Quest Revert Quest Item loot restriction

Discussion in 'Closed' started by Tail, Sep 15, 2023.

?

Do you like the Quest item loot restriction?

  1. No, please revert!

    27 vote(s)
    67.5%
  2. Yes, keep it :^)

    13 vote(s)
    32.5%
  1. Tail
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    Tail Donator

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    With the introduction of Patch 86, you can no longer loot quest items past the quest requirement, I understand this might've been a bug, and in some cases the 'fix' might your life as a player easier (preventing you from overlooting the wrong item when doing Ancient ring quest on multiple chars for example).

    But when doing some other quests, mainly Making the Secret Medicine for Transformation (Horntail "Dragon Elixir" quest) it makes your life alot more tedious as you cannot loot more than 1 Cornian's Marrow or 10 Tough Dragon Skin as you can see in this screenshot.
    upload_2023-9-15_21-20-45.png

    Now, for a player that frequently does Horntail and brings multiple characters/mules, this means that you would need to constantly hunt your Marrow and 10 Skins, the worst part is when you do them on a SED/Crash/SE mule that cant do damage and have to bring an attacker / bishop to kill the mobs, as opposed to pre-patch when you could stack up on everything and only need Manon kill for quest.

    upload_2023-9-15_21-27-34.png
    Plis consider ~f11
     
    Last edited: Sep 18, 2023
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  2. Sylafia
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    Solution: maybe make these regular untradable items not tied to the quest, similar to the dagger?

    There's 2 sets of them so it'd take merging them and making the 1st time also use the same untradable ones.
     
  3. Rielle
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    Rielle Game Balancer

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    I think this would be awkward for those grinding at wyverns/drakes that aren't particularly interested in HT prequest. They'd be seeing and looting dozens of skins that they might not even use. This is in addition to the regular etc. drops, so it would be cluttering their inventory even more. Daggers aren't such an inconvenience since they don't drop nearly as often and they're one-of-a-kind. Personally I would like the idea of a workaround though so everyone could be happy.
     
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  4. Donn1e
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    I found this change more annoying when farming VL scrolls honestly, not being able to see the scrolls on the chars that looted already and counting the total amount for scroll parties is annoying.

    In scroll parties after VL runs I used to give the extra scrolls that drop to other farm parties, can't do that anymore either.

    I asked once before on shoutbox and I feel like this is the place to ask again - what is the upside of this update? I only feel the annoyance
     
  5. Cynn
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    Agreed, back when I would Horntail, I would enjoy stacking the quest ETCs.

    Especially since your mules can't actually kill anything, getting like 50~100 dragon skins in one go was a great way to not have to worry about it
     
  6. nut
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    From the update notes:
    The third bullet point is fine; just like mobs, quest items should not drop from a reactor unless the quest is in progress for you.

    Quest items will no longer drop from monsters or reactors after reaching the quest requirement. - The wording confused me here until I actually went in game to try things out with the ring event quest. The items still drop, however they will not be visible on your screen once you reach the quest requirement. So I'm relieved in the sense that if you're questing with others, items will still drop from mobs killed by you for the party when you reach the requirement (and, for example, if you have 29/30 of a required item, you will see more drop until you pick up the 30th.) However, I still have issues. On one hand, I like this when I'm solo on one character, because my map doesn't become cluttered by a quest items that I no longer need while hunting for a more rare item, which I assume is the main intended benefit. On the other hand, if I'm doing a quest on two characters, but only killing on one, I have to walk around on the character that's not finished just to check if the item dropped, as opposed to a more nimble character (note, though, that this is not so different from one person without the quest helping another with the quest.) Furthermore... I started out playing MapleRoyals with my brother; we were sub lvl 100 noobs running around and doing as many quests as we can. With this loot system, our experience would have been slightly annoying, as I wouldn't be able to tell his slow warrior ass if an item has dropped yet if I finished, and vice versa. Now that I think about it, I would have had a miserable NT prequest experience with this system... If possible, I would like to see this part of the rework be toggleable, with the default being as it was before the rework.

    Quest items cannot be looted after reaching the quest requirement. This feature is pretty cool, and makes sense. I don't want to loot more items than I need, and some quests to my recollection don't actually empty you out of all the quest items you collected (so you may be left with some quest etcs. that serve no other purpose in the game without knowing why.) I think it's reasonable that repeatable quest items be exempt from this (though I can't think of any repeatable quest that would really benefit from exemption other than HT, maybe someone else can chime in there). Seems like a no brainer there... especially in the case of HT prequest as mentioned. Maybe there's something I'm missing, but that would probably solve the main gripe with this part of the rework?

    All in all, there are things I like about this rework, but if you were to ask me whether I want this new system or the old system, with no choice for an in between, I'd rather have the old system back. I hope at least the small issue with HT prequest is addressed, since we are preached to (and I preach this too) that we should prepare for boss runs ahead of time as players (e.g. in the case of debating making manon kills more accessible) and this change is counter to that idea.
     
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  7. Tail
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    any update on this? :donke2:
     
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  8. bibz
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  9. Zancks
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    We've recently discussed this within staff and decided against reverting the dropsystem. We feel like not being able to overloot quest items in general and reactors not droping quest items for quests that arent active are a good changes.

    When it comes to the repeatable prequest for HT we agree it can be annoying. VL is not so much of an issue because with communication you can still track the progress of your party in terms of how many scrolls dropped so far.

    HT's prequest is a bit of a special case. Players have been told to be prepared to do party bosses before and the change made being prepared to HT somewhat more tedious. Therefore we also discussed this case seperately. We did consider to make Dragon Skins tradeable. Ultimately the majority decided against that, because for those preparing one char for HT the effort still seems manageable and from those who want to mule or multiattack in HT it is expected to put in the extra effort.

    Nevertheless, thanks for your feedback.
    Let's be happy we do not need Manon's Cry.
     
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