Poor world quest design

Ok, I never thought I’d miss quest text until today.

Occasionally, a world quest has a misleading, or misdirected mark and without context beyond “kill X.” It would be helpful for quests to have context and clues on how to find what I’m looking for in some sort of text format so player can refer to it if they get lost or aren’t understanding what a world quest wants.

Take prisoners of greystone for example. The quest marker just leads you to under the mountain. That’s it, nothing else. Some quests have markers that lead you to a cave or dungeon entrance, while others just lead you directly at the thing with no clues or context for how to reach it.

There are loads of world quests designed this way. I’m probably the only one with this issue, but it’s frustrating to spend more than 20 minutes on something that is only suppose to take 5.

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I have had several like this, and I always instinctively try to click it to open the details.

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Me standing around in a WQ area like John Travolta…

:dracthyr_shrug:

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Legion?

That expansion was pretty bad with vertical region maze maps. Was infuriating when we only had ground mounts.

But in general modern quests are almost impossible without the quest helpers. A real toss up whether they’re an actually QoL addition or they’re to save money on quest design and testing, protecting the dev more than the player.

They have made a few attempts at helper-less puzzle quests in the last couple of expansions. Some of them work pretty well but it just takes one problem quest to screw them up. They also relied too much on region names not noted on the maps so they turned into external web search puzzles.

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