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📝 Dev Discussion #77 - Let’s Talk Quests! ❗

VaknarVaknar Member, Staff
edited June 4 in General Discussion
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Dev Discussions are an opportunity to join in on player discussions about topics that Intrepid Studios want to hear your thoughts on. This is less about asking us questions, and more about us asking YOU the questions! If you do have questions about Ashes of Creation, keep an eye our social media channels for our monthly Q&A thread, check out the Ashes of Creation community wiki, or try the #questions channel in Discord!

In this thread, we’ll be discussing:

Dev Discussion - Let's Talk Quests!

The team would like to gather comprehensive sentiment on quests as they currently exist. Nothing is in the final state, as we’re always looking to refine and make improvements to systems during Alpha Two. While fine-tuning will be a main focus of later testing phases, we still want to hear your thoughts on what can be improved regarding quests!

We’d love your thoughts on:
  • On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)
  • How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
  • In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
  • Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
    • Less than 25%
    • 25–49%
    • 50–74%
    • 75% or more
    • Why did you choose that percentage?
  • What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?

Don’t feel limited to the thought-starters above. Feel free to drop whatever feedback you have regarding your experiences with quests below 👇
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Comments

  • CheekoNoBreekoCheekoNoBreeko Member, Alpha Two
    Quest rewards --> 1-2
    The rewards of the quest are soo bad and sad...
    I only grinding for leveling

  • ZetzwayyZetzwayy Member, Alpha Two
    i think if someone wants to level with quests they can do so, but having a mix should be the intended way, on aug 4th, may will trying and 'game' the systems, and some will EXPLOIT and resetting them to level 1 several times for repeat offenders does nothing, this weak handed stuff needs to stop, if it happens in phase 3, you may lose more then just a few dedicated players.

    when players play this game they play it in groups and having quests that arent able to be completed in groups or something cause you have to kill the same mob 3 or 4 times to get it to drop a quest item for someone, is immersion breaking. if its a quest item have it drop on kill for EVERYONE in party that has the quest.
  • fraser2k19fraser2k19 Member, Alpha Two
    some of the quests give rewards that feel a bit useless. one gave me a neckless that just felt like a thing you would throw away as soon as you get it. unless theres plans there these sort of rewards later then theres just no point having these "flavour" items in my opinion. theyll just take up inventory space. if you want to give out these sort of items make them have a use later on or worth keeping

    i think maybe there should be some weapon and gear rewards from questing, not super strong gear, but some gear that will push players towards questing instead of just grinding highwayman hills for hours and hours

    im the kind of player that will do all the quest when i see them, i just like picking up the story here and there. i really enjoyed the quest from the mage where you go up the the crystal area with all the giant spiders and you uncover the history there.

    i think i balance between gathering, crafting, grinding and questing would be great but im not sure how possible that is. something will always be META

  • NinethenumberNinethenumber Member, Alpha Two
    • On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)
    • 2/5.
    • How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
    • I'd say some quests like the surplus token quests are rewarding in both exp and loot but rest fall flat with a few exceptions. Exp is one way to increase the reward but also giving more than just glint, things like exp scrolls or even gather material upgrades would give you a reason and could even encourage you to craft your first gear pieces and engage with that system.
    • In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
    • The less your hand is held the more rewarding the quest chain should be, encouraging exploration is important but these things should often be higher level quests as that's when you're looking to do other activities. At lower level simpler quests that show you the opportunities of more complex questing and where you could possible look will encourage this hunting later down the road.
    • Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
    • 25–49%
    • Why did you choose that percentage?
    • I think there should be some beginner quests that kickstart your character, surplus token is a great example of this and maybe a similar quest chain for the other aspects of the game like crafting would introduce these system at their base level and then encourage you to seek out more in the future.
    • What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
    • I think ashes does a decent job, with things that are already in the pipeline like POI's evolving through story quests that would be the ideal way to drive immersion and a dynamic world
  • LennoxLennox Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited June 5
    Ah questing, where do we even begin...What can we do to improve questing, well for starters actually make the quests completable. Jokes aside quests are in an interesting state and each of the questions you proposed after difficult to give a straight forward answer to. So get ready for me to explore the character limit in a post.

    How would I rate questing on a 1-5 scale. The problem with this question is that it varies heavily based on the bracket you are in. From level 1 to 10, honestly I'd give it a solid 4 maybe even 4.5? There is a solid quest route you can follow (assuming you know what to do ahead of time) where you can get to level 10 with a full set of sanctus gear in 3-4 hours depending on your luck. I think this is extremely reasonable in terms of leveling speed and thanks to the addition of surplus coins, rewards as well. After you hit 10 you might have a level or so worth about of experience you can go gain from there, but thats where the happy fun times stop, and not just stop but come to a grinding hault.
    For the level 10-20 bracket, its impossible to give it anything above a 1. And it only gets that 1 point because the quests are interesting, I do enjoy doing them, but when I spend 4 hours figuring out an interesting quest just to get less than 4% of a level it reveals the biggest issue with questing at these levels. After you hit level 10 the quests simply do not respect your time. The game suffers from this issue in a lot of places, but is extremely prevalent here. In the time it took me to solve your complicated quest in Carphin, my friends who were grinding mobs gained an entire level. And what do I have to show for it? A crafting item that I can't even use because the recipe isn't in the game, and even if it was, the item is garbage. I'm aware and agree with the sentiment that grinding mobs should always result in faster leveling as a whole, but I spent my whole amount of playtime for the day on one hard quest and have absoltely nothing to show for it? Granted this is an extreme example but even if I did every single quest in the game that is recommended for levels 10-20 then I would make a grand total of approximately 665k experience (trust me, I checked them all and did the math and plunders was 1/3 of that). Now that may sound like a lot but keep in mind doing all of these would probably take over 12 hours, assuming you already know exactly what to do. Now you might be telling yourself, hey thats almost 1mil exp thats pretty good right? Well its not. Assuming you did all of that as soon as you hit level 10, you would now be level 13. You see the problem.
    To round off the hurt lets look at the level 20+ quests. Guess what this is quick and easy, its a big fat 0/5. Look at this issues in the 10-20 bracket then multiply it by a power of 10. There is almost, literally almost, zero quests for 20+ and those last 5 levels need a grand total of 10,417,000 experience. What a joy.

    How would I describe the quest rewards? Well I haven't fully decided if I like the surplus token idea but that's what its game so we will take it into consideration. The rewards are....all over the place. Some quests are fantastic rewards in terms of exp and glint, while others are abysmal rewards. It's apparent we are trying to avoid too many gear rewards, which we can talk about more in the next section, but the few that exist are usually terrible. Take the neck you get from the laughing skulls. Its so trash it might as well have been the few dull glint its worth. No one in their right mind would use a neck with an irrelevant amount of mana regen and ONE intellect. One...in a word where I needs thousands, super helpful. But you can always chalk that up to a balancing pass I suppose. Lets go back to our level brackets for data. Hows the 1-10? Well its not too bad, assuming you pick the right corridor. Oh corridors. I will definitely hit the character limit if we talk about corridors so look for that feedback elsewhere from me. Anyways, pick the "best" one and you will probably end with a little over 1g in raw glint. For being a level 10, thats not bad at all. But as I made evident above, the rewards from there plummet. That level 16 quest that took me 40 min to finish? 1 Glowing and some change. If I would have farmed some high glint mobs like shardlings for 40 min? You can bet Id have a solid 4-5 glowing instead. 20+? Dont even get me started.

