Marvelous Community,
as you know it is very important for us to receive your valuable feedback on various topics.
For this Dev Discussion, we are curious to know your opinion on "Quest Clues"
Do you like to be guided from the start of the quest to the zone and the exact mob/item you have to take/kill? Maybe you need just a little hint on where that mob/item might be? Or you like to have to read between the lines and use your logic in order to complete the quest?
Don't hesitate to write your ideas and suggestions below so that we can make the best possible experience for all of you.
Creo que el juego debe evitar usar sistemas complejo de pista o que haya que leer mucho para buscar pistas para completar una misión. El juego se va a encontrar en múltiples idiomas traducidos profesionalmente, pero eso no importa. La gran mayoría de las personas no le gusta leer o pasar 15 o mas minutos intentando completar una misión. Hoy en 2021-22 las personas quieren todo facil y rápido, para eso necesitamos un sistema de iconos o areas en el mini mapa marcando el/los mobs o elemento que exigen la misión. También necesitamos un camino marcado o una flecha a los pies de nuestro personaje. Puede que yo y muchos otros seamos felices pasando 15 o mas minutos intentando completar una misión, pero somos minoría, y si queremos que el juego sea exitoso debe ser masivo, y para ello debemos dejar de lado todo los métodos complejos de level up.
I think the game should avoid using complex clue systems or having to read a lot to look for clues to complete a mission. The game will be in multiple languages professionally translated, but that does not matter. The vast majority of people don't like to read or spend 15 or more minutes trying to complete a mission. Today in 2021-22 people want everything easy and fast, for that we need a system of icons or areas on the minimap marking the mobs or element that the mission requires. We also need a marked path or an arrow at the feet of our character. I and many others may be happy spending 15 or more minutes trying to complete a mission, but we are in the minority, and if we want the game to be successful it must be massive, and for this we must put aside all complex level up modes.
This is a complicated decision. Older players like to have to read and look for clues.
Today's players want everything indicated, if possible with icons that take up half the screen, lest it becomes unclear to them.
No matter which system they choose, neither one nor the other will be happy :D.
Personally, I like to do my own research. Maybe you can have the main quests marked, but there are other hidden quests that don't indicate where they are and give you better rewards (better pieces of equipment, more xp or more money, for example).
In my opinion, its completely fine to lead the player to an area in which they have to complete the quest. But to some degree, i would also love some quests to have some little riddles involved. For example a questline in which the player first needs to find an ancient tome and then has to unriddle the text written within the tome to unlock a dungeon or something like that. It doesn't have to be a long text and the riddle doesn't need to be incredibly hard, but it would add to a greater atmosphere and an overall greater feeling while playing the game.
Having to read between the lines would be fine but only for some very specific missions such as weekly or something like that, for the general day-to-day missions I strongly recommend that you mark the area on the map where the objective could be found and that the player explore and find it, not directly where the target is, it would be too easy and it would completely take away the difficulty
Marvelous Community,
as you know it is very important for us to receive your valuable feedback on various topics.
For this Dev Discussion, we are curious to know your opinion on "Quest Clues"
Do you like to be guided from the start of the quest to the zone and the exact mob/item you have to take/kill? Maybe you need just a little hint on where that mob/item might be? Or you like to have to read between the lines and use your logic in order to complete the quest?
Don't hesitate to write your ideas and suggestions below so that we can make the best possible experience for all of you.
Hello good,
I have thought the following, after reading the comments of I have seen that most are divided between "guide me" or "tell me where it is".
From my own experience in MMOs focusing only on tracks can be a lot of fun and immersive, but the first few days. After a while it becomes a bit heavy or just on the days when you don't feel like using your head.
On the other hand, others are not old school players or are directly new to MMOs, this makes it "difficult" for them to advance at the beginning and they can get frustrated.
For this reason, I think it could be a good option to do the following:
That the missions have clues (well written please) and tell you where and what to do. Also give you a clue on the map of where the target may be approximate.
And now the solution, place an option either on the map or directly in the gameplay options of the game, of "Deactivate mission help" and that disables the guide on the map and only the clues remain in the mission text.
In this way, both old school players and more "casual" or novice players will be able to adjust the form of the game that they like the most and in the event that a veteran gets frustrated with a mission, badly written or difficult to find, they can always activate that option.
Sorry for my English, it is not my mother tongue.
Greetings and thanks for reading me.
Having to read between the lines would be fine but only for some very specific missions such as weekly or something like that, for the general day-to-day missions I strongly recommend that you mark the area on the map where the objective could be found and that the player explore and find it, not directly where the target is, it would be too easy and it would completely take away the difficulty
What about "quest types"? It can exist "riddle" quest, "farm" quest, "war/kill" quest, etc... Every type has his own icon and you can choose how you play in leveling and how Yo do the chain quests.
Hello good,
I have thought the following, after reading the comments of I have seen that most are divided between "guide me" or "tell me where it is".
From my own experience in MMOs focusing only on tracks can be a lot of fun and immersive, but the first few days. After a while it becomes a bit heavy or just on the days when you don't feel like using your head.
On the other hand, others are not old school players or are directly new to MMOs, this makes it "difficult" for them to advance at the beginning and they can get frustrated.
For this reason, I think it could be a good option to do the following:
That the missions have clues (well written please) and tell you where and what to do. Also give you a clue on the map of where the target may be approximate.
And now the solution, place an option either on the map or directly in the gameplay options of the game, of "Deactivate mission help" and that disables the guide on the map and only the clues remain in the mission text.
In this way, both old school players and more "casual" or novice players will be able to adjust the form of the game that they like the most and in the event that a veteran gets frustrated with a mission, badly written or difficult to find, they can always activate that option.
Sorry for my English, it is not my mother tongue.
Greetings and thanks for reading me.
The thing with the "activate/deactivate mission help" is that limits the interaction with the enviroment; why would i ask someone else if i can activate the help? why would i explore that hill if theres no quests there? Both of this questions can be solved just by having the people not knowing exactly where to go. Of course i dont mean there has to be a sudoku in each quest just to know where to go. But just with a simple: "behind that mountain", "by the river" "between this 2 camps"... i think is good enough.
Lets imagine a quest which is given through a riddle, whats the point of solving it if you already know where to go?
"En el término medio está la virtud." (sorry i dont know how to translate that, "in the middle term its the virtue"?) just dont make it for dummies :)
Clues at the mission giver and in the quest log, nothing more, I dont want another new korean style mmorpg where everything is given, even they give u a trial to the place and they put it on the minimap, this is an OLD STYLE MMORPG, dont do that or this will be another complete failure.
¡Buenas tardes!
Acerca de la interrogante que nos presentan y después de leer algunos comentarios; considero que sería bueno si pudiera ser una mezcla, ejemplo: colocarnos en el mapa que misiones tenemos disponible y en la descripción de la misión decirnos que debemos "matar o recolectar", pero, esto solo para misiones "sencillas" en caso de ser alguna misión donde darán un item de muchísimo valor, si podrían hacerlo un poco más complejo con pistas y acertijos que nos hagan tener que pensar y recordar donde queda "X" cosa.
Les recomiendo un anime que me encanta, es un isekai llamado Log Horizon y trata sobre un juego MMORPG, quizás pueden sacar y mejorar algunas cosas de ahí.
Espero que mi idea se entienda...
¡Saludos!