Aller au contenu

Photo

Please No More Fetch Quests


58 réponses à ce sujet

#1
OynxDragon666

OynxDragon666
  • Members
  • 124 messages

The title pretty much says it al., But if you are going to bring them into DA:I change them so that when turn them in  to complete them a random and powerful rare enemy type attscks, for example a High Dragon randomly swoops down.



#2
AkiKishi

AkiKishi
  • Members
  • 10 898 messages

How can you not love finding a bunch of old bones and then magically knowing who they belong to ? That's the height of quest writing that is.



#3
Hanako Ikezawa

Hanako Ikezawa
  • Members
  • 29 692 messages

How can you not love finding a bunch of old bones and then magically knowing who they belong to ? That's the height of quest writing that is.

I like the ME3 way, where you eavesdrop. :P

 

18356302d526df50c0958f98fb539174.jpg


  • PsychoBlonde, pace675, tmp7704 et 11 autres aiment ceci

#4
metatheurgist

metatheurgist
  • Members
  • 2 429 messages

How can you not love finding a bunch of old bones and then magically knowing who they belong to ? That's the height of quest writing that is.


Well, to be fair the progression is usually - You've found some old bones. Maybe Bob can tell you about them. Then Bob says "Hey, those are subquesty subquest!". So it's more you magically know they're a quest item.

#5
Zazzerka

Zazzerka
  • Members
  • 9 533 messages

I don't remember speaking to Bob. I remember being instantly redirected to John of Darktown after finding his bottlecap.

 

Then taking his money and running off as he thanks me.


  • Nefla aime ceci

#6
Exaltation

Exaltation
  • Members
  • 1 383 messages
I hate the random quests from conversations,made me stop everytime near every conversation just to see if it gives a quest.
It's more annoying when it doesn't give quest from the conversations,because then i just wasted time listening to some boring conversations about ship models or someone's lesbian lover which i completely have no interest in,and it does not affect the plot.
If DAI gonna have such quests,i definitely not gonna do them,had enough "fun" with those from ME 2&3.

#7
OynxDragon666

OynxDragon666
  • Members
  • 124 messages

would be more entertaining if the item exploding killing the items owner and summoned a horde of demons or a High Dragon if they're outdoors



#8
Hanako Ikezawa

Hanako Ikezawa
  • Members
  • 29 692 messages

would be more entertaining if the item exploding killing the items owner and summoned a horde of demons or a High Dragon if they're outdoors

No, it would not be more entertaining. 



#9
Timate

Timate
  • Members
  • 307 messages

Don't really see to much of a issue personally I love all types of quest I really like a crap ton of side content in a game typically the main plot in games is never very long at all and most of the game is in game quests. For example if you were to do a rush play of dragon age 2 would not take you very long maybe 10-20 hours not going to guess on origins seeing as how it could run long or short the dwarvin place takes the longest amount in time. Skyrim is another example of a 20 hour or so plot however its a 150+ hour game with all the content of awesomeness. The longest games are long because the different types of makeup of quests so having fetch quest here and there won't hurt all that much.



#10
Felya87

Felya87
  • Members
  • 2 960 messages

DA2 fetch quests made me regret the chantry board. At least it give some kind of sense to the subquests.

 

and...yep. ME3 creepy eavesdrop was bad too.



#11
DooomCookie

DooomCookie
  • Members
  • 519 messages

The DA2 and Witcher style subquests were a touch... barebones.



#12
wolfsite

wolfsite
  • Members
  • 5 780 messages

Well the style they used for fetch quests in DA2 and ME3 felt like they were attempting to find a way to have those quests but have them so they could be done more quickly then having to stop and talk to every person and asking if they needed something done. 

 

From that perspective they did work but that did make them feel mundane, the fetch missions in DA2 just became tedious since the items were so random and really didn't give any sense of accomplishing something and the ones in ME3 - while they did aid you with War assets - did still force you to stand around in some instances and wait around for people to begin a triggered dialogue and wait for them to get to a certain point to trigger the quest which for some characters could take longer than the time it would take to talk to them and then skip to the quest dialogue...... plus sometimes it was possible to have multiple dialogue strings trigger at once meaning you lost out on some dialogue you may have been more interested in.