    What makes for a fair quest reward. Now this is a tricky one. How do I reward my players without hurting the economy? To be honest, as a whole I don't think this is really an issue at this point. But lets assume this is far in the future, quests are abundant, people actually care to do them at all, life it good. What can hurt the economy? Gold, and gear. How much gold is too much gold? I think you would be surprised by the height you could take glint rewards without a negative impact. They are a one time reward, and if gated behind higher levels/difficulty botters farming them becomes a non-issue. Depending on the difficulty of the quest, and the expected time investment I think you can front load some gold into players hands and it would actually do a lot of good rather than bad. The game has a lot of gold sinks, thanks to things like caravans being able to be destroyed, the eventual fix of enchanting, and so many other things. Getting players a little bit of boost at the start of their playthrough would be great.
    Now for gear rewards. Personally I think there should be more. If I'm doing a 6 quest questline then I should get something good out of it. What about the crafters you say? What about the fact that once Im 25 I dont bother with crafters I just farmed named mobs and now Im geared anyways? If we can just let players endlessly farm extremely powerful gear from named mobs then whats wrong with giving out gear that is comparable or maybe just a tiny bit worse than named mob gear? The Arglonian Collar is a PERFECT example of this. Its a long quest chain that requires a lot of time invested. At the end I get a neck with a little over 1k magic power. Thats a good reward, that felt like all my time spent doing the quests was time well spent! Is it the best neck? No, not even considering the fact that crafting a legendary neck will blow that one out of the water, but I can go farm eye of zom and get one with almost 1200 power. So the reward wasn't BiS, not even close, but it was good and getting it FELT GOOD. And thats what really matters about quest rewards. At the end of solving all these puzzles, fighting all these mini boss mobs, or whatever else...I felt good about what I got. I didn't feel like I wasted my valuable free time.

    Roughly what amount of experience do I think should come from questing vs other activities. Now this is probably the most subjective question out of the bunch but I want to draw attention to flaw in question propossed. My issue is with the "should". It's not a matter of how much should I get from questing, but how much I CAN get from questing. Some people hate questing, and if its not faster than mob grinding they will get 100% of their exp from mob grinding. Thats fine, nothing wrong with that. They should have that option, but more importantly they DO have that option. If I hate mob grinding but still want to hit 25, well tough shit, you can get to like 13 then get grinding or get losing. That feels terrible. Even someone who wants to do literally nothing but gather and craft could slowly but surely whittle their way to 25. God that would be slow and awful but they CAN do it. I physically don't have that choice, and in a word like Verra, and a game like this, I shouldn't have my choices taken away from me. It doesn't have to be, and shouldn't be as fast as mob grinding, but why can I not quest my way to max level? Even if I have to go off the beaten path and complete more quests than anyone thought possible, why can't I make that choice. If you take nothing else from this entire novel I posted, then listen to this section here. Gold be damned, gear be damned, speed be damned, let me level to max via questing. What percent people choose to utilize is completely irrelevant. I want to lose myself in the story you are writing, not spend so much time killing goblins that I don't even want to log in the next day. Id rather get to max level a few days slower than the sweats, but when asked what I thought about my leveling experience I could truly say that I had fun. I've never talked to a single person who said that they truly enjoying leveling to 25. Its always just a chore that needs to be done as quickly as possible so I can actually play the game. How sad is that? In a game where Steven wants us to take hundreds of hours to reach level 50, you are telling me that I need to spend that time miserable just so I can get to max and finally have fun? If you want leveling to be this grand experience that we were promised, one that makes us invested in our characters, how can ask me to spend weeks of my life unhappy?

    What helps me feel connected to the game world. To be honest I think without story arcs being in the game this is a rough question to answer. I actually think the lore behind a vast majority of the quests currently in game are pretty interesting. If you want people to feel connected, you need to make people want to read their quests. Right now you can barely even get people to complete them, let alone read them, but take me on an adventure. It doesn't need to be world altering, not every second of my day needs to have me as the grand savior of the universe. Tell a fun story, make the characters feel real, make my choices matter. One of my favorite quests (which is now sadly not worth doing thanks to corridors) is the minotaur line from Sword Edge to Flame. What a fun and interesting time helping what would normally be considered enemies. I got to learn about their culture (and learn they think summoners are heretics lol), it forced me to travel to places I never would have gone and made me find my absolute favorite spot in the game to just chill at. I didn't stop the destruction of Verra, but to those minotaurs I was a hero. Little moments like these quickly compound on each other and build what makes RPGs fun. I'm here to get lost in a world of fantasy, so make my escape one for the history books.

    Sorry Vaknar for the tldr you are going to have to give Scott on this big stinker of a post but please know I complain with nothing but love. I'll continue my fruitless questing endeavors in hopes that one day all the data I have found and given can be put to good use so others can thrive. Today is always the worst state of the game and I forever look forward to tomorrow!
  • NichoNicho Member, Alpha Two
    On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)

    3

    How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?

    Glint and XP are certainly appreciated but in future I would like to see quests give more gear rewards and perhaps even unique visual items for completing especially difficult or hard to find quests.

    In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?

    Rewards obviously need to match the difficulty of the quest. Longer quest chains/Group quests should have nicer rewards compared to solo quests. If effects on the economy/player crafted gear are a concern perhaps quests could reward cosmetic or vanity items such as mounts/tabards/alternate style gear instead of strong gear to help not infringe on the player crafted market etc.

    Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?

    75% or more

    Why did you choose that percentage?

    Questing is a great way to explore the lore of the world, tell amazing stories and introduce epic heroes and villains. I also believe it helps give a sense of purpose to your gameplay besides just mindless grinding.

    What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?

    Player actions effecting the world. That's a big one for me. You kind of have that going already with how materials and mobs can be over farmed etc. Player housing also helps me feel grounded in the world, having my own little place to call home, decorate and hang trophies from epic quests and battles etc. Your event system could be stepped up a notch maybe, for example perhaps a goblin invasion event in area leads to the local quest hub being over run and made inaccessible if the event is not dealt with. This would then lead to a later event spawning where players have to then siege the goblin overrun town and rive them out to reclaim it etc.

    A big thing for me aswell is the discovery of the world. I love the idea of the map being undiscovered and players having to go out and reveal it, make maps of interesting finds etc and perhaps then selling that information to others. Finding secrets tucked a way in caves or dark corners of the world that barely anyone else has seen is a massive hook for me.

