#New votive mechanics is stupid
1 messages · Page 1 of 1 (latest)
The idea is that you dont have to run around the map for 10 minutes woth no quests spawning
I know the problem, i'm talking about a solution though. Its bad. So maybe they should have fixed the quest spawning problem idk.
I like the idea — it’s much better than walking back and forth to the trees all the time. However, it would be nice if we could also select T3 after finishing a T3.
The real issue is we don’t have mounts yet so there’s a lot of downtime as it is
I believe they are just offering the same quests that are on the tree that you came from, which also would not include a T3. I hope that they add more t3 options at all times instead of having to go to another tree or loging
So basically teleporting the tree (in form of npc) to the player.. thats absurd if you ask me.
well now i can go to the three and no quest is spawning aka i also have to walk back to the tree for extra walking sim which the community wasn't already complaining about XD
They didn't solve quests no spawning with the tree, these still behave/spawn the same way, the differences now are as i said, the fact that we have one more chore to go through, AND we have a higher odd to get for whatever reason, on most trees dungeons as a t3 option.
We complained about that they promised changes to that in terms of JUST exp, which doesn't fix the time investment taken for the rewards besides the exp, and could also not be a fix if it's not done well depending on a few factors, dungeon, and requirement of said dungeon so it remains to be seen if they ever manage to fix the exp gain with their promised fix honestly.
we'd still have to take these paths all the times with mounts, and some walks from a tale back to the tree can honestly be quite long, i had a t3 bring me from the center of the map to the top right corner for whatever reason for example
this is technically fixed if we didn't have to bother ourselves with which tree we chose to pick our tales from ofc, but as things stand, there's better and worse trees and better and worse areas (because of mob level to rep ratio)
It a bad work even if its in progress thats what I'm saying.
We had these quests on the map - perfectly accessible and visible. It encouraged me to explore the world and it didn't feel like a chore.
Then they tied faction quests to trees which introduced a "walking problem"
Then they "solved" the walking problem by teleporting the tree disguised as an NPC to the player.
This is literally inventing the problem out of thin air and then constructing a complicated system on top to solve it.
I dont get where is this going.
yeah but we don't know how fast mounts will be. Its possible this could resolve the bulk of the issues
Its not about speed, its about more unnecessary steps you now have to take to finish the quest, which make gameplay feel like its a chore..
Faction quests in P12 i could just do spontaneously whenever i felt like it. Now I have to go to the tree to do that. Whats better about it?
in the short term, maybe, in the long run as they add more content, and make bigger maps? this is a very likely band-aid solution in the long run, but regardless having most of your gameplay revolve around walking around rather than being able to skip the extra walking back and forth isn't ideal, the weird tale npc spawning near you is a sign they understand that although honestly i've seen this weird npc spawn quite far and in quite unfortunate places.
Not to mention that this npc is into itself also a band-aid fix, it fixes walking back to a tree IF it spawns in a proper place, but it doesn't fix any other traveling, for example to the enclave, or to lets say farm again the cogah potion mats, or to go from one organ to another, and this'll feel more like a walking sim the more activities they add/the more walkable terrain they add, 100% speed 200% speed or 300% speed won't fix this, just abbreviates the duration of this chore, the problem's still there.
Know the fix for these sorta problems that many gaming companies adopt?because i do it's called fast travel
Personally I didn’t like searching for the Faction NPC before the Tree
And i think now we just need more and faster Tales spawning
Also, the All the map having higher enemy n quest levels
That way I could run around all of Midrath doing t3
- No more searching for the NPC
- No more running back to the tree
- Hopefully eventually no more being stuck in NE for the highest levels
well tbh, right now it's better to do the t3 in a area that forces t3 that don't make you walk long rather than ne, ne t3 tales have crazy walking requirements, i stopped doing t3 there for that reason there some areas where the spawnable t3 have their points much closer to eachother (on average, not allways)
after playing it a bit i found that 1. you can end up in the same tree zone which would deprive you of T3 options and 2. that dungeons can chain fairly well. 3. is that the faction rep needs to be on the compass and have spirit vision glow.
Hhmmmm
Would be nice to just teleport to the tree
exactly what the community at large is asking
Once