Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Options
Questing
1.
As of right now I'd have to give quest rewards a 2. While certain quests give massive amounts of xp and introduce you to core systems. Once you complete these it feels as if all the best loot is Gained from group content this is wonderful to encourage players to make friends and build communities. As a game that's entirely player driven this is good but when I play an mmo I imagine my self as the character and just like going to your same deadbeat job to pay the bills mobile grinding even with friends can get repetitive and soul sucking. Questing is an integral part of making the world feel alive drawing the player in. If you have shitty rewards then no one's going to want to delve deeper Into the story of the beautiful world you spent your life building. Im not saying that quest rewards should overshadow dungeon drops but making them similar in strength and power in accordance with level balancing will mean your players can live out their fantasy exactly how they enjoy it.
2. I believe cool gear and maybe some rare mount recipes as well as rewards that directly influence the freehold would be good basically the more people that complete that quest the more progress the mayor would get toward upgrading the town having a direct impact on player economy. Not too much as that idea could also go horribly wrong should no one decide to do the quest.
3. Quest rewards should scale 75 percent equivalent value to rewards from dungeon bosses of that same level you don't want the loot your dungeon or 3 star mobs drop to be overshadowed by questing loot but instead encourage people to get the quest rewards as preparation to get the dungeon boss drops. Basically making it so your if your player wants to challenge the DB with a party if they get the quest drop they wont get immediately 1 shot by the boss with the loot their really after. Making the fights more exciting and gripping your audience with that epic boss battle that takes every ounce of concentration to win but if they make one mistake they aren't immediately deleted and now have a fat xp debt to clear because their healer decided to take 2 steps to the right instead of the left.
4. I think it should be even all around but not in a you have to quest and mob grind or your lagging behind kinda way but a you can level up close to the same amount of time weather you decide to quest or face slam some mobs for 4 hours. Basically allowing the player to have an equally fun and engaging leveling experience either way with similar leveling times.
5. Lore and i really hope that you guys take a page ot of guild wars book and add in the exploration quests with unique landmarks that help tell the story of Vera. The voice acting is for the quests is super important as well the Ai is good for now but pls get some voice actors the human voice is a powerful communicator and will only strengthen your game.
6. On an unrelated note pls add jumping puzzles and mini games they are so much fun and while they can be a pain in the ass I know a massive part of the mmo community enjoys them.
As of right now I'd have to give quest rewards a 2. While certain quests give massive amounts of xp and introduce you to core systems. Once you complete these it feels as if all the best loot is Gained from group content this is wonderful to encourage players to make friends and build communities. As a game that's entirely player driven this is good but when I play an mmo I imagine my self as the character and just like going to your same deadbeat job to pay the bills mobile grinding even with friends can get repetitive and soul sucking. Questing is an integral part of making the world feel alive drawing the player in. If you have shitty rewards then no one's going to want to delve deeper Into the story of the beautiful world you spent your life building. Im not saying that quest rewards should overshadow dungeon drops but making them similar in strength and power in accordance with level balancing will mean your players can live out their fantasy exactly how they enjoy it.
2. I believe cool gear and maybe some rare mount recipes as well as rewards that directly influence the freehold would be good basically the more people that complete that quest the more progress the mayor would get toward upgrading the town having a direct impact on player economy. Not too much as that idea could also go horribly wrong should no one decide to do the quest.
3. Quest rewards should scale 75 percent equivalent value to rewards from dungeon bosses of that same level you don't want the loot your dungeon or 3 star mobs drop to be overshadowed by questing loot but instead encourage people to get the quest rewards as preparation to get the dungeon boss drops. Basically making it so your if your player wants to challenge the DB with a party if they get the quest drop they wont get immediately 1 shot by the boss with the loot their really after. Making the fights more exciting and gripping your audience with that epic boss battle that takes every ounce of concentration to win but if they make one mistake they aren't immediately deleted and now have a fat xp debt to clear because their healer decided to take 2 steps to the right instead of the left.
4. I think it should be even all around but not in a you have to quest and mob grind or your lagging behind kinda way but a you can level up close to the same amount of time weather you decide to quest or face slam some mobs for 4 hours. Basically allowing the player to have an equally fun and engaging leveling experience either way with similar leveling times.