  • madmacksmadmacks Member, Alpha Two
    -Current quest rewards 1-5: 4. While some quests give great rewards and are effective for leveling and base gearing, others are low reward for the amount of time required to complete them.
    -I Think there should be more gear / jewelry rewards from quests that help set up a new player for success in the game. Even in the form of tokens for redeeming at a specific jeweler npc.
    - I think quests that involve multiple steps are more engaging and rewarding mentally. for example: kill 10 wolves for X item. Cut down 10 trees for Y item. Harvest 10 herbs for Z item. Mine 10 copper. Take all items to a station and craft this item that Mr. NPC needs. Mr. NPC rewards you with a necklace of your choice (phys, magic, hp options).
    - I think that questing should have solo options and the option to share a quest with your group members and accomplish the tasks together. I think questing should not replace grinding nor grinding replace questing. I think quests should be a slightly slower alternative option for leveling. The reason I believe the experience should be parallel instead of replacing or outweighing each other is because people don't always have the time to find a group and grind for several hours. The average player also might not have the uninterrupted time to dedicate to a group. By offering questing alternatives, a player with only a couple hours to play while theyre busy with real life stuff can also attain meaningful progress in their time on ashes.
    - Something like the quest example I gave above, which has you crafting an item for an npc that cannot gather the materials themselves is more immersive and dynamic than "kill 10 grem". You can still have us kill 10 grem but have it be for different reasons. ie. The grem are destroying our crops and injured our farmers.. could you go eliminate the grems and gather the harvest and bring it back in? we will reward you handsomely with some potions made from the harvested herbs and slap together a grem headpiece that gives you increased attack power.
  • KsenioKsenio Member, Alpha Two
    edited June 4
    I am one of the people who dedicated time to doing every single quest in the game multiple times.

    Currently, the quest rewards are severely underwhelming (2/5) on average. They are 4/5 in levels 1-5 then 3/5 during levels 6-10 and 1-5 for levels 11+. The amount of XP given for high-level quests needs to be significantly increased. I would also say the amount of glint given could be safely at least doubled as well, without quests becoming something everyone "has to do". I like white/green equipment items like
    Phantom Sword, and would like to see more of them added to various quest chains and existing low-level ones e.g., Amulet of the Whispering Skull level being increased so the quest that you do at level 10+ rewards level 10/20 gear.

    I feel the percentage of leveling experience achievable from questing should be quite high, at 75% or more. I don't think questing should be the fastest / most efficient way of getting XP, but it should be possible to help out solo and casual players.

    What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?

    Small things can help a lot. Let us know which quests can be shared by party or raid and which can't. Most quests require dropping an item from a mob that only drops for 1 player in the party. These disincentivize players from working together and cause friction where it's not needed.
  • AstroliteAstrolite Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Linear questline should not be a requirement or focus for this game. The most structured quests should be tutorials for the artisan and node systems and should result in rewards related to those systems.

    Another type of quest is the lore based quest that are attached to a POI which makes you explore an area. Not necessarily telling you where everything is but guides you to different areas.

    Chan quests that give unique base set gear.. can be linked to POI's or chain to other areas throughout the map.

    Please make Quest log "infinite" and do not restrict number of quests you can pick up. Make it seamless as possible. a full quest log should never happen.

    There should be more quests linked to POI's and events but easily accessible.

    Hidden quests/chain quest that lead to rewards/dungeons triggered by events/times

    Linear Story Quest should give cosmetic and minimal Experience because people should be forced to interact with the PvE system and not only the main story quest.
  • VorkosaginVorkosagin Member, Alpha Two
    edited June 4
    3
    The glint is a little light imo. The xp seems appropriate if not elevated in some quests. Some "kill" quests are level 15 to kill bears, but you can kill any level bear. The xp/glint earned should be based on level of mob gathered.
    Engaging quests need to serve a purpose. EVERYONE does 3 quests in the game no matter what. The horse, 3 pieces of gear from the 6 packages, and the new bag quest. Gathers, processors, and crafters should have quests available for recipes. More gathering tools to be crafted via special recipes that are earned from quests. Some gathering quests recipe rewards could lower the requirements to craft tools, some could have better gathering stat distribution. Some processing quests could reward processing recipes (which isn't in the game) to be able to have alternative resource requirements to craft slate molds for eg). And, for crafters, ways to get recipes that are exclusively given by doing crafting quests would be nice. Especially early game. Complete T1 crafting quests to get base gear or slightly better T2 recipes.
    As far as a percentage, that's a personal preference. I feel that up to 60-75% should be available if that's what the player enjoys... obviously it can't be 100% because quests themselves require some killing obviously.
    I think it would feel more "alive" if there were a way to craft the items the town needs as opposed to just giving them my resources... say the node needs stone and oak for a wall, allow me to craft wall segments, get the crafting xp and THEN donate to the node. Allow me as a crafter to LITERALLY help build the node.
  • XcommradeXcommrade Member
    While grinding should always be an option for people who enjoy that play style, personally I feel like having quest XP making up 60-70% of leveling XP is something that should be an option. It can always be supplemented with dungeon runs and killing mobs for quests. Personally I love long expansive quest chains that take you to different regions and can span level ranges. It's one of the things that made me fall in love with WOW, chains like the missing diplomat quest chain for example. Big, zone spanning quests help players feel more connected to the world. Also rewards could definitely use a punch up as well to make the effort feel worth while.
  • VandarVandar Member, Alpha Two
    25-49%

    it reflects your experience ingame in total.
    your adventure level should not only reflect how well you can fight.
    That way you can reach level 50 and can engage endlevel content.
    If you want to engage in pvx fighting you need to improve your skill in that sense as well.
    The xp should reflect that part. Thus being less impactful on adventuring xp level.
    But there you have weapon training/experience to level up, which should be reflected by combat experience.
    And having the skills, doesn't mean you are good at using them.
    Just as you need to level your gathering/processing+ skills to improve them, thereby leveling your artisanskills primarily.

    Hope that helps.

    greets,

    Vandar
  • disamorniyaadisamorniyaa Member, Alpha Two
    edited June 4
    Quest Rewards: 1-2
    Overall, the XP gain from quests feels way too inconsistent. Item rewards are mediocre at best. I get that there are some quests that offer surplus coins and a few that grant okay-ish items. I’m also aware of one quest that gives a BiS necklace for casters. But in general, the only thing that feels truly rewarding is the Glint gain.

    For a quest system to feel engaging, there needs to be a sense of continuity or progression — something that new players or new characters can follow. You could call it a “main questline” if you want. Having some gear upgrades between levels 1-10 would be a great start. Right now, it feels like you just use one of five fixed level 1 sets, and then suddenly switch everything out at level 10.

