LEGO® Worlds

LEGO® Worlds

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Snicker Jan 6, 2018 @ 7:21pm
Things I learned from a brand new playthrough
Since I'm starting from scratch (again) to test the problems with the Dragon Wizard discovery, I decided to also log the new stuff I'm finding out along the way.

First - the icon we thought meant "quests" in the map? No - it means "Quest Areas" (aka Kolonies for my fellow code-divers). That's why you can seem to "clear the map" and still have 2/4 - because not all colonies have a quest that can be resolved (or can be resolved at that moment...)

Second - Roaming Gold Brick quests only show up when you get close enough to 'activate" the Character with the quest. That's why we're not seeing them all over the map on a new world. I like this change (however inconvenient) because it forces more exploration. I believe they changed the appearance of treasure chests on the minimap for the same reason: No one was cave-diving without a reason to. I believe "Kolony"-style quests do still show up (at least, after a while).

Third - Lotta people complaining about not getting good stuff from chests. I just experienced a weird thing that probably ISN'T a bug: The first three chests I opened all had a specific item that had been requested by characters I'd encountered earlier. Previously, I had thought that chests would (by default) generate items you didn't have if there was a quest for them in that zone. Since these chests were all on a completely different world, I think there's some sort of flag list hidden why you're playing that keeps track of needed items to put them at the front of the Treasure Chest queue. More experimentation is needed, but the theory seems plausible.

Fourth - I have a REALLY weird bug going on - every world I create now has a Pirate Princess and sometimes a construction worker (both characters from tutorial worlds). They spawn near my PugZ landing zone and just stand there with the default idle animation (over-riding their character animation). It's kind of creepy - are they following me from world to world???

(Adding) - Fifth - "skittish" and aggressive type creatures that have quests have a new trick - they show the quest exclamation, then aggro as soon as you get close. After killing you, they change and either no longer have a quest at all, or have changed quests (I saw a Yeti go from a Gold Brick quest to a regular quest like that). Likewise, they will sometimes kill you again right when you finish the Quest objectives, but before giving you the reward. They then proceed to give you the reward, but still, annoying to have to die just to receive it.

I'll add more as I find it.
Last edited by Snicker; Jan 6, 2018 @ 9:55pm
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Showing 1-5 of 5 comments
LackingOxygen Jan 6, 2018 @ 7:48pm 
I've had problems kinda similar to that last one. Troublemakers crowd at my pugz when it comes back into my draw distance. It's usually 1 or two, rarely 3, but one time there were literlally 100s and they were all stuck under the rocket causing extreme lag. I set a macro to keep pressing e so I tackled them all and got a ton of potions and baggets.

There might be a bug with spawning random NPCS at the pugz site.
fischpony Jan 7, 2018 @ 3:09am 
Yes - the 5. one is very annoying indeed. In general I think, the npc and animal were getting more agressive. Before the update, it was easy to avoid them - but now it is nearly impossible. VERY annoying in the "night" - the skeletons and warriors..
And I have to agree - the "quest-givers".. the yeti for example ask for an ice - and soon after accepting he hits and hunts you.
ormac Jan 7, 2018 @ 4:19am 
I've Experienced the Agro Quest Animals. Lion or Lioness, You defeat them then they offer their quest (Lion Den/Lion)/Meaty Steak Lioness) You Fufil the quest and then they'll agro you again.

You Drop them in for the Lion Cub and I think they'll agro you then as well.

The Lion and Lioness felt satisfying fighting but I'm more often staying out of their sight.
I'm sort of dreading the Gorilla that was flattening me even before these latest updates.

Yeti was another tough one.
ormac Jan 7, 2018 @ 4:26am 
I'd Support your Friendly Chest Theory It seems to be returning to a progress the quest ratio similar snall worlds after the tutorials where you either got the item to solve the quests in the vicinity or you had a few items brick builds that would be requested on your next world.
packattack Jan 8, 2018 @ 10:09am 
I knew the quests were considered "quest areas" in the game for as long as I can remember, but the tracking of them still makes little to no sense to me. For example in the Monsters DLC, the numbers never went up for simply completing a quest area. They almost went up seemingly at random. In the past, if you completed a stationary quest (what used to be a green dot), you would always get credit for completing 1 quest area. In the Monsters DLC you never get a quest area completed for simply completing a green dot type quest.

Also, when I go to any new world, the number completed is never even 0 anymore. When I go to a huge world I'll typically have about 8/60 quest areas completed and that can't be referring to the number of those quests I've already done in the past (different worlds) as I'd have far more than that as I have completed nearly every single individual quest in the game. I think the number right now is basically not much more than a glitched calculation.
Last edited by packattack; Jan 8, 2018 @ 10:34am
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Date Posted: Jan 6, 2018 @ 7:21pm
Posts: 5