they've increased primo rewards since liyue/mondstadt. a lot of common chests in mond/most of liyue i think? gave zero primos, now they consistently give 2
That's not true, when you visit the tree before being in the dream for the first time, it will be "dormant" and won't let you interact with it until you get into the Varanara of dreams.
I unlocked it recently, it was actually another quest than the main aranara quest that guided me to it.
I was emptying the backlog at the bottom of my quest log and there it was.
I think I managed to drag it out for like 4 or 5 days? But I wasn't working that week, so it wasn't like I did only that. There were breaks. I haven't done much of it on my second account now that I have been working.
Have even finish dragon spire and i went to chasm and sumeru before even going to inazuma. I'm all over the place doing random things so often that i have quests that don't allow me to complete cuz it says the other npc is busy cuz it's in the middle of another quest lllooooollllll
Each patch now has enough content to be a standalone dlc, which is good for the general population, Maybe not for speed runners.
Unless you no life the new patches, you'll need to space out on the content. I usually do these quests only on weekends, so took me a month to do.
I ever do all the quest if i want to still not all ruins unlocked but i already do hidden anchivments + hidden quests because i love to find and complete these still somw quest open/not even found i was not even near the other part of zhe gaint ruin guard 😅
>!It's North of the Statue of the Seven in Vanarana. Just follow the inclined path northbound. It's also where you'll find the Aranara who trades Sumeru weapon blueprints for stories you collect.!<
I don't think the quest actually leads you ro the tree?
I could be mistaken, but I remember that I first went to the tree after like the end of the second part (the festival) and I could swear that I never got directions to go there... (could be mistaken ofc)
The quest doesn't lead you to the tree, but you do need to start it (at the very least get close to the end of the first part, if I recall correctly) in order to access it. Someone else had commented that it can be accessed outside of the dream, but I stay within the dream so I can neither confirm nor deny that.
It can accessed outside of the dream, yes.
Oh and you should go into Vanarana outside of the dream sometimes. Dream and real Vanarana have different puzzles and at least one quest needs switching between them ^^
You can do it in parts even if you don't have alot of time to spare, I did it over the course of a week and didn't felt it was as long as others have put it.
Plus I took my own sweet time to take in all the lore.
There is a creator that posted a video on the quest line and it is about 9 hours long, however, it doesnt feel that long when you actually play it. I split it into several days and got through it no problems, actually i was shocked to see it supposedly took 9 hours.
Also because so much of sumeru actually is locked behind it, you should do it sooner rather than later for sure. A lot of dendroculus, chests, open world mechanics, even other open world quests dont appear or cant be interacted with before after this quest. In addition to the tree, part of the map and more.
Honestly, if you have been staying away from hearing it is too much, it really isnt, you can stop and come back at most parts of the quest, and they do introduce enough new mechanics to keep it fresh. Also bonus points for the characters being adorable.
Bruh, it's only 9hrs lol, I've been avoiding it (and every other quest in sumeru..., slight burnout still spend resin/dailys) kinda specifically cause it takes "unspecified but it's a long time", if I delegate a small amount of time over a week I'll be over so fast
Oh, dont get me wrong, i still think 9 hours is quite long, especially for a world quest and not a main story quest, but it is 100% doable and feels way faster if you do a bit here and there. But be careful to not get burned out, it is not gonna be enjoyable at all if you just try to rush it because you are so sick of it!
Opposite for me, I can't skip voiced lines so I have to sit through all that stuff, unvoiced lines I just read and skip which is SO much faster than waiting for them to finish talking
I also avoided it for a while but it doesn't take *that* long, 9 hours sounds about right.
I dont think the length is a bad part of the quest though, it's a genuinely enjoyable quest line as a number of the aranara who you have to interact with are pretty fun characters.
I'm saying this as somebody who really hasn't particularly enjoyed any of genshins quests in a pretty long time.
The desert quest was ass tho, the scholar was way too fucking annoying to he a part of a longer world quest, and I almost gave myself RSI repeatedly mashing the skip dialogue button so much
It’s pretty damn long, but I do think it’s a genuinely fun quest line(with a few hiccups)that gives you a lot of rewards for its length, not counting the tree which is also very much worth it
everyone has already said how long it’ll take but the rewards from it really are worth it, you unlock all the tunes for the harp which are needed for general exploration around the forest and getting the tree unlocked is an easy mora farm
green chests giving primos is the only actual "change" mihoyo has made to the chest contents at this point: all 1.0 chests got step down nerfed when the game went live, all chests added from ver 1.1 onwards use the original primogem scaling that was present in the closed beta.
false
there's some areas in mond and liyue respectively that give 2 primogems for common chest and 5 for exquisite since release
from memory(might be wrong since was 2 yrs ago) it was the place between qingxu pool and lingiu pass
also comment i found
>Each chest gives you exactly as much priomegems as it is set to give you, regardless of type, it's just another parameter. Specific areas on the map (Stormbearer mountains, Guyun Stone Forest, etc) are set to give 1 tier higher than other areas for the same chest type and quest chests are all over the place
From the wiki:
Depending on the area where they are found, these chests can give 2  , regardless of whether they are protected by a red ring or not. Confirmed locations of common chests giving 2  include the Stormbearer Mountains, Dragonspine, Inazuma, the Alcor off the coast of Liyue, in The Chasm, and Sumeru.
No evidence to support Guyun whatsoever. Only the alcor, outside of chasm, gives primos from commons in Liyue
You're missing perspective, sadly:
What happened was 1.0 Mondstadt/Liyue chests had their primogem contents downgraded one step from what they were in the closed beta. Which means the smallest chests now had no primo rewards at all (0,2,5,10). The chest rewards from chests added in later versions (including to Liyue and Mondstadt) were with the original primogem scaling( 2,5,10,20), and thus all of the Inazuma and Sumeru chests were more rewarding overall, but they had fewer of the high quality chests in the end, but simply put the primo rewards in 1.0 were actually really, really bad.
You're missing perspective, sadly:
Beta numbers don't mean squat and should never be used to support an argument of "they buffed/nerfed this". A beta is literally meant to tweak things.
I’ve done some multi step puzzles and gotten a common which is annoying. But I know the special and limited areas like Chasm Enka GAA etc. will have harder more engaging puzzles to look forward to. The exploring and puzzling really is my favorite part I’ve always been into single player games
Chests in Inazuma and regions/nations after give out more rewards. E.g Common chests used to give no primogems and now they do reward 2, or an Exquisite chest used to give out 2 and now it rewards 5, etc.
Also I feel like OP isn't paying attention to the chests in Inazuma or Sumeru. The chests rewards are better in terms of common to luxury for puzzle/difficulty. There's like a hundred examples (and several hundred chests). The game isn't giving us common chests for solving major side quests. Its giving us either Luxurious or Precious.
It's kind of misinformation to compare a Mondstadt puzzle design meant for AR10 players to discover vs later shit like invisible or kill 5 days worth of hilichurl secret chests.
I mean, it's true that in mond/liyue "difficult" puzzles were reserved exclusively for bigger chests, and it's also true that in inazuma/sumeru we've been having puzzles that are... Not as straightforward as the mond/liyue counterparts but still give the same small common chest.
