Exampled like the Selbina Clay quest, which offered lore of the areas and forced you to explore offshoot paths in the world, I think is more the point, like getting people out there to explore which you find collectables etc.
Exampled like the Selbina Clay quest, which offered lore of the areas and forced you to explore offshoot paths in the world, I think is more the point, like getting people out there to explore which you find collectables etc.
ya...... the quest was horrific. And you HAD to do it for a map. i did the clay quest so many times. I didn't mind the collection part just the fact I had to do it, and its not like you brough all the clays you had to go back and forth. I don't mind exploring and finding lore. Just not the way that quest was set up.
Manaclippers and the ferries around carpenters landing did have some lore to it also. Which is why I like tours. Pay a fee and a guide tells you about the location.
Imo the only reason the quest was as horrible as it was, is that you had to run back for each piece of clay which also took up inventory space, or if you've already done it with a different character. The idea behind it is good, and if we were given a key item which allows you to imprint all locations without having to run back each time for another clay it would be much more enjoyable. You could also get achievements for every 5 to 10 imprints and maybe a reward from the original quest giver.ya...... the quest was horrific. And you HAD to do it for a map. i did the clay quest so many times. I didn't mind the collection part just the fact I had to do it, and its not like you brough all the clays you had to go back and forth. I don't mind exploring and finding lore. Just not the way that quest was set up.
Manaclippers and the ferries around carpenters landing did have some lore to it also. Which is why I like tours. Pay a fee and a guide tells you about the location.
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