• Dear forum reader,
    To actively participate in our forum discussions or to start your own threads, in addition to your game account, you need a forum account. You can
    REGISTER HERE!
    Please ensure a translation into English is provided if your post is not in English and to respect your fellow players when posting.
  • We are looking for you!
    Always wanted to join our Support or Forum Team? We are looking for enthusiastic moderators!
    Take a look at our recruitment page for more information and how you can apply:
    Apply
  • Forum Contests

    Won't you join us for out latest contest?
    You can check out the newest one here.

Do Not Suggest: Sticky Recurring Quests check box

DeletedUser109151

It would be handy to have a check box to stop the recurring quests rotating.

E.g. if you are contributing 2,000 fps to a gb you will want to collect the 'spend 200 forge points' quest 10 times in virtual future, it will be nice to not have to cycle through 10 quest options each time to do this?
 

DeletedUser97166

+1 I was just talking about this in a different thread the other day
 

Galladhorn

Monarch
+1

This and several other solutions to the same has been posted, also not that nlong ago – but I do not mind supporting this idea again.
 
Last edited:

DeletedUser99588

+1, anything to reduce the clicking and that feeling when you click once too many and see the quest you wanted vanish so you have to go through the clicking carousel again.
 

Zeratul 2.0

Lieutenant Colonel
-1

Recurring quest is a secret. People are not supposed to exploit it. For those who knew the secret, the damage is already done. For those who don't, making a recurring quest sticky would make the trick more obvious.

There is a saying for it. "Beggars cannot be choosers." "Gain a favor yet call it a disfavor." "Good deeds never go unpunished." "Pick bones from an egg."

... Yes, the last one. Ignore the former three (work-in-progress).

In fact, I'd like to propose an opposite idea. Since the recurring quest provides random rewards, the sequence of the recurring quests per se should also be made random! After you Abort one of them, you don't know which one will come up next.

Before then, I, who, although a relatively new player, have known the trick very well now, offer this suggestion: 7 clicks. Click 7 times to return to the recurring quest just done. Don't look. Count.
 

Zeratul 2.0

Lieutenant Colonel
The idea here is to drive existing players away from the game?

Maybe8-)

With all the "established" players, there is no hope for the new players to get on top. Drive them away. The new players never don't complain about a few more clicks -- they don't even mind R.S.I.

-----
Acronyms and Abbreviations
R.S.I. repetitive strain injury


P.S. Are you a long-term player, too, Ati2? Have you ever considered... retiring?... 8-)
 
Last edited:

Ati2

Legend
With all the "established" players, there is no hope for the new players to get on top.

  1. Inno is constantly starting new worlds where there are no established players. Anyone can become first.
  2. In an old world, I don't think anyone should expect to be first with only a few weeks of gameplay. People there have been playing for years. If someone's idea of this game is to become first with the fraction of time that others have put in, then this game is simply not for them, in my opinion.

P.S. Are you a long-term player, too, Ati2? Have you ever considered... retiring?... 8-)

I've been playing for a little over a year.

Inno has other ways of driving serious players away from the game, I really don't think they should add even more.
 

Galladhorn

Monarch
-1

Recurring quest is a secret. People are not supposed to exploit it. For those who knew the secret, the damage is already done. For those who don't, making a recurring quest sticky would make the trick more obvious.

There is a saying for it. "Beggars cannot be choosers." "Gain a favor yet call it a disfavor." "Good deeds never go unpunished." "Pick bones from an egg."

... Yes, the last one. Ignore the former three (work-in-progress).

In fact, I'd like to propose an opposite idea. Since the recurring quest provides random rewards, the sequence of the recurring quests per se should also be made random! After you Abort one of them, you don't know which one will come up next.

Before then, I, who, although a relatively new player, have known the trick very well now, offer this suggestion: 7 clicks. Click 7 times to return to the recurring quest just done. Don't look. Count.


As such I see the point in what you are pointing out, but it does not come accross like a fruitful idea or solution, at least not the way you present it.
And frankly counting is what people are already doing and properly also why the OP suggests what it does.

Anyhting in any game that can be exploited will be exploited – it is up to the game developers to make sure that as little as posssible is exploitable and in other cases the so called exploit is a calculated part of the game and can not really be called an exploit. In this case it is up to new players to remain curious and not take the whole game for granted after a few weeks of play.

FoE is a free game - And It is far more complicated than most new players realize – making the reoccuring quests even more complicated would not mean that much to the high ranking players – just slightly more annoying, but new players might end up in some situations where they will be set far more back than the established players – So what you are proposing is close to being a double negative.

BTW. There is no such thing a real random in the digital world, that is unless the input source is connected to something truly random in the real world – like example the Weather.

Also on Mobile the Quest-story is presented before the Quest it self – while on desktop it is more the opposite. It is not that interesting even for new players to read the same stories over and over again, so they will start counting at some point. On mobile with the suggested "Random" function the Quests would be even more tideous since the story is the same regardless of how it is shuffled. And why does something that after a week of play is no longer a secret have to made secretive – that is just creating unsessesary Annoyment and complication.

If there should be a rewamp to the Reoccuring quests then it needs another idea and what that exactly should be I am not to say. Maybe some split line choice of stories working over the week etc. in all not that easy to think through and/or to develop.

And for the issue of RSI – well if you played long enough RSI can certainly be a problem with this game – So essentially you are contradicting your own statement. New players don´t even mind a few more clicks – Exactly! because they did not play that long. And don´t you think that perhaps players that spend a really long time on the game also a prone to spend some money on it now and then when they are using so much time on it.
You just want to cut that all away?.

Your counter approach to the OP is really not very constructive even that it might point out a problem with the game.
 
Top