Quest System Improvement

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

Quest System Improvement

Postby LadyGoo » Sat Jan 21, 2017 7:18 pm

- Adding quantitative sub-quests, such as hunt and kill 10 boars, 5 deers, gather 15 chantrelles and etc. This could diversify questing, increase the time spent outside by the players, reduce mindless spam-questing. It should take some actual effort to get some 10 000 exp/lp bonuses.
- The quest reward should scale according to the hardness of the given quest. A lot of people feel frustrated by doing 5 sub-quests and traveling afar just to get 100 exp.
- The quest-givers should be accessible at a distance. Let's say you can say Hi or Greet at 30 tiles distance, even if it's behind of walls.
- Add a new item that opens an additional guilding slot in a clothing and/or armor, tools and weapons. This would hugely encourage people to travel around to get them/add trade value.
- Right now all quests are orientated towards the hunters/foragers/fighters - any character that goes outside. However, crafters are unable to do lots of quests and have to ask other hunters for help to kill animals. Maybe consider adding some quests related to the life inside of walls/mines. Or determine certain rewards in releation to characters development, as in farmers would gain more exp/lp and etc.


Questing vision:
Quests should encourage people to move outside, claim the quest-givers or fight for them. Protecting them could become another point of conflict, potentialy. Their meaning in terms of Kingdoms is huge, since it's the major sourse of exp. gain. In other words, they actually should be treated as sacred places of prayer/godspirits. And communities/civilizations are emerging/will emerge around the quest-giver roads as well.
- they shouldn't be killable without certain skills (vandalism, for instance) and should have a special terrain generating around them/visual landmark. Killing the quest-giver should leave a special scent that might be even worse than murder. It was also suggested elsewhere that quest-givers should be attached to certain areas (new quest-givers respawn in the area). So people would aim to fight for that land.
- being able to quest even if the quest-giver is behind of walls (doubt that anyone will make 50*50 walls for each of them) would benefit the community as well and create some sort of safety hubs.
- maybe some quest-giver could give better quests than others (creating points of conflict to kill enemy's king tree/stone).
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Re: Quest System Improvement

Postby Granger » Sat Jan 21, 2017 7:39 pm

LadyGoo wrote:- Adding quantitative sub-quests, such as hunt and kill 10 boars, 5 deers, gather 15 chantrelles and etc. This could diversify questing, increase the time spent outside by the players, reduce mindless spam-questing. It should take some actual effort to get some 10 000 exp/lp bonuses.

Unless it's like http://questionablecontent.net/comics/3383.png quests of the 'gather x of y' should stay in the realm of korean grind games.

- The quest reward should scale according to the hardness of the given quest. A lot of people feel frustrated by doing 5 sub-quests and traveling afar just to get 100 exp.

Yes.

- The quest-givers should be accessible at a distance. Let's say you can say Hi or Greet at 30 tiles distance, even if it's behind of walls.

Or should cease to function on claims and another around the same distance being selected (or freshly created).

- Add a new item that opens an additional guilding slot in a clothing and/or armor, tools and weapons. This would hugely encourage people to travel around to get them/add trade value.

Nothing can go possibly wrong with that.

- Right now all quests are orientated towards the hunters/foragers/fighters - any character that goes outside. However, crafters are unable to do lots of quests and have to ask other hunters for help to kill animals. Maybe consider adding some quests related to the life inside of walls/mines. Or determine certain rewards in releation to characters development, as in farmers would gain more exp/lp and etc.

Neverkilled (as they never leave the walls) characters don't deserve rewards.
But you can already quest downstairs (at least it worked last world): go underground, forfeit all your existing quests and commune with nature.


Quests as 'the new XP source' sounds bad.
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Re: Quest System Improvement

Postby SiO2 » Sat Jan 21, 2017 11:13 pm

How about jerky quests? Like kill the god or bring a 1kk worth skull to the quest-giver. Or break this one particular wall.
You now, blood for the blood god...

PS kill-the-god quest will make questing road map useless. It might be quite a good thing.
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Re: Quest System Improvement

Postby maze » Sat Jan 21, 2017 11:20 pm

- Add a new item that opens an additional guilding slot in a clothing and/or armor, tools and weapons. This would hugely encourage people to travel around to get them/add trade value.


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Re: Quest System Improvement

Postby jorb » Wed Jun 28, 2017 10:11 am

Some good ideas here.
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