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Oct 21, 2019 at 6:59 comment added evilReiko @Dukeling Thanks for pointing these out. I agree with you on most points, except "no reward for killing". There are many articles about this, saying that the reward (as gold, item, etc) is what might kill the game, the actual reward should be the killing itself, overcoming the challenge. I don't mean there should be no rewards at all, but not so frequently.
Oct 20, 2019 at 15:07 comment added Bernhard Barker The same applies to quests linked to events that depend on randomness (which might apply to either or both examples mentioned), as players may not feel a sense of progression towards the quest while trying to accomplish it. They basically just need to wait until the random event triggers, which could happen a second from now or a year from now.
Oct 20, 2019 at 14:42 comment added Bernhard Barker Be careful with quests that may be easy for some classes but hard for others (like killing with a single hit) or quests to search for things. In some cases this may prevent people from progressing, or you're forcing them to do something they don't enjoy, and they'd just stop playing. Also be careful with having it feel like there's no reward for killing things (even if it's just now and again, assuming this is the core game mechanic), as that may make the killing feel pointless and like a chore.
Oct 20, 2019 at 14:15 history closed DMGregory Opinion-based
Oct 20, 2019 at 9:09 vote accept evilReiko
Oct 20, 2019 at 8:56 answer added Theraot timeline score: 5
Oct 20, 2019 at 8:46 answer added ihatemyself timeline score: 0
Oct 20, 2019 at 6:11 history asked evilReiko CC BY-SA 4.0