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Quantity over quality...


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#1
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That seems to be the design philosophy when it comes to side quests.  They could do away with about 60% of them and make the remaining ones better.

 

 

Also, to whatever dev thought a whole bunch of collection quests was a good idea....your idea is bad and you should feel bad.

 

Same goes to whomever thought requisition quests were a good idea.

 

Oh...you too loot sonar guy...

 

 

/rant


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#2
StrangeStrategy

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Rants are rarely helpful, come up with better ideas otherwise people will read that and see you as another useless complainer with no alternatives.

 

I know that I enjoy really menial quests now and then: Its nice just to run through Skyrim on some extremely shallow quest, and have fun along the way exploring the world, listening to banter, random encounters, etc.

 

I don't want every quest to be like that of course, certainly not main quests, but I don't mind side-quests being "simple", so long as a few of them have depth / different endings. And some do.


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#3
TXAstarte

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Actually, I think the requistion stuff works out great, and i'm having a great time exploring and just doing the quests that appeal. 

 

You don't want to do them, don't do them.  *shrug*

 

Make a constructive suggestion, why don't you?  Pissing on someone else's work without suggesting how to make it better is bad.  And you should feel bad.

 

See how that works? ;)


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#4
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I did make a suggestion, less fluff and more quality.  Do I need to make a design document?

 

Does anyone actually like the loot sonar for ALL loot?  I like it for hidden things, but it sucks for normal things, not to mention it pings all the harvestables you aren't interested in.

 

Collection quests suck, get rid of them.



#5
Icy Magebane

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I agree with most of the OP, but I found the loot sonar to be extremely helpful since it was very difficult to see the loot at times.  I didn't like the idea at first, but unless I checked every spot where an enemy died in the middle of every fight, I'd have been lost without that feature.

 

If I ever play this game a second time, however, I'll be skipping most of the collecting and fetch quests... all they did was boost my level and extend the game so that I wound up at the soft cap some time ago even though I still haven't actually beaten the game... so now all the fights seem like a waste of my time since they aren't making me any stronger.  Thankfully most of them can be skipped, but I wish I'd realized this sooner.  IMO the only useful one is the Shards collection.



#6
JCAP

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I don't go out of my way to do collection quests. I pick up stuff and when I notice I have the material to complete a requisition quest, I complete it.



#7
TXAstarte

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I did make a suggestion, less fluff and more quality.  Do I need to make a design document?

 

Does anyone actually like the loot sonar for ALL loot?  I like it for hidden things, but it sucks for normal things, not to mention it pings all the harvestables you aren't interested in.

 

Collection quests suck, get rid of them.

 

"These quests suck.  And you should feel bad."

 

Not seeing any actionable items in there, and I have a passing familarity with design documents.

 

If you are just letting off steam, well, duly noted, with bonus points for making it personal to the game designers. You should be proud.

 

If you do have some thoughts as to what "better" would actually look like, yeah, why not post them?



#8
MagisterMaximus

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Actually, I think the requistion stuff works out great, and i'm having a great time exploring and just doing the quests that appeal.

You don't want to do them, don't do them. *shrug*

Make a constructive suggestion, why don't you? Pissing on someone else's work without suggesting how to make it better is bad. And you should feel bad.

See how that works? ;)


This, so much this. I hear lots of complaining but little suggestions for improvement. Just generalities.

#9
DXR88

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Actually, I think the requistion stuff works out great, and i'm having a great time exploring and just doing the quests that appeal. 

 

Yes, they work great besides the fact the first requistion i got in the hinterlands @lvl 3 was the "Dreaded" Dwarven Puzzle Box. the Obsidian needed to finish the damned thing just happens to be in a Dragon/Dragonling infested hell hole, effectively locking you out of gaining points.



#10
SadisticChunkyDwarf

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Rants are rarely helpful, come up with better ideas otherwise people will read that and see you as another useless complainer with no alternatives.

 

 

That's how I read it. The alternative mentioned is to "make stuff better", which is equally helpful.

 

I suppose we could cut out all of the side quests and just make the game completely linear and story focused. Which would eliminate all sense of exploration which side quests do a good job of facilitating. Or we could stick a 10 minute epic cut scene in every time you hand in a bundle of goat hide and forest berries, complete with Darkspawn rising forth from the ground to stand between you and the quest giver because the berries give them indigestion. Honestly, how are you going to make stuff like that feel "better", it gets exactly the amount of focus that it deserves, being completely optional.

 

Anytime I see a person complain about fetch quests, I just automatically assume they're not an RPG fan and want action games. In RPGs these quests are used as a mechanic to flesh out the world, give other characters in the world a purpose, and provide you with a means to hear a bit more of the story of the world if you choose. It's a tried and true formula, and with the lack of compelling evidence to the contrary, outside of "don't like them" I don't think the OP will be changing any views on the topic.


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#11
archav3n

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That seems to be the design philosophy when it comes to side quests. They could do away with about 60% of them and make the remaining ones better.


Also, to whatever dev thought a whole bunch of collection quests was a good idea....your idea is bad and you should feel bad.

Same goes to whomever thought requisition quests were a good idea.

Oh...you too loot sonar guy...


/rant


How about you should feel bad that you don't speak for everyone but only yourself?

#12
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"These quests suck.  And you should feel bad."

 

Not seeing any actionable items in there, and I have a passing familarity with design documents.

 

If you are just letting off steam, well, duly noted, with bonus points for making it personal to the game designers. You should be proud.

