Hello Survivors.
This week we're rolling out the Community Board: a single stop for NPC quests, player bounties, and mob bounties. We've reworked how rewards flow through the system, and given NPCs the sense to be afraid when the Isle turns hostile.
The NPCs on the Lost Isle have always needed a bit of help here and there. Whether it was a major problem like one of Mauroth's Invasions, or needing some supplies such as wood or leather, the player was able to accept these quests to their own benefit, which was typically in the form of gold and favor.
We found that this was a bit of a process, jumping from one NPC to the next. So, we decided to create the Community Board.
The Community Board acts as a unified location for all of these quests and will refresh on the hour. Additionally each NPC will only offer one quest at a time, replacing their original three different quests. We have also added some additional activities that you can find on the Community Board.
Since each player can only accomplish 7 different quests per hour we have adjusted the available quest rewards to help it feel more worthwhile. We are doing this by introducing more types of rewards to the quest system. Motes, Gold, Experience, and Favor are the four rewards that one can expect for finishing the NPC requests.
The other changes come from the new quests, or bounties, that are available on the Community Board. The first is the player bounties. This part of the board will refresh every 10 minutes and will track the top players in regards to their notoriety. Each of these player bounties will reward the bounty claimer X Marks of Mauroth which will now be used to trade with the Watchman. The top 3 most notorious players on the server will also have their last known location shared on the board which will refresh every 10 minutes, giving you all the information you will hopefully need to hunt down your quarry.
One last set of information you will find on the Community Board is the addition of mob bounties. These target unique mobs that spawn across the Lost Isle without warning, mini-bosses the Isle sees fit to release. Rewards match player bounties, but there's no return trip to the Watchman required. Find it, kill it, claim it.
The Walled Towns feel lived-in. That's the goal, at least. So when skeletons erupt from beneath your feet, the NPCs shouldn't just keep haggling over cog wheels.
During an Invasion, NPCs will now enter a cowering state. Trading, quest claiming, and their unique interactions all become inaccessible. Approach one and you'll get "This NPC is too afraid to interact right now." Even if you've cleared every quest on the board, you won't be able to reap the benefits until the Invasion is dealt with.
Additionally, we have fully implemented the NPC Enclosures. These items are only accessible by maxing out the favor of any given NPC and buying their related enclosure. This enclosure will then be placeable inside your property and will allow you to access the NPC's unique trade. So you won't have to make your way over to town to learn a new recipe, instead you can just take a jaunt around your base.
New systems mean new feedback. Come tell us what you think about the Community Board in Discord, or just hang out with other Survivors.
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