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13 hours ago, Roland said:


I think the default should be two. New players need to have the freedom granted to them to do other things besides questing anll day long each day. This game used to have zero questing and players came to love it by participating in a variety of activities. 
 

With a limit of two quests which can probably be completed by noon, players will have the rest of the day where they can work on crafting, building, farming, mining, exploring etc. Unlimited quests simply pushes new players into the game loop of questing nonstop and there is a lot more to this game than simply questing all day. 
 

The change is a great solution to the initial problem introduced when they made it so players couldn’t earn quest points on ally quests. Now they’ve given that back and limited quests per day. 
 

It’s nice they are allowing players to choose up to unlimited quests in the options. 

 

A very interesting perspective you have here. In my opinion it's a flawed one, but you do you.

 

Some players like mining all day, some days of the week. Since they are not getting the "full experience" of 7D2D every in-game day, should there be a limit in place on how many resource nodes you can mine per day before they stop giving you resources? Should there be a limit on how many blocks you can upgrade per day until they stop giving you XP points? Yes, questing is fairly powerful (although not nearly as possible as in prior alphas), but speaking from my own experience here, freelance looting is just as viable of a progression tactic. I only quest regularly due to old habits dying hard.

 

In any case, I find it doubtful that the majority of the player-base are questing nonstop, perhaps with the intention of maxing out their build within 14-21 days. In A21, this argument could certainly be made (that all other activities and forms of progression were obsolete), but with T5 quest rewards now offering 5 mechanical parts or a single food item on the regular, I would personally conclude that questing is just the cherry on top the cake (that is the looting experience itself).

 

It's no matter, since you can change the option in the settings, but I find the logic a bit counterintuitive to artificially limit an activity to give people the "freedom" to trying other things. This is like if you were a teacher at school and one of your students was reading books during break and lunch hours, so you decided you would snatch that book out of the kid's hands every day after they read x amount of pages and telling them they had the freedom to do something fun. Whatever happened to live and let live? If someone wants to quest all day, and receive meagre rewards for it, let them. Some people hate mining, others don't like base building, I know many people who hate the looting experience entirely, and would rather mine and build all day. Should TFP do something about them because they're "playing the game wrong"? I hope not. :)

13 hours ago, Roland said:


I think the default should be two. New players need to have the freedom granted to them to do other things besides questing anll day long each day. This game used to have zero questing and players came to love it by participating in a variety of activities. 
 

With a limit of two quests which can probably be completed by noon, players will have the rest of the day where they can work on crafting, building, farming, mining, exploring etc. Unlimited quests simply pushes new players into the game loop of questing nonstop and there is a lot more to this game than simply questing all day. 
 

The change is a great solution to the initial problem introduced when they made it so players couldn’t earn quest points on ally quests. Now they’ve given that back and limited quests per day. 
 

It’s nice they are allowing players to choose up to unlimited quests in the options. 

 

A very interesting perspective you have here. In my opinion it's a flawed one, but you do you.

 

Some players like mining all day, some days of the week. Since they are not getting the "full experience" of 7D2D every in-game day, should there be a limit in place on how many resource nodes you can mine per day before they stop giving you resources? Should there be a limit on how many blocks you can upgrade per day until they stop giving you XP points? Yes, questing is fairly powerful (although not nearly as possible as in prior alphas), and speaking from my own experience here, looting was just as viable. I only quest regularly due to old habits dying hard.

 

In any case, I find it doubtful that the majority of the player-base are questing nonstop, perhaps with the intention of maxing out their build within 14-21 days. In A21, this argument could certainly be made (that all other activities and forms of progression were obsolete), but with T5 quest rewards now offering 5 mechanical parts or a single food item on the regular, I would personally conclude that questing is just the cherry on top the cake (that is the looting experience itself).

 

It's no matter, since you can change the option in the settings, but I find the logic a bit counterintuitive to artificially limit an activity to give people the "freedom" to trying other things. This is like if you were a teacher at school and one of your students was reading books during break and lunch hours, so you decided you would snatch that book out of the kid's hands every day after they read x amount of pages and telling them they had the freedom to do something fun. Whatever happened to live and let live? If someone wants to quest all day, and receive meagre rewards for it, let them. Some people hate mining, others don't like base building, I know many people who hate the looting experience entirely, and would rather mine and build all day. Should TFP do something about them because they're "playing the game wrong"? I hope not. :)

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