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Wish list / Improving the Quest System
« on: January 21, 2012, 02:11:20 pm »
As a relatively new player who enjoys questing, I have a few suggestions that I think will help make questing more enjoyable and easier for new players.
The problem right now is that as a new player, you don't know where everything and everyone is. So you talk to a few NPCs and get a few quests. Not so bad. However, you aren't sure where to go to do these quests, so you start talking to more NPCs hoping to find one you're supposed to talk to. This just leads to getting more quests, for which you have to find more NPCs, and the spiral continues.
Eventually you find your quest log cluttered with dozens of quests, most of which you can't remember anything about. So "questing" for the most part just turns into talking to every NPC you can find and seeing if they have any quest info for you. To make matters worse, some of the quests involve things like killing tefusangs or making gold ingots, which are way out of reach for new players. So I have a few suggestions for reducing the clutter and confusion of questing.
1. Distinguish between "Quests" and "Tasks"
Quests should be moderately long and story oriented, and as being story-oriented they should only be able to be completed once. Tasks, on the other hand, are simple things that require little or no skill and can be done over and over (for example, Harnquist is Hungry, Jayose Lamp Fuel, Paper for Charisa, etc.). Quests and tasks can have separate tabs in the quest journal to help reduce clutter. Also, quests should have significantly higher rewards than tasks.
2. Reputation Point System
Another thing that would help reduce the overwhelming amount of quests new players face is to introduce a "reputation score" to the quest system. Each quest or task should have a reputation requirement based on its difficulty. Easy quests like learning leatherworking or the "tasks" mentioned above would have a requirement of 0 (anyone can do them) but harder quests that involve things like killing tefusangs, making gold ingots, or traveling to multiple cities would have a higher reputation requirement (new players wouldn't be able to do these anyway). After all, you wouldn't hire someone you've never heard of to kill a tefusang and bring back its hide or carry your important delivery to the bronze doors. You probably would ask them to bring you a couple apples or collect some rat eyes. For each quest the player does, the reputation score would increase. Quests or tasks that can be done multiple times would only give you reputation points the first time.
I think that these changes would help new players get accustomed to the game more easily and not feel overwhelmed by the amount of quests they have assigned to them, some of which they are not even able to do yet.
The problem right now is that as a new player, you don't know where everything and everyone is. So you talk to a few NPCs and get a few quests. Not so bad. However, you aren't sure where to go to do these quests, so you start talking to more NPCs hoping to find one you're supposed to talk to. This just leads to getting more quests, for which you have to find more NPCs, and the spiral continues.
Eventually you find your quest log cluttered with dozens of quests, most of which you can't remember anything about. So "questing" for the most part just turns into talking to every NPC you can find and seeing if they have any quest info for you. To make matters worse, some of the quests involve things like killing tefusangs or making gold ingots, which are way out of reach for new players. So I have a few suggestions for reducing the clutter and confusion of questing.
1. Distinguish between "Quests" and "Tasks"
Quests should be moderately long and story oriented, and as being story-oriented they should only be able to be completed once. Tasks, on the other hand, are simple things that require little or no skill and can be done over and over (for example, Harnquist is Hungry, Jayose Lamp Fuel, Paper for Charisa, etc.). Quests and tasks can have separate tabs in the quest journal to help reduce clutter. Also, quests should have significantly higher rewards than tasks.
2. Reputation Point System
Another thing that would help reduce the overwhelming amount of quests new players face is to introduce a "reputation score" to the quest system. Each quest or task should have a reputation requirement based on its difficulty. Easy quests like learning leatherworking or the "tasks" mentioned above would have a requirement of 0 (anyone can do them) but harder quests that involve things like killing tefusangs, making gold ingots, or traveling to multiple cities would have a higher reputation requirement (new players wouldn't be able to do these anyway). After all, you wouldn't hire someone you've never heard of to kill a tefusang and bring back its hide or carry your important delivery to the bronze doors. You probably would ask them to bring you a couple apples or collect some rat eyes. For each quest the player does, the reputation score would increase. Quests or tasks that can be done multiple times would only give you reputation points the first time.
I think that these changes would help new players get accustomed to the game more easily and not feel overwhelmed by the amount of quests they have assigned to them, some of which they are not even able to do yet.