I'm wondering if there is a problem in v2.4

WarMongerian

Refugee
My friend and I have both, in seperate games, had a problem with completing all parts of the burnt biome challenge, but we don't have our gear. Anyone else noticing this?
 
The downside of it being automatic previously is that it's not as obvious as it could be that you have to craft it after completing the challenges.
 
I will say it isn't incredibly clear in the UI that I needed to go back to the challenge window to claim the last step (having all the ingredients) in order to unlock the recipe. Because I'm a more experienced player, it took me all of about 2 seconds to realize why I couldn't craft it, but I can see for new players there being confusion. Maybe I just missed the prompt? In any case, I think some thought into that might be helpful.

In that regard, is there a reason why the player is forced to 'claim' their rewards? I suppose there is that dopamine hit when someone clicks that claim button, but couldn't you make it so that any XP gain is given when claimed, but the recipe is unlocked as soon as you reach the requirements (without having to actually hit claim)?
 
In that regard, is there a reason why the player is forced to 'claim' their rewards? I suppose there is that dopamine hit when someone clicks that claim button, but couldn't you make it so that any XP gain is given when claimed, but the recipe is unlocked as soon as you reach the requirements (without having to actually hit claim)?
I would guess that it is just how they designed challenges prior to them being used for biomes. You complete them like a quest and then turn them in for a reward. These don't need to be turned in to a trader like the other challenges, but still have a "turn in" requirement that's probably part of the code for the challenges. Rather than change how challenges are coded, they just make you claim your recipe.

That isn't really a bad thing. However, it would probably be a good idea for them to look into some option to make that more clear to players. It could be a popup that says to claim it (with an option to disable the popup in the future since you really only need to see it once), or it could be a bold and brightly colored font on the challenge screen that says you have to claim it, or something else. But they should probably look into some way to make it more obvious to players.
 
However, it would probably be a good idea for them to look into some option to make that more clear to players.
Hmm.. isn't this the Last step of the challenges? Prior to that, the player must have decided to do the challenges, and while plenty might be doing them just for the fun of it, I'd assume most will realize they are meant for the biome gear.. If not, I'd say that's the step that needs to be clearer, the first one. Either way, not exactly going to effect my game play, but can't say I could suggest a good way to highlight it further; we are kinda assuming that people don't read belt messages, or UI pages anyway :P
 
I'd assume most will realize they are meant for the biome gear
That isn't what confuses people, though. The need to claim the last step and then craft the item seems to be what confuses people. I've seen others post about it being confusing as well. I don't know how often people end up confused about it, and maybe it's not many, but something that makes it more clear couldn't hurt and isn't likely to take much time or effort to implement. In the end, once someone figures it out once, they'll never need help with it again. It's just that first time. But you are right that a lot of people don't read.
 
That isn't what confuses people, though. The need to claim the last step and then craft the item seems to be what confuses people.
The above ^^

My friend and I both "claimed" it, or at least got the challenge completed, but we had not actually crafted the gear, just completed the challenge.
 
Maybe they should add a mailbox decoration that you can craft and it will occasionally receive new mail that gives you tips... "It looks like you've completed the biome "badge" (whatever it's called now) but haven't crafted the protection item yet. You can craft it by ..... [steps to craft]." It would be an unobtrusive help object for people that can be ignored if people aren't interested in it. And to make it so new players craft it, it could be one of the intro challenges and explain the value of it for new players.

It could be used for all kinds of different "mail" rather than only helpful information. You might get threats from the Duke, for example. Or a letter from a zombie saying it's going to eat your brains. :D
 
No, no, no... you're all wrong!

They should have the challenge reward be more obscure, if anything, rather than simpler to get.
I want no hand holding, no spoon feeding, no contextual help.

They should have me to dig a random location in the biome and find a locked chest with the recipe reward!
But to know the location you'd first have to solve one of Roland's riddles...
THAT's what I want! :sneaky:
 
No, no, no... you're all wrong!

They should have the challenge reward be more obscure, if anything, rather than simpler to get.
I want no hand holding, no spoon feeding, no contextual help.

They should have me to dig a random location in the biome and find a locked chest with the recipe reward!
But to know the location you'd first have to solve one of Roland's riddles...
THAT's what I want! :sneaky:
I kind of miss those riddles....
 
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