Uncommon Sense wrote: » I would like the experience turned up maybe 5x for quests and commissions xp at least doubled. Traveling for 10-20 mins to get 200exp for example is terribly unfulfilling...with my take away being "what's the point?" when I just stay in 1 spot and kill a few mobs for more rewarding outcomes... Like make the quest a motivator to get through a "grind spot" and back while giving me a welcome bonus for success and incentivize more adventure and discovery. Would be nice to get some minor gear/item rewards boosts too. Maybe weave some story and lore into the rewards rather than just generic consumables...This could be already planned but outside of alpha testing, So just a feedback nudge. The early game lore dumps are to much for beginners...get me inspired to find a Node and then hit me with the gathering quests as the Node develops. Maybe it gets better after level 5 or 10...but the first impressions during the first few levels is terrible. and needs major rework. The first few levels should be about combat mechanics and elude to Nodes. Not run through a few goblins then dump busy work quests with a run around town trying to talk to random NPC's about a curse with no real reason to do so. I'm all for having a introductory pre gate sequence prior to getting dumped into the noob zone. Make the 1st level ding a satisfying dopamine hit.
Barab wrote: » no hand holding quests please..I love how the quests design philosophy currently is.