    There should be gear for "in-between" levels — like level 6 items — especially for new players. I remember getting completely outscaled around level 7 with my first character, and some better quest rewards could really help with that. This system should continue after level 10 of course, up to max level. Gear rewards do not need to be crazy good, but the trickier/harder a quests, why not have good gear rewards too.

    Also, quests need to be more visible and intuitive. A good example: the questline for your first mount. It’s just not obvious or easy to follow — no markers, no clear guidance. Now compare that to one of the early questlines in Lionhold, where you kill a bandit leader and right next to him is a named NPC who drops an item that starts a quest. Both quests lead to the 2nd Sword Outpost, where another questline for surplus coins begins. That kind of interconnected questing is great — more of that, please.

    How much progression should come from questing?
    In my opinion: at least 50–60%.
    Right now, there’s way too much grinding involved. Finding a full group, getting to the grind spot, and then having to kill mobs for 5–6 hours just to gain 4–5 levels on average is really exhausting. If you’re not a fan of that kind of grind, it can be a dealbreaker. The game needs a better balance between questing, dungeons, caravans, grinding, gathering, and all the other content. Ideally, that variety should always be present and viable.

    What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?

    - Visible character progression while leveling: I don’t want to be stuck in the same gear from 1–10, 10–20, and so on. I want those little upgrades along the way — like a quest reward that makes me say “Hell yeah, that’s a sick little wand!” Even if it’s just a level 7 green item, let me be excited about it.

    - Actual dungeon instances: Group content where you go in, fight bosses, and have a chance at good loot. These dungeons could also tie into questlines — another great way to create world cohesion.

    - Questchains that send you across the world as your character progresses — these make the world feel alive and interconnected.

    - More interaction with NPCs: Maybe actual trainers instead of just a job table. Trainers could offer recipes or quests that give bonus XP for certain professions. Make crafting feel more involved and rewarding.


    Edit to clarify my 50 - 60% a bit further: Those 50-60% doesn't mean questing — especially in the form of a “main story” or long interconnected chains — should be the only or even most common way to reach max level. After all, the game should offer a variety of viable paths to level up. But a well-designed main questline that guides players to around level 25–30 (in the full release) could serve as a great introduction to core systems and gameplay loops.

    From there, players could choose their own path:
    – Level through professions (why shouldn’t pushing a profession hard reward good XP gains?)
    – Continue questing while exploring new corners of the world
    – Dive into PvP
    – Or yes, grind mobs until your brain turns to mush — if that’s your thing

    The point is: diversity and balance. Let players feel guided (if needed) early on, but free later to shape their own journey.
  • narzocnarzoc Member, Alpha Two
    The Quest Rewards vary very strong. You have questlines like stones of tura madu that give you an awesome pocket. A Giant Threat that give you a relatively good mace(But you're likely soon 20+ or get an infernal hammer which is infinitly better)
    Then you get the purifier quest for T1 armour that will be useless once you got them because you're close to 10. Still nice to have.
    And then you have quest that just give random levels of glint and exp that don't really feel worth it unless you wanna get the stories.
    And then there are unfinished questlines that give you nothing or just crap in your inventory that you can't remove because it's in the quest inventory(which doesn't work properly)
    Or they are even that bad implemented as of now that the questitem is still counted as a regular item. (Mirajinn Cypher)

    Engaging quest rewards are obviously anything I can use or can be useful to friends at a similar level. But for all the T1 and T2 gear it already depends on how close you are to 20 because after that all that gear has lost it's usefullness unless you give it to alts while they level up.
    Also annoying if questlines give gear for multiple different builds/archetypes means you'll ever only need some part of the quests.

    I would love if I could have enough quests not to worry about other elements if it takes longer but as soon as you leave the core riverlands you get into a drought area with no quest in the jundark or jungle. I've found 1 quest for sandsquall which leads to nothing and trails/quest object from another quest that I can't find the starting point for.

    I love to get to know the world more, especially tura madu and the warhelm questlines are very nice to see. Same goes for the cloak and dagger quests although the blocker for 'Eye of Seafury' is infuriating I think the quest item is just placed 2 meters underground instead of on the surface and therefore it just block a whole quest with hopefully more quests.

    I like the callouts from quest givers or that they seem to be reactive to your deeds. But it's very annoying if there are still questmarkers on NPCs head but all questlines are currently met or certain preconditions are not met yet.

    Really annoying are single drop mobs where every party member needs to get the item individually and it doesn't drop for everybody or you can't share the result. (Opening the secret stash in HoJ | Talking to the spirit after the Stones of Tura Madu)

    And engagement areas are good to have but if there is nothing in them or the interactable is outside the circle(A Giant Threat Pillar) that is just infuriating.

    Ou and a questline that starts with a event at the battlefield outside lionhold (< Lv. 10) and within 20 minutes you are blocked because the next questitem drops from a level 17 3 star golem.

    And some quest you finish and think. "That was it? Nothing leading on from this point?" for example the Package you bring to lady briarmoor and there is absolutely nothing from there on out. This quest is a special level of borked as you can get the package multiple times and handing it in gives you another copy instead of making space in your inventory.

    Overall there is much good in the current quest system but also many things that are misconfigured, badly configured or in generall just buggy (As expected of an alpha). But it as well kills the motivation if simple bugs (Object locations persists from P1 through P2 into P2.5)
  • NabuuuNabuuu Member, Alpha Two
    Hi,

    (1) The current quest rewards in Alpha Two = 2
    Only xp and glints is not a "quest" ... it's grinding ^^

    On top of a nice story (it's a reward to learn something about Verra !), I like when quest rewards are connected to something concret : some consumables, a piece of material, a recip, ressources, etc...

    (2) In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
    - Quests can support artisanship by giving specific recips and ressources.
    - They can support PvX by providing consumables (and pieces of material)

    (3) Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
    25–49% is a good ratio, as
    - it represents a fair reward in term of time spent
    - you will not perform all you leveling through "questing", you still need to explore dungeons, to perform commissions etc...

    (4) What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
    Quests need to tell a story (and not only ask to kill 10 grems because it's boring to kill grems).
    Quests need to require some reading and exploration... not only NPC with an orange book above their head. Let's have some hiden objects to discover, or random NPC traveling around, etc...
    Quests need to be connected together, and influence the availability of other quests or rewards

    As exemple, I like the quest chain of Warhelm, and the impact of dialogs at 2nd sword outpost.
  • AndiAndi Member, Alpha Two
    On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)
    Somewhere between 1 and 2
    How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
    The XP is way too little.
    In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
    XP, standing (when factions are in) and bits of lore.
    Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
    Maybe about 25% sounds great. Obviously more at the start, less as you progress.
    Questing takes time, especially when you read through quest descriptions and read through actual dialogues. If you just grind, you make multiples in the same time, and the difference can be drastic if you count in travel times. This doesn't have to be compensated 100%, but it shouldn't feel like you're wasting your time by exploring the lore and following a story. You'll likely also lose out on a substantial amount of glint if you quest, which isn't good.
    What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
    Since this game is revolving around nodes, and nodes are the main hubs of social interaction, I'd like to have them provide as much social potential as possible (which, by the way, includes safety through the guards).
  • belephyabelephya Member, Alpha Two

    I think compared to the XP you get for mobs, it's not good enough, either quest XP has to be more,.or the XP for killing has to be less. Relative to going out and grind 2 or 3 star mobs quest XP is too slow.
    Quests to kill named mobs is also are a problem, especially in the start area's high population means over competition for named mobs, we need a smarter spawning system for named mobs,


    In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
    I think the quest for goods for the town are good, but need a bit more context, they don't really create a buzz because people don't know what they are for. We need clear progress bars, time limits, and what the effects are if we succeed or fail.

