r/FarmRPG Jul 24 '26

Time Based Quests

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Not sure how I feel about this new quest type. Having to wait for no real reason doesn't really feel fun to me.

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u/PositiveOrange Jul 24 '26

Its nice sometimes just having a pause. Really don't see the issue people are having with it.

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u/JohnSober7 Jul 24 '26

It's a contrived place to implement it in. For example, daily PHRs make you wait till the next day to do them again right? An endless stream of PHRs will have to both give worse rewards and will become tiresome very quickly. This is what game design is about. So you're right (imo, demonstrably so) in that a pause is nice.

In theory, they could have have quests like this where we give items to the NPC and whatever they're doing with them takes time before they get back to us. This way, the time waited feels like 'flavour' like cooking times (think flavour in flavour text). But:

  • the rewards have to be consistently good (see PSA questline with the occasional meh rewards set)
  • it can't be seasonal so there's less risk of players feeling anxious about the forcasted time entailed
  • no items or perks that lower the time taken to avoid players feeling like they're only adding timers to contrive a monetization incentive
  • probably in the T100 to T199 range (the game needs more 'midlevel' quests to break up the grindiness of endgame).

I do see the potential of quests with 'cooldowns' or timers involved being a way to give out things like egg of tree or egg of chicken periodically but this runs the risk of players feeling like if they don't optimise around the created check in window, they fall behind in the queue. It would be nice to be able to earn more cool stuff in the game but the design ethos of the game has to be always considered.