![]() I t can telegraph a quest's potential difficulty probably with something like a recommended level or opponent type specialty at the acceptance screen (though this isn't implemented), which allows overlevelled quests to exist without the unintended consequence of surprising players wandering the overworld and making them go "welp, guess I'm blacking out" or resetting. T he quest list telegraphs the potential rewards from a quest beforehand so you don't, for instance, miss Reborn's EXP share that's locked behind the "find all the furniture that disappeared" quest. Q uest Exclusivity allows for more frequent complicated quest design without leading to too much player confusion with a dozen overlapping quests, which allows for denser worldbuilding. T he Help Center prevents the player from missing out on or forgetting about meaty side content just because they missed some random NPC in a house they didn't check. I'm currently not very far in the game at the moment, I think the Help Center system in this game is SEVERELY flawed, but before I start trying to tear it apart, there are a few very big benefits of the system over Reborn's "unlisted" sidequests: I 've tried to get into Rejuvenation multiple times, but I've ended up dropping the game very early each time. I know there’s a run button and a speed up button. N ote: I’m gonna say “walk” a lot when referring to moving from place to place.
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