    For example "The town need 300 copper before the end of the month to maintain the smithy, we currently have 100 copper and 20 days left"

    At the moment the quests are just a turn for tickets , no one cares about what they do.

    Automated quests based on need and balancing the economy could be interesting,
    Our vassal Halycon is in need of Oak wood, take a caravan of oak wood from New Aela to Halycon to help them out.

    Quests the expand the story are always great, but obviously a lot of work to add lots of arks, so procedurally generated quests from the town demands and or other meaningful real world events make more sense and help make players feel like part of the world.


    Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
    I think some where between 50-75% should be from questing, especially if the town growth is tied to quests too.
    I think anything that encourages just grind is bad for the world as a whole, and we need system that engage players with the world , rather than sit in one spot for 6 hours killing the same thing.




  • donotpanikdonotpanik Member, Alpha Two
    Let's answer the question, "What makes it a good quest first?" ubuatn6qg9uy.png Definitely, it is not a hundred players swinging male weapons for hours on end to get a tag on a quest monster.
    • On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent) I cannot give more than 2. The amount of time players spend on quests does not equal the reward. It is much more beneficial for players to grind mobs in the party.
    • How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved? It sucks! It completely sucks.
    • In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system? When rewards are proportional to time and effort invested in the quest
    • Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)? Why did you choose that percentage?
      Unless you can develop group quest/raid mechanics that will scale with party strength percentage points, it doesn't matter. Questing seemed like a solo player activity. It is currently built as one
    • What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic? I know that Steven does not want to hear about it, but group quests should be instanced. Nothing breaks the suspense of disbelief and world immersion more than 100 players waiting for a quest mob spawn


  • NeurotoxinNeurotoxin Member, Alpha One, Alpha Two, Early Alpha Two
    edited June 4
    First off, they need to work. That's been my biggest issue! There's still quests from P1 like The Eye of Seafury that are broken, it got MORE broken at one point by asking for 5 of an item that you can't even get 1. Lady Briarmoor rudely accepts her package from Ambush, Caravan Down by giving you a second copy of the package, and they stack up after multiple attempts, never to be turned in. The Hounds of Golgotha is finally being investigated for the part that requires dropping party to get kill credit on the 3 raiders of the cursed archives targets. I reported them a bunch, I know others have too.

    Aside from that, use quests to reveal the names and history of every last feature. And be consistent, I dunno if it is the Trinnin River or Tainnin River be cause I've seen both that reference the same place. Where does Baneswood road start and end? What is every road, river, island, and feature named? I know Arlo's Rest is that tree with wind chimes, I think Foul GroG Lake is south of it... but what are the other lakes in Winstead called? What is the bay at Highwayman Hills called?

    Use questing to convey a sense of a living, breathing world, where things change based on what's been happening. Have NPCs who leave town, do basic chores, and come back, then let them be in danger and need assistance. Have populations of creatures shift based on what players are hunting more, let that territory get overrun with something else for a bit.

    And have things that everyone can't complete, may one person gets to finish it and they drive what happens with that arc. In part of a larger quest I pitched a couple years back, I suggested the Inuyasha-style shards of a gem that have to be merged together to fully restore it, and that gem has some monumental artifact-level power at that point. Anyone with a shard can see who else has one, and perhaps flagging rules are ignored if two players nearby have shards so they can battle it out, loser drops theirs, winner's get bigger. That kinda plays off the mechanics of the choose your own adventure quest with the gem from a few years back. And they are randomly held on enhanced elite mobs, but once it has been gathered, that mob will not be enhanced in that way and drop it again later. Create a sect of cultists, empowered by the ancients, who also carry these shards and keep them divided up so they can use the shards to track and hunt the players who carry them. If the baddies get 100% of the shards, woe upon that realm til you can defeat the super-powered ancient and cast shards across the world again. Do the same concept with numerated orbs, but when they're all gathered, they grant a wish, basically Dragon Balls. The whole quest I pitched a year back was all about resurrecting a Tulnar god, and resisting efforts of a sladeborne cult to resurrect a flightless serpent dragon that they came to worship over time.

    It feels like quests are few and far between still. More quests is good quests. Commissions don't count, those are chores, dailies distributed as at-will engagements, they are not narratively powerful. Those are great for giving names of locations, though, so they're good for revealing what players can learn about the world and area that isn't labeled on the big map.


    On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)

    2, right now, and that's up from 1 where it had been for most of A2. We can't gear up from drops and artisanry has been tanked. I'm glad we can mostly arm up with the Zephyr Winds and 2nd Sword quests, though that and Safe Fast Sure still doesn't cover all the slots and only helps up to level 10. I rarely see anyone using shields so the first part of Hounds of Golgotha is kinda meh / vendor trash. The item at the end is great, but when I first did the quest in P1, it said the Collar of Vuul is a relic. I was doing it in pursuit of a relic, and while I'll take a caster necklace, it feels defeating. I'd like to take the ruined collar back to the circle with Sir Ghost Guy and have him help me form the remnants into a neck for physical OR martial. The hourglass ankh quest seemed to hit a wall when I tried to do it in P2, in that I couldn't even find the guy in Carphin to speak with, and it gives the blueprint for a sword that is kind of a meh Iron Longsword alternative... the BP and exclusive crafting material is okay but nobody is going to commit resources for iron if they're targeting steel or rividium. Probably give the sword as uncommon OR the BP and material, not both.


    How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
    Aside from the ones that give useful items, the XP and glint are kinda low by the time you're in the level range to do them. 40k a pop for the Ashen Flame + Scholar questline in Miraleth is not a lot by that point, I try to knock those out early so they're worth more. More gear to fill out 10-19 and 20+ would be nice, more experience relative to the difficulty and expected level would be nice.

    In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
    What an odd way to state it... Being an economy-driven PvX doesn't have much to do with quest XP. We don't get XP from PvP. Common-uncommon range equipment in different regions, relative to the themes and styles of that region, are a good start. I don't know what I can get outside the riverlands from questing because the desert, tropics, and Jundark all feel very raw in terms of narrative content compared to grinding places and resource-gathering opportunities that aren't quest related.

    Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?