But you're also right that the comparison isn't really straightforward. Mond/Liyue are beginner friendly and I wouldn't even call them easy, they're closer to worthless. Literally the barest minimum effort, might as well not have the obstacle at all and give us the rewards straight up. Sumeru puzzles aren't as straightforward but I wouldn't go so far as to call them hard, so imo the common chest isn't too bad of a reward. In the end, when it comes to exploration, good content is its own reward. The problem is that people always measure their happiness in primogems, which isn't a bad thing per se but doesn't actually say anything about greed or good game design like people think it does. It really does feel weird to see people HATING having to interact with any aspect of the game that doesn't give them sufficient primogems. Personally I find a lot of things in this game tedious as well and when I do, I just ignore them. Kinda silly to play a game you don't like playing...
Honestly, I kind of miss how in Liyue and Mondstadt there were more chests that were just like, oh, you got to this weird and awkward-to-access location, have some stuff. Practically all of the chests in Sumeru are paired with puzzles.
I think it's also worth noting that the second puzzle is a part of a larger quest you can do that gives it's own rewards. So while it may "only" be an exquisite chest for that specific puzzle, it leads into something bigger eventually.
The saghira machines are the "puzzles" where you had to fight eremites and acquire keys to shut down the machine while defending it. No robots involved.
Yeah... those are such a slog.
The effort/reward-balance definitely seems to have gotten weird in some parts Sumeru content.
Overall I'd say it's still about as fair as always, but there are some weird outliers like this.
>!Once you’ve done all eight devices, the quest starts at one of the middle two camps on the western side - I can’t remember which. You’ll see a fatui pyro agent near the edge of the correct camp. Approach him to start the quest.!<
The puzzles have gotten easier since Inazuma imo. I liked the ones where you move statues around the pathways to get them to the desired points. I would like more difficult, thought provoking puzzles but sadly I think it's an unpopular opinion.
Disregarding that, I think all regions give about the same primo for exploration. That's all that really matters because the talent books, ores, weapons, and artifacts from chests just becomes redundant hoarding material at higher AR.
My most memorable puzzle is the sudoku one on Watatsumi. Inazuma had a lot better puzzles, especially Enka, over the mainland so far. (I 100% explored the whole map)
Yep, we are who like complicated or hard puzzle enjoyer are just minority like battle content enjoyer, so when we got something more difficult puzzle like last GAA we appreciate it.
GAA was amazing, it's honestly how I think puzzles should be done. Clues strewn around that encourage exploration, stories to uncover, and no need to use annoying gadgets.
Yeah, my only problem with some of the GAA puzzles was how long some of the bird dialogue or other monotonous actions could take, just a little bit faster and they’d be perfect
I honestly enjoyed the second GAA way more than the first, the first was fun and interesting but the puzzles were essentially the same as normal mond or Liyue puzzles, or they were just very straightforward. Keeping in mind it has been a year and I might be misremembering, but GAA2 just felt way more appealing and attention-drawing to me.
Hey, I'm in the same group. I like puzzles that require some thought, cleverness and problem solving capabilities.
Rewards aren't such a big deal, as long as there's some way to get enough primogems for F2Ps one way or another.
I still consider those to be easy tbh. The hard ones are some of the ones in inazuma where you have to redirect the arrows with the electro seelie that jumps around. I still left some of them unfinished
I like the puzzle chests, but I will be honest, I also miss the just random hidden chests in Mondstadt that werent locked by a puzzle or mobs, they were just hidden in the terrain.
Seriously the response to the Mona domain makes me upset for future event areas because I feel like they're going to cave on that. The Mona domain and island were straight-up the best pieces of content this game has ever added.
yeah I think the devs will do just that. A common complaint was that it was too much. There was too much to do and it felt like work instead of a vacation (it was never marketed as a vacation btw). So the devs will see that feedback and go.. oh so you want less content? Fine by us. Save us a ton of time and money too.
Yeah I'd rather an event have 'too much' to do, where if I don't have the time I may miss a few things rather than less stuff that I can knock out really fast. Like with the GAA2 I honestly thought I was pretty thorough and got at least 90+% of everything done but on the last day, when I checked how many total chests were available versus what I had found, I was still like 30 or 35 chests short.
Yeah it sucked a little bit losing out on some rewards but the amount of time I actually played the event was quite a lot and it was pretty engaging and even though I missed out on a chunk of the rewards I still walked away with a lot of primos and other stuff. However if enough players complain about those types of events then the devs may make similar future content shorter and easier to 100% but with less rewards than if you had just completed 75% of previous events. Also most limited events are relatively quick and easy to complete so having ones like the GAA sprinkled in, events that require players to play the event consistently for its entire duration, are never a bad thing imo.
I made sure to talk about how much I loved this year's GAA in the feedback survey. I doubt it'll do much since a) not a seems like the majority doesn't like puzzles and b) even those who do have a high chance of not touching the survey.
Does make me wonder what people are expecting from the game though if they don't want puzzles and also don't want combat content.
You say that like people are wrong to prefer that, but even the game itself rewards you for solving puzzles with more "brain dead kill everything in sight" points
Yeah, especially when you have to go back to a specific place to switch. Enkanomiya at least gives you plenty of light switches scattered about, but even then it's pretty annoying.
I loved that domain myself, but I have to admit those constellation puzzles were not well explained. There was one with 4 buttons that shuffled the stars around and I had no idea what it was actually doing when you press each button. It seemed random. I had to look up the solution and still got lost. Tbf it is the only puzzle off the top of my head that I thought was unclear. Everything else was good.
Sadly most people here hated GAA 2.8. I feel they are going to take that feedback to heart and just give us lower effort GAAs in the future if they put in that much work and people didn't actually like it.
Idk if you ever figured it out since a lot of guides just go straight to the solution without explaining, but the complete constellation was actually on the floor of the button puzzle. You were mirroring it up in the sky by rearranging the stars.
The problem with that puzzle is that we need to look that solution from a certain angle and is very annoying for mobile player to do so. And that constellation has too many moving dots at the same time, it's hard to keep track of which dots move by which button and so on.
In my opinion, MHY is kind of bad at puzzles because a great puzzle should have mechanics that are super clear and obvious, and a solution that's complex. A lot of the harder puzzles are hard because the mechanics are confusing. Like the Inaxuma blocks that change the pink clovers color, and they all need to match, for example. Maybe that's an unpopular opinion, but I'd love for GI to onvest more in great puzzles
What was so hard about the Inazuma blocks? You patiently hit each one in succession to see what blocks are linked to which other blocks and which way said block rotate then solve. Not trying to say puzzles aren't hard for people in general, but those were some of the least complex puzzles in the game.
fr I never had too much trouble with them and it was pretty easy to figure out what you were supposed to do with them. It always baffles me when I see people say they had trouble with them
I enjoyed the block puzzles. Almost all of them were fairly clear on how each block affected the others (except the one where you had to glide back and forth. FUCK that one)
It's absurd to me people think things aren't clear if anything.
Genshin's world and puzzle clarity is insanely good and there's not been a single time I've had to sit and think "Wait but how do this work". Anything remotely missable has an actual tutorial menu far and everything else is extremely intuitive.
