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Quests need love (consitency)

AreannAreann Member, Alpha Two
Even when quests work, there's a lot of things to make it seem like they don't or catch players unaware so they block their own progression in them.

Bugged? Or not at the stating point:
At the moment a lot of times it isn't clear weather a quest is bugged or you just can't interact with something as it isn't the staring point of the quest. As a concrete example, completing the Howling Oak quest was a priority for me this phase because it intrigued me and I didn't have time to complete it in last phase. So I went there as soon as I could and then put in a bug report as I couldn't interect with the windchime in the tree. Tried several times, on several charachters, filled in multiple bug reports. However, the quest wasn't bug, it's staring point got changed. You now first need to interact with something in a nearby ruin BEFORE you can interact with the windchime. There needs to be some distinction between an interactable object being broken or just inaccesable to you at that time.

Got interrupted? To bad:
At the moment a lot of times you can get in trouble with with a quest if something interrupts your progression. As a concrete example, The Last Moot quests buggs out if one of your (auto) attacks clips a minotaur when you need to defend them. Because then all the minotaurs turn aggressive and kill you instantly. When you revive talking to them isn't possible anymore and the quest can't progress. Similar problems when you get stunned while reading a text dialogue or something.

To party or to solo:
There's also no indication at the moment if a quest is intended to be done solo or in a party. As a concrete example, the quest chain for the Arlogian Collar. Some stages everyone in the party would compete for the named drop, other stages you have to leave party all together to get credit and some stages you do have to kill the named together. There's no consitancy/warning.

To read or not?
A lot of quests only progress once you read an item in your quest log, which is already not obvious to a lot of people. But there are also cases where reading the item bugs you out. For example 'sealed from sanctus' has a quest item your not allowed to read. Which is completly counter intuitive to the rest of the quests. At least put it in the quest tracker that you must read someting, or are not allowed to read something.

Only at night? Doesn't mention it
There's also quests that you can only progress at night. Which is fine, but not all the quests mention this is the case. For example proper burial quest.

On top of this, there's no way of knowing weather something is party of an elaborate worthile chain, or not. Nor how hard it's eventually gonna get. Don't have access to the game atm but i have quest already for weeks that gives me a 'broken ankh' or something. It might eventually lead to something worthile, but that 'reward' isn't enticing enough to make go out of my way to do this quest.

In summary, I think some basics in overal quest design/implementation could prevent a lot of uneccesary bug reports and frustrations.
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