    For people who care about the story and narrative content, 50-74%, where grinding, killing mobs along the way, and gathering, make up the rest. For players who gather and grind, it could be less than 25%, they want a steady stream of glint and resource in a way that they find approachable, so let them continue along those lines.


    What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic? Honestly I was hoping Ashes could be a MEOW, a multiplayer evolving online world, something where there's more narrative opportunities and hookups at every opportunity. Talk to the farmer's wife 10 times on 10 different days but never talk to the farmer, suddenly he has a grudge. Don't give everyone every quest. Let players build rapport with every NPC... that would require non-generic NPC to be the standard, right now that isn't the case. You've got the guys who coined MEOW on the team, utilize them, listen to them.



    And WARHELM HAS TO GO! There's no way you can simultaneously get players out of that starting area and also have the first pocket dungeon built right up to the walls of both starting towns with multiple quests leading players back to it. I suggested in the past to instance or even semi-instance it, as that's the least destructive way to exit players from the Aelan starting area and let them quest in Warhelm with any sort of smoothness and access to the enemies that must be defeated for certain parts of the quests.
  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    edited June 4
    On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)
    I would rate them 1-2. Glint and XP is ok for commissions, but I don't count those as quests.

    How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
    The initial quests for a little starter gear make sense in terms of rewards. Like the striders vigilant one and the surplus equipment token quests. They get players out there and the rewards aren't too OP. They do interfere with the crafters a little, but as long as you keep the gear limited to lvl 1, I think it's an ok compromise.

    As for all the other quests, only XP and glint just doesn't cut it.

    In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
    Two main points:
    1. Quest XP rewards have to be roughly equivalent to the same amount of time spent grinding mobs. Questing (not commissions) all the way to lvl 50 has to be a viable path, IMO. So plenty of quests with good XP rewards. If it takes 30 minutes of non-stop travelling to complete a quest, the added quest XP should be roughly the same as solo grinding mobs for that amount of time. Mob grinding will still be ahead in terms of drops, but the XP should be similar for the time spent.
    2. Quest rewards should not include finished weapons and armor other than the immediate starting quests. Depending on the quest type they can include things like artisan recipes and materials, cosmetics for gear or pets, titles, or permanent character stat buffs. The latter is something I really want to see. Is there a story-quest line involving killing a lot of spiders and solving the mystery of the spider-queen, one of the final quest rewards should be a permanent buff of +5% damage to spiders on that character, and/or better resistance against spider attacks.

    Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
    I want/need to be able to level 100% from actual story-based quests in the game if I so chose. And I don't mean commission grinding. I know it is a tall order to make that many good, meaningful quests, and it's not something the game has to release with 100%, honestly, but a goal you work towards. This can and should include group quests and to a small extent those bigger area story-line events.

    If it's possible to grind mobs to 50, and, even if slow, artisan skilling to lvl 50, then purely doing story-based questing to 50 has to be possible as well


    What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
    Story and lore, and presented in a way that aren't just walls of text. At the very least through AI voices for all quest givers and books and such, but some nice cutscenes would go a long way as well. Engage players in a long, main story-line with beautiful cut-scenes as soon as they enter the game, that spans over their entire journey to 50. Let players be able to rewatch those cut scenes and read or listen to all the lore they discover along the way, at any time they want.
  • judeccajudecca Member, Alpha Two
    On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)

    I would rate them at 1 it would be zero since they provide no meaningful gain or enjoyment

    How would you describe the current quest rewards in Alpha Two?

    Lackluster when I seem them internally I think why bother for the effort put into it

    What’s working well, and what could be improved?

    Quests could use at little more guidance, some are so non-descriptive in where or what to do that I just abandon them as I don't have the time to do a thorough world search and npc's almost give no direction.



    In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?

    A monthly quest with really good rewards like a guaranteed armor piece and weapon that has potential to be upgraded, or if you have a piece that can be upgraded offer a material that would allow the upgrade to allow that chase

    A weekly quest with moderate reward with a random chance to be between uncommon to heroic.

    Maybe a quest that allows for not being flagged in a pvp area to allow for gathering without fear of being griefed for maybe 1 hour but make these limited or hard to obtain to make a conscious decision if it's worth using.

    Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?

    30-45%

    IF events are constantly able to be engaged both pve and or pvp DO NOT force only pvp there needs to be both If im forced in to pvp I will not feel engaged or respected I want to choose when to engage

    Why did you choose that percentage?

    I don't want to feel like I must quest at all times and I want the quest to feel rewarding, however I also want to do mindless stuff like gathering as a change of pace

    What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?

    Gathering needs to feel engaging and enjoyable maybe gathering events however nodes need to not be super scarce forlow level mats

    Crafting needs to be seriously looked at in terms of materials needed this goes hand in hand with gathering. Currently I desperately want to do these but it's not fun.

    The sheer amount of material loss on death is nuts drop it to 10%

    If someone steals from you and it was not directly from recent pvp they engaged in with you, but just looting a random ash pile they need to be hostile to all players and guards and have a increased threat radius on mobs.

    It would be funny if you have stolen loot to not be able to use a mount

    Rested xp would be nice for working players nothing super crazy but something as this seems to be standard for alot of mom's

    It would be fun to see events that are built for guilds that are only able to be done if you're in a guilds

    Maybe hidden quest chains simular to starwars galaxies holocrons were just don't make it so op that is breaks balance
  • victorithvictorith Member, Alpha Two
    edited June 4
    Quest rewards is a 2 for me due to that is kinda good in the beginning until you hit level 4 then the quest rewards like the xp for it and the glint you get gets stays the same while you are higher level.

    Like I said before the rewards stay the same even if you are higher level meaning that if you get only 4k xp and and 1 green glint from a quest when you are level 15 it becomes useless, and also what need some work is the text on where you need to go to find the area the next step in the questline is. What works well is the journal everything is in a good order and it is easy to find the quest you are looking for in journal. One thing more that needs some work is the recommended level for that specific quest so it shows what level you should be when you do the quest.

    What I think is engaging and fair for the quest rewards is a more of a scaling module depending on the quests recommended level, let me explain. If the quest does recommend that you are 15 for that quest then you should get rewarded with the amount of xp that is fair for that quest,
    if the quest is for level 15s then you should get more xp than what you would get if you did a level 10 quest. For the other rewards I think we should get something worth our time like sometimes we get armor and sometimes we get only glint/money.


    What percentage I think quests should give us is between 50–74% has you guys have said before some quests are important for the POI then it should be important for us to do those quests. And I would like to add this also, you should get more xp if you grind mobs in a group than quests as you put yourself more in danger.
    Tho you should be able to hit max level by just doing quests and commissions even if it takes more time than mob grinding or crafting.


    The last question I think it is important that the quests around the world of verra gives us lore and that the quests has a meaning to them, like the Risen minotaurs has taken the statue of the sand momma, please help us take it back, and when you get the quest you either will be able to ask what the statue depicts or you get little lore about the statue that you can read about within the quest text like what the name of the goddess or something like that.

