better quest rewards

Thoughts on the further development of Haven & Hearth? Feel free to opine!

better quest rewards

Postby bitza » Sun Oct 14, 2018 8:33 pm

there's really nothing more irritating than completing a quest that brought you all the way across the map just to find out your reward is "increasing yellowfeet quality by 1."
here are a few ideas for quest rewards that would be better:

1. heal wounds - this could work either as a percentage of all wounds, like an ancient root, or to heal one random wound completely.

2. reset a random satiation - for added lolz, we could also have this affect those satiations at 125% ¦]

3. credit for a credo quest - not completing the current credo quest you're on, but just a +1 to total credo progress.

4. temporary bonus to your convenience rate, similar to using a game token, for a half hour or so.

feel free to post any ideas here for quest rewards you may have!
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Re: better quest rewards

Postby Spin2Win » Sun Oct 14, 2018 10:06 pm

free pipestuff
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Re: better quest rewards

Postby viznew » Sun Oct 14, 2018 10:10 pm

got some crazy ideas that prob wont fly but why not try

magnetized

upon recieving rewards hearthling feels a strong tingle guideing it towards something, something metal, ore to be exact, for the next hour or something (beware metal weapons do more damage)


blinded by the light

if quest completed during day a rare reward happens
you are suddenly blinded your combat is trash and anything with perception is worthless but your other skills increase temporally gradually decreaseing over time as your sight comes back


what was in that cake

after quest complete you recive a cake
if you eat cake you move at crawl on max speed you temporally lose craft options but pych needed for painting is greatly decreased and needs less paint for an hour


i wanted to suggest something but didnt come up with anything great lol
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Re: better quest rewards

Postby Lyrroth » Mon Oct 15, 2018 8:29 pm

Quest for everything, infinite reward capacity! ¦]

tbh i just want to have a clear indication on what reward would possibly be or on what category it falls (which jorb said that he might add in future) and thats all i wish for
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Re: better quest rewards

Postby wonder-ass » Mon Oct 15, 2018 8:36 pm

bitza wrote:1. heal wounds - this could work either as a percentage of all wounds, like an ancient root, or to heal one random wound completely.


nobody would go out and do quests while they have risky wounds on them that could possibly get them killed.
would be useful for wart and other permanent wounds tho.
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Re: better quest rewards

Postby jorb » Tue Oct 16, 2018 7:33 pm

I wouldn't mind some of those... temporary bonus to convenience, for example, but I do see a problem with only making your problem worse by further diluting the quest rewards with more options. More options means randomness matters more, which may, arguably, is one of the things which can make your efforts seem wasted. I do, however, like the quest rewards to increase local qualities, perhaps because they produce a collective reward.
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Re: better quest rewards

Postby DDDsDD999 » Tue Oct 16, 2018 8:42 pm

jorb wrote:I do, however, like the quest rewards to increase local qualities, perhaps because they produce a collective reward.

The local qualities one should include decimal values because it's really rare I see above +1 or +2 for quests that can often be rewarded with over a magnitude of 100 higher when in terms of LP or EXP. It just getting rounded or whatever makes the really good quests feel really shitty.
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Re: better quest rewards

Postby MagicManICT » Wed Oct 17, 2018 5:49 pm

jorb wrote:More options means randomness matters more, which may, arguably, is one of the things which can make your efforts seem wasted.

I completely agree, and here's some food for thought:

Categorize the quest pool a bit and have certain quest types have better chances at certain rewards. For those multi-type quests, you could then somewhat predictably get specific rewards.

Example:

"Greet" quests--greet, wave at, or otherwise just interact with could be 33% chance at EXP, 33% LP, 33% improve local herb
"Delivery" quest--simple deliver raw goods type, not crafted or artifact could be 10% chance EXP, 35% LP, 30% improve local herb, 25% remove hunger

I get a quest of "Greet Nidbob, Taunt Glibfang, Bring a flint to Urist." That would mean the final chances are 66% chance of the "greet" list (two greet type parts) and 33% chance of the "delivery" list (one delivery part). Aggregated, that should look like (if I did my math right) 25.33% EXP, 33.67% LP, 32% improve herb, 8.33% remove hunger. (I'm missing a fraction of a percent... going to be lazy and not double check as it's close.)

Again, simple example of this. The pools could be deeper and more diversified. For artifact quests, it could be broken up further into 1, 2 or 3 artifact items since you have to try a bit harder to get 2 or 3 or spend some XP on hearth magic. Hunt quests could be animal specific since hunting a fox is easier than a bear or specific animals might have certain rewards other animals don't. Etc. etc.
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Re: better quest rewards

Postby Scilly_guy » Wed Oct 17, 2018 10:29 pm

Jorb has hinted at having a conversation mechanic with the quest givers and personally I would love to see that combined with some way of influencing what reward we get. For example:
QG:"I hear tales of great serpents living in the lake near here, could you show me one?" - Bring Eel to Hyrtifin

choose response:
Player:
a) "Of course I'll show you an eel, perhaps in return you could help me with my fighting." (You either get a gilding with some kind of fighting aspect, LP, or an arrow/arrow material from the trash)
b) "I could catch an eel for you, but please could you help me to forage" (You either get a gilding with some kind of foraging stat, some xp, or a herb is increased. You also get given some trash.)
c) "Eels aren't very exciting fish you know but if you really want I can show you one. They aren't as tasty as Brill though" (You either get a farming/cooking related gilding, some hunger restored or some LP. You also get given something edible from the trash.)
d) "Eels are horrible fish and certainly aren't great serpents, perhaps you would like me to do something else for you?" (QG either gives a new quest, insists on this quest or doesn't give any quest and starts a timer until you can speak to it again.)

Obviously the text needs to be written in such a way that "Eel" can be switched for something else, in this case any big fish would work. I realise that to create such a large database of conversations would take some time (and drain Jorb's creativity) but I am sure if he was to ask some of the community for help there are several of us who would love to.
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Re: better quest rewards

Postby MagicManICT » Thu Oct 18, 2018 1:34 am

Scilly_guy wrote:(and drain Jorb's creativity)


I doubt that... but yeah, overall, I like that, too.
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