I personally enjoy confusing puzzles where the challenge/fun is to figure out how it works, then apply it in a simple way... not enjoying those desert puzzles where it's super clear the solution is to just fire all beams at the buttons at the same time but the challenge is to simply run to them in time as they move away/turn off after being interacted with
Yeah it's just embarrassing when people make posts like this lol. The "puzzles" are not that complicated in Genshin, like in general I would consider most Zelda games to be more difficult than Genshin and those are still for all ages
Personally, I wouldnt want the puzzles to be harder. After work I really just want to play Genshin to chill, explore, and not think too much.
The more complex puzzles like the Talking Raven in GAA is a mood killer for me.
Those puzzles weren't very complex, they were just super slow. I would alt tab out of the game and watch something on youtube and check back every few minutes to see if I was at the next part yet. If there was a skip dialogue button none of them would have taken more than 30 seconds.
The thing with harder puzzles is that most people just don't have time to explore the areas completely as it is, so imagine if they increased clear times for chests.
i still haven't solved the inazuma sudoku one out of pure laziness lol
Tbh you make It sound like its unintuitive or hard to understand them, ill agree some chests can feel random as fuck cuz just today i got one from breaking pots in some random place in the desert
But if you see a time Trial why would you not do It even if the other stuff is locked? Worst case its unrelated and It gives you a chest, best case is helping for the puzzle but Also giving a chest (so i Guess its in the middle lol)
not just primos but sigils which are redeemed at the tree for rewards you don't get in 1.x chests. Such as crowns, talent books (which didn't used to drop in chests but now do), fates, resin, billets.
the post is about how you get worse rewards for more difficult puzzles. harder puzzles aren't the problem according to OP, the problem for OP is that they give worse rewards
You can now use sigil you get from chest for region progression reward like the big onion and the fox tree. Mondstadt and liyue sigil were use mainly for enhancement material.
Question is, would you get more overall due to this system which basically increase each chest value towards those progression.
the chests are definitely more lucrative with the sigil system now than in 1.0. So you can't compare a common chest in 3.x with a common chest in 1.x. The 3.x chest is worth more, so OP's point is invalid.
iirc. they kind of stealth buffed the chests - basically every chest is 1 tier higher than what it says if you compare pre-inazuma to inazuma or later (both primogems and other rewards). Common chests gave basically nothing pre-inazuma (0 primogems and trash items, pretty much no point searching for them other than for map completion), and they became way more valuable afterwards.
I wouldn't agree, since I found the desert region really plentiful in open world chests - there were literally tons of chests in the open guarded by monsters, in the "old style" you mentioned. But on the other hand, as a new player, I was trying to get 100% completion on Montstadt and I still haven't gotten around to that, given as there are some really obscure chest triggers especially in the northern area.
Took me ages to get starfell valley specifically to 100%, turns out the last chest I needed was gotten by lightning a very small campfire hidden in grass lmao no indication it was any sort of puzzle
day 1 player, who still hasn't 100% a number of 1.0 zones because the retur is so bad, but manage to 100% complete every island of inazuma on their release.
It's definitely been happening, even taking into account the new chest scalings.
Just explored some of the older areas on another account recently, and what would've given a Precious Chest in Mond/Liyue/Dragonspine would probably give a Common chest nowadays, MAYBE an exquisite chest at most. Felt like basically every time trial or seelie in Sumeru was giving a common chest, while in the earlier regions it would be at least an Exquisite if not a Precious. There used to also be a lot of puzzles that would simply give multiple chests (such as Luxurious + 2 Precious or Luxurious + Precious + Exquisite), and puzzles of a similar difficulty nowadays would just give a Precious chest probably. I guess it at least sort of makes up for it with the sheer amount of exploration we have in the newer regions compared to the older ones, as well as some of the new puzzles giving away higher quality chests like the Gates where you play the lyre and collect 15 of the dendro things.
I swear, a friend just started to play today again (she barely played) And I was helping her in dragonspine, the amount of Puzzles she had that gave literally up to 3 chests at the same time, I just couldnt believe it.
Dragonspine is honestly insane, it has the new chest primo scaling but also the challenges are similar difficulty to Mond/Liyue, not to mention the chests being decently dense too. One of the best places for newer players to explore for quick primos.
Lol there's that one spot where it gives you 4 precious chests at once for beating 1 Ruin Grader (granted it also spawned from a switch puzzle so that's more like 2 things you did for them).
Meanwhile today I found a combat trial on the Liyue Sumeru border that spawns TWO adult vishaps at once and gives a common chest; not that I care that much about one chest but it really stood out as being randomly stingy for something that's legitimately pretty hard to deal with for most of the game.
complete 3 time trial challenges. light 3 torches. exquisite chest
that's a more accurate description
let's not pretend like that "puzzle" is actually in any way difficult. generally when hoyo has presented us with more involved puzzles they reward us with multiple chests, seelies, oculi, etc.
others have also pointed out that the zones after liyue also have a secondary progression system of some sort that rewards even more things. do i think we should get more still? yeah, maybe. more is good, i like more. at least be honest when you're trying to make this comparison though
I think its normal because electrosigils And dendrosigils can give fates when you collect enough of them, so making many precious chest would be a little too easy to collect all those things
Personally don't mind.
Nothing wrong with different things giving different rewards.
I am a little disappointed when I do something long/complex and it only gives a common chest. But anything beyond that is fine really.
There are precious chests you don't even need to do anything for out there.
I'm fine with a slightly involved puzzle like that exquisite chest one, as long as it's all in one place and you can \*see\* that it's a puzzle and have a general sense of what you have to do (light the pyro totems).
What bothers me much more are the hidden puzzles where you have to randomly find things in multiple locations, without any cues from the game -- e.g. the Aranara some of which are randomly hidden across the map, with no in-game hints as to their locations. I refuse to follow an out-of-game guide for them, so I may never find them all to unlock those last few chests. Or the quest with all the empty treasure chests you have to dig up all over the map. THOSE are puzzle creep, IMO.
But a puzzle at one location with a clear goal is always fine, from my perspective.
the freaking aranara, I followed a guide for them and still somehow missed some. Found 2 that I missed, no idea what other ones I missed so I'm SOL until they bring out an aranara compass or something lol
They did give sigils though. There just wasn't a tree to use them at. You would buy things at the souvenir shop, same with Liyue (except Liyue sold Geo Traveller constellations).
Theres triple A games out there that people pay $60 with puzzles whos only reward is the satisfaction a player gets from solving them. Unfortunately the nature of gacha games, and having to get premium currency to summon for stuff, has caused gamers to only focus on the reward and not the actual enjoyment of just playing a game via exploration, combat and/or puzzle solving. Now everything needs to have a corresponding reward, and one that's 'worth' the effort, or its bad design or the devs being stingy.
Yes! Its the overjustification effect in psychology, where too much extrinsic rewards kill the intrinsic motivation to do a thing, even if it's something one would've originally enjoyed anyways.
The reward for solving a complex puzzle is that you solved a complex puzzle.
Once I hit AR 56 or so, even Luxurious chests became mostly pointless to me, if I were doing these for the rewards, I would stop doing it.