  • MojoVojoMojoVojo Member, Alpha Two
    Ok this might be a long write up...
    Questing in MMO's can take very different formats:
    - Mob kill
    - Area Discovery
    - Storyline Progression
    - Aspirational
    - Class Specific
    - Daily/Weekly
    - Attunement
    - Escort ( Please god no)
    - Jumping Puzzle
    - Riddle based
    - Gear based ( Transmog / Weapon/ Armor)

    The most sought after of these options in ranking differ for each type of player depending on the MMO. Ashes is meant to be a PvX based MMO where GEAR matters as well as being a part of a GUILD. So we can slot out some of these quest designs that don't fit that narrative.

    Gear based Quests as I can see are the most appealing in terms right now as the game plays. "Arlogian Collar".
    The Issue surrounding this style of quest in a node progression system like Ashes is the outdated systems every MMO player has become accustomed to: "If im in a level 5 area then there are only level 5 quests."

    Because these areas might be destined to change and with the area increasing the mob levels how do you promote a "static" gear progression quest line up? Or are there so many hidden underneath the progression systems that there are enough to fill the world with enough variety to keep players engaged with questing.

    Combining elements that fit toward a non static level up progression system is something that would have to be developed.
    Static POI quests could also have a base level of difficulty at standard node levels and then increase in difficulty for the quest as that nodes monsters difficulty progresses. Systems would have to communicate that to each other.


  • ImanekImanek Member, Alpha Two
    On a scale of 1 to 5, how would you rate the current quest rewards in Alpha Two?
    I'd rate them around 1 to 2 overall. A few quests offer decent XP or good loot, but most of them take a lot of time and don’t feel worth the effort.

    How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
    Unfortunately, not much is working well at the moment. There are issues with mobs getting stuck on walls, quests that can’t be completed in groups, and others that simply can’t be finished. My experience has been frustrating so far.
    That said, one positive point is the lore. Some quests offer narrative context that explains why certain mobs exist, which I found genuinely interesting (I won’t spoil it). That aspect adds a nice touch.

    In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation, which features an economy-driven PvX system?
    The most important thing is to feel real progression: XP and Glint should be meaningful. If a quest gives 20,000 XP when you need over a million to level up, it’s not very motivating.
    As for loot, I have mixed feelings quest rewards shouldn’t outshine crafted gear. For example, the blue necklace quest for mages provides powerful stats that might devalue crafted alternatives. It needs further balancing.
    Also, cosmetic rewards like skins would be a great addition players love those kinds of incentives.

    Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
    This is a tricky balance, but I’d say around 50%. The key is variety. Still, players who prefer to quest solo should be able to progress their characters significantly through that path. So I think 50–74% quest-based XP would be a good range, allowing for a solid mix of content.

    What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
    For me, immersion always comes from strong lore and world-building. An MMORPG should feel like a living world. Things like animated taverns at crossroads, vendors selling food, or quest-givers that feel alive add so much atmosphere.
    But the most important aspect is a strong sense of belonging to a realm or faction. Games like DAoC (Hibernia), Aion (Elyos), or ArcheAge (Harani) did this very well—you truly felt part of a nation. Right now, in Ashes, we feel like "Mr. X lost in a big world", unless we’re playing with our guild.
    In the future, node-based quests, regional lore, and kingdom identity must help fill that gap. Without that, we risk losing a major part of the immersion that makes MMORPGs so captivating.

    That’s my personal feedback. There’s still a long road ahead, but I wish you the best of luck in building a world and story that truly captivates players.




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  • RoninSenshiHCRoninSenshiHC Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited June 4
    On a scale of 1–5, how would you rate the current quest rewards in Alpha Two?
    (1 = Very poor, 5 = Excellent)
    2.5 - They aren't themeparky, but the rewards need to be different then just a lil bit of gold. I'm actually glad they don't dump a ton of xp on you.

    How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
    I rated the quest rewards a 2.5 because I feel like the rewards should be more lore and a greater understanding of the world. Also, quest rewards shouldn't just be things like Gold and an item, but access to certain areas. Even special areas that are instanced where you can take a group to kill a boss, or to unlock a story based raid. The current rewards do give you a bit of lore, but they don't grant you any special access or unlock any bosses. Even an item based on the lore of the quest would be interesting enough.

    In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?

    In today's MMO market, most quests want to give you XP and put you on the "themepark" where you can just "quest" all the way to max level, solo. Ashes should avoid this kind of questing at all costs. Fair quest rewards would include lore, unlocking areas (Say, you need to complete a quest to get access to the bosses of Steelbloom, or you need to complete a series of quests to unlock a raid event against the entity that's causing all of the corruption around Carphin, etc). Quests could also give interesting, lore based weapons. They can reward XP, but not so much whereas you are just using quests to level. Once you get into that situation, you start making a ton of meaningless quests just to feed a themepark treadmill. Think about some of the worst quests you had to do in ESO, or in FF14. One terrible quest I remember would be a quest in TERA, where you as a level 50+ character have to collect poop. (I mean I guess this game has droppings used for tradeskills, but you know what I mean). Quests should provide and reward peoples knowledge of the lore and environment. They should allow you to access special areas (which can be instanced if you like), and grant lore based items. Think more Everquest style quests, or EARLY Everquest 2 style questing. NOT WoW, FF14, ESO, or themepark style questing. This is an unpopular opinion, but their is nothing wrong with grinding mobs for XP, and having quests there for folks that are interested in seeking them out. Speaking about Everquest, some of the best questing in MMOs to this day remains to be the "Epic Weapons" quests from the Kunark expac. Intrepid should be looking to those kinds of quests as a guide on how questing can be done right.

    Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)? Why did you choose that percentage?

    I'd say less then 25%. If most of your XP comes from quests, you are playing a Themepark, not a Sandbox. I don ot need to be guided by the developers when I want to level, drop me into the world and I'll choose a leveling path of my own. Quests should be there to provide lore, grant access to special areas/instanced raids/unlock bosses, and for special unique items. They should not be used to supplement the leveling process completely. I'd take a grind over a themepark.

    What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?

