles, and other visual indications like symbol riddles. We should also be able to go into all quest dialogs at will to reread information we forgot. An encyclopedia recording every location you visited, every NPC you met, and every mob you fought can also help.
These quests can't be straightforward either. A simple puzzle like the bridge in Befallen forge won't cut it. It needs several steps, information available on several different locations (like a random book in a library), multiple combined trigger conditions, some not accessible to the players (like time of day, weather, world state in general. Information that can be maintained solely server side and never communicated with the client). We're talking about quests rewarding stuff like artifacts (unique items) here. It needs to be very intricate, and it can't be stuff that is datamined or spoofed/sniffed.
Some possible tools that can be used for improving quests:
Another thing that can help with the feeling of mystery and reward exploration is teasers. Seeing locations you don't know how to access, items that you don't know how to reach, doors you don't know how to unlock, hearing about "mythical" places and items from NPCs. Stuff that is at your visual reach, but not actually reachable. It could even be stuff that is truly inaccessible to players currently, but that will be accessible in a future expansion (of course, you don't tell the players that, you let them believe that the mystery wasn't solved until then). A game that does this with excellence is Tibia. Some examples of mysteries still unsolved by players (some decades old):
https://tibia.fandom.com/wiki/Mysteries
https://tibia.fandom.com/wiki/Odd_Places
And an example from one of the best quests in the game, when it comes to mystery and exploration being rewarded (you can use YouTube's English subtitles). It's two long videos, but for whoever is responsible for designing things like this in the company, I highly recommend watching it, as I think Tibia has a very unique way of doing things:
https://youtu.be/K_nvKS29-Gs
https://youtube.com/watch?v=-5umVog1vFI&pp=0gcJCX4JAYcqIYzv
And a quest guide in English to help when the subtitles cause some confusion on names and other stuff (but watch the video cause the guide only gives you direct instructions, it doesn't detail how the process of discovering the clues and progressing in the quest, which is the good part):
https://tibia.fandom.com/wiki/Opticording_Sphere_Quest
Other research material about tibia and questing:
https://www.youtube.com/watch?v=rNDP6qMlTA4&list=PLjGtUC6KapI1I2pujCIMNX-Q2nXT824wn
https://www.youtube.com/watch?v=XQdpiJpmt_U&list=PLBDKQTokJedNvUvwUHEYhlcW21jisIjHv&index=8
Last but not least, another way to reward exploration is just having stuff like treasure in a very deep place in a dungeon, in a special room with a challenging pve encounter, or a secret room. It doesn't even need to be a quest in a quest log, just a puzzle/challenge with a reward at the end.
To finish, a small QoL feature. Give us an Indication if the quest is a quest that requires a group (like killing 3* mobs) at the start, so if we are alone, we know we won't be able to complete it.
Sieges
Issues
- Control points are pretty much insignificant, and there is no reason for defenders to fight for them.
- Node walls present no real advantage to defenders (especially after they become destructible), and having the gates closed only means the defenders have to leave the node to fight.
- On that subject, it's very easy to bypass node gates/walls completely. Abilities like the bard's anti-gravity and other terrain placements make it pretty easy to jump over the walls.
- Players can easily destroy node structures (walls and gates), and with the current implementation, I don't see siege vehicles and weapons being important.
- The village node is pretty small, and the playing space is very limited for a siege.
- The channeling point requires one person to stop playing completely while channeling.
Suggestions
Let me preface with something here. We know some of this stuff is planned, but we don't know to what extent. So I might suggest something that is already planned. No need to tell me, I'm just giving feedback on the current implementation
- Consider adding other benefits to the control points. Something like buffs or respawn wave timer reduction. Something to make it worth fighting for
- We need more options to fight players on the other side of the wall. Ballistas, hot oil, fire bombs, ramparts, slits and windows on the walls. Mayors should also have the option to upgrade the wall for bigger size and more functionality.
- Additionally, we could use stuff like trenches, bunkers, big caltrops, traps, and stuff that can be placed outside of the node walls for allowing defense to play outside of the node walls and not be just a blob vs blob gameplay. This stuff and the stuff on the previous list could be something the node and mayors choose to invest in and place in the world. Some of this stuff, like ballistas and ramparts, could be permanent, and some would require building in the time between siege declaration and siege start. This also increases the play area and does not limit it to the small village footprint.
