DeletedUser111351
Proposal:
Force users to complete scouting missions manually.
Reason:
Finishing a scouting run can trigger several things. It unlocks a new place on the map, obviously, but it can also trigger quest completion/advancement and event requirements. Scouting gets progressively longer and longer for each mission (to the point of multiple days). These scouting runs are often requirements in events, yet the entire event may be only a week in length. If one launches a scouting mission, it is also impossible to check on its progress or do any other tasks in the overland map without potentially completing the scouting mission. Or if one inadvertently clicks the wrong menu button they can open the overland map and cause completion at the wrong time as well.
Basically, scouting is a massive event on its own with very little user control which can also potentially block other content or trigger content earlier than what a player intends.
Details:
Leave everything with scouting as it is with the exception of the very end. When a scout finally reaches his destination, he sits there (potentially with a large green checkmark over him) like a finished quest. As with a quest, a player finishes it, but then must go to the quest view and actually click the button to approve and finish the process. It is therefore the player's choice when to finish the quest.
Scouting should work the same. A scout finishes. He sits and waits, while notifying the player that he is finished. The player then chooses when to click on the scout and confirm/complete his mission.
Visual Aids:
None at present.
Balance/Abuse Prevention:
This plan gives the player better control over the flow of the game. It allows him to still interact with the overland map and do other tasks without risking triggering events from a completed scouting. There is no need for any abuse oversight related to this change if it is implemented.
Force users to complete scouting missions manually.
Reason:
Finishing a scouting run can trigger several things. It unlocks a new place on the map, obviously, but it can also trigger quest completion/advancement and event requirements. Scouting gets progressively longer and longer for each mission (to the point of multiple days). These scouting runs are often requirements in events, yet the entire event may be only a week in length. If one launches a scouting mission, it is also impossible to check on its progress or do any other tasks in the overland map without potentially completing the scouting mission. Or if one inadvertently clicks the wrong menu button they can open the overland map and cause completion at the wrong time as well.
Basically, scouting is a massive event on its own with very little user control which can also potentially block other content or trigger content earlier than what a player intends.
Details:
Leave everything with scouting as it is with the exception of the very end. When a scout finally reaches his destination, he sits there (potentially with a large green checkmark over him) like a finished quest. As with a quest, a player finishes it, but then must go to the quest view and actually click the button to approve and finish the process. It is therefore the player's choice when to finish the quest.
Scouting should work the same. A scout finishes. He sits and waits, while notifying the player that he is finished. The player then chooses when to click on the scout and confirm/complete his mission.
Visual Aids:
None at present.
Balance/Abuse Prevention:
This plan gives the player better control over the flow of the game. It allows him to still interact with the overland map and do other tasks without risking triggering events from a completed scouting. There is no need for any abuse oversight related to this change if it is implemented.