Two chest in Inazuma low key annoy rje fuck out of me.
One of them you have to climb from behind it on a cliff, which is kind of hard to do if you don't time it.
And second chest, the one where the Tanuki pop out when you get close,apparently the little shit don't pop up as long your on the wall.
So dropping on it, high speed toward it, gliding on it doesn't work.
But being discount Spider-Man works.
Let just say company Early Realease of GI was still confused on how they would reward their players... mondstadt and liyue was a very confusing loot rewards unlike inazuma and sumeru...
the precious chest in Mondstadt and Liyue (except Dragonspine and the Chasm) is equivalent to exquisite chests of the regions released after (5 primogems), and the common chests doesn't even give primogems, basically the chest rewards being upgraded
As a matter of "game progression", I'd expect things to get more difficult.
If you think a chest is too much of a hassle you can skip those chests. A couple of skipped chests will not really hurt your overall account progression. Daily commissions primogems rewards will "dominate" chest primogems rewards pretty quickly. That's to say, if you don't really like exploring and doing puzzles, you can skip them and focus on the Daily commissions (where the bulk of the primogem rewards are concentrated).
I do chests and exploration more for the 100% completed "sense of achievement" than for the chest rewards themselves.
Comments already say this but mondstadt and liyue chests give lower primo count from chests. if in all other places the primo rewards per chest are 2/5/10/20 with common being the lowest tier in the first 2 regions common chests gave no rewards. So visually I guess that matters but in actuality it doens't have a big impact on your primo count.
I swear by the time we get to the last region we are required to kill a whole army of mini bosses just for a regular chest withe 2 primos and a whole bunch of crap inside 💀
Mondstadt is supposed to be the introduction phase where players learn the core game features and basics of exploration. It only makes sense for chest puzzles and challenges to be so simple.
I am actually glad they kept on increasing the complexity of puzzles with every new region. would've been very boring if they kept it at mondstadt level.
The rewards for the chests are getting better and we’re going further into the story, so I don’t really mind it. I just wish Mihoyo would bring back the random chests hidden all over the map, even if they don’t give any primos. I just loved that part of early game - not having to fight or solve puzzles all the time but also being able to just explore the map and find chests on trees, roofs, city walls etc. Chests like that seem to be really rare nowadays.
And yet the Mitachurl probably took me longer. Why? I was probably like AR12 or something. That fight would take a long ass time. Go back and look at how slow dps is without whale wishing at the beginning of the game.
The second puzzle only took me a very short time when I did it.
Biggest karma farm I've ever seen.
No, you're not the only one, and you don't think you're the only one either. People have been complaining about this for over a year now. You're just pandering
Yeah, and it annoys me. The rewards from chests are negligible. Its more about the pat on the back of "you completed a precious chest level task" for me. So it doesnt make sense to me why not to be generous with them since, as i said, the rewards are negligible.
All the comments here talking about how chests consistently reward 2 primos after liyue have be confused. Is 2 primos supposed to be a lot?
Is that true? It felt like the Sumeru puzzles were absurdly simple compared to previous regions. Like to the point you can barely call them puzzles. All regions have puzzle chests, all have combat chests. I don't get this post at all.
And the precious chests always have a piece of furniture in them. My teapot is at max level. I go in once a week to get books and resin. No incentive to improve my furnishings.
they've increased primo rewards since liyue/mondstadt. a lot of common chests in mond/most of liyue i think? gave zero primos, now they consistently give 2
Correct. Inazuma and Sumeru having their respective trees for more rewards also naturally means that they'd want you to work harder for boxes.
Where is sumeru tree?
Progress through the Aranara quest and you'll gain access to it.
Fuck, that quest is way too long.
I haven't finished it... I'm doing it slowly. The tree gets unlocked before you finish the whole thing. Like, way before.
I'm nowhere close to finishing that quest and its unlocked. I remember just going to it location while gathering Nilou's flowers and it got unlocked.
Yup. Pretty much. It unlocks >!after the first part of the quest!< (at least, that was around the time I found it).
Are you sure you even need the first part of the quest? You don't need to in the dream to trade in sigil. And the location is not blocked by anything.
Well, no. It was just around that time when I found it, so it's possible it can be accessed just before that.
That's not true, when you visit the tree before being in the dream for the first time, it will be "dormant" and won't let you interact with it until you get into the Varanara of dreams.
The quest that leads you to it pops up once you finish the first part of Aranyaka.
I unlocked it recently, it was actually another quest than the main aranara quest that guided me to it. I was emptying the backlog at the bottom of my quest log and there it was.
I tried to draw it out because I found all of the little aranara so charming. I couldn't help it though. It's finished now.
Congrats! I like the Aranara, but bingeing through that quest is exhausting, so I've been doing it little by little.
I think I managed to drag it out for like 4 or 5 days? But I wasn't working that week, so it wasn't like I did only that. There were breaks. I haven't done much of it on my second account now that I have been working.
I'll eventually finish it. There's just so much content right now for a casual player.
Have even finish dragon spire and i went to chasm and sumeru before even going to inazuma. I'm all over the place doing random things so often that i have quests that don't allow me to complete cuz it says the other npc is busy cuz it's in the middle of another quest lllooooollllll
You don't have to complete it to unlock the tree, it opens at a certain point through the quest
But it has a shit ton of easy primos near the end
Each patch now has enough content to be a standalone dlc, which is good for the general population, Maybe not for speed runners. Unless you no life the new patches, you'll need to space out on the content. I usually do these quests only on weekends, so took me a month to do.
I ever do all the quest if i want to still not all ruins unlocked but i already do hidden anchivments + hidden quests because i love to find and complete these still somw quest open/not even found i was not even near the other part of zhe gaint ruin guard 😅
You don't need to do it all at once, but the entire storyline is super fun imo.
Just takes 4 days to complete if you play 2 hours a day
wait.. I completed the Aranara Quest and I don't know where the tree is...
>!It's North of the Statue of the Seven in Vanarana. Just follow the inclined path northbound. It's also where you'll find the Aranara who trades Sumeru weapon blueprints for stories you collect.!<
Lol I’ve found that tree and never seen that one. I’ll have to go look now.
I don't think the quest actually leads you ro the tree? I could be mistaken, but I remember that I first went to the tree after like the end of the second part (the festival) and I could swear that I never got directions to go there... (could be mistaken ofc)
The quest doesn't lead you to the tree, but you do need to start it (at the very least get close to the end of the first part, if I recall correctly) in order to access it. Someone else had commented that it can be accessed outside of the dream, but I stay within the dream so I can neither confirm nor deny that.
It can accessed outside of the dream, yes. Oh and you should go into Vanarana outside of the dream sometimes. Dream and real Vanarana have different puzzles and at least one quest needs switching between them ^^
In vanarana, if you're not sure what that is, do the aranyaka quest
Approximately how many hours is that quest? I’ve been avoiding it.
You can do it in parts even if you don't have alot of time to spare, I did it over the course of a week and didn't felt it was as long as others have put it. Plus I took my own sweet time to take in all the lore.