- Currently, the Gate needs a big boost in HP as it's destroyed in seconds. Also, when siege vehicles and weapons are introduced, the player's damage to structure should be severely reduced to make siege weapons have an importance
- The guy channeling the godspike (or siege banner or whatever) should have a small agency to cast defensive abilities. Like the tank using fortify and shake it off and stuff like that, so they have at least something to do while channeling. Maybe change it to 30 seconds to activate the ritual and 30 seconds to deactivate it (like a plant the bomb, defuse the bomb situation), so no one needs to stay afk for 5 minutes.
- Last but not least, the time between siege declaration and siege start should be filled with events and organic objectives for all node citizens. Stuff like stopping the enemy's logistics caravans, farming materials for siege weapons and traps, dynamic events, sallying on the enemy's attack base camp, and others to increase participation for node citizens, and also to make siege an actual event rather than a simple game mode.
Naval
Issues
- The 8-player ship (the one we got now) is pretty small. It barely fits 8 players, and when a boarding happens, there is absolutely no room to fight, it's 16 people crowded on top of each other.
- Currently ships are basically vessels for players to fight on the water. Cannons do way less damage than players, and boats are really fragile. Boat vs Boat gameplay is going to be non-existent when the novelty wears off.
- Ships are currently not allowed in the riverlands, and even if they do, the riverland's rivers are pretty small, and the layout is pretty closed. There should be the possibility for merchant ships to leave the nodes with river layouts and end up on the sea, or ships being used to help siege the node.
Suggestions
- Increase the 8-player ship size based on material rarity/tiers.
- Players should do reduced damage to structures in general (node gates/walls, siege weapons, ships) and make cannons/potion launchers/siege weapons the most viable way to destroy structures. Also, increase the base HP of ships by A LOT. Ships shouldn't be destroyed in a minute. Once players get wiped out from the ship the first time, it's over, and that's really bad.
- I think the riverlands rivers are waaay too tiny, most of them are barely a canal. We need some rivers in which you can barely see the other side. Also, the river layouts should allow for at least a couple of exits to Lionhold's Bay.
Quests
That's right, Questing feedback. I am leveling the rogue, and unlike the other times I leveled, I am doing leveling mostly following quests and commissions, with a few events here and there. Even though questing is pretty much a placeholder, I think I can see the direction it's going and give feedback on what is currently in the game.
I've seen over these testing phases, quests getting more markers, clearer indication of what to do and how to do it. I am not opposed to some quests being more handheld. Routine quests, usually used for leveling, with a simple theme and gameplay, with low rewards, more intended for day to day play, can totally be streamlined. No one needs to wander around aimlessly to find a baker or to go kill goblins.
But I don't want to see all the quests becoming like this. We should have a big portion of quests streamlined, and quite a few milestone quests really intricate and complex, and require community collaboration and investigation to solve, and challenging PvE encounters to overcome. These quests that require a lot more effort should have equivalent rewards. Unique items, mounts, buffs, titles, secret locations with different mobs to hunt and gathering materials, lore information that could be useful for other quests. Rewards that really make the effort worth it.
Especially at max level, quests that are incredibly challenging even to the players with soft-cap power can create the feeling that exploring is worth it. Imagine solving a quest that took you 4 months to solve, and a skilled group of players, and in return getting an artifact item.
These types of quests should be completely hands-free on the UI side. No markers, no quest log telling you what to do. But this doesn't mean wander aimlessly and hope to stumble into something with luck. Players need clues, breadcrumbs to follow. And these breadcrumbs come through not only dialogue with NPC quest givers, but with other related citizens in the world, lore information like books and scrolls, riddles, and other visual indications like symbol riddles. We should also be able to go into all quest dialogs at will to reread information we forgot. An encyclopedia recording every location you visited, every NPC you met, and every mob you fought can also help.
These quests can't be straightforward either. A simple puzzle like the bridge in Befallen forge won't cut it. It needs several steps, information available on several different locations (like a random book in a library), multiple combined trigger conditions, some not accessible to the players (like time of day, weather, world state in general. Information that can be maintained solely server side and never communicated with the client). We're talking about quests rewarding stuff like artifacts (unique items) here. It needs to be very intricate, and it can't be stuff that is datamined or spoofed/sniffed.
