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[Quests] Do we need an option to deactivate Notification Boxes?

Are you in favor of this idea?


  • Total voters
    15
  • Poll closed .

Jackluyt

Well-Known Member
Summary
Show 'do not show this message again' notification when declining quests.

Description
Add a 'do not show this message again' - box at the first confirmation dialog so next quests can be declined without having to confirm.

You would be able to re-enable it in settings

Motivation
If you have to cycle through a lot of quests per day, it is very annoying to have to confirm every time again that you want to decline this quest.

Possible downsides
- A quest could be declined accidentally, you will not be able to get the quest back after this.
- Declineable quests will be more abusable

16473520_10208316998503220_5010939907518284075_n.jpg


We could turn it back on again here:

16388236_10208317161747301_8716419635433944819_n.jpg
 

Attachments

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SoggyShorts

Well-Known Member
https://us.forum.elvenar.com/index....his-cannot-be-reversed.5270/page-8#post-38000

I think they should get rid of the quests, not make them even easier to abuse.
making declinable quests (as they are) an even bigger part of the game is, imo, a step in the wrong direction.

Much better would be more powerful workshops, lowering supply costs, or improving the quests so you don't "click through 200+ times"

if players feel that they need to do these quests so many times a day, it's clear to me that the system needs to be changed, rather than putting some polish on a turd.

note: no, i'm not saying players that cycle quests are doing anything wrong, just working within a bad system.

here is an excerpt from that thread:
  1. It is actually pretty hard to get enough supplies without using the looping quest exploit.
  2. So people "have to" use the looping quests.
  3. Since people are using the looping quests there is technically no shortage of supplies.
  4. Now the devs won't re-balance the supply costs or productions.
  5. This means all players now either must use the looping quests, or overbuild workshops.

It is more space efficient to only build level 1 workshops, and do the "2 advanced tools and xxx coins" quests every 3h several times. You save massive amounts of culture, population and space.
This is counter-intuitive.
Someone who builds max level workshops should make more supplies than someone who only builds level 1 workshops.
 
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DeletedUser283

Guest
we are declining quests because they do not fit our gameplay when they pop up, like "upgrade a building" when nothing can be upgraded or when we have not chosen to upgrade a building;
or "fight and win 3 encounters" when fighting on the map has become impossible
the issue with the quests, together with what was highlighted by @SoggyShorts , is that
-they only reward us with coins and supplies and coins and supplies and ... nothing else;
could the devs show some creativity, please ?
-they are mostly boring
-the requirements generally do not reflect the way most people play Elvenar
so IMHO the solution is not to make it easier to cycle quests, but to design better quests.
 

SoggyShorts

Well-Known Member
Not a bad idea, but the whole quest system is retarded and not even this can help it. The whole quest thing can be replaced with a button saying "click 200x to get 5000 supplies".
THIS would be so much better than what we currently have. And not just the opening post, but if you read the whole thread (ignoring Bobbykitty) there are some great ideas in there.
 

DeletedUser1759

Guest
Hey guys,

this poll did not get the necessary votes so I'll archive this.
 
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