Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about 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 Phase II testing is currently taking place 5+ days each week. More information about 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.
Comments
Well, that could be easily solved by having turning in the quest subtracts from your kill count, or resets it to 0 or some other possible solution.
That is a good point though. It could be solved through making sure quests are structured around such things too.
This I actually addressed in my reply to Dygz near the beginning of the thread when he brought up the item-based retroactive quests. I also think having items flagged as quest items drop is anti-immersive, which is why I didn't originally put forth the idea.
The rest of your post I do agree with, though I will clarify that the retroactive system isn't to support mob farming as a core levelling function. It's entirely a secondary function of the normal questing system we are all used to. In fact, I'd say you'd still not really be incentivized to farm mobs with retroactivity, because you wouldn't know what quests will be retroactive, and what mobs might even be relevant to a quest. You could kil 10 wolves, come back to town, and like my example from earlier in the thread the quest giver is starting a sacrifice ritual and wants you to go kill new wolves since the ritual hadn't been started until you talked to him.
Until you get wowhead for AoC that is I guess and it tells you what mobs are retroactive, but even in that scenario it's not really any different than normal questing, and following guides is far removed from normal gameplay and nobody should design around external sources anyways.
Just to be sure, you know that the retroactive quests I suggested are just normal quests that take into account relevant history. If you haven't killed any wolves, the retroactive quest would be the normal "Go kill 10 wolves" quest you've seen in most every other MMO. But if you had 5 wolf kills it would show 5/10 killed.
That aside, I'm not entirely sure what you're trying to say here, it's a little hard to understand. But if that doesn't answer it then could you explain it again?
As for the rest of your post, you're right, it is a minor quality of life addition to questing. I never said it was a gamechanger or anything, though some people in this thread are acting like it is and that it somehow ruins questing.
It's literally just a minor thing to make the game more enjoyable to more kinds of players. It's not the hardest thing to develop either. As someone who's created similar systems in a game, any game with good analytics running in the background already tracks your kills. When creating a quest, the writer would just have to set "retroactive" to true on whatever enemy could be retroactive. If it's retroactivity is time-sensitive, that kind of check is very simple code-wise and doesn't take up enough resources to affect anything.
In the end, it is just a suggestion. All this debating is just for clarification and explanation. Whether it is implemented or not is fine by me.