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Best Posts in Thread: Quests Suggestions

  1. BooBear1227

    BooBear1227 Sunflower | Always

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    Maybe if there was a way we could use our Skulls with a "/quests journal hint ", or something of that nature? Maybe you need 1k skulls to use the one-time hint option? That should be a fairly easy cost as the dungeon mobs have been buffed to dispense more skulls currently. The journal gives me a directive, but what if I need just a bit more help?

    For example:
    If I were not in a party, I would not have known to go to the very very top of the tree and to just keep trying to find a way through the vines. One wrong turn, and you can get lost really easily. I got very lost in leaves and vines along the way after I stopped for a minute and couldn't find my party. It would have been nice to have had a hint on the y level I needed to be at. I had my starter balance, and I would have gladly given that up to know some more information.

    Also, I do like the idea of the respawn sign, in case there isn't someone online to help. Only one can be spawned in at a time maybe?

    If we do /warp dungeon, it would only take you to the newest dungeon, no? I don't see why they would keep using the same map location for all dungeons, but I could be mistaken. Maybe if there was a way the warp randomly teleported you within a 200 block radius, and then you just need to find it?

    I think there needs to be some risk in getting to the dungeon. However, the current 1400 block distance + the entire distance of the dungeon is super long. (Maybe it is just this first one that is so massive.) If others are just as long, it stops players from going again and again because it takes so long to get to and then to get through. Then if you die quickly from the boss, it makes it frustrating to get new gear and walk all the way back all over again.

    Just my 2 cents for now. It needs to be fleshed out a bit more though.
     
    smk, Sqreix, Midnight_Galaxy and 4 others like this.
  2. smk

    smk Celebrity Meeper

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    There have been some mixed reviews of this first quest (personally I liked it), so I’m going to try to lay out some suggestions that address some of the complaints. I apologize for there being multiple suggestions in one thread (if you deny just Bc this then we’ve all wasted time; congrats).

    For mob boss battles, make a sign that respawns the boss so players don’t have to wait 10 minutes. Maybe give it a 2 minute cool down or something.

    Make the dungeon available through a warp.
    Seeing as dungeon / mob killing is one of like 3 ways to make money, it should be easier to get to the dungeons so people can try to grind for more skulls.

    When making people traverse a build, leave some easily identifiable object that only occurs in the path of the quest (the vines did not work well for explaining how to get up the tree). Colored wool, or a totem pole, legit anything could help; just make sure it is distinct to the path of the quest.

    Players are not prompted to do /quests journal or anything similar that would aid them along the way. Maybe including a message at the beginning of the Jungle Quest that says something like “Try the “ /quests “ command to see useful commands to help you on the way!” This would help inexperienced players along the way greatly.
     
    Erebus45, BooBear1227, qazini and 4 others like this.
  3. CluelessKlutz

    CluelessKlutz Badmin

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    Completed and implemented
    Denied. The reason this was done as will soon be more apparent over time is dungeons are spread all over the terrain. They're meant to get players out of their towns rather than hiding in a bunker.

    Completed, we've made the intended paths more apparent.
    Added as a server broadcast for Extreme players
     
    Natsu, smk, qazini and 1 other person like this.