dislekcia wrote:That doesn't make any sense from a design goal perspective: Why would you want the tasks to all clear at the same rate? It much more effective to have differently-timed goals for players instead.
Differently-timed goals is one thing, and I do not object to this principle. My issue is with the spread; we have some tasks that will be cleared in a single run, and others that will take dozens of runs even if you're making a concerted effort to clear them (and possibly hundreds of runs if you're not).
I've got a great contrast in my current advisor task list: I've got "deny monster healing 1815", and "use death protection 250". These are highly comparable, since by far the most common source of denied monster healing is APHEELSIK and by far the most common source of death protection is CYDSTEPP, so both tasks are primarily focused on two respective T3 glyphs.
Since the use death protection example appeared yesterday I have played several games as a Warlord, managing to rack up 117 uses (no more than 30 per game). In a single game as a Goblin Assassin on the Slime Pits, I racked up 1476 denied healing, almost double my progress made on the death protection task in the last 24 hours that took many runs.
They don't have to be exact, but somewhere in the same order of magnitude would be nice?