#13
QueenPurpleScrap

QueenPurpleScrap
  • Members
  • 713 messages

I don't mind fetch quests, in fact in Origins I mostly didn't think of them as 'fetch quests' because there was context: Conversations, chanter's board, the mage's collective, the Blackstone irregulars, the bartender in Denerim who acted as a message board for various criminal elements and then there was the merchant's board in Awakening. Sure there were some which were started when you found the item but they had their own rewards: items (Juggernaut armor, Topsider's hilt) and/or interesting codex entries (there was something satisfyingly creepy about the Six Vials). Of course, these may not qualify as 'fetch quests.'

 

DA2 was a little ridiculous in how they handled this. Some items where you were told that the interested party was most likely to be found in the merchant's section of Hightown made sense. Others, such as Wexler's Hat, could have been better handled in a different manner. Questionable items could have been mentioned via the mage underground contact or the shady merchant in the docks or Lem below. The bartender in the Hanged Man could have mentioned some of these as rumors: "Did you hear? Some guy who comes here at nights is complaining he lost his hat. It's probably gone for good, now." or "some dwarf on the docks was moaning that his collection of <whatever they were called> got left behind when attacked by bandits on . . ." Well, you got the drift. Heck, if you found something and the codex entry attached said something "you remember hearing in Lowtown that somebody was looking for this." If you didn't actually hear that conversation because you were moving too fast, no problem. You could even find something and hold on to it until you talked to the bartender, checked the board, whatever.

 

Bottomline: handle them a little smarter and they won't seem so annoying, IMO.

 

 

 

 


  • Lilacs, Kira_Sadi et Araceil aiment ceci

#14
Kira_Sadi

Kira_Sadi
  • Members
  • 117 messages

Fetch quests have been in RPG Type games fro a long time I don't see that changing now and pulse I like them there a good way to get coin easily



#15
Deflagratio

Deflagratio
  • Members
  • 2 513 messages

Fetch quests have their place.

 

I feel the term "Fetch Quest" however is just a derogatory form of the lowest order on the typical "Find target object" quest.

 

For example, Skyrim's quest to obtain the Oghma Infinium is a Fetch Quest, but the events, locations and rewards make it an exemplar of the type.

 

In a more subjective example, the quest to hunt for various mushrooms and flowers in Morrowind's Mage's Guild quest serves a purpose. It's deliberately a low-level task and it works as vessel of acclimation to the game world, as well as an organic tutorial of the Alchemy system. Perhaps not a quest that stands up to repeated playthroughs but remember that we who play games to completion are a small minority. And of that minority, whom we are fewer that play games more than once.



#16
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

Fetch quests can be fleshed out in really interesting ways. The effort just has to be made.

 

In fact, as much as people like to rag on Skyrim being story-bare, I found some of its fetch quests to be pretty memorable.

 

 

One example is a random fetch quest you get from a priest who asks that you take a dagger from her back to Whiterun and return. You do so and then go back to her to collect your reward.

 

However, the detail behind the quest is incredibly engaging. The priestess, Alessandra, is a priest of Arkay, the goddess of life and death. As such, it is her role to essentially act as a a gravekeeper, a role she bitterly hates. She fell into this role because her father, who she had a strained relationship with, was the priest and, upon his death, the duties de facto fell to her. She resented this, as there was social stigma about being a creepy girl who hung out with dead bodies all day. She resented it and hates her role.

 

Each priest of Arkay is given a ceremonial dagger as an indicator that they complete their training and it is a great honor to then be buried with it. When her father died, she was too busy to return to the hall in Whiterun where her father was interred to lay it to rest with him, so she asks you to do so.

 

When you drop the dagger off in Whiterun, the attending priest there says he is happy that Alessandra made the effort to honor her father's memory and that he knows her father's spirit can sleep peacefully now.

 

When you return, Alessandra immediately knows the quest has been completed, as she said she felt the presence of her father visit her by the wind brushing her cheek. Reconciled with her father and gaining a new appreciation for the role in taking care of the  dead, she is able to find comfort in the memory of her father and enjoyment in her work and daily existence.

 

 

That really stuck out to me. I didn't just deliver a package due to bandits on the road or some convoluted string of events prevents a mundane delivery from being carried out... I did a very personal favor that wound up being a turning point in someone's personal philosophy and life. I really felt like I did more good with that quest than I did with killing Alduin, to be honest.

 

So fetch quests, themselves, don't have to be bad. They can be pretty engaging if written well.


