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Wish list / Re: Quest Descriptions
« on: September 05, 2009, 12:52:52 am »
My take on the current converstion:
Yes, the descriptions ought to give players a clue to what needs done to accomplish a quest and the description ought to change as the quest changes. Better descriptions represents the best solution to the problem.
Automatically adding relevant parts of conversations to the notes might work as well.
Do you not think that implementing a solution to this issue makes the game less frustrating for the average player?
Do you think that implementing a solution to the quest issue alleviates the need for help via chat?
A partial solution to the quest issue:
Provide a 'Hint' button (in the quest window) that prints to the Quest notes what needs said, to who, or the next action to take in the quest. Assess a cost to the 'hint' button. If you give the player a hint on for example: what to type to an NPC to continue a quest; you give the player an example of how to properly communicate with NPC's and the player did not need to communicate with anyone else (e.g. the help channel, on chat, remained blissfully blank [sigh]). Do you not think that if implemented: this helps to keep players playing with less consultation or dependence on the help channel and with less of a learning curve to communication with NPCs. Providing hints to what comes next on the quest (i.e. who to talk to or who to give an object to) gives players the ability to continue a quest on there own and allows for some fault tolerance in the case when a player's quest notes get erased or in the case when quest notes never get written because of disconnects or laziness. Assessing a cost in experience seems fair and in the spirit of the game.
Thanks
[modified message: corrected some grammar errors:)]
Yes, the descriptions ought to give players a clue to what needs done to accomplish a quest and the description ought to change as the quest changes. Better descriptions represents the best solution to the problem.
Automatically adding relevant parts of conversations to the notes might work as well.
Do you not think that implementing a solution to this issue makes the game less frustrating for the average player?
Do you think that implementing a solution to the quest issue alleviates the need for help via chat?
A partial solution to the quest issue:
Provide a 'Hint' button (in the quest window) that prints to the Quest notes what needs said, to who, or the next action to take in the quest. Assess a cost to the 'hint' button. If you give the player a hint on for example: what to type to an NPC to continue a quest; you give the player an example of how to properly communicate with NPC's and the player did not need to communicate with anyone else (e.g. the help channel, on chat, remained blissfully blank [sigh]). Do you not think that if implemented: this helps to keep players playing with less consultation or dependence on the help channel and with less of a learning curve to communication with NPCs. Providing hints to what comes next on the quest (i.e. who to talk to or who to give an object to) gives players the ability to continue a quest on there own and allows for some fault tolerance in the case when a player's quest notes get erased or in the case when quest notes never get written because of disconnects or laziness. Assessing a cost in experience seems fair and in the spirit of the game.
Thanks

[modified message: corrected some grammar errors:)]
ferreting out bugs. Fortunately, this game contains a cornucopia of bugs. Will someone wish me "Happy Hunting?"


