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回報翻譯問題
I think here the "quest" word is a little misleading: they are quests, but not like the ones we usually see in games like WoW (which usually imply to have "questers" NPCs, and are kind of mandatory, to have some progression in the game): here the suggestion is more to create a player-to-player "hiring system", or "work contract" (EVE-online have that, and it works very well), a way by which players can interact even not being online (or in the same place) together.
Sure, you can argue they always "can talk", player A can "just ask" player B "to have item 1, 2, and 3, giving N food/coins/tools as reward"... but, tell me, did you really try doing that in game?
I did, and it's not easy at all, taking more time than it should, exactly 'cause me and my friends (1) was not online at the same times, (2) had different chores to do when we was, (3) was in different places doing priority tasks, etc. etc.
My friend, by chance, implemented the "orders board" directly in game (by placing some signposts on an house wall), nonetheless, to "meet and have such interaction" was never easy. He also tried to put a "dropbox" (a chest for us to use to leave items while he was away/offline) but that mechanic is still extremely raw in Valheim, 'cause of its "authorization system" which mostly relies to wards.
1. true, but a game should also "make sense" and, especially a survival one, "be realistic" (not "real", just "realistic"). Also, if possible, not to be a "silly game" where to just lose some time (and I'm appreciating Valheim exactly 'cause of that: it's not trivial).
2. here is probably where your idea and the OPs one don't match: the "hiring contracts" could give more depth to multiplayer worlds by adding specialisation: the one-man-army concept is more suitable for single-player worlds but, as the OPs already stated, if a group want to survive, seems far better for them to specialize (and, if I'm not wrong, RL history supports that): some players are sure better suited to be hunters/warriors while others would enjoy more to be farmers, cooks, carpenters, shipwrighters, others would like more to be explorers, etc.
Living into a village, having to survive together, involves taking profit of everyone's specialisation, like we had to fight a war: some are first line warriors, others are better suited to be 2ns line archers, others healers. If I was that village's jarl, I didn't want "all going assaulting like crazy berserkers", if I could take profit of archers and scouts abilities.
I'm honestly not getting where a feature like this can "force you" to do anything: if some players want to cooperate in a more specialized ways, that's a "tool" which can support them, if one wants to "do all by himself" there is (and there should be) no restriction to go in that way at all.
As I told, in WoW (more traditional) quests are absolutely mandatory for the player to progress: there is no other way to earn Exp than taking quests from an NPC, following the "quest line", so that to grow and move to other zones... but the OP, here, is not asking for such a system (which is also terribly complex to implement and would totally screw up Valheim's idea of a survival game).
Here the thing seems totally different: just a tool for multiplayer coordination and specialisation, which seems not bad to me (personal point of view), something which adds depth to the game, forcing no one to use it too.
Totally agreeing with you: this forum is to exchange ideas and giving suggestions, to IGS to possibly make a better game: some suggestions are tailored even by "negative" reasons explained here. I'm sure devs will take from both sides: pros and cons.
Also, a "GM system" (not asked in this thread) despite being a nice "tool" to have, will require "questers": seems a far different game's organisation than the current one (more like Ultima Online, having GMs, Seers, etc.).
What I mean (even if not going into a deep discussion here, as it's OT) is: up to now, Valheim is organized differently, with a bunch of players trying to survive by cooperating (and OP is suggesting a tool in that way). A "GM system", far more RP-oriented than survival, requires an "in game Staff", changing the game a lot: up to now there is the "server owner" role only, different than "player" one, and the owner is also a player like all others.
Right now the lore is simple, easy, not much to track. Adding a system into a game for a single player that is supposed to be alone creates a very large amount of additional work.
For example, a sudden need for NPC's, a reward system, new artwork, new gui work, new models, someone to keep track of all text information, stories, etc.
I think, and I maybe wrong, a lot of people have a different version in their collective minds than what IGS wants to make.
/joking on
I think a Platy♥♥♥♥♥ from lake titcaca is an intern currently since ducks have toes.
/joking off
You call it an option, I call it dev time spent on something I'm not interested in instead of another feature.
Players who care about that can already do it. Setup a discord with your group and add a "quests" channel in there and you're set.
This whole quest board thing would be expensive as hell to develop for such minimal return.
Also, you're getting a bit confrontational, I dont think it's OK to tell people to "think about it" or "read more carefully" implying that the only reason someone would disagree with you is because they are dumb or didn't pay attention to your message.