Quest Along the broken shore - wrongly points destination at adera borrows north entrance.
DungeonRider
Member Since 21 Feb 2014Offline Last Active Jun 06 2014 20:12
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Quest Bug - Along the broken shore - wrong destination
19 April 2014 - 19:42
Suggestion - Looking for group window - more successful party matching
19 April 2014 - 13:37
Commonly one are interested in more than one multi user dungeons at a time,
and he would like to join one from betwin them.
To shorten waiting time, he would chose the one which have currently more queued players.
However it is impossible to tell how many players are queued for a dungeon without joining queue,
which usualy end up in joining one dungeon, only to find out that there are no one waiting,
then leaving empty queue, (receiving 1 minute penalty), and joining another queue,
having hope that the other dungeon will have more players awaiting for team.
This is inneficient, time consuming and also make some players resign
from party matching after fiew failed attempts.
Therefore i would like to suggest,
- adding additional column to "Looking for group" window,
with count of currently queued players for every dungeon
This way player will have chance to see and join the one which have most players queued,
efficiently increasing chance of successful team matching.
Suggestion - Additional option in quest items popup menu
19 April 2014 - 12:56
Sometimes when one accept many quests and gather several quest items, it is hard to distinguish,
- which item belongs to which quest, what to do with it and where to deliver it,
without finding and reading related quest log.
( sometime related quest can be found with quest search option, but it does not always work for every item )
Therefore,
knowing that you work hard to improve quest system to be as clear as possible,
i would like to suggest to
- add additional option to popup menu of quest items,
which will open quest log, at page related to this item.
example :
Currently popup menu of quest items have 2 options
- Destroy,
- Cancel
Popup menu with new option could be
- Open Quest log,
- Destroy,
- Cancel
Then if its for example a "Khnum's Scepter" quest item,
right clicking at this quest item and chosing "Open Quest Log",
could open "Quest Log" window at related quest
which is "Bring Khnum's Staff to officer Kiriat", - and its everything clear now.
Suggestion on how to improve chance of finding team for multi dungeons
13 April 2014 - 08:02
While main meaning of having 3 servers is primarily to conserve its resources by decreasing crowd, we dont have currently that high comunity to scatter them across 3 servers.
Dividing players betwin 3 servers seems to not help anything at current server load's,
except unnecesarily decreasing chance of finding team and increasing "low players count" effect.
Looks like not a bad try could be
- rename servers to something neutral that not suggest zones.
- temporarly disable 2 servers to gather all available players together on one server
(until we get larger community)
Gathering all players on one server
may improve chance of finding team by "team matching" system.
It also
- does not require any work from developers,
- save game staff from additional server maintenance costs and work.
Quest rewards independent from player level.
10 April 2014 - 01:27
There are so many quest roads at the same time, its not easy to keep track of all of them together.
Usually we progress in fiew roads to find later that some paths are blocked,
and we must comeback to other quest paths to unlock it.
And this is where thing that had to be feature change into unpleasant experience.
Returning to for example level 5 quest while we are level 30 or so, is a pain not a fun,
since it require time and work to accomplish, same time giving practicaly no experience
and no sensible rewards.
Because of this, i would like to suggest
changing quest rewards (experience points) from constant value, to percentage value.
This way player may enjoy the story on any stage, come back to abandoned quest lines,
to unlock other quests which he stuck on, while always receiving sensible experience,
independently from what level he actualy are.
For example :
Level 5 quest should not give constant 300 xp, but 5% experience.
(which could be 300 xp on level 5, but can also be 8000xp if done on level 25
(the formula could be 5% (or x%) of current level eperience bar)).
This way coming back to previously abandoned quest lines which was left at low levels,
will not be a unpleasant chore without reward which must be done to unlock other quests,
but a feature of experiencing the lore and its stories as it was planed.
Someone may say "but you had to do it on its level, not skiping it".
First, nothing inform us that its absolutely required and that we will must later return to it.
Second, whats wrong with being stronger than expected. It is our desire and main reason of leveling up.