Laurelin
Sorcerer
The 'classic' recurring Quests are slated to be replaced for all players anyway, when the Beta version of the incoming Seasons is implemented.Exactly my concern! As I have not researched the tech, will I stay on the "classic" recurring quest line or will it change to the "cauldron driven quest" anyway.
Not yet, but there are opinions that the term 'Quests' may not refer (? only, or at all) to Event Quests, but rather the above spoilered new content, which also involves 'Quests' of a somewhat different nature. Even if so, and if the above is implemented as it stands, there are still problems if ANY Quests which cannot be declined (or which have negative consequences if not completed) involve e.g. 'Brew / Drink a Potion' (which is the same thing anyway) at a time when we've done that for the week. I'm not sure on the details, but there also seems to be some kind of timer associated with the 'Research' function in the Cauldron, so any Quest asking for that, too, could be problematic? I still haven't activated the Cauldron Research, and few players are commenting on this, so I don't know... can anyone advise?Any "no believers / holdouts" in beta aware of the ramifications of this contumacious act of player comportment?
[ Also : 'Contumacious'... I love it!
Some games are well suited to using a system of 'Do X to achieve Y to earn Z'. I don't think Elvenar is, frankly, even though I can see it happening. For example : "Do X Spire Encounters to get Spell Fragments to spend on Cauldron Potion to complete Some-Quest-or-Other...". Elvenar's too slow and doesn't allow repeated grinding of 'levels', which this system really does require (e.g. Candy Crush-type games). Inno's trying to wedge Elvenar into a market / gameplay style which it wasn't designed for, IMO.Maybe it will be the "mandatory, rather than optional - no" variant - open FS list, no you need to research cauldron... go to spire, no you need to research cauldron [...]
Agreed. I hate being 'railroaded' in any video game, by any means, whether through the storyline, Quests, reward systems, or anything else.I guess as Alcaro says we need to wait and see, the critical element being any form of option/declinability
I'm still banging the drum of new players who see the Cauldron, and being bored (as most newbies are, especially post-New Tech Tree), rush to spend everything they can afford on it. It's very shiny and SOUNDS great. The maths of it are way more complex than in most mobile games, so most players won't suspect that there are so many pitfalls, nor that the Cauldron's results in early Chapters are very poor. I can see a lot of players wasting a lot of Resources which new Cities really can't afford, trying to get effects which won't even help them much (and are random anyway). Even consulting the Wiki (and most new and old players alike never visit Forums) makes it about as clear as mud, to be honest.Players in earlier chapters will be able to buy fewer Witch Points, but unless a player goes really deep, I wouldn't expect quests to buy WP to be a problem.
For me, it's the principle. I was all set to ignore it until / unless player guides are written (by maths people) to help me to optimise it; I play this kind of game precisely because I don't like randomness and I do like playing strategically. I very much object to being forced to engage in any aspect of the game. To me, player choice is paramount in any game, above usefulness, ease of use, Resource cost, or anything else.I don't really understand all of the agonising about the Cauldron.
I'm no mathematician (my standard disclaimer...), but I'm reading and asking questions of those who are, on Beta, as well as those who read the game files (often the same people anyway). I am told that in order to maximise success, investing in only those effects one wishes to activate is the best strategy, assuming that one doesn't just want to take a random chance each week on any given effect happening - if so, then I don't think the Cauldron really matters at all, to be honest. It's also more efficient, if hoping for only some Potion effects to activate, to Research only some Diplomas. The optimal number for players hoping for the Merc Camp boosts is 11 Diplomas (from any Chapter; not necessarily Ch.1-11).For each spell, buying early levels (to rank it up) is very cheap in terms of WP. Later levels get progressively more expensive though. I suggest that it is worth buying a few levels in everything, but investing much more in favoured spells. Exactly what that balance is will vary according to player choice.
As I say, the Wiki doesn't make clear how this really works, and if we can't use it strategically and efficiently, what is it doing in a strategy game?