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.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.