5. Lore and i really hope that you guys take a page ot of guild wars book and add in the exploration quests with unique landmarks that help tell the story of Vera. The voice acting is for the quests is super important as well the Ai is good for now but pls get some voice actors the human voice is a powerful communicator and will only strengthen your game.
6. On an unrelated note pls add jumping puzzles and mini games they are so much fun and while they can be a pain in the ass I know a massive part of the mmo community enjoys them.
0
Comments
Like the missing package quests early on, these quests could reward some gear for their appropriate tier. Yeah, I think we should get gear through questing. Mob grinding is just boring. Make the mob grinding part of the quest! Leave the drops on the mobs, too, or increase the chance of recipe drops. Just give us a reason to quest.
Quest rewards should be common or uncommon, depending on the difficulty of the quest. Mob drops should drop up to rare. Bosses could maybe drop heroic. That'll leave the crafter actually making the best gear (once that mess is fixed). Have some quests reward random gear pieces and some fixed. Increase the experience (or decrease mob grinds) to make it a viable leveling path.
The quests are great, they just need a reason to be sought out and accomplished.
Ashes of Creation is built around a player-driven economy, and I believe quest rewards should remain focused on experience and $$, not gear or crafting recipes. The moment quests start handing out rare materials, mounts, or high-impact items, it risks undermining the role of crafters and the entire gathering/refining loop that Intrepid is designing to be meaningful.
Dungeon gear should come from group content. Crafted gear should come from artisans. Questing should support your progress, but not replace other core systems.
So while I do agree questing should feel rewarding and immersive, I don’t think it needs to offer gear or recipes to be that. Sometimes XP, gold, and lore are exactly enough, especially in a world where the real value is shaped by the players.
https://forums.ashesofcreation.com/discussion/67611/dev-discussion-77-let-s-talk-quests#latest
My probably unpopular opinion on quests rewards.
Quests should only reward coin, glint, materials. Enough to warrant the effort to complete. EXP shouldn't be rewarded from quests. It turns the game into a quest hub hopping snooze fest. There will be an optimal questing path that everyone will take to hit max if they reward EXP from quests. I understand people like that because it's a known fast track to max level. It'll have everyone starting their character in Riverlands to level via this fast track because it's known. If anything keep the EXP rewards to a minimum.
I don't think any gear should be rewarded from quests. It makes crafting a max level system only. If I can gear myself enough through drops and quests why would I ever waste time getting materials and crafting that'll take 10X longer or more?
Rewarding coin and glint are the best options. Adding in some materials eases some of that gathering time and gives "questers" something to throw on the market as they level.
I think this comes down to what you think quests are for. Are they a boost to getting to max level? Or are they are an boost to the enjoyment in the leveling process? I sit in the latter camp. When I'm just collecting ? and turning in ! I get bored, but I'm forced to do it because it's soooo much faster to actually level that way. No one is reading the quests, no one really cares about the NPCs or the mobs they're killing, the things they're collecting, or why they're even doing it. Maybe ashes isn't the MMO to fix this since it's PvX, but I still see no benefit to the game if they leave it in.
Logically speaking, if quests are supposed to be more on par with grinding that entire time, then currently the people grinding will come out with more gear and money than questers.
I say let the gear be low quality to match whatever is typically dropping. The benefit of questing should be that you avoid the grind but the benefit of mob grinds should be that you are able to get better gear chances. Both of these people getting gear does not affect an artisan at all. In fact, if that gear is gear that the player does not want, they can either break it down themselves with s deconstruction kit or give it to an artisan to do so in hopes for recipes/materials.
I for one, would appreciate gear upgrades as I level or gear to hold on to for dismantling later and as a Tailor, I would be just fine with that since most people are just trying to get something to hold them over until they can get the materials needed to make better quality gear that will have more stats and longer lives. Keep in mind that gear degradation will be a thing as well and artisans will be able to offer their services in keeping the gear usable -- with some material sink needed.
I do agree on many of the other points but this is my take for the gear being a reward.