This would make the quality of life of Achaea so much better for new players.
I'll just come out and say it. The quest design in this game is bad. Like, really, really bad. Objectively bad. Horribly bad.
And it's not like the devs don't know how to make good quests. The quests in Minia are amazing. You greet denizens, they tell you what they need or give obvious keywords. There's lots to discover.
In every other zone, the quests are cryptically hidden. Most of the time GREETing denizens does nothing. Sometimes you have to ASK a specific keyword, sometimes you have to SAY it.
Sometimes you have to find an item and give it to a denizen without anything in the game giving you the slightest hint on what to do.
This is mostly coming from me trying to do the elemental lord quests, to give me a leg up to try to get Dragon. And well. I'm level 80, and the combat quests delete me from existence. I have no chance. So I try to do the non-combat quests.
And the non-combat quests? Hoo boy. One of them was to 'deploy guards.' What does that even mean? I go to the different guards in my plane, and try every keyword and synonym of DEPLOY. ASK guard DEPLOY, ASK guard DEPLOYMENT, say DEPLOY, say DEPLOYMENT... all leads to nothing. I do the same for the quest giver and it gives you not even the slightest hint on what to do.
Another was to find a document from an informant, with the only hint being it involves "making a wish". What? No really, that's what the quest is. That's all you are given, period. You aren't even given a general area on where to look.
A third quest involves giving the corpse of a jaguar to Rovalumm, to feed him. With no hint on where the jaguar is found, or where Rovalumm is found. I went everywhere in the Air Plane. Can't find Rovalumm.
All of this... isn't immersive, it isn't roleplay. Asking my citymates, they say, paraphrasing, "Yes, a lot of the quests in the end areas are difficult but we can't give any hints."
Why?
No really, why? Isn't that the point of an multiplayer game? Isn't that the point of a community?
Looking at HELP QUEST I see that it's strictly against the rules to provide quest help. Why?
I'd understand if the quests were well-designed and intuitive, but they really, really aren't. And, "Difficult"? No, that's not what difficulty is. A roguelike is difficult. Dark Souls is difficult. This is fighting magic syntax, and I guarantee you that most of the people who solve these quests have help-- they just aren't in channels monitored by the Achaea Gods/Devs.
And solving these quests? There's no satisfaction. I didn't step up to a difficult challenge or puzzle and figure it out. There's no feeling of accomplishment.
It's more, after many minutes (or hours, or days) of trial and error, I finally stumbled on the correct Roberta Williams syntax of what the game wants me to say. It's less of a feeling of accomplishment, and more a sense of relief that I can move on and actually play the game and not have to deal with syntax terror.
Just let people help each other with quests. Allow veterans to give people the exact syntax they need to use, what they need to do, and where they need to go. It would help the community, not hinder it. It would allow cities to actually recruit and retain new members. It would vastly improve the gameplay experience in every way. There is literally no reason not to allow this. Maybe if there were an artefact that gave quest solutions that cost 1k credits, and you wanted to lock down the sharing of those secrets, but that doesn't exist (if it did, I would buy it in a heartbeat; it would vastly improve my experience with the game)
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That being said, this post is asinine and not how you should attempt to interact with admin or other players. You have some major misunderstandings of quests and the rules around them.
Elemental Lord isn't a quest that should be done alone at level 80. It's an end-game quest for most people, or one that requires help from friends or a deep understanding of game mechanics to do before you're high level. They are also intended to be some of the hardest quests in the game because you essentially get a free class that doesn't require lessons to learn, and comes equipped with ~10,000 credits of artefacts. So yes, a quest with that massive of a reward is going to be exceedingly difficult and someone who has been playing the game for 17 days should not be able to complete it on their own.
To use your Dark Souls as a reference, your character has just beaten Margit in Stormveil and you're going straight to Leyndell to finish the main story.
A great example of a difficult quest would be, for example, go deep into this dungeon full of aggressive mobs and defeat this boss that has complex mechanics and needs teamwork, and requires multiple classes with different abilities to defeat.
A bad example of a difficult quest would be very vague information, and the expectation that you go to a specific area and find the exact syntax you need to finish the quest. I might have long figured out what I have to do, but I can't actually complete the quest because I don't know the exact combination of words I need to do it. That's not challenging and engaging, it's just frustrating. It's poor game design. I guarantee that the people solving these quests are getting outside 'illegal' help from someone else.
There used to be websites and shared quest resources available that people used.
It may open up more of the game to me but easier to just not do them. Additionally, there is some history there with text-based gaming and having to have the magic combo for quests, with many of them being complex. Some quest mechanics and magic combos I don't get how people figured out without insane trial and error. There is knowledge sharing, it just isn't public.
IMO, most people forget what it is like to be a new player and don't want "their" game changed unless it is how they want it.
Ignore people saying "this isn't how you should talk to admins/devs for optimal results", do what you want. Admins/devs are going to do what they want anyway, it is actually their game. We're just optional customers. If it helps, they abandoned forums long ago, so they may not even read this thread.
A large issue is that there is no standardization on how quests are discovered. Some mobs you greet, and they give you a quest. Some you have to ASK specific keywords. Some you have to SAY. Some respond to both ASK and SAY. Oftentimes you have to SAY a specific keyword to get a quest, and this keyword is never hinted at, anywhere in the zone.
It's apparent to me that quests were designed by different people with different philosophies and standards, and many of the designers... might have been good at other things, but they were not good at game design or fun quests. They thought that being cryptic was a good thing.
Here's a great example. In order to traverse the plane of air, you have to do something specific. After reading related room descriptions, I got the impression that you needed to make a leap of faith. So, I tried JUMP, JUMP NORTH, etc.. Finally I asked someone who happened to be in the area, and they told me the correct syntax. I won't reveal it here because it's illegal and it shouldn't be. The game should also give you more hints on the correct syntax to use. This is just one example and one of the easier parts of the elemental lord quest series; the tip of the iceberg of the poor game design.
It's a great example because figuring out the correct syntax here is not challenging or immersive. Figuring out that I had to make a leap of faith was fine and a good idea. THAT was immersive. But the implementation on figuring out the exact correct thing to say after I've pretty much solved the puzzle is not.
And hey, I could picture the quests being designed in such a way that you have to be late game and have a lot of knowledge about the world in order to do the elemental lord quests. It gives you a free class with free abilities and free artifacts. The quests should be difficult. They could be nearly impossible without a group, and then cities could offer help to people who get involved in the community. Difficult quests are not the problem. Non-intuitive and immersive syntax is the problem. Syntax is a limitation of the format, not an immersive feature.