  • Lucy Glitter, Parkimus, QueenPurpleScrap et 1 autre aiment ceci

#17
Lucy Glitter

Lucy Glitter
  • Members
  • 4 996 messages

The qunari sword quest... my god.


  • PsychoBlonde aime ceci

#18
metatheurgist

metatheurgist
  • Members
  • 2 429 messages

One example is a random fetch quest you get from a priest who asks that you take a dagger from her back to Whiterun and return. You do so and then go back to her to collect your reward.


What was the dagger doing in her back? That sounds like a much more interesting story! I kid, I kid. ;)


  • Fast Jimmy aime ceci

#19
AlanC9

AlanC9
  • Members
  • 35 708 messages

I hate the random quests from conversations,made me stop everytime near every conversation just to see if it gives a quest.


Worrying about adding those quests was a mistake on your part. Adding the quest to the journal doesn't have anything to do with solving them. Either you'll find the object or you won't, whether or not the quest's already in your journal

Edit: "Mistake" is a bit of an overstatement there. If you never discovered an object before you had the associated quest, it wouldn't be crazy to conclude that they're only spawned in when the quest becomes active, since some RPG quests do work that way. Though it'd be funny if scanning targets worked that way, since scanning completion percentages would have to drop.

#20
Gileadan

Gileadan
  • Members
  • 1 405 messages

Fetch quests and kill quests don't have to be bad, per se.

 

The Witcher's side-kill-quests were basically just Geralt doing his normal everyday work. Killing monsters is what Witchers do, after all.

 

However, some sidequests in DA2 or ME3 seemed like nonsense to me. "Look, those bones on the ground just look like a chantry sister's! Open your backpacks, guys, I just know who's gonna pay us for that."   Psychic Hawke at their best.  ME3 had more than one fetch quest with the general theme of aliens requesting you to recover some artifact for them to inspire their troops. It probably felt less weird because Shepard was doing those quests for aliens (and who knows how they really tick, eh), but think of how the human version of those quests could be and it suddenly feels stupid. "Sorry, these marines can't defend earth properly until you recover the original writings of Sun Tzu and Von Clausewitz. Hurry!"

 

That said, I think it would already be a great improvement if DA:I's sidequests were not as soulless as those in DA2 which were little more than clicking on an item, hoofing it to the quest NPC and turning it in with some generic dialogue. "Look what I found, your reason for living."  


  • Farci Reprimer aime ceci

#21
tmp7704

tmp7704
  • Members
  • 11 156 messages
You do realize removing certain type of quests means in practice more of the other remaining type(s) and them feeling more repetitive as result, right? Hopefully you like these "kill 10 rats" quests enough to cope with extra rat requests.

Like others said quests don't need to be bad per se because of what 'type' they are. Heck, Lord of the Rings is essentially a fetch quest (bring the McGuffin to Mount Doom) blown to ridiculous length.
  • aTigerslunch aime ceci

#22
AlanC9

AlanC9
  • Members
  • 35 708 messages
Well, DA2/ME3 fetch quests are so cheap that removing them all wouldn't buy you much of anything else.

#23
Pasquale1234

Pasquale1234
  • Members
  • 3 076 messages

Doing side quests - including fetch quests - might be a whole lot more important in DA:I than it has been in previous games.

 

As I understand it, they are doing away with level scaling, and some areas will be locked out until the player reaches an appropriate level for them.  As such, players may need to take advantage of these opportunities to earn XP and level-up in order to continue through the main storyline.



#24
Parkimus

Parkimus
  • Members
  • 619 messages

- snip -

 

So fetch quests, themselves, don't have to be bad. They can be pretty engaging if written well.

 

This.

 

Also, I think it may make sense to have to have fetch quests at the "tutorial" section of the game (if the game starts before the Breach and the Inquisitor is a person of low status/rank in whatever faction, as many have speculated).



#25
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

Doing side quests - including fetch quests - might be a whole lot more important in DA:I than it has been in previous games.
 
As I understand it, they are doing away with level scaling, and some areas will be locked out until the player reaches an appropriate level for them.  As such, players may need to take advantage of these opportunities to earn XP and level-up in order to continue through the main storyline.


I was actually under the impression that there would not be areas that would be blocked to the player based on their level... just that if you tried to enter them without being strong enough, the enemies there would eat you alive.