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Quest accept cooldowns are a bit extreme

SystemSystem Member, NoReporting Posts: 178,019 Arc User
So, i join a group for Infected and the "Destroy Patrols" part of the quest is done before i zone in. the next part of the "Stop the flow" quest bugs and the gate doesn't activate. Without thinking, yes i read the patch notes but spaced it, i dropped the quest to restart from the beginning and see a 22 hour cooldown on the quest giver. I understand it can help keep excessive farming limited, but 22hours to try and clear up a bug? that's a bit extreme. I guess it means every group better not fail or get bugged. Personally i only have a 2-3 hour a nite window to play, and tonite i found out in 10min i have no need to play anymore tonite. Please rethink the cooldown timer or only make the lockout for the last sections of any given STF content like infected/cure/...
See you tomorrow...../logoff
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I completely agree. Ether make it where you receive your marks by turning in the quest or make it where you can at least reset the point you are at in the mission.
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