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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.
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No need to apologize. At least when you went back to NPC's they told you what you needed to find again, unlike some very 'oldschool' titles back in the day!
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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.
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Many players in game capitalize on this, with varied results. It allows newer players to witness the full spectrum of the attitudes and tendencies of the community at large, and encourages the social aspect of this game, which is one of the MAJOR draws! Bravo!
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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?).
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About time we had some digging outside of the admin hosted events. The lantern is next, I hope! Both have felt kind of 'spare' for quite some time.
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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.
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Few appreciate the added effort of
adding color to text in order to add
relevant cues that players pick up on. It's tedious. The cow puns at red barn were a little confusing, but here in Big City I felt it was done well (with a couple exceptional red herrings).
Also, the overall FEEL of the island was immersive. The dust clouds blowing along, the palette of the area, and the artwork style, if indicative of the direction future content is going, makes me anticipate more to come!