Dynamic questing

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

Dynamic questing

Postby Mario_Demorez » Wed Apr 10, 2019 11:44 pm

An idea to make questing more enjoyable and dynamic.

Keep quest as they are for scaling and such, however as a character advances and takes form the quest he is given should be more geared to his/her play style. At the start of. Hearthlings life the quest should be general to help new players learn the basics. However, lighting a fire and clapping at a tree gets old after the first couple of times. Let’s take a page from the book on how credo quest work. Instead of random quest types give a character based on their stats. For example I’ve made a list of some ideas. Stats only include the skills values like unarmed and masonry, not attributes.

Unarmed-
“Unarmed attack” a “animal”
Kill a “animal”
Raise “str, agi, or con”
Win a fight using “unarmed stance” for majority of fight
Craft “unarmed combat related object”

Melee-
“Melee attack” a “animal”
Kill a “animal”
Raise “str, agi, or con”
Win a fight using “melee stance” for majority of fight
Craft “melee combat related item”

Marksman-
Put an “type of arrow” in “animal”
Kill an “animal”
Craft “marksman related item”
Make a bullseyes
Raise “perception, agility”

Exploration-
Forage “foragables”
Find a scent of “crime”
Track a scent of “crime”
Craft “exploration related item”
Raise “perception”

Stealth-
Commit “some crime”
Raise “int”
Craft stealth related object

Sewing-
Craft “clothling”
Create an artifact of “type of artifact”
Raise “dexterity”
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Re: Dynamic questing

Postby IngloriouslyBad » Thu Apr 11, 2019 12:38 am

See, now that looks alot like I thought it should look like when I started doing questing/credos for the first time. Not, "study a beaver tooth/tail" for 6 different credos. That shit has to GO!

Dynamic Questing +1!
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Re: Dynamic questing

Postby Ants » Thu Apr 11, 2019 6:09 am

I think everyone would be happier with that. +1
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Re: Dynamic questing

Postby Mario_Demorez » Fri Apr 12, 2019 7:48 pm

Ants wrote:I think everyone would be happier with that. +1

It would give more variety and feel like you’re being given a real quest.
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Re: Dynamic questing

Postby Asgaroth22 » Fri Apr 12, 2019 7:58 pm

I actually love the idea and most of the suggestions, but
Mario_Demorez wrote:[...]
Find a scent of “crime”
Track a scent of “crime”

Fuck no. You either have to commit the crime yourself for convenience, search for hours or days to find a crime spot (it's not like forageables where you have an idea where they are on the map) or go somewhere you know crimes are often comitted(and risk being the next victim)
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Re: Dynamic questing

Postby Mario_Demorez » Fri Apr 12, 2019 9:38 pm

Asgaroth22 wrote:I actually love the idea and most of the suggestions, but
Mario_Demorez wrote:[...]
Find a scent of “crime”
Track a scent of “crime”

Fuck no. You either have to commit the crime yourself for convenience, search for hours or days to find a crime spot (it's not like forageables where you have an idea where they are on the map) or go somewhere you know crimes are often comitted(and risk being the next victim)

Ya I even was iffy on these. Was just throwing out some things that relate to the skill. It makes you realize how useless some skills are compared to others.
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Re: Dynamic questing

Postby terechgracz » Sat Apr 13, 2019 4:59 pm

If you added animal scents that spawn like forageables which were suggested somewhere in C&I then tracking scent would be valid quest to do. If we added another use of stealth that decreases chance of animal aggroing you we could just instead of "commit crime" demand to for example pass animal unnoticed. Or lockpick something that was made by someone with certain stealth*int coefficient.
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