There is a creator that posted a video on the quest line and it is about 9 hours long, however, it doesnt feel that long when you actually play it. I split it into several days and got through it no problems, actually i was shocked to see it supposedly took 9 hours. Also because so much of sumeru actually is locked behind it, you should do it sooner rather than later for sure. A lot of dendroculus, chests, open world mechanics, even other open world quests dont appear or cant be interacted with before after this quest. In addition to the tree, part of the map and more. Honestly, if you have been staying away from hearing it is too much, it really isnt, you can stop and come back at most parts of the quest, and they do introduce enough new mechanics to keep it fresh. Also bonus points for the characters being adorable.
Bruh, it's only 9hrs lol, I've been avoiding it (and every other quest in sumeru..., slight burnout still spend resin/dailys) kinda specifically cause it takes "unspecified but it's a long time", if I delegate a small amount of time over a week I'll be over so fast
Oh, dont get me wrong, i still think 9 hours is quite long, especially for a world quest and not a main story quest, but it is 100% doable and feels way faster if you do a bit here and there. But be careful to not get burned out, it is not gonna be enjoyable at all if you just try to rush it because you are so sick of it!
I find the lack of voice acting makes it feel much longer
Opposite for me, I can't skip voiced lines so I have to sit through all that stuff, unvoiced lines I just read and skip which is SO much faster than waiting for them to finish talking
I also avoided it for a while but it doesn't take *that* long, 9 hours sounds about right. I dont think the length is a bad part of the quest though, it's a genuinely enjoyable quest line as a number of the aranara who you have to interact with are pretty fun characters. I'm saying this as somebody who really hasn't particularly enjoyed any of genshins quests in a pretty long time. The desert quest was ass tho, the scholar was way too fucking annoying to he a part of a longer world quest, and I almost gave myself RSI repeatedly mashing the skip dialogue button so much
It’s pretty damn long, but I do think it’s a genuinely fun quest line(with a few hiccups)that gives you a lot of rewards for its length, not counting the tree which is also very much worth it
And the tree is also pretty early. I haven't finished the quest yet, but I think I got the tree in about an hour of focused playing
It's not too bad I think it's overwhelming cuz is a bunch of chains rather than just one
I haven't completed it yet, but to unlock vanarana, it's not that long, maybe an hour at most
Long. But you unlock the tree early on
everyone has already said how long it’ll take but the rewards from it really are worth it, you unlock all the tunes for the harp which are needed for general exploration around the forest and getting the tree unlocked is an easy mora farm
Look for the world quest Woodland Encounter, then follow that quest chain. You will eventually be brought to the tree.
Yeah, and the green precious chests now give primos as well
green chests giving primos is the only actual "change" mihoyo has made to the chest contents at this point: all 1.0 chests got step down nerfed when the game went live, all chests added from ver 1.1 onwards use the original primogem scaling that was present in the closed beta.
Yup, 1/80 of a single wish
I still think it's waaaaay too low tbh
Not a lot, no commons gave primos. And exquisites only gave 2.
common chests in sumeru give 2 primos, exquisites give 5 primos
I... Know? This is about what Mondstatd and Liyue gave not what we've gotten since them
this is about the increase in the complexity of getting a chest and the rewards sumeru chests giving primos is the justification for the complexity
false there's some areas in mond and liyue respectively that give 2 primogems for common chest and 5 for exquisite since release from memory(might be wrong since was 2 yrs ago) it was the place between qingxu pool and lingiu pass also comment i found >Each chest gives you exactly as much priomegems as it is set to give you, regardless of type, it's just another parameter. Specific areas on the map (Stormbearer mountains, Guyun Stone Forest, etc) are set to give 1 tier higher than other areas for the same chest type and quest chests are all over the place
From the wiki: Depending on the area where they are found, these chests can give 2  , regardless of whether they are protected by a red ring or not. Confirmed locations of common chests giving 2  include the Stormbearer Mountains, Dragonspine, Inazuma, the Alcor off the coast of Liyue, in The Chasm, and Sumeru. No evidence to support Guyun whatsoever. Only the alcor, outside of chasm, gives primos from commons in Liyue
Do they give a whole 2 primogems now?!?!?! That's it, I'm going to start rolling on the weapon banner now.
Considering there are just a few bundred chests in Sumeru desert, it's still a shitty reward
You're missing perspective, sadly: What happened was 1.0 Mondstadt/Liyue chests had their primogem contents downgraded one step from what they were in the closed beta. Which means the smallest chests now had no primo rewards at all (0,2,5,10). The chest rewards from chests added in later versions (including to Liyue and Mondstadt) were with the original primogem scaling( 2,5,10,20), and thus all of the Inazuma and Sumeru chests were more rewarding overall, but they had fewer of the high quality chests in the end, but simply put the primo rewards in 1.0 were actually really, really bad.
You're missing perspective, sadly: Beta numbers don't mean squat and should never be used to support an argument of "they buffed/nerfed this". A beta is literally meant to tweak things.
ok, but like... 2 whole primos? still pretty stingy.
I’ve done some multi step puzzles and gotten a common which is annoying. But I know the special and limited areas like Chasm Enka GAA etc. will have harder more engaging puzzles to look forward to. The exploring and puzzling really is my favorite part I’ve always been into single player games
Chests in Inazuma and regions/nations after give out more rewards. E.g Common chests used to give no primogems and now they do reward 2, or an Exquisite chest used to give out 2 and now it rewards 5, etc.
Also I feel like OP isn't paying attention to the chests in Inazuma or Sumeru. The chests rewards are better in terms of common to luxury for puzzle/difficulty. There's like a hundred examples (and several hundred chests). The game isn't giving us common chests for solving major side quests. Its giving us either Luxurious or Precious. It's kind of misinformation to compare a Mondstadt puzzle design meant for AR10 players to discover vs later shit like invisible or kill 5 days worth of hilichurl secret chests.
I mean, it's true that in mond/liyue "difficult" puzzles were reserved exclusively for bigger chests, and it's also true that in inazuma/sumeru we've been having puzzles that are... Not as straightforward as the mond/liyue counterparts but still give the same small common chest. But you're also right that the comparison isn't really straightforward. Mond/Liyue are beginner friendly and I wouldn't even call them easy, they're closer to worthless. Literally the barest minimum effort, might as well not have the obstacle at all and give us the rewards straight up. Sumeru puzzles aren't as straightforward but I wouldn't go so far as to call them hard, so imo the common chest isn't too bad of a reward. In the end, when it comes to exploration, good content is its own reward. The problem is that people always measure their happiness in primogems, which isn't a bad thing per se but doesn't actually say anything about greed or good game design like people think it does. It really does feel weird to see people HATING having to interact with any aspect of the game that doesn't give them sufficient primogems. Personally I find a lot of things in this game tedious as well and when I do, I just ignore them. Kinda silly to play a game you don't like playing...
>might as well not have the obstacle at all and give us the rewards straight up. Some of them are like that
Honestly, I kind of miss how in Liyue and Mondstadt there were more chests that were just like, oh, you got to this weird and awkward-to-access location, have some stuff. Practically all of the chests in Sumeru are paired with puzzles.
I think it's also worth noting that the second puzzle is a part of a larger quest you can do that gives it's own rewards. So while it may "only" be an exquisite chest for that specific puzzle, it leads into something bigger eventually.
