about 2 years ago - Shurenai - Direct link
Somehow I don't think a trader is going to be amenable to someone strolling into their compound and demanding money for a bunch of tasks they completed that the trader didn't even ask for.

Which is...kinda why they aren't more like proximity quests. A 'Quest' is a specified task you're undertaking with specific goals and a set reward for completing the task that the trader wanted you to do- How would you know what the trader wants without talking to them? And why should the trader pay you for doing things they didn't ask you to do?

Not really against it as an addition; But it'd definitely need some good justification to be added, imo.
about 2 years ago - Shurenai - Direct link
Originally posted by Kauldric:
Originally posted by Shurenai: Somehow I don't think a trader is going to be amenable to someone strolling into their compound and demanding money for a bunch of tasks they completed that the trader didn't even ask for.

Which is...kinda why they aren't more like proximity quests. A 'Quest' is a specified task you're undertaking with specific goals and a set reward for completing the task that the trader wanted you to do- How would you know what the trader wants without talking to them? And why should the trader pay you for doing things they didn't ask you to do?

Not really against it as an addition; But it'd definitely need some good justification to be added, imo.

Gameplay vs realism :)
The game does try to maintain a reasonable level of realism- Obviously not exact, But there IS an overarching level of pseudorealism that the game tries to abide by. And I personally think this is one avenue that going down would take it out of the bounds of the pseudorealism they try to maintain. There might be ways it could be explainable, But at face value as described, It doesn't really fit- It makes it too game-y.