Discussion and Recommendations for Dark and Darker Quests

The current quest system, as evident, serves as a foundation for testing, and it’s apparent that the specific quests were not the primary focus initially. This aligns with the understanding that not all intended features were implemented on day one of the update. Rather than merely expressing discontent through complaints and negative threads, let’s use this space to compile our thoughts and suggestions. By doing so, we aim to provide valuable input for the developers to consider and incorporate into the quest system’s future development.

  1. Addressing the RNG Aspect

One predominant source of frustration lies in the complete RNG nature of many quests, such as the notorious “Get 15 leather caps.” To alleviate this, a recommendation is to stagger the implementation of quests with high RNG dependence. Specifically, quests like the leather caps should be reduced in number and distributed more evenly. This adjustment aims to prevent players from encountering immediate roadblocks, allowing for a more gradual progression.

The rationale behind this suggestion is rooted in the fact that many players engage with a variety of classes. For those who switch between classes based on mood or strategy, the burden of collecting 15 leather caps per class can quickly become overwhelming. This accumulates to a staggering 75 caps if a player rotates among five different classes, highlighting the challenge posed by quests relying heavily on complete RNG. Days can pass without encountering a single leather cap, especially for players who participate in a moderate number of matches daily. Reducing the intensity of such RNG-dependent quests would contribute to a more accessible and less frustrating questing experience.

  1. Consideration for Multiclass Players

An essential factor to bear in mind when crafting quest objectives is the diverse class preferences of players. Many individuals enjoy exploring a multitude of classes, switching between them based on their playstyle or preferences for the day. With this in mind, quests should be designed to accommodate players who engage with multiple classes.

Taking the example of the leather cap quest, understanding that players may navigate between five or more classes emphasizes the need for a nuanced approach. The sheer volume of caps required becomes exponentially daunting when multiplied across various classes. Quests should be tailored to recognize and accommodate the diverse playstyles of individuals who find joy in exploring the game through different class perspectives.

By incorporating these considerations into the quest design, the developers can create a more inclusive and enjoyable experience for the player base. The quest system has immense potential to enhance engagement, and with thoughtful adjustments, it can evolve into a dynamic and rewarding aspect of the Dark and Darker gaming experience – Dark and Darker Gold & Items rewards.