Quest Rework Idea

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

Quest Rework Idea

Postby Aceb » Sun Feb 17, 2019 7:59 pm

You don't have to read hidden parts.
I'll use part of Massa post as a introduction:

QUESTS
These are the source of your problems and the reason it was time for a wipe.

They don't need minor adjustments, but entire reworks.
- Remove the hunger reduction and remove the hunger efficacy system.
- Keep LP rewards, but keep them rare and much less scaled as they were last world by your stats.
- Keep EXP rewards, both of these incentivize doing quests but aren't wildly gamebreaking as 100K+ rewards from hubbed givers.
- Rewrite the entire (+x quality boost to y in this area) because it's utter dog ass.*
*My personal input on this particular system is an item. An item that, when activated, through some means (even simply using it), buffs an area's x/y/z by a/b/c quality. A little item akin to a gilding rock that players can trade and use in an area up to a certain cap or with diminishing returns. Nobody cares about upping the fox quality to 27 from 26, but if they can focus it? That's good content.
- Buff gilding trinkets.
- Think of another creative reward. Numen, anyone? EInherjarspekt and shit. Prayer for a metal, or bread, was it? Jorb and Lorb can be creative, it's no secret.


Process of thought:
Hunger reduction from quests is a big joke, when You are playing on single character with no alts. I've noticed that the less hungry You are, the reward here is better. So, because after building my base I was at maximum 50% (nice little detail touch that Your energy loss when max overstuff is slowed down), was getting like 300% hunger reduction and honce I was back at 150% efficiency, rewards were between 5 to 60%, which didn't give me a shit, since I was already food-broken from building a base. Not to say the satiations being destroyed as well, since after eating few things of each category, You find yourself with a lot of very low satations.

LP rewards, I don't feel personally anything changed here. Still feels like the same it was in W10. Still some people get like 1k for lightning a fire where others gets like 6LP reward. So scale imho is pretty fucked up or RNG possibility is too wide.
EXP rewards, I feel like those in comparison to LP were somewhat nerfed, but only a bit. Same as LP anyway.

Doing like hard 3-4 objectives just to get +1 reward to cattails, when You are on freaking mountains is a big fucking joke, sorry for word but feels necessary. The only explanation for such randomness is if a tree covers a very huge area that not only mountains but apparently some water nearby is covered? I like the idea of Massa where You just get an item that You can use to temporary / permanently buff something. Maybe decay of this bonus if area is unloaded for too long time or no quests are performed in that area.

And etc.


The idea of rework:
Make the quest reward being in some way deduce-able or have like a window showing 3 possible rewards from which one will be gained.
Normal quests can be selected only from the pool of discovered made by players! Which means You won't be asked for chives if You character didn't discovered them! Use this to make better rewards, being able to deduce that if NPC ask for dandelion, reward will be much worse than for strawberries! Alternative to avoid pathology of picking up with new/alts not picking up anything beside strawberries, to force the best possible outcome, compare character EXP*PERC list of forage items with those found by player. If He knows only strawberries and those were selected for 5 times or so, replace it with "light a fire" and worst possible reward. Scale down LP/EXP reward into more AVG than it is now, +1 to something as an item. Decay for quality if area is unloaded / un-quested for long time.

Only credo quests should ask for stuff that player hasn't discovered yet. As well as kicking off repeatable quest for each credo level. For example if You get 1/5 and You just finished a "Experience Ancient Withdrow", You won't get it again on 1/5 level, it can happen again at 2/5 and so on. So one quest can repeat at max 5 times, not forcing some players to RNG praying to not get chain of same quest again and again.

Quest giver event (preventing killing at some sort):
Lock killing quest givers behind Yeomanry, crafting saw, bucket and stone axe or something similar. When a player is chopping down a tree, there's an event (yielding experience only for the first time), where You get some lore text and your chopping action is CANCELLED. If someone start chopping again and they are an fresh character (first two quests not completed?), they should never gain a quest again until credo is started. A hurt QG will regenerate it's health back up. Once QG is chopped down, all other in vicinity of it gets 24 IRL hours protection from being chopped and any player that known those NPC, will see a bloodsplatt on them, informing them about one being killed recently. Claimed NPC has no penalty upon killer when chopped.
Alternative to prevent griefing of QG is just often mentioned re-possession of nearby tree/rock.
A quest for a hat. - W10
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