Did you just skim over the part where we offer help and request feed back from players? Please stop painting the "oh, we don't help" picture and take the time to do what is asked to help. Sure you've posted here, but I've YET to get an e-mail or PM from you with anything I can hold on to and work on.
I did not skim over the offer to help or the request for feedback though I will admit to intentionally providing feedback through the forum. I have a personal preference for open discussion. My apologies if you think I am painting an "oh, we don't help" picture. That isn't my intention nor is it something I have a reason to believe from my own experience. In any case, you will not receive a PM from me simply because I am "not allowed to send personal messages" according to the forum software. As for email, I will resort to that if I am unable to PM in the near future.
In the meantime, the specific point I was making about the "Drinks in the Deep" quest was described in my original post. To recap, Crosh asks you ** *accept that or any other affirmative response ***. The quest dialog can only be completed if the player replies "[removed by Mod]" The requested fix is for Crosh to provide a reasonable response to "***" and then complete the quest as usual. Otherwise, the player may be forced to "**" just to complete the quest.
If I am eventually able to PM, I will send more information about other quests such as the "Govell Mihdren Needs Tattoo Ink" quest I alluded to previously. However, I do believe there was at least some generally constructive criticism in my original post that should at least be considered when revisiting quests. If nothing else, consider implementing the log of player responses so that you can refine the dialogs to work with reasonable entries from actual players rather than relying solely on the author to think of the acceptable responses. Preferably, the quest author would be able to tag specific player inputs to log. I realize that it is possible that the PlaneShift developers may be using third-party code for the NPC dialogs and therefore implementing such a mechanism would effectively be impossible. However, if that is not the case, it would be a far more effective way to gather that kind of information than relying on players to report anything comparable though the forums, PMs, or the bug tracker.
*edit*
Also in almost all cases (not this one) the npc gives you the next trigger VERBATIM in what they say.
Really when you figure out this quest, you will feel kinda silly
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Yes, well, I did figure out my problem with the quest and it was to just say "***." However, the almost unrecognizable corpse of the horse I have been beating will attest to my having made that point originally.
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O.K. The preceding has been edited with what I believe is the intent to remove "spoilers." If there were other reasons, I think it best that the moderator explain his or her intent rather than have me characterize it...
In any case, this particular quest has what is in fact a very minor problem, but it is a problem nonetheless. There is no puzzle or clever trick involved that might spoil the experience of another player if revealed. The problem is that a single question has two very simple and equally correct responses depending on the actual experience of the player. By the time the question is asked, the player has already performed all of the actions requested by the NPC and the NPC has already given the player his reward. What remains is a bit of dialog and the final completion of the quest. Of course, there are the experience points awarded at the completion of the quest, but they are not actually given by the NPC. However, giving one response truthfully leaves the quest in an incomplete state with no indication of how to conclude it. Aside from the experience points, there are no negative consequences to the player except that the quest remains in the player's active list. This can be corrected by providing Crosh with a simple response appropriate to the currently unrecognized alternative response and then allowing the quest to terminate normally.
Until the quest is modified, is there any reason to not leave intact in these forums the information that the player should type answer
A instead of answer
B just to complete the quest even though the player would naturally reply
B given the appropriate experience and the fact that Crosh should have no problem accepting either answer? After all, "spoilers" are things that would negatively impact the enjoyment of other players, not work-arounds to game play problems. Granted, this is very minor and probably does not impact most players trying to complete the quest. I do not expect it to be corrected any time soon because it is low priority. However, I would appreciate an explanation of the heavy-handed editing of the already vague problem description above and the apparent desire to keep this trivial problem out of public view. (By the way, I don't mean to imply anything conspiratorial. So far as I can tell, the problem reporting mechanism and the editing of my problem description are driven by a desire for "spoiler" prevention. Is that right, or is there something else at play?)