Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Help or no help? Guide line to your quest.
Until I get back into AoC, I have tried a couple other MMOs. One has a ton of options to help you find your quest, and the other gives you a quest, but not guide lines.
In the first one you get a choice of what type of guide you want to help you find your way, and also adds an auto navigate. This can get cool to a point, that's until it runs you into a group of monsters, or your running into the side of a wall.
The second one gives you a quest, but you have no help to find it. You have to read every line of the quest giver, and figure out the area they are talking about. True it can be a pain, but it's the pay attention to details when locating your quest area. Sometimes it's plan as day, and other it took a little work, but you still can find it.
So............In AoC, what type of system would you like? One that helps you every step of the way, or one where you need to figure it out without all those helping hands?
Your thoughts please.
Comments
I dont want to spend more time going hey do u have a problem nope, do u?, do u?, in a Metro god thats going to take even longer.
As for quest markers on maps and arrows to follow on the ground, I don't find those necessary.
No thanks.
Haven't we all done quests that make us want to throw out computer out the window because we couldn't figure it out? I'll "cheat", read a how-to, and I can only think that the person who did the guide has to be married to one of the developers.
While waiting for AoC, I play Secret World Legends. It has the best game storyline/lore ever, but some of those quests are impossible without a guide. One quest, I swear, requires you to be a computer programmer to understand the clue lol
The point being that nothing will frustrate a player more than a quest that they simply can't find a solution for. And without a solution, we'll eventually just stop playing.
"Quests on rails" need to have these paths and areas marked on maps because there is likely only a 1 acre area to find "Goblin Mages". If the quest is "Gather 100 logs", players should be able to find trees to cut down wherever they decide to go. If the quest is "Kill 20 enemies attacking the Town", the player should be able to go find mobs attacking the town.
Hopefully quests in AoC won't be so trivial that we need to be in a specific place killing a specific mob to complete them.
By the really big tree south West of the village area goblins, we need them dead, thanks bye.
It's as easy as that.
For players that need to maximize their playtime, this would suck, I get that. Especially with a sub and people that only clock about 32 hours a month (that's me).
Imo, optional is not a decent way to go since some will just turn it on and leave it. That's my opinion, by no means a "this will end the game" of "IS has to do this," just my opinion.
The daily "grind out some work for your node" quests should be pretty routine and easy to figure out. Once players climb the learning curve of where to go to harvest wood, or kill orcs, the quests should be on farm mode. Definitely not auto-run your character there, but very simple logistics that allows the player with 30 minutes to play that night accomplish real (albeit small) progress for his character and node.
The more epic "complete these 3 objectives to unlock access to the cave under the volcano" type of quests should be "a bit of a riddle" as you suggest. Obviously by the 2nd week there will be guides on the fansites for all these quests, but they shouldn't be mindless farming like the dailies.