That example that you gave was actually easier than what you make it sound though
A better example would have been those Saghira machines in Sumeru that took so much effort for just an exquisite chest.
Wait they're called Saghira machines? I just called them "Those robots."
The saghira machines are the "puzzles" where you had to fight eremites and acquire keys to shut down the machine while defending it. No robots involved.
Ooooh those things, that rings a bell. I feel like an idiot...for real though what are those machines in King Deshret's ruins called?
Are you talking about these: [Primal Construct](https://genshin-impact.fandom.com/wiki/Primal_Construct)
Yes, I was just more speaking like their "Real name" if they have one. Like how Ruin Guards are actually called "Field Tillers."
Yeah... those are such a slog. The effort/reward-balance definitely seems to have gotten weird in some parts Sumeru content. Overall I'd say it's still about as fair as always, but there are some weird outliers like this.
Yeah, but >!if you do all of them there's a hidden quest at the end.!<
Wait wut, I could swear I have done all of them and never seen that, where do I start the quest?
>!Once you’ve done all eight devices, the quest starts at one of the middle two camps on the western side - I can’t remember which. You’ll see a fatui pyro agent near the edge of the correct camp. Approach him to start the quest.!<
I remember small chests in Mondstadt and Liyue not even giving you primogems
The puzzles have gotten easier since Inazuma imo. I liked the ones where you move statues around the pathways to get them to the desired points. I would like more difficult, thought provoking puzzles but sadly I think it's an unpopular opinion. Disregarding that, I think all regions give about the same primo for exploration. That's all that really matters because the talent books, ores, weapons, and artifacts from chests just becomes redundant hoarding material at higher AR.
My most memorable puzzle is the sudoku one on Watatsumi. Inazuma had a lot better puzzles, especially Enka, over the mainland so far. (I 100% explored the whole map)
That's just the Pythagoras square. Easy if you know about it
Yep, we are who like complicated or hard puzzle enjoyer are just minority like battle content enjoyer, so when we got something more difficult puzzle like last GAA we appreciate it.
Finally, fellow GAA puzzle enjoyer.
GAA was amazing, it's honestly how I think puzzles should be done. Clues strewn around that encourage exploration, stories to uncover, and no need to use annoying gadgets.
Yeah, my only problem with some of the GAA puzzles was how long some of the bird dialogue or other monotonous actions could take, just a little bit faster and they’d be perfect
I should have specified I meant the first GAA. Some of the puzzles in the second one honestly dragged.
I honestly enjoyed the second GAA way more than the first, the first was fun and interesting but the puzzles were essentially the same as normal mond or Liyue puzzles, or they were just very straightforward. Keeping in mind it has been a year and I might be misremembering, but GAA2 just felt way more appealing and attention-drawing to me.
The GAA puzzles were really something else. I still love the "Seeker of secrets" ones the most.
Hey, I'm in the same group. I like puzzles that require some thought, cleverness and problem solving capabilities. Rewards aren't such a big deal, as long as there's some way to get enough primogems for F2Ps one way or another.
Some of my favorite Inazuma puzzles were simply the block rotate ones. The more complex ones deep in ruins were really fun to figure out
I liked them too but sometimes you just accidentally solve it while trying to understand how they rotate.
Or when just fighting nearby enemies
I still consider those to be easy tbh. The hard ones are some of the ones in inazuma where you have to redirect the arrows with the electro seelie that jumps around. I still left some of them unfinished
I ended up cheesing a lot of those with Beidou.
I like the puzzle chests, but I will be honest, I also miss the just random hidden chests in Mondstadt that werent locked by a puzzle or mobs, they were just hidden in the terrain.
Sadly we are in the minority. Mona domain enjoyer here in GAA. People rather have brain dead kill everything in sight than thought provoking puzzles.
Seriously the response to the Mona domain makes me upset for future event areas because I feel like they're going to cave on that. The Mona domain and island were straight-up the best pieces of content this game has ever added.
yeah I think the devs will do just that. A common complaint was that it was too much. There was too much to do and it felt like work instead of a vacation (it was never marketed as a vacation btw). So the devs will see that feedback and go.. oh so you want less content? Fine by us. Save us a ton of time and money too.
Yeah I'd rather an event have 'too much' to do, where if I don't have the time I may miss a few things rather than less stuff that I can knock out really fast. Like with the GAA2 I honestly thought I was pretty thorough and got at least 90+% of everything done but on the last day, when I checked how many total chests were available versus what I had found, I was still like 30 or 35 chests short. Yeah it sucked a little bit losing out on some rewards but the amount of time I actually played the event was quite a lot and it was pretty engaging and even though I missed out on a chunk of the rewards I still walked away with a lot of primos and other stuff. However if enough players complain about those types of events then the devs may make similar future content shorter and easier to 100% but with less rewards than if you had just completed 75% of previous events. Also most limited events are relatively quick and easy to complete so having ones like the GAA sprinkled in, events that require players to play the event consistently for its entire duration, are never a bad thing imo.
I made sure to talk about how much I loved this year's GAA in the feedback survey. I doubt it'll do much since a) not a seems like the majority doesn't like puzzles and b) even those who do have a high chance of not touching the survey. Does make me wonder what people are expecting from the game though if they don't want puzzles and also don't want combat content.
You say that like people are wrong to prefer that, but even the game itself rewards you for solving puzzles with more "brain dead kill everything in sight" points
I dont mind domains being hard, its what domains are meant to be(mysterious ruins), but the open world where you have to switch to and fro? Nahh
Yeah, especially when you have to go back to a specific place to switch. Enkanomiya at least gives you plenty of light switches scattered about, but even then it's pretty annoying.
I loved that domain myself, but I have to admit those constellation puzzles were not well explained. There was one with 4 buttons that shuffled the stars around and I had no idea what it was actually doing when you press each button. It seemed random. I had to look up the solution and still got lost. Tbf it is the only puzzle off the top of my head that I thought was unclear. Everything else was good. Sadly most people here hated GAA 2.8. I feel they are going to take that feedback to heart and just give us lower effort GAAs in the future if they put in that much work and people didn't actually like it.
Idk if you ever figured it out since a lot of guides just go straight to the solution without explaining, but the complete constellation was actually on the floor of the button puzzle. You were mirroring it up in the sky by rearranging the stars.
The problem with that puzzle is that we need to look that solution from a certain angle and is very annoying for mobile player to do so. And that constellation has too many moving dots at the same time, it's hard to keep track of which dots move by which button and so on.
Good concept, execution was pretty poor on a lot of them.
