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Quest Target Respawn Indicator

LudulluLudullu Member, Alpha Two
I've seen a lot of people mention "games wasting their time" as one of the main complaints against certain systems in Ashes. I do disagree with quite a few applications of that phrase to quite a few mechanics in the game, but I do think that one particular mechanic is the perfect example of where the game IS wasting your time, while imo it definitely shouldn't.

That mechanic is "quest mobs that do not have an instant respawn". How often were any of you trying to do a quest, came to the location indicated in the quest log, tried looking for the mob that was supposed to drop the quest item, saw no such mob around the location, waited for a few minutes and then just left frustrated? Cause I know I've done that several times, quite often thinking "could this be just bugged?" Some quest descriptions just telling you to get the item, w/o mentioning that the item needs to drop from a mob with a respawn, also did not help the situation at all.

So what I'm suggesting is a system that would give you a timer on the quest mob's respawn. This would only apply to quest mobs that don't have any other loot. It couuuuld apply to general mobs that also drop quest items, but imo in that case it should just be a "this mob spawns here" indicator rather than a full-on timer. Mostly because those mobs should respawn frequently enough for the player to see them as soon as they arrive to the location (even if it's being farmed by other players).

You could call this ability "Essence Flow Sense", tie it to the introductory questline and have it as a utility ability on every player. Alternatively this could just be a passive or, hell, even just a function of the questing system itself. Put the timer right in the quest description, so that the player could plan their gameplay accordingly.

Imo this would have 0 negative effect on the gameplay flow and, if anything, would make that flow much better, because now people would know when they should come back to a spawn location or whether the mob is just about to spawn and they can wait a bit for it.

This would still keep the competition for any quest mobs available, if that's what Intrepid wants (though I doubt that the casual questers would want that), while still making player experience much smoother.

P.S. this thread was also inspired by Chrono Odyssey, because they have an ability that helps you explore your surroundings way easier and helps you clear quests better (the first Chronometer ability).
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