ShivaFang wrote: » Sweat of Your brow is currently a bad implementation, as every single player as to spam 'f' for several minutes hoping to get a tree in order to eventually get a mount. Each profession should have their own quests, and players should only have to do the quests they want to engage in.
Taiisien wrote: » .... you decide now you want to be a lumberjack then you would have to go back to the starter zone to get the quest you skipped earlier....
Caeryl wrote: » I got hard stuck bugged on it since there was no turn in at the 'optional' farm location and there's no place to complete it anyway
Kalnazzar wrote: » ShivaFang wrote: » Sweat of Your brow is currently a bad implementation, as every single player as to spam 'f' for several minutes hoping to get a tree in order to eventually get a mount. Each profession should have their own quests, and players should only have to do the quests they want to engage in. The quest itself is solid, but I think it needs to return to its original form, where players had to explore the world and naturally learn how to gather materials. This newer approach feels too much like hand-holding, and it diminishes the sense of discovery and skill-building that makes a game rewarding. If certain resources are hard to find, that's a good thing! It forces players to engage with the world, develop strategies, and improve over time. Easy mechanics might feel satisfying in the short term, but they erode the depth and challenge that make a game truly enjoyable in the long run. Just look at what happened to World of Warcraft—it went from being a rich, challenging game to something more simplistic and 'on rails' to appeal to a broader audience, earning it the nickname 'Dummies of Warcraft.' We should strive to avoid that.
Deepari wrote: » Kalnazzar wrote: » ShivaFang wrote: » Sweat of Your brow is currently a bad implementation, as every single player as to spam 'f' for several minutes hoping to get a tree in order to eventually get a mount. Each profession should have their own quests, and players should only have to do the quests they want to engage in. The quest itself is solid, but I think it needs to return to its original form, where players had to explore the world and naturally learn how to gather materials. This newer approach feels too much like hand-holding, and it diminishes the sense of discovery and skill-building that makes a game rewarding. If certain resources are hard to find, that's a good thing! It forces players to engage with the world, develop strategies, and improve over time. Easy mechanics might feel satisfying in the short term, but they erode the depth and challenge that make a game truly enjoyable in the long run. Just look at what happened to World of Warcraft—it went from being a rich, challenging game to something more simplistic and 'on rails' to appeal to a broader audience, earning it the nickname 'Dummies of Warcraft.' We should strive to avoid that. 3000 max players find 5 nodes of granite. That's 15,000 nodes minimum, not including making up for loses. Say there is 500 granite nodes that spawn every 30 minutes. 15000(needed)/500(exist) * 30(minutes to spawn) /60(minutes/hour) = 15 hours at max efficiency for everyone to get a mount. Meaning it would take two to three weeks if not a month to complete this quest for a 10k pop server. **Max Efficiency. As soon as the granite node exists it is mined. Travel Time to mining nodes not included in calculation. Nor are any other granite sinks included in this calculation.
katarinae wrote: » Caeryl wrote: » I got hard stuck bugged on it since there was no turn in at the 'optional' farm location and there's no place to complete it anyway Uh... try again. You didn't look hard enough.
Caeryl wrote: » katarinae wrote: » Caeryl wrote: » I got hard stuck bugged on it since there was no turn in at the 'optional' farm location and there's no place to complete it anyway Uh... try again. You didn't look hard enough. If you know the intended NPC and location to share, that would be helpful for narrowing down where and how the bug is occurring, but it's definitely a bug. I'd assumed the 'father' farmer NPC would be the go-to, or one of the two official looking guards on the outskirts, but no luck. And then all other interactable NPCs were in the same boat having no options for further dialogue.