(Yes, I understand the NPC fights will probably be an appropriate level for when players are first doing this, but the encounters in the wild will still be pointless) A joke was made early on along the lines of "I'm sure this will be quick and straight forward and not waste my time at all" but pointing out that you're wasting my time doesn't suddenly make that fun. Especially on islands they've out levelled long ago so the fights aren't even vaguely challenging. Making players run around in circles is not fun. Oh, and then back to the south end of the island again for a pop quiz before once again going back to where you just where before that. The NPC could have just as easily closer to airship so the players without a Cerneaf, and not using spoliers, don't have to travel across the entire island to find out they need to go back to the airship so they can go catch the Tem they need, then all the way back to the far corner of the island again to once again be immediately sent half way across the island to continue. Or better yet, just don't put them at the furthest corner of the island. Now I have no problem with side quests asking for an evolved version of a specific tem, but maybe something that hinted at "you might want to bring Cerneaf with you" before sending you to the furthest corner of the island would be nice. The little mystery of finding clues was fine, but I'm talking about things like running all the way to the south east corner of Deniz, to then be told you need to give the NPC a specific Temtem from another island. It seems purposely designed to specifically waste the players time. I'm concerned as to what the housing quest says about Crema's design philosophy.
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