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  1. #1
    Player NekoMataMata's Avatar
    Join Date
    May 2022
    Posts
    1,849
    Character
    Feline Good
    World
    Halicarnassus
    Main Class
    Paladin Lv 50
    "SE should create monthly sets of busywork quests to keep us busy during content droughts."

    5 seconds after the implementation...

    "OMG why is this content so meaningless? Why did they bother adding it at all when it's literally just busywork?"
    (26)

  2. #2
    Player
    Hycinthus's Avatar
    Join Date
    May 2012
    Location
    Limsa Lominsa
    Posts
    758
    Character
    Alonzo Vivas
    World
    Exodus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by NekoMataMata View Post
    "SE should create monthly sets of busywork quests to keep us busy during content droughts."

    5 seconds after the implementation...

    "OMG why is this content so meaningless? Why did they bother adding it at all when it's literally just busywork?"
    Which is why that's not what I'm asking. I want to discuss first how much effort does it take. If it takes away too much, then of course it's not worth it.

    But if it doesn't take away too much, then I would say people would rather have content than not having content at all.
    (0)

  3. #3
    Player
    Krotoan's Avatar
    Join Date
    May 2013
    Posts
    3,591
    Character
    Krotoan Argaviel
    World
    Sargatanas
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Hycinthus View Post
    Which is why that's not what I'm asking. I want to discuss first how much effort does it take. If it takes away too much, then of course it's not worth it.

    But if it doesn't take away too much, then I would say people would rather have content than not having content at all.
    Any time spent creating a quest takes away time from devs making "actual" content.

    The dialogue must be written and localized for all areas. The NPCs need to be coded and tested if they're in a new place and tested for conflicts if they exist already. If there are monsters to be killed for drops they need to be flagged to drop the loot or item for people on the quest and checked to see if this interferes with any other quests/skills/challenges. The rewards need to be calculated against other available rewards and the lore impact tested for conflicts with other storylines and narratives. There is probably a LOT I'm not even thinking about, but as I don't design games it doesn't come to mind easily.


    Quite honestly, in my opinion I'd rather they spend this kind of time on making content releases deeper than distracting people with 3 minute busywork.
    (9)