Merchant Alliance Voyages Suggestion

  • I feel like there are two underlying problems to Merchant Alliance voyages and to change them would make them much more enjoyable. Suggested changes below.

    1: Allow you to turn them into ANY Outpost like every other voyage as not to disrupt the flow of your voyages.

    2: Make the voyage mark as Completed once you have collected all the necessary animals. As opposed to when you turn in. Have reputation and gold gained at turn-in (remaining unchanged.)
    2a. Other voyages complete on collection and therefore you can chain them back to back before having to return to an Outpost.

    EDIT: Scratch number 1, it does take away from flavor and purpose.

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  • The other voyages complete on collection because they aren't a "job" persay like the Merchant's Alliance. The Alliance want the animals and they want them delivered, that's the voyage. What's the point of giving a completion when you go to get a couple animals, and not have to deliver them to the client who paid for it. Plus the specific Outpost makes sense, the "client" can't be on all Outposts at once. Some realism here.

  • @themalthezzar

    Merchant alliance voyages work based on you collecting cages in outposts as well, you can be preemptive and buy them by cancelling, but new players might not, despite having 0 cost missions at the start once they rank up to 5 (which takes less than a voyage sometimes) they will face a hurdle of maybe not being able to buy boyages to collect cages for.

    What I want to highlight here is that this trading company teaches you how to play it by sending you to outposts and completing the voyage upon delivering the animals, its part of the flavour of the quest.

    Delivering to any outpost is just simplifying this particular quest system, not really sure how this would be an improvement.

  • Okay, fair point. Scratch my idea of turning them in at any Outpost and let them complete once I collect the animals.

    I get it isn't like the other voyages, but at least on the other voyages I can start up a new voyage on my way to turn in the skulls/chests. It isn't like you get the gold/rep for the Skull and Chest voyages showing you they are completed right when you collect them. The only benefit it serves is to be able to start another quest without interrupting to turn-in right away.

    Merchant Alliance quests are such a pain needlessly because I have to follow a quest to turn-in 1:1 ratio. On the other quests I can turn them in at a 3:1 ratio if I am playing solo and it is so much more convenient.

    The system as it stands now encourages me to grind the other two factions and only turn in powder kegs/chickens/pigs/snakes when I find them in the wild for far less gold and reputation to get as far as I can without actually doing the quests. Then, come back later and top off that faction with quests.

  • @themalthezzar Sorry, I actually like the idea of specific destinations for merchant voyage requests and kind of wish that concept permeated the other two factions as well.

    That said, I do agree that the merchant voyage should be marked as complete when you have collected everything on the shopping list, as is the case with the other faction voyages. Cheers!

  • All these suggestions sorta just defeat the entire point of how the merchant quests inherently work.

    It makes SENSE that specific outposts are making these orders to be delivered to specific places, plus it adds difficulty.

    I have seen people suggest adding entire trade-routes where once you turn in something, you pick up additional stock that needs to go to yet another outpost etc. Something like that would be neat.

    Or introduce larger more dangerous animals (boars, wild-dogs, jungle-cats) to capture and ship for even more money/Rep.

  • I don't mean to be rude, but all I see when I read it is"I don't want to take the time to do them." I've solo'd merchant to lvl 40, so I know very well how they work. The way it is can be tiresome, but in the end it has its own unique charm about it, putting apart from the other companies. Sure some people don't like it, and others do, I'm not too crazy about OoS quest structure but I do it anyways.

  • Merchant Alliance voyages are 'boring' but with golden animals they do pay the most so it does of set the tediousness of it all. I don't think your suggestions would make any difference because its not drastic enough however if it was changed too much it wouldn't feel like a merchant alliance. In that case its just best to leave it as it is and do it when you can be bothered.

  • @hellzheadsdown I'm not saying I don't want to take the time to do them. Essentially what I am asking is allow me to do more of them or be able to mix in the other two quest types as well.

    I don't mind as much being forced to take them to a specific Outpost by a certain day as much as I mind I can't chain my quests. It doubles the transit time between Outposts and cuts reward by 1/3.

    @DrakeBG757 I can see how #1 can defeat the point, but allowing me to complete more than one Merchant Alliance voyage on each run doesn't really. There is still the date and time to beat as well as taking care of all the animals. I just want to do a bunch of voyages and then make a run through turning them in. It just feels more efficient.

  • @themalthezzar The idea of being able to sorta stack on multiple voyages/orders does sound like a good idea. Plus it marries well with peoples request to get bonus rewards for turning in more loot at once.

  • I don't mind doing the quests. I just want to be able to do more at one time! :)

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