    Adding a questing system that describes more of the lore, has you explore places you normally wouldn't go, and that lets you unlock certain content would help with that connection. If it becomes a themepark with stupid quests (kill 10 rats or whatever), you stop reading the quest text and you lose your immersion. However, quests that take you across Vera and reward you with a unique item while telling a good story helps immerse the player into the world.
  • dabudodabudo Member, Founder, Kickstarter, Alpha Two
    I'm not being facetious when I ask, "what do you mean by quests?". I ask, because my idea of a quest might be different from your idea of a quest. There are the commissions one gets from the resource/adventure commission boards that one could consider to be quests, and technically they are. The commission boards are a good thing, especially for low level characters - an easy way to get glint and XP. Really, though, they're just a way to grind.
    When I think quests, I think of tasks given by NPC's (i.e. 2nd Sword Outpost, Lionhold) or dropped items. These quests, as a general rule, require one to complete a series of tasks to achieve an end goal. So, my answers are based on that definition.
    1. And here we have our first problem. I've not found many NPC quests and even fewer dropped items. The quests out of Lionhold are mostly tedious and, with the exception of obtain the Adventure's gear, not worth the time and effort compared to what one can achieve via killing mobs. The 2nd Sword Outpost quests were ok. There were 2 or 3 quests I got from dropped items, but I can't remember what they were. I enjoyed them, though. RATING: N/A - there just aren't enough quests to make a fair evaluation.
    2. My answer to first point pretty much answers this point, RE: quest rewards - N/A. What can be improved, though. More actual quests from NPC's. Quests that groups can do. Quests from dropped items are too rare/hard to find - make them easier to get/find.
    3. Quests should provide valuable and desirable items (scaled to difficulty). What makes quests fun are the rewards, doing them with friends, figuring out how to complete them. (Caveat: don't make the quest absurdly difficult. That is, clues so vague or complex that one needs to be a cryptographer with the CIA to figure out what the heck they mean).
    4. 30 to 50 percent? I like quests a lot, but I also like doing raids/events with friends. And, then, I occasionally just want go solo.
    5. Playing with friends, interaction with the devs, ongoing content, forums like this. I think you all do a pretty good job with all those. Stay the course :)
  • d3f0d3f0 Member, Alpha Two
    edited June 4
    Q: On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)

    A: 1 // There are only 3 quests worth doing to be honest. Arlogian, the goblin quest, and the package quests. For obvious reasons.

    Q: How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?

    A: At it's current state, specifically the xp rewards, are only useful at early levels because they don't scale with each level. The current state isnt good at all. Quests like Arlogian work well because they give a huge reward and its memorable, and everyone knows it because of that. If there are other quests that provide meaningful rewards, like a mining axe or mining belt with unique stats, then players will do the quest even if its difficult.

    Q: In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?

    A: Legendary items / resources questlines in a lawless POI, Difficult quests with great story telling, but great rewards (high xp or items), quests that lead players to engage with different aspects of the game (Quests like Sweat of your brow, and caravan attacks/defend).

    Q: Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)? Less than 25% / 25–49% / 50–74%/ 75% or more

    A: 75% or more ( all 100% of it )

    Q: Why did you choose that percentage?

    A: Even if I have all day to play, I don't want to sit like an AI autoattacking mobs for hours without engaging in the world. It's the most disengaging, lazy, boring, and unproductive form of gameplay any game maker can do.
    The world you created is vast and there are endless stories to be told. So tell them. Give the players a reason to comeback after school/work and immerse in the endless tales this world can create.


    Q: What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?


    A: Playing while the story unfold. Hearing memorable lines. Look at how Destiny 2 unfold the stories as the players are playing. Even in the dungeon, you feel a sense of " Ok I entered the dungeon and the story started " to " oh shit " to "The story is ending". They do that through the Ghost's dialouge. Even if its a short line it always dips your toe into immersion. Great stories that progress with events and sound are key to immersion.
  • OlerOler Member, Alpha Two
    As a casual gamer, the biggest issue I’ve encountered is that questing becomes repetitive very quickly. There’s a noticeable lack of progression — it often feels like you’re doing the same thing from level one onward. Quest rewards currently feel like placeholders; some early gear or weapons as rewards would go a long way in making quests feel meaningful, especially in the beginning.

    Another major issue is how difficult it is to even find quests. It’s really unclear who has a quest available — there’s no clear visual indicator. Something as simple as a floating icon above NPCs, like in World of Warcraft, would make a big difference. Once you’ve picked up a quest, the icon disappears. If it ain’t broke, don’t fix it, right? This system works, and trying to reinvent it just makes things more frustrating for players.

    I believe this is one of Ashes of Creation's biggest challenges: players need at least some sense of progression. A clear main story questline would help guide players forward through different zones. As a casual player, I don’t want to grind the same mobs endlessly just to level up. Even a quest that says “grind here until level X and earn this weapon” would at least create a goal and encourage movement through the world. Or have quests like “go to this area and complete three commissions,” just something that naturally encourages exploration and gives a reason to move on.

    My most recent attempt to level with my partner ended with her saying, “We’ve been in the same area for a week and haven’t gotten a single item. I don’t understand what we’re supposed to do — what are we even doing?” That really sums it up.


    Summary:
    The game needs a main story quest to create a sense of forward momentum, so players don’t end up stuck in places like Lionhold until they burn out.

    Quest rewards should sometimes include actual gear or items to make them feel worthwhile.

    NPCs with available quests need clear, consistent visual indicators — don’t overcomplicate what already works well in other MMOs.


    As for the specific questions:
    I'd rate the current quest rewards a 1 or 2.

    I think 75%+ of leveling could come from questing — as long as it’s not mandatory. It would simply benefit those of us who don’t enjoy grinding the same area forever.

  • arsnnarsnn Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
    On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)

    Commission board 1, are they even still a thing? Lol

    There is some quests that i would rate 3-4, but most of the quests i ignore, because they feel like from a game from the last century. And its better to just grind, excpect that 1 quest that gives BIS level 10 pants for phys dps.

    How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?

    Its hard to evaluate the rewards when the whole experience feels bad and i want to avoid it.

    In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?

    I liked the quest rewards from A1. Items that opened up options in the game, such as the necklace that allowed to kill the dragon boss. Would love more rewards with horizontal progression and bigger implications.

    Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
    Less than 25%
    25–49%
    50–74%
    75% or more
    Why did you choose that percentage?

    Roughly 25% for ashes. They shouldnt distract from the sandbox, but loosen up the leveling journey.

    What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?

    Question is really abstract lol
    Basic quests are not a big factor for my immersion.
    Story arcs could be. Like for example a npc that is involved in a story arc becomes a node npc after its finished, or he moves around the world to start the next story arc.
    Also community immerses me, the node system completely falls short of being the center of a community.
  • VoodooreconVoodoorecon Member, Alpha Two
    edited June 4
    On a scale of 1–5, how would you rate the current quest rewards in Alpha Two?
    2

    How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
    The best quest reward is experience, which quests do not give enough of. This is especially true when compared to group mob grinding XP rates. We also need an achievement system, so players have another incentive to care about questing.

    What makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
    Give us the option to choose quest rewards between weapons/armor, and very good crafting materials (like a stack of 5 to 7 heroic copper ore).

    Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
    25-50%

    Why did you choose that percentage?
    I want to quest because it gives me something worth my time, or as a completionist. Even if questing rewards were slightly better than mob grinding XP rates, I'd argue that I will break even by not wasting time traveling between locations and focus on grinding. I need a GOOD reason to leave my grinding spots.

    What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
    Seeing other players in the world
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