Some possible tools that can be used for improving quests:
- Non-obvious quest starting points. Exploring the world and being rewarded with a really cool unknown quest feels good. If every quest can be started with a quest giver that is indicated in the world map, it feels like no quest is truly a mystery.
- Puzzle solutions that involve world state trigger conditions (weather, time of day, state of nodes, story arc stages, etc)
- Puzzle solutions that involve a combination of archetypes/items (like requiring a cleric with a holy symbol or a mage with a spellbook)
- Dropped Keys in the world that unlock certain special quest doors.
- Requiring multiple of those in the same puzzle (Like 1 of each archetype with 1 specific item at a certain time of day) to avoid common luck accidentally solving it.
- Tools like shovels, pickaxes, and machetes/scythes to unlock certain locations like holes, passages through stone, and thick grass (for instance you harvest a tree and it reveals a hole where its roots supposed to be, or you use your pickaxe on some loose stone and open up a passage)
- maze-like locations with multiple paths, most of the wrong-way paths being one-way with punishing monsters. You go down the wrong path, you end up stuck with a pve encounter that is a nightmare to beat, and the only way is through.
- Challenging PvE encounters.
- Smart player number restrictions to locations. For instance, a quest that requires players to sit on 4 chairs, and when one of the players pulls a lever, only those 4 are teleported to the location, where they will face a challenging PvE encounter. It's not instanced as there is only 1 of that location in the world, and once 1 group is in, the rest have to wait. You can even create a location where players from the outside can watch this quest location, but not help.
- Clues to quests in Lore dumps (books, random npc dialogues, etc), giving a reason for players to read the lore and feel rewarded when they use that information in the actual gameplay.
- Hidden dialog options that unlock based on quest progression stages and hidden keywords (for instance, using local chat to say a specific word close to an NPC can unlock hidden dialog options.
- Red herrings
Another thing that can help with the feeling of mystery and reward exploration is teasers. Seeing locations you don't know how to access, items that you don't know how to reach, doors you don't know how to unlock, hearing about "mythical" places and items from NPCs. Stuff that is at your visual reach, but not actually reachable. It could even be stuff that is truly inaccessible to players currently, but that will be accessible in a future expansion (of course, you don't tell the players that, you let them believe that the mystery wasn't solved until then). A game that does this with excellence is Tibia. Some examples of mysteries still unsolved by players (some decades old):
https://tibia.fandom.com/wiki/Mysteries
https://tibia.fandom.com/wiki/Odd_Places
And an example from one of the best quests in the game, when it comes to mystery and exploration being rewarded (you can use YouTube's English subtitles). It's two long videos, but for whoever is responsible for designing things like this in the company, I highly recommend watching it, as I think Tibia has a very unique way of doing things:
https://youtu.be/K_nvKS29-Gs
https://youtube.com/watch?v=-5umVog1vFI&pp=0gcJCX4JAYcqIYzv
And a quest guide in English to help when the subtitles cause some confusion on names and other stuff (but watch the video cause the guide only gives you direct instructions, it doesn't detail how the process of discovering the clues and progressing in the quest, which is the good part):
https://tibia.fandom.com/wiki/Opticording_Sphere_Quest
Other research material about tibia and questing:
https://www.youtube.com/watch?v=rNDP6qMlTA4&list=PLjGtUC6KapI1I2pujCIMNX-Q2nXT824wn
https://www.youtube.com/watch?v=XQdpiJpmt_U&list=PLBDKQTokJedNvUvwUHEYhlcW21jisIjHv&index=8
Last but not least, another way to reward exploration is just having stuff like treasure in a very deep place in a dungeon, in a special room with a challenging pve encounter, or a secret room. It doesn't even need to be a quest in a quest log, just a puzzle/challenge with a reward at the end.
To finish, a small QoL feature. Give us an Indication if the quest is a quest that requires a group (like killing 3* mobs) at the start, so if we are alone, we know we won't be able to complete it.
1
Re: Shieldspear
Why stop at 2 shields. Get a 3rd shield for your back so you can be turtly enough for the turtle club. But wait there's more! Get a 4th shield for your head. No not a helmet. A shield on your helmet on your head. Your skill bar will be various shield and/or tank puns only. And they only activate if you say them into your mic

1