Its about trying to prolong the game. I like additional quests and I'm a big fan of Ravenhearst and these add a little something extra to keep working towards rather than as an early game boost. For me I think its mainly Taza's Axe - that swings so much quicker than a normal one, meaning that you can blitz through a boulder with ease, Dundees Hunting Knife - yes you can find a toilet knife, but to have a decent blade after 2 days, but think thats a little early, Jason's Machete - I was rewarded with a T6 and have been able to behead most things that have come may way from early doors, likewise with Bambi's Compound Bow and Evergreen arrows, not much stands up to that. I think you get where I'm coming from. As I say, I really like it, but would i would like to be able to push it back to start in T2 trader quests so T2, T3 and T5 rather than T1, T3, T5.
Also could I check to see if this has been updated to work with 20.1exp? A number of players inc myself have been receiving stackover flow errors and wonder if its the Mod or Exp itself.
I'll have to give this some thought as to how best to continue tuning these. I'm not sure that moving them all to T2 is the right answer as that moves away from one of the core ideas of this quest pack of extending the new player quest line.
I did find that Jason's quest had the wrong quality template applied (T3) instead of (T2), which is probably why you got a lucky roll and ended up with a T6. That definitely shouldn't be possible. I have seen with Taza's Axe even with a crappy Tier 1 stone axe I'm able to gather the necessary quest items on day 1. The "Vanilla" Taza's Axe IS already faster than a standard axe. That is the defining vanilla characteristic of Taza's axe. Bambi's bow requires bow parts which is not necessarily easy to come by quickly and typically requires getting lucky on the trader. And Everdeen's arrows requires 3 corn, which is not necessarily easy to come by either within first few days of playing unless you happen upon a corn farm or know where one is, and 3 blueberries.. which you'd either have to get lucky in finding a POI that just happenes to have blueberries, or you'd have to travel to the snow biome. Due to the design of the Jason & Dundee's quests, I'm not sure that it would be appropriate to create a second tier for them.
In my head I'm toying around with maybe:
* Increasing the number of bow parts needed for Bambi's Compound Bow from 2 to 5
* Lowering the quality tier that the Bambi's quests give out from T2 to T1 quality template.
* Slowing down the "default" speed of Taza's axe and increasing the randomness of the stats on the speed. This would make it so you'd have to get lucky on the RNG to get a Taza's axe that is noticeably faster than the vanilla Taza's axe.
* Increasing the quantity of rock needed to obtain Taza's axe
* Combining the 10z and Taza's axe quests so that the player has to first kill 10 zombies with a stone axe, then obtain the rock & plant fibers, then craft the 20 stone axes. Then the player would obtain the basic citizen's card along with the Taza's axe.
* For Everdeen's arrows, I'm thinking to lower the number of arrows you receive to maybe 25-75 (lowered by 50%), and increase the number of corn from 3 to 5, and the number of blueberries from 3 to 10.
I definitely do appreciate the honest feedback. And I'm certainly open to anyone's opinions on the above proposed changes. The underlying intent of the entire quest pack is to give more to do, and items that are worth pursuing but are not too OP. The quest pack should be reasonably playable and provide content for both new players and vet players alike.
I have not yet tested this on 20.1exp but will make it a point to do so this weekend.