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Its annoying how theres no real direction to the quest in the new island and you basically have to ask random people how to start it. I went around and talked to all the NPCs but they just tell me the history of the island. Its telling that theres kind of a problem considering theres a bunch of people standing around advertising tutorials in their house.
Apparently you have to use flippers and go into some random rock formation at the back of the island...? Thing is, I didn't know where to get the flippers. After asking some people I learned that you need to complete an entirely different quest to get a fishing rod to give to some guy to get the flippers. All I remember is getting lost on that old quest for the same reasons stated above. I think I just have a book and a key or something. Not sure where that puts me. Ugh. Its just a giant mess. Imagine if you were a new player and didn't know about any of this! It would seem almost insurmountable.
There should at the very LEAST be a visual representation of your progress on the quests you've completed, quests you have in progress, and the quests you haven't started yet (Like a quest log) so you have an idea where you stand in the grand scheme of this, expecially if you forgot where you left off.
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Sorry, but I'm oldschool. My questing is designed around the concepts I've experienced playing games like Zelda. I don't like hand-holding especially and I like to experience quests through the concept of exploration. I rely heavily on visual cues, and there may be times where you can't progress on the server without having other items that have been available for quite a while.
I like to see players experiment and pay attention to the world I try to immerse them, and pay attention to the visual hints I employ. I realize this isn't for everyone, but if you're hoping for MMO-style quests rather than Zelda-styled secrets and progress I think you're going to be unsatisfied with future content in Classic. However I also know that Classic is a community-driven game and I rely on that as well. Players will communicate their finds with other players, and once one player figures it out it doesn't take long for word to spread. That is my fall-back method for these quests... if you can't figure it out on your own then at least I know someone else will be able to help you.
I'm not saying Big City wasn't flawed, it was practically rushed content and I regret it being pretty much "Digging Simulator 5000," but I figured the unnatural pattern of rocks in the water would be very obvious(in what way are they random?). I also thought the two large rocks over the hollow tree were
too obvious. Besides visual queues I gave hints in the dialog with many of the NPCs and purposefully highlighted key points players should notice. Also sorry, but catering quests around only the bomb and bow gets boring and leaves little room for thinking outside of the box.