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PostPosted: Sun Oct 03, 2010 12:25 am 
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Last edited by BenoitGirard on Thu Jul 21, 2011 2:47 pm, edited 1 time in total.

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PostPosted: Mon Oct 04, 2010 11:59 am 
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Another problem in this alpha was found quests :D
not a big problem, but a problem, so IMHO:

use standard (wow-like) indicator to notice player of quests, see here ()

on top of npc head:
- gold ! => new quest (use it also in minimap? with enable/disable option, so player can control this?) => from a quest giver
- gold ? => end quest => from a quest ender
- silver ! => new quest, but i don't have requirements
- silver ? => in progress quest (to track who give me quest, etc..)

I think that replicate a familiar system to million of player could help your game! :D


Design quest: in particular in early stages of game, give player one/two/three quests, so if is blocked in one, can try another one :D

what do you think?

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PostPosted: Mon Oct 04, 2010 6:36 pm 
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Hi again!
I also notice a little annoying thing: if i assing to my quick item slot a coocked fish, when i right-click to it (using it to heal me), then fish disappear.. but in my inventory there are plenty of them :(

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PostPosted: Mon Oct 04, 2010 10:59 pm 
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Thanks, please keep providing us feedback, it's been helping us rearrange our priority to fix annoyance we had learn to ignore. I plan on spending this week on fixing as many issues as possible.

The reason I went with a different quest notifier then WoW is because I wanted to avoid the copy-cat accusations. I tried to keep it similar enough to have some familiarity however. What we currently have is: Bronze Q -> Quest available, Silver Q -> In progress, Gold Q -> Needs return.

Does this need to be improved or should be perhaps cover this in the upcoming tutorial? I'm not sure how acceptable it is to exactly mimic a feature from another game.

Also did you finish the second (last) instance :)?


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