Baby quests:
-
Ok yeah, so there’s still no introduction to a ‘story’ with lore in it. Yeah that’s completely understandable because it’s still a prologue.
-
At least all the quests will have trackers on them.
Baby quests:
Ok yeah, so there’s still no introduction to a ‘story’ with lore in it. Yeah that’s completely understandable because it’s still a prologue.
At least all the quests will have trackers on them.
Then what’s the problem.
I’m looking for a buff in spawn rates as a whole
THEN JUST SAY THAT.
Instead of just saying that the entire system is flawed and that it should turn into a simulator.
I’m trying to say that having less creative storyline quests isn’t the main problem I’m addressing. The fact that they have trackers entirely solve the issue of randomness, because you’re guaranteed to get them anyways. It’s more or less the fact that they are the same as normal quests, which doesn’t give a feeling of progression.
Bruh I literally did in the post.
You’ve been complaining about randomness for the past 30 minutes.
Because my reasoning is that the system is flawed, and is not satisfying enough.
…You’re a hypocrite.
There’s no point in continuing this.
The difference with storyline quests is that you’re guaranteed to get them. So no painful finding in the first place.
this is a troll post right? right??
Ok look, let’s summarise this debate real quick:
I’m basically saying the quest system is boring and unsatisfying.
You’re saying they’re completely fine because you don’t feel the pain yourself, and having random quest spawns is what defines WoM.
Then I’m constantly rebutting that the idea of completely random quest spawns because they are the reason why WoM is losing players and that it’s boring
And then you start complaining about how WoM shouldn’t turn out to be a simulator game. Lmao
And your reasoning is that WoM is still in early development.
Then I keep saying that the model and the system is not right, and it should receive a buff so it isn’t so reliant on rng.
yes, in fact i think we should completely eliminate rng. i think rng based things like fishing, boss drops, and quests should all be completely fixed. the bosses should be killable once, spawn in a set location, and drop every item upon killing them. fishing should also give you every item at least once before giving you duplicates. we should also make it so quests only spawn 25m from the objective that way we don’t waste time with STUPID rng. GOD I HATE RNG!!! IT’S SO STUPID AND ANNOYING I HATGE RHFN G Hge NR GN HATE RNGNG!!
Okay look. I agree that the game’s randomizing thing is really annoying sometimes. Like with bosses there could be a couple of set locations that bosses will spawn and you can look in those specific areas.
With random quest spawns it isn’t too bad. Though it could use a bit more consistency. Like always having at least one available quest for each level (except legendary 1/2 chance) in every town. Every 5-10 minutes.
The long walks let you discover bigger and interesting places. And if Vetex adds the EXP thing to attacking with Magic, lets you level up by encountering random bandits on the way. Hard NPCs make it insanely satisfying to destroy. Not super hard obviously.
Fixed levels and regions destroy WoM’s open-world feeling. Now the find wizards bandits quests are bad… if they added trackers as they did with the storyline that’d be great. Of course, the rewards are meh but the money is useful for enchanting and such. Now of course the enchanting thing is very annoying when you don’t get wut you want. Hopefully disenchanting will be available from alchemists but for a bit more money than enchanting.
Fixed NPCs aren’t necessary, it’d get rid of the ‘realistic’ thriving world aspect of the game. Unless you want King David Silver to give legendary quests then that’s fine. I think structures are fine. The open world randomness for exploring is fine. The structures give it an element of surprise.
Thought it was obvious the storyline was going to be basic since its just an introduction/prologue at the moment. The rest of these points are just things that will improve with time, so there’s not much point in the post overall
idk about you, but when I beat a challenging NPC I feel satisfied as hell
Bruh, I oversleep and Vetex has replied to this post already. Okay lemme just say my points and leave.
Getting rid of the randomness is a horrible idea for WoM. You will always see a random amount of children at the playground down the block, or you see that matress store that you walk past every day RANDOMLY gets turned into a gym or something. Randomness makes sense, sure you don’t like it but the world doesn’t care about you or your feelings.
The randomness IS fine and will be for the bosses when everybody quits trying to farm them
I see the point about leveling and I think EXP earned from quests should be reworked to take about 1-2 hours to level up, but making things guaranteed makes the game feel like it’s treating you like a toddler.
I think a really good way to solve the problems doublerun brought up while still keeping randomness and an open-world envrionment is wilderness areas getting more difficult as you get further into them, with stuff like more frequent bandit structure spawns, and a higher level range. We could then have all of the starting towns/cities that all new players interact with have a good level range for new players all across the continent, while you still feel like you’re progressing and getting satisfied as you can move and fight deeper and deeper into the wilderness when you level up. These areas could also give better and better loot/exp as you get into them, reducing the need for finding a ton of quests as you get higher leveled. This difficulty curve could also apply to small areas over structures like the silent tower so that as a low level bad rep you see like level 250 guards and level 1000 captains at the MC’s most prestigious prison, know that it’ll take a long time to get enough power to take on the guards and captains, and have a goal that pushes you forward in the game.
I 100% believe that vetex already has something along these lines planned, so that when the level cap is like 1k, new players won’t run into both level 5 and level 500 bandits outside of riverville. I think progression like what doublerun is asking just comes with time and scale, and can easily be implemented alongside randomness and an open world.
It’s already that way. Random NPC/Structure spawns are based on whatever quests exist on the world, as in only the objectives for those quests spawn (excepting bosses). Quests are based on player’s wizard rankings in the server.
Essentially, all the randomly spawning aspects of the world are based on the player’s levels.
that is a valid point tho, vetex will eventually add other ways of getting xp