4 Points of QOL During the Endgame: Seekers, Bugs in Quests, and Money

I've been playing the endgame of Wolcen and enjoying the idea of building up the city and choosing the order of bonuses I receive, but I've noticed a few things that are really bothering me that I believe fall under Quality of Life changes.

(TLDR:
1 - Seekers repeatable money quest is useless, update it.
2 - Add % Success Chance to Seekers quests, since they can fail but there is nothing that tells us this.
3 - Boss mobs can fall through walls/floor. Add a "cancel quest" function so we don't have to restart the game to end quests that we cant complete.
4 - Money and Item value desperately needs to be balanced throughout the game, especially since it's so important in the endgame.)

Firstly, the Seekers repeatable quest that provides money is the most pointless thing I've seen in the game so far. It requires almost 800 gold at my current level (no idea if this changes over time, but does not seem to in my experience) to begin the quest, yet it only provides 2200~ gold when completed. Since the number of active projects at once is limited, this equates to roughly 1400~ gold for using one of those precious project slots during your missions... which is the equivalent of 5 items worth 300~ gold, which is the average item sale value at my current level. Since you can easily fill your inventory during the missions, possibly more than once depending on the type of mission, the idea of using one of the project slots for this meager amount of gold is beyond foolish and I can see this ending up completely unused as a function in my game (which is coding, and development time, that basically was wasted). If this amount scales with greater levels (I'm not quite level 50 yet) or otherwise changes as time goes on, please do let me know, but as it exists now it seems irrelevant at best.

Next, as far as Seekers are concerned, is there any particular reason why my Seekers item quests always fail? It's never explained that there's any chance of failure, and it would be nice to see a % chance of success when sending them out on a mission so we at least are aware that they can either succeed or fail when making the decision to activate those projects since again those are limited in number possible to engage at once. I have no issue with them having a failure or success chance, I just wish we had an indicator of some kind for it.

As far as Bugs are concerned in the endgame: I'm not here to report bugs, we have probably all seen a good number of them which is to be expected from a brand new game from an indie dev. It happens. That said, what I would love to see in QOL changes as far as bugs are concerned would be due to my experiences having Boss Mobs fall out of the map/through the walls. Many of the endgame quests involve killing these mobs and when they fall out of the world the quest cannot be completed. Herein lies the issue: the quest cannot be completed, but there is also no way to actively CANCEL the quest either. This means that in order to end the quest my only option is to exit the game (to main menu) and reload the game. This is only a minor inconvenience, but if the quest is not completable I should be able to actually cancel the quest without having to entirely reload into my game.

Money in the game is my final topic for QOL changes. but probably not the way some people would think. I am totally fine with the idea of money actually being a commodity in the game especially in the end game where it would really take large sums of money to upgrade infrastructure or change a city. That said, there seem to be some balance issues with money in general in the game. During the first say 30~ levels of the game, picking up white belts, rings, and amulets will bring in more money than most blue items (which just doesn't make sense, to me). While in a way this is fine, since those slots are typically worth more regardless of their rarity level (ie; blue amulets being worth more than white ones, etc), it does highlight some of the issues with balance when it comes to currency in the game. As one reaches the endgame of Wolcen items become worth vastly larger amounts of money compared to early in the game, yet the gold that drops from chests, bodies, and breakable objects barely seems to scale with your level (when my blue item is worth 300, but that body drops 10 piles of gold and it's worth about 100 gold, why should I waste time checking bodies and barrels, when I know I can earn MUCH more from speed running for items?).
I don't so much have a problem with the costs of things in the game but the scaling of cost to value seems very much out of balance throughout the game and it would be nice to see this addressed at some point.

Replies: 0

Created: 4 years, 1 month ago

Category: Feedback & Suggestions

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