are significantly too numerous. Balefort Castle includes a 5-level dungeon plus two minidungeons, as well as 3 zones (Vylewood, Goblin Stronghold, and that place with the rock dudes).
I'm fairly OCD and I'm doing every quest in a content pack before moving onto the next one, because I like completing things. Balefort took me way too long.
In my opinion, this is what could be done to rectify the problem:
- Remove the place with the rock guys. There's one quest where you kill the dudes, and another where you click the thing and then turn it in at the base. It feels out of place, and unless you're planning something with it, remove it from the game and use the textures somewhere new.
- Remove the "collect x tomes" quests. 1024 mobs/chests, for a pink weapon that's hardly better than the green I have? It's not worth it, and the other quests in the chain are frustratingly repetitive as well. You're already grinding the mobs for XP, quests should be designed to discourage the grind and to give the player something else to do.
- Make it so that things progress. This is partially the fault of having so many quests, but I'd gone through the levels long before I even got the quest for the boss on the second level. You don't have to have a quest for every single different type of mob in the joint.
I loved the content, but there's really no point in doing all these long and repetitive quests unless for completion's sake. Some of the stuff is great, like the Wyldwood quests. There's always going to be "kill x" and "collect x" quests, but you don't have to make 20 of them.
Just my 2 cents.
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