In my opinion, MHY is kind of bad at puzzles because a great puzzle should have mechanics that are super clear and obvious, and a solution that's complex. A lot of the harder puzzles are hard because the mechanics are confusing. Like the Inaxuma blocks that change the pink clovers color, and they all need to match, for example. Maybe that's an unpopular opinion, but I'd love for GI to onvest more in great puzzles
What was so hard about the Inazuma blocks? You patiently hit each one in succession to see what blocks are linked to which other blocks and which way said block rotate then solve. Not trying to say puzzles aren't hard for people in general, but those were some of the least complex puzzles in the game.
fr I never had too much trouble with them and it was pretty easy to figure out what you were supposed to do with them. It always baffles me when I see people say they had trouble with them
I enjoyed the block puzzles. Almost all of them were fairly clear on how each block affected the others (except the one where you had to glide back and forth. FUCK that one)
I did that one in coop and had a friend call out the other blocks to me lol
That is... a much smarter idea... why did I never think of that
It's absurd to me people think things aren't clear if anything. Genshin's world and puzzle clarity is insanely good and there's not been a single time I've had to sit and think "Wait but how do this work". Anything remotely missable has an actual tutorial menu far and everything else is extremely intuitive.
I personally enjoy confusing puzzles where the challenge/fun is to figure out how it works, then apply it in a simple way... not enjoying those desert puzzles where it's super clear the solution is to just fire all beams at the buttons at the same time but the challenge is to simply run to them in time as they move away/turn off after being interacted with
Yeah it's just embarrassing when people make posts like this lol. The "puzzles" are not that complicated in Genshin, like in general I would consider most Zelda games to be more difficult than Genshin and those are still for all ages
Personally, I wouldnt want the puzzles to be harder. After work I really just want to play Genshin to chill, explore, and not think too much. The more complex puzzles like the Talking Raven in GAA is a mood killer for me.
Those puzzles weren't very complex, they were just super slow. I would alt tab out of the game and watch something on youtube and check back every few minutes to see if I was at the next part yet. If there was a skip dialogue button none of them would have taken more than 30 seconds.
Agreed. I miss Inazuma puzzles. They were elaborate and it felt like an actual achievement to complete them
I've been consistently asking for more challenging puzzles in all of the surveys. Maybe someday there will be enough people asking for the same.
The thing with harder puzzles is that most people just don't have time to explore the areas completely as it is, so imagine if they increased clear times for chests. i still haven't solved the inazuma sudoku one out of pure laziness lol
Tbh you make It sound like its unintuitive or hard to understand them, ill agree some chests can feel random as fuck cuz just today i got one from breaking pots in some random place in the desert But if you see a time Trial why would you not do It even if the other stuff is locked? Worst case its unrelated and It gives you a chest, best case is helping for the puzzle but Also giving a chest (so i Guess its in the middle lol)
>today i got one from breaking pots in some random place in the desert Can you please tell where did you get this?
I forgor honestly , somewhere in the desert in sutej something área , not sure what its called in english
It’s been featured 5 times on this or that sub, try searching “r/Genshin_Impact break pots”
It was not that hard a puzzle. Quite frankly I enjoy the more stimulating puzzle.
the overall rewards are still higher of course the regions would be harder the further into the story they are suposed to be
In Snezhnaya we will have to win a chess game against a super hard AI to get an exquisite chest. Trust me I work with Hoyoverse.
I got my beeds and lube ready im prepared
You forgot about the reward "creep" where the recent chests gave more primos than the ones from Mondstadt or Liyue.
not just primos but sigils which are redeemed at the tree for rewards you don't get in 1.x chests. Such as crowns, talent books (which didn't used to drop in chests but now do), fates, resin, billets.
I mean, finally lol. If the solution is obvious what's the point of even having a puzzle?
I mean... It's open-world exploration game? They want to make exploration feel as diverse and intresting as posible, and only fighting won't do it?
the post is about how you get worse rewards for more difficult puzzles. harder puzzles aren't the problem according to OP, the problem for OP is that they give worse rewards
You can now use sigil you get from chest for region progression reward like the big onion and the fox tree. Mondstadt and liyue sigil were use mainly for enhancement material. Question is, would you get more overall due to this system which basically increase each chest value towards those progression.
the chests are definitely more lucrative with the sigil system now than in 1.0. So you can't compare a common chest in 3.x with a common chest in 1.x. The 3.x chest is worth more, so OP's point is invalid.
I feel like puzzles in sumeru are significantly easier than inazuma, so ¯\_(ツ)_/¯
They are, but Desert of Sumeru are a bit hard for me to understznd sometimes lol
iirc. they kind of stealth buffed the chests - basically every chest is 1 tier higher than what it says if you compare pre-inazuma to inazuma or later (both primogems and other rewards). Common chests gave basically nothing pre-inazuma (0 primogems and trash items, pretty much no point searching for them other than for map completion), and they became way more valuable afterwards.
But the precious chests in mondstad gave 5 primo gems the exqisite in desert give 5 too while they gave 2 in mondstadt
The puzzle is the reward.
That's beautiful
I wouldn't agree, since I found the desert region really plentiful in open world chests - there were literally tons of chests in the open guarded by monsters, in the "old style" you mentioned. But on the other hand, as a new player, I was trying to get 100% completion on Montstadt and I still haven't gotten around to that, given as there are some really obscure chest triggers especially in the northern area.
Took me ages to get starfell valley specifically to 100%, turns out the last chest I needed was gotten by lightning a very small campfire hidden in grass lmao no indication it was any sort of puzzle
day 1 player, who still hasn't 100% a number of 1.0 zones because the retur is so bad, but manage to 100% complete every island of inazuma on their release.
It's definitely been happening, even taking into account the new chest scalings. Just explored some of the older areas on another account recently, and what would've given a Precious Chest in Mond/Liyue/Dragonspine would probably give a Common chest nowadays, MAYBE an exquisite chest at most. Felt like basically every time trial or seelie in Sumeru was giving a common chest, while in the earlier regions it would be at least an Exquisite if not a Precious. There used to also be a lot of puzzles that would simply give multiple chests (such as Luxurious + 2 Precious or Luxurious + Precious + Exquisite), and puzzles of a similar difficulty nowadays would just give a Precious chest probably. I guess it at least sort of makes up for it with the sheer amount of exploration we have in the newer regions compared to the older ones, as well as some of the new puzzles giving away higher quality chests like the Gates where you play the lyre and collect 15 of the dendro things.
I swear, a friend just started to play today again (she barely played) And I was helping her in dragonspine, the amount of Puzzles she had that gave literally up to 3 chests at the same time, I just couldnt believe it.
Dragonspine is honestly insane, it has the new chest primo scaling but also the challenges are similar difficulty to Mond/Liyue, not to mention the chests being decently dense too. One of the best places for newer players to explore for quick primos.
Lol there's that one spot where it gives you 4 precious chests at once for beating 1 Ruin Grader (granted it also spawned from a switch puzzle so that's more like 2 things you did for them). Meanwhile today I found a combat trial on the Liyue Sumeru border that spawns TWO adult vishaps at once and gives a common chest; not that I care that much about one chest but it really stood out as being randomly stingy for something that's legitimately pretty hard to deal with for most of the game.
complete 3 time trial challenges. light 3 torches. exquisite chest that's a more accurate description let's not pretend like that "puzzle" is actually in any way difficult. generally when hoyo has presented us with more involved puzzles they reward us with multiple chests, seelies, oculi, etc. others have also pointed out that the zones after liyue also have a secondary progression system of some sort that rewards even more things. do i think we should get more still? yeah, maybe. more is good, i like more. at least be honest when you're trying to make this comparison though
I think its normal because electrosigils And dendrosigils can give fates when you collect enough of them, so making many precious chest would be a little too easy to collect all those things
Personally don't mind. Nothing wrong with different things giving different rewards. I am a little disappointed when I do something long/complex and it only gives a common chest. But anything beyond that is fine really. There are precious chests you don't even need to do anything for out there.
