You are viewing a single comment's thread from:

RE: dCrops Update: Quests, Booster Items and a rough roadmap for BETA edition

in Hive Gaming3 years ago

Just wanted to say I love the idea of the quests, but dislike it being all or nothing.
Unless uncompleted quests freely reset at the end of the season, and you preserve your progress, it'll be next to impossible for a "normal" player to do.
I'd greatly prefer it being 1 quest / 1 item as opposed to 10 quests / 10 items.
Regardless of what you do, its exciting seeing your plans for the future! Thanks for sharing!

Sort:  

I agree, as it is right now I don't think I'll manage in getting an end-of-season chest, and I had thought that I had a decent collection of land and seeds, and should have been able to get these done, if implemented in a way which made more sense.

I definitely agree with the 1 quest rewards 1 item would be much better. I just started playing this game and while I should be able to complete a few of these quests I definitely am not even close to being able to finish all of them. This would definitely be more encouraging to all levels of players. Since there will eventually be nft rewards from quests, it could be made so that those only drop from the last quest or the last few quests to give a better reward for completion without making it an all or nothing.

This is likely a first iteration. With the introduction of "player levels" It can morph to a more traditional way of "Daily Quests" (Like "harvest one crop" or "sell something in the market" and "Seasonal Quests" (Like the ones we have now).
This will allow to a smaller / more casual player to engage with the game and at the same time put challenges on more advanced players.
Also PLVL can affect this, like having 5 seasonal quests for players level 10 and below, +2 extra quests for each new 5 levels. Single reward quests, that is, and a big seasonal reward for completing them all, etc etc. Basically the limit is the imagination ^_^