Eliminate checkmark quests
necauqua opened this issue · 3 comments
While I understand that they are kind of maybe I don't know good for new players to learn mods through the questbook and that probably was the reasoning behind them, the level of annoyance when you realise that if not for stupid checkmarks you'd have 90% of AllThePower completed ( - for example, this happened multiple times with different things) is absolutely through the roof.
Can you please remove them or replace with a check for some basic crafting component instead?.
Nobody flips through 26 pages every time they start a world with this modpack (maybe the first time idk)
Just now, actually flipping through them (to count, lol) I realised I didn't "enable" an actual ton of mod-related pages while I did progress through a lot of those mods - WHY DO YOU HAVE TO "ENABLE" QUEST PAGES??..
Okay, let's imagine it's my fault for being stupid and not knowing you need to "enable" every single quest page before dumping 20 hrs into this world - so I just did that, and that was NOT convenient.
Open the page - open the checkbox quest - click on the checkbox - collect the reward (which is usually just some xp) - close the quest - and repeat that like 15 times, this was actually horrible, how come nobody complained about this yet?..
Some have multiple checkmarks, for some reason, e.g. mekanism, or the extreme case of AllThePower where you do 4 clicks per 5 checkboxes with some mouse movement getting some percentage into that sweet-sweet 'getting tunnel syndrome' irl quest
I think these are absolutely fair points. I can definitely take a look through the questlines to see how certain ones should eliminate the checkmark starting quest, and probably just auto-completing the second you get the "starter item" for the mod.
The initial design is meant to make the questbook an option for those enjoying the pack. Since it is a kitchensink style pack, lots of people don't use the quest book. Because of this, it would become rather annoying to see all of the pop-ups for completing quests if most were switched to item requirements. At the same time, this could get people excited because they feel like they completed something and want to get into quests. Most of the "Mod" questlines are meant to serve as a guide. The checkmark starts are for people who want to go through them and learn them, rather than being overwhelmed in the start. Having a separate viewpoint is definitely needed!
At the same time, this is also a limitation for the mod, FTBQuests, itself. Other quest mods remember when you complete quests after the first one, even if you didn't click the "I completed this quest" button. This makes it rather annoying because you'll have to redo certain machines/quests.
All in all, I appreciate the feedback. I'll take a look over the quests again to see what feels more natural. This will be part of my "discovery" update, which is meant to make questing feel less... overwhelming. Thank you for your time!
Hello, just wanted to apologise for being too harsh in the message that I've just re-read with a cold head, as you can guess I was pretty annoyed when I wrote that.
Thanks for your reply and attention!