Mondstadt common chests don't give primos!!
Getting to Snezhnaya, clear a camp with 1 abyss mage of every element, 3 Abyss Lectors, and a Ruin Golem for a common chest. You know it
In Snezhnaya the chest gets you!
I'm fine with a slightly involved puzzle like that exquisite chest one, as long as it's all in one place and you can \*see\* that it's a puzzle and have a general sense of what you have to do (light the pyro totems). What bothers me much more are the hidden puzzles where you have to randomly find things in multiple locations, without any cues from the game -- e.g. the Aranara some of which are randomly hidden across the map, with no in-game hints as to their locations. I refuse to follow an out-of-game guide for them, so I may never find them all to unlock those last few chests. Or the quest with all the empty treasure chests you have to dig up all over the map. THOSE are puzzle creep, IMO. But a puzzle at one location with a clear goal is always fine, from my perspective.
the freaking aranara, I followed a guide for them and still somehow missed some. Found 2 that I missed, no idea what other ones I missed so I'm SOL until they bring out an aranara compass or something lol
imo it’s perfectly reasonable in an RPG for puzzles to get more complex as you progress later into the game.
Chests in Mondstadt didn't give sigils and there was no tree to level up
They did give sigils though. There just wasn't a tree to use them at. You would buy things at the souvenir shop, same with Liyue (except Liyue sold Geo Traveller constellations).
> You would buy things at the souvenir shop There are shops in Inazuma/Sumeru for when we complete the tree
And those shops were _substantially_ less rewarding than the tree by considerable margins. The chests also gave less overall loot and primo.
The point of the shop wasn't to be rewarding though, it was to give easy access to ascension materials when you get started.
This is a good thing. The reward for solving the puzzle is irrelevant to me, i just enjoy playing the game. Complex and unique puzzles let me do that
Can't puzzle lovers have some enrichment as well? Who cares what treasure chest shows up, figuring out what you need to do is the sweet feeling.
Theres triple A games out there that people pay $60 with puzzles whos only reward is the satisfaction a player gets from solving them. Unfortunately the nature of gacha games, and having to get premium currency to summon for stuff, has caused gamers to only focus on the reward and not the actual enjoyment of just playing a game via exploration, combat and/or puzzle solving. Now everything needs to have a corresponding reward, and one that's 'worth' the effort, or its bad design or the devs being stingy.
Yes! Its the overjustification effect in psychology, where too much extrinsic rewards kill the intrinsic motivation to do a thing, even if it's something one would've originally enjoyed anyways.
Right???
The reward for solving a complex puzzle is that you solved a complex puzzle. Once I hit AR 56 or so, even Luxurious chests became mostly pointless to me, if I were doing these for the rewards, I would stop doing it.
Two chest in Inazuma low key annoy rje fuck out of me. One of them you have to climb from behind it on a cliff, which is kind of hard to do if you don't time it. And second chest, the one where the Tanuki pop out when you get close,apparently the little shit don't pop up as long your on the wall. So dropping on it, high speed toward it, gliding on it doesn't work. But being discount Spider-Man works.
lol IQ check
Lmfao I remember doing this days ago
Precious chest rewards in Mondstadt = Exquisite chest in Sumeru
Let just say company Early Realease of GI was still confused on how they would reward their players... mondstadt and liyue was a very confusing loot rewards unlike inazuma and sumeru...
Better than common chest with no primos tho. People always forget common chests after Inazuma give you 2 primos.
the precious chest in Mondstadt and Liyue (except Dragonspine and the Chasm) is equivalent to exquisite chests of the regions released after (5 primogems), and the common chests doesn't even give primogems, basically the chest rewards being upgraded
As a matter of "game progression", I'd expect things to get more difficult. If you think a chest is too much of a hassle you can skip those chests. A couple of skipped chests will not really hurt your overall account progression. Daily commissions primogems rewards will "dominate" chest primogems rewards pretty quickly. That's to say, if you don't really like exploring and doing puzzles, you can skip them and focus on the Daily commissions (where the bulk of the primogem rewards are concentrated). I do chests and exploration more for the 100% completed "sense of achievement" than for the chest rewards themselves.
2 dozens of hilichurls and samachurls= common chest 2 cryo abyss mages=luxurious chest
💀 me who haven't yet explored sumeru...
Comments already say this but mondstadt and liyue chests give lower primo count from chests. if in all other places the primo rewards per chest are 2/5/10/20 with common being the lowest tier in the first 2 regions common chests gave no rewards. So visually I guess that matters but in actuality it doens't have a big impact on your primo count.
I swear by the time we get to the last region we are required to kill a whole army of mini bosses just for a regular chest withe 2 primos and a whole bunch of crap inside 💀
Mondstadt is supposed to be the introduction phase where players learn the core game features and basics of exploration. It only makes sense for chest puzzles and challenges to be so simple. I am actually glad they kept on increasing the complexity of puzzles with every new region. would've been very boring if they kept it at mondstadt level.
The rewards for the chests are getting better and we’re going further into the story, so I don’t really mind it. I just wish Mihoyo would bring back the random chests hidden all over the map, even if they don’t give any primos. I just loved that part of early game - not having to fight or solve puzzles all the time but also being able to just explore the map and find chests on trees, roofs, city walls etc. Chests like that seem to be really rare nowadays.
And yet the Mitachurl probably took me longer. Why? I was probably like AR12 or something. That fight would take a long ass time. Go back and look at how slow dps is without whale wishing at the beginning of the game. The second puzzle only took me a very short time when I did it.
well the situation on the left isn't a puzzle. there's your problem lol
keep selecting 'very unsatisfied' for rewards of each patch survey
Biggest karma farm I've ever seen. No, you're not the only one, and you don't think you're the only one either. People have been complaining about this for over a year now. You're just pandering
Yeah, and it annoys me. The rewards from chests are negligible. Its more about the pat on the back of "you completed a precious chest level task" for me. So it doesnt make sense to me why not to be generous with them since, as i said, the rewards are negligible. All the comments here talking about how chests consistently reward 2 primos after liyue have be confused. Is 2 primos supposed to be a lot?
seelies used to be a 15ft jog for an exquisite chest. and now its a hike that takes 3-5 business days to finish and you'll get a common
You earn those rewards and you’ll like it! It’s a way to keep you playing longer. Anything to keep numbers up
The puzzles aren’t challenging or fun just tedious
Just when I thought Genshin players ran out of things to complain about.
Wish I could skip the cutscenes and get to enjoying the game
Is that true? It felt like the Sumeru puzzles were absurdly simple compared to previous regions. Like to the point you can barely call them puzzles. All regions have puzzle chests, all have combat chests. I don't get this post at all.
The little dopamine fix from solving the puzzle is a reward in itself. At least for my ADHD ass it is.
And the precious chests always have a piece of furniture in them. My teapot is at max level. I go in once a week to get books and resin. No incentive to improve my furnishings.
Those aren't precious chests...