Thank you!!
Hmm, yeah it’s been a challenge balancing the timing. I guess partially the issue stems from the fact that each quest has a set amount of objectives (i.e. a set amount of enemies with a set amount of health depending on the player level) corresponding to how many story beats there are to get through. It could’ve been an adaptive system where these numbers adjust depending on the speed of the player- so that less enemies would have to be killed/enemies would have less health to cue the next line faster, though I’m not sure I feel happy with that as a solution. Alternatively, they could all cue a little faster- although having tried that, some players then get to the end of the quest too fast and just have to sit there (perhaps that could be fine????)
In any case, I appreciate the feedback! Will think about implementing smth that could help this… perhaps a solution will come if I take a few days away from it, been working on it for weeks haha.