When questing in Sharandar (and every campaign since Chult), doing quests in a party is very difficult. All repeatable quests are given at random, so forming a party with friends to do these quests results in everyone having different quests. What is the purpose of this? Also, sharing of these quests are disabled. I want to play this game with a group of friends. Please consider a fix.
-Nacho Skymont
Quixaltic Guild Leader
GH20, pm for inv
5
Comments
If "most players" did party up for quests, it would lower competition for respawns, and we could all do it together. If we are earning a measely "5" Iron Curio per quest, might as well make it more fun by allowing us to do it as a party.
Quixaltic Guild Leader
GH20, pm for inv
How much this would be considered a negative from Cryptic's perspective is debateable I suppose.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
1. If there is a quest to take some items then make them for players individually so that other players won't be able to steal them.
2. If there is a quest to kill mobs then either make them visible for players individually or give them a decent amount of health so that nobody would be able to kill them in one hit.
It's just a bad design that other players are mostly obstacles for your quests (Heroic Encounters are the exception to this rule).
A good design would be this: any players (even the ones not in your party) should be useful for completing your quests.
For example:
1. They can help you kill mobs guarding an item you need to pick up (they should never be able to steal items).
2. They can help you kill a mob in your quest (assuming that such mob has a lot of HP or there is a large group of such mobs). But if those mobs are not hard to kill then they should be visible to you only.
Quixaltic Guild Leader
GH20, pm for inv
The game don't have quests for party. It's just single player quests. And the reason is that, Neverinter online is Storry telling game. Thats mean it's your storry, and not group players sotry.
However sad that devs didn't add some side quets for parties. And now what are party/group quets?
Here I link quest for clan(Guild) to incease their rank. It's quest which require participation of party or even whole guild
https://l2wiki.com/Proof_of_Clan_Alliance
And this type quets is what Neverwinter missing.
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
Sorry bro, but the story isn't enhanced by doing repeat quests over and over. You'd think by the 50th time that I need to "find the elves" who are in the exact same location, I could do it with a buddy. This quirk does not enhance the story. It just makes it miserable and lonely.
Quixaltic Guild Leader
GH20, pm for inv
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Soulweaver: The Lovely Red
Minstrel: The Rose Troubadour
I think it's around 400 feet for most of those quests (it is the same for exemple to get Zariel favors from your party in Avernus, further than ~400 feet from a partymember killing something, you won't get the roll for droping the favors corresponding to that kill. Inside 400 feet, you can be afk and you will still get favors from the kills your party does).
For "interact x object " kind of quests, some of them (but far from all of them) also feature either a "full map" radius, a 400 feet radius or a short radius (something like 10feet) inside which all players in the party will get the count if one interact. For the short radius type, it sometimes even works for people outside the party (exemple in the well of dragon : mimic trap and prisonners, if someone is interacting with those, any player in the 10feet range will also get it for his count)
The problem is this is not consistent at all, even in the very same area / storyline (ex : elemental evil campaign) : Some quests works like this, others works like that, and others don't at all without any objective reason why (but the "different programmer/dev" hypothesis).
Re soloing as a healer, it makes more sense to make a DPS loadout and use that, you will finish your content faster and it won't be so much of a headache. I play cleric and have two loadouts, one is DPS and one pure heal, I switch between them depending on whether I'm soloing or in a party as a healer.
Good to know that. And now that you mention it, i remember quests that requires you to interact like "rescue X targets", where if you kill the mobs and someone (not in party) interact with the "target" it counts to you too.
About the soloing, I guess it's easier for a soulweaver/minstrel to solo content as healer. Soulweaver have lifespark and a lot of HoT to support itself. And minstrel can basically spam Blazing Flamenco, easier if you cast on yourself some self healing before fighting. I preffer it this way cuz i don't need to burn stones/pots if i aggro way too much lol. I do have a dps loadout, but only use it on areas that can be speed through.
Soulweaver: The Lovely Red
Minstrel: The Rose Troubadour
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox