We're not developers by trade. You're asking a customer that isn't happy with the way a car is designed to do the engineer's work themselves and come up with detailed blueprints..Here's a thought experiment for you to complete.
Design a Tribal quest that you believe meets your required criteria. Specify what is being asked of you, what you need to do in order to complete the quest, and how much time it should take. Specify how hard performing the tasks for the quest should be. (Might be good to compare them to Duties if it involves that sort of scenario). Then specify the rewards. Try to be as thorough as possible. Present your results for critique.
Remember, it has to be something that you'd be happy to do yourself. Without such effort, telling the developers you want something "more interactive and requiring more effort " is a no more than rank generalization.
Having to Guess Your Requirements is a losing game for developers. Take a bit of time and produce something they can actually work with.
The thing that is funny to me is that running around talking to NPCs or carrying a box shouldn't yield experience... but I bet these are the same people that run MSQ Roulette, PVP or Leveling Roulette daily.
How are those any better?
How is a level 50 dungeon that has been run hundreds of times by the player still yielding 50% of a level at level 99? Does that make any sense? Same with Leveling Roulette. But, some will say "at least you are out there on the job killing stuff!"
What about PVP roulette? You can change your job and still gain exp on the original job. I suppose that's ok?
There are side quests all over the place like this as well. "I lost 3 chickens, help me find them!" How is that any different?
And MSQ questline is also ok? "Look, Wuk Lumat just showed me the town - I guess I get 10% of a level for that!"
What exactly is a Red Mage "learning" when they explore the map in a new zone? Does crossing a bridge somehow give them new knowledge of their job?
Just saying - if Allied Society Quests is what people think has "gone too far," they might be in the wrong game or haven't realized that's been the nature of WoW clones for 20 years.
Rewarding people for re-running boring and repetitive content is probably the only way the content would still be active for new players/alts. Without these bribes a lot of content would be dead. Even the brand new dungeon if we didn't need tomes because it would be one and done with pointless 705 gear.The thing that is funny to me is that running around talking to NPCs or carrying a box shouldn't yield experience... but I bet these are the same people that run MSQ Roulette, PVP or Leveling Roulette daily.
How are those any better?
How is a level 50 dungeon that has been run hundreds of times by the player still yielding 50% of a level at level 99? Does that make any sense? Same with Leveling Roulette. But, some will say "at least you are out there on the job killing stuff!"
What about PVP roulette? You can change your job and still gain exp on the original job. I suppose that's ok?
There are side quests all over the place like this as well. "I lost 3 chickens, help me find them!" How is that any different?
And MSQ questline is also ok? "Look, Wuk Lumat just showed me the town - I guess I get 10% of a level for that!"
What exactly is a Red Mage "learning" when they explore the map in a new zone? Does crossing a bridge somehow give them new knowledge of their job?
Just saying - if Allied Society Quests is what people think has "gone too far," they might be in the wrong game or haven't realized that's been the nature of WoW clones for 20 years.
That's not asking for blueprints, it's asking for what features you want in the car when you're saying you're not happy with the current ones.
And really, I don't think deciding on the ideal content of the quests would be something the devs are inherently better qualified at. They have the technical skills to turn the idea into a playable quest, but coming up with the idea is a separate matter.
If you're not happy with the way the current quests play, what can you envisage being different about them that would make them enjoyable without tipping over into tedious?
Even some of the rank up quests dont have combat???? Why wasant this a gatherer or crafter thing again??
I've already made suggestions in an earlier comment, but sure.
- A permanent Fate. Maybe it needs the quest, or it's open at all times but you only get rewards once.
- Do something like the combat leves.
- Have us hunt something.
- Literally just have us kill things. 8 wolves, let's go.
All of these things can still be done quickly, and importantly involve combat. Are they original content? No, but the criticism is literally "give us anything more involved than clicking on NPCs". Well, depressingly as far as Tribes content is concerned it is fresh and new.
Like c'mon, you're acting like people are being unreasonable for asking for anything interactive. The reality is, Crafting jobs craft, Gathering jobs gather, why do Combat jobs read? The premise for the Pelupelu quesline is literally that we're here to help protect the tours until we're not needed anymore.
I just don't get the point of the Transporting quests. Like, "watch out for attacks from enemies!" but you'll never run into any unless you go out of your way to find some.
It's silly how quests sync to our level. It's done this way to ensure that we're always earning a certain EXP percentage equal to each level, but the increase in challenge for doing a quest at 99 as opposed to 91 is negligible, and the content is even easier at level 100 thanks to gear creep. When I am arsed to fight an enemy for a quest, they're dead before I can even make a full rotation on a DPS job, even sub 100. I would like DPS allied societies to involve fighting, but even when they do, there's no challenge to it.
Whatever, I'm gonna get this to max and then never touch it again just like Arkasodora. Boring. Frankly I'm just sick of Allied Societies as a whole. Sometimes the rank quests are enjoyable, but the journey sparks no joy. The next expansion shouldn't have any and they should brainstorm better content going forward for Land, Hand, and War. Tribes were novel and enjoyable back in ARR and HW. Since, they have become so cookie cutter that there is no longer a soul.
This expansion has two more opportunities to woo me with Allied Societies but I do not expect it.
I had this issue with the Omicron quests. It said it was the "Omicron" society, but we barely learn anything more about them and it's skewed towards the other races from The Dead Ends.
What's more irritating about the Hanuhanu's presence is that they're just a pallette-swap of the Vanu Vanu and... we already had a whole society series dedicated to them. I would say the same for the Moblins, but at least we haven't had the Goblins for an allied society yet.
The Pelupelu have been little more than "something something abacus something something from the left column something something merchants" so I was hoping we'd get something more substantial. The history behind their masks was neat (even if I thought they actually had beaks in FFX).Also I'm baffled that the bandits returning from the MSQ got more lore and backstory than the Pelupelu themselves.
That I do agree on. There is always two levels of feedback, one is signifying a problem, and the second is offering potential solutions or ideas. The first level is however not something that should be scorned at all. Saying "if you're never happy about something, why don't you come up with solutions?" is a very disingenuous way of dismissing what people have issues with just on the basis that they can't come with a better idea. Would it be better to come with one? Yes, it would solve a lot of problems. But it also doesn't invalidate the base concern that the player identified something they find problematic and do not like, and want it to change. So far, people have identified a lot of underlying elements that they think is detrimental to their enjoyment of that type of content.That's not asking for blueprints, it's asking for what features you want in the car when you're saying you're not happy with the current ones.
And really, I don't think deciding on the ideal content of the quests would be something the devs are inherently better qualified at. They have the technical skills to turn the idea into a playable quest, but coming up with the idea is a separate matter.
If you're not happy with the way the current quests play, what can you envisage being different about them that would make them enjoyable without tipping over into tedious?
I also get told all the time "if you don't like the content don't play it", which is ultimately true, and I invite anybody to not play content that doesn't make them happy, but this doesn't bar them to voice their concerns as to why they don't enjoy it.
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