Imported from legacy Flarum.
Original author: Mae (Flarum #118)
I’d like to suggest the amount of mobs you need to kill raised to say, 500 or so. The quest reward should be multiplied by the same factor. This is to just make it more enjoyable to farm. At the moment you constantly have to reset to turn in the quest which breaks the flow a lot. Minor QoL request.
Imported from legacy Flarum.
Original author: StellarFlare (Flarum #319)
Agreed
Making it so you have to turn in less often saves on time and stops breakup in the gaming experience
Imported from legacy Flarum.
Original author: Pipo (Flarum #133)
Agree, but 2500 / 5k mobs, and increase the reward. Make them once a weekly, like in Wow.
Imported from legacy Flarum.
Original author: StellarFlare (Flarum #319)
@Pipo Need to be something doable in the timespam of, idk, a GFW cof cof cough

Imported from legacy Flarum.
Original author: Mae (Flarum #118)
@Mae
Small addition: Making all mobs in all Biosphere maps hostile would be grand.
Imported from legacy Flarum.
Original author: Set_R (Flarum #195)
I don’t see a reason to make it easier, I mean in 30 minutes you can farm A LOT of runes and essence, the Quest is juat a Heirloom bonus.
Imported from legacy Flarum.
Original author: StellarFlare (Flarum #319)
@Set_R How much is a lot and in which biosphere?
Imported from legacy Flarum.
Original author: Mae (Flarum #118)
@Set_R It’s not about making it easier, it’s about making the questing more enjoyable by not having to tp every 100 mobs.
Imported from legacy Flarum.
Original author: Set_R (Flarum #195)
@StellarFlare like farming up to 10 Superior Stone each 30 mins looks fine. Those are my numbers some friends get higher numbers
Imported from legacy Flarum.
Original author: Set_R (Flarum #195)
@Mae this kind of makes sense, but if we keep the 15x cap, the 500x Kills for 5*times more reward/value could lead to a more accesssible or easy farm or Varmundt?
We could go like:
15 times cap
Still granting ssame quantity of Rune and Essence
Buff Heirloom reward to 3 or 5.
Make mobs drops more zeny
Increase from 100 to 500 kills
Does it fit?
Imported from legacy Flarum.
Original author: StellarFlare (Flarum #319)
@Set_R We could like, just lower the cap when adjusting the number right? Or is the cap shared for all quests that you can’t change individually?
And those changes are pretty bad sincerely
You’re making 5x more effort for like, 1.5x the reward
Imported from legacy Flarum.
Original author: Set_R (Flarum #195)
@StellarFlare coz 5:5 would make Varmundt easier than it already is to farm, only reason. But if you do 500 for 5x and cap it at 3x times, also works, same amount of kills and rewards, just less pit-stops to turn in
Imported from legacy Flarum.
Original author: Choco (Flarum #391)
Regarding the killquest change:
I’m pretty fine with the actual killquest counter, can use it to replenenish SP or reapply buffs(if using external). Also the out-and-in doesn’t even take a minute so idk.
But if you’d change the quests, then why stop at varmundt? With the given argument (“breaking flow”) the killquests, if changed, should be changed for all farmable stuff.
Though probably not everyone wants to commit to kill 500 mobs a day to get the questreward. Maybe afloating killcounter would be a feasible solution to that. So it just tracks the amount of kills until the next time you speak to the NPC and the npc will give you rewards according to you killcount (i.e. 627 kill == 6x Reward up to 15 rewards perday)
But in the end thats maybe too much effort for so little inconvenience.
Regarding mob hostility:
some biospheres maps feel/are worse than the others to farm.
i.e.
grass>passive mobs
soul/temple>mob density/element diversity?
So it’s usually more efficient to farm something like ice/fire/death instead of grass/soul.
I agree that making all mobs agressive would solve some issues but i’d also suggest increasing the mob density on some of the worse maps (looking at you soul) to make them somewhat equal in comparison to the high density maps.
Imported from legacy Flarum.
Original author: Mae (Flarum #118)
@Choco
The suggestion to increase density in Soul was approved I think.
Varmundt is unique in the sense that the quest is the main reason to farm it (you want essences)
It’s mostly QoL for people at higher gear levels, I can finish the quest in Fire probably 15 times in 30 mins. That’s a lot of pitstops XD
Imported from legacy Flarum.
Original author: Choco (Flarum #391)
@Mae same goes for alot of heirloom things like magma. I also finish 15x Fire/Ice/Death in 20minutes each, including the quest return. Thats actually the reason for me to say, it doesnt really need a change. I mean the quest return time is only fraction of the whole farmtime, its kinda negligible.
Imported from legacy Flarum.
Original author: Choi (Flarum #323)
Based off the comments here and my own personal experience farming at Biosphere, it seems like the most common scenario is that people aren’t farming the biosphere quest just once but farming it multiple times.
If that’s the case, I think it makes sense to increase the kill count required for the quest and increase quest rewards accordingly. I understand that a concern is that it makes it easier to farm, but I don’t think that we should make things more difficult to farm by keeping tedious or unfun aspects like stopping farming just to tp back and collect the rewards.
Imported from legacy Flarum.
Original author: Muh (Flarum #1)
Though we rather not change the existing quests, maybe this became less of an issue regarding natural drops because of increased mob densities.