 

If you do have some thoughts as to what "better" would actually look like, yeah, why not post them?

Why don't you quote what I actually said?

 

COLLECTION quests suck and you should feel bad.

 

When Bioware decides to send me a check, I'll worry about doing the devs and designers job.



#13
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Well, I see this forum has now been taken over by the Bioware Defense Force.



#14
whiteravenxi

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I actually enjoy taking a break now and then to run some of the fetch quests. Just because you don't doesn't speak for everyone bro. I think there's a good balance here of cinematic and story driven events and some relaxing kill 8 of something. Not to mention you get rewarded for exploring. I came across an entire dungeon the other night that was optional.

Nobody is forcing you to finish those quests. I like that BioWare opted to give us much more choice with how we choose to progress.

It's definitely doable to just do enough and stick to the main story line. This game drops power for everything.

#15
dragondreamer

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I love exploring, so I usually find collection stuff while I'm just roaming around.  And the sonar makes my life easier since loot tends to blend in with the ground.  I also actually like the little "hot and cold" games.  You can do as much and as little was you want.  I suspect I could already rush ahead and barrel my way through the main plot and finish the game with no trouble if I wanted, but I like seeing all the things, and the collection quests simply reward me more for doing so.



#16
Hobbes

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I agree, well at least for the most part.

I think some side quests more akin to what we had in DA:O and even DA2 would be great, as we have it every side quest is pretty much a fetch quest or go here and kill that.  Obviously they couldn't be everywhere, but something a little more interactive and deep thrown in a few places in each area would be nice.  Still have the fetch quests and what not for the most part, as they do have their place, just some other with more depth as well so we actually get to interact with the people in the world. 



#17
Spaceweed10

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That seems to be the design philosophy when it comes to side quests.  They could do away with about 60% of them and make the remaining ones better.

 

 

Also, to whatever dev thought a whole bunch of collection quests was a good idea....your idea is bad and you should feel bad.

 

Same goes to whomever thought requisition quests were a good idea.

 

Oh...you too loot sonar guy...

 

 

/rant

 

You have a bad way of putting your point across.  YOU should feel bad.



#18
MagisterMaximus

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Well, I see this forum has now been taken over by the Bioware Defense Force.

Or people who look at it logically rather than making general complaints without providing alternatives to "fix" them.
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#19
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Or people who look at it logically rather than making general complaints without providing alternatives to "fix" them.

 

I've been on various game forums since the beginning, I know exactly how this works.

 

The fanboys just label all criticism as non-constructive, then they feel completely justified in going after the bad old "troll".

 

Again, it's not my job to tell them how to fix their game, when they send me a paycheck, then it's my job.

 

I'm completely within my rights to say "this part of your game sucks".


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#20
Natureguy85

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Loot sonar? Whatever happened to holding Alt to make text pop up on the screen?

 

Anyway, people need to understand that all fetch quests are not created equal. Because of this, the response that "RPGs have fetch quests" is meaningless. There are two kinds; fetch 20 bear asses because some guy said so and fetch something that actually matters. The OP wants less of the former and more of the latter.

 

A perfect example can be found in Dragon Age Origins. The trip into the Wilds is a fetch quest. Get the treaties and get the vials of Darkspawn blood. However, not only is the trip used to meet Morrigan and Flemeth, but the Treaties and darkspawn blood are both essential plot items. Because of this, the mission itself was important, not just that you happened to bump into Morrigan.


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#21
BammBamm

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I did make a suggestion, less fluff and more quality. 

 

 

maybe add bugfree and everybody would have a plan for the perfect game. why, oh why, didnt any of the developers asked you wise guy, it could be so easy :D



#22
AlanC9

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That seems to be the design philosophy when it comes to side quests.  They could do away with about 60% of them and make the remaining ones better.


How many of the bad fetch quests would you have to cut to free enough resources to do one good one, though? The whole point of doing the cheap quests is that they're, um, cheap.

#23
Natureguy85

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How many of the bad fetch quests would you have to cut to free enough resources to do one good one, though? The whole point of doing the cheap quests is that they're, um, cheap.

 

I can't say if Inquisition does this or not, but some games do this to pad their "X hours of content". That's a problem.



#24
Selea

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That seems to be the design philosophy when it comes to side quests.  They could do away with about 60% of them and make the remaining ones better.

 

 

Also, to whatever dev thought a whole bunch of collection quests was a good idea....your idea is bad and you should feel bad.

 

Same goes to whomever thought requisition quests were a good idea.

 

Oh...you too loot sonar guy...

 

 

/rant

1) You don't need to do the requisitions quests if you dont' want to.

2) Usually the materials needed for the requisitions quests are founded easily on the same map (or at the very most between 2 near ones) if you explore a little (i.e. it comes naturally, and you don't have to go on your way to find those items appositely; if you do then it's obvious you can find it boring but it's because you are doing it wrong).



#25
TXAstarte

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Yes, they work great besides the fact the first requistion i got in the hinterlands @lvl 3 was the "Dreaded" Dwarven Puzzle Box. the Obsidian needed to finish the damned thing just happens to be in a Dragon/Dragonling infested hell hole, effectively locking you out of gaining points.

 

Yes, they seem to generate randomly, which can be very awkward, and I haven't found a way to abandon them in the log-am I missing something.

 

This, btw, is something I see as a legit complaint with an action item that could be patched.  For example, I have the Fereldan locks quest, which it threw me after the hinterlands was almost cleared, and thus, the mobs it says the items drop from-not really in the landscape anymore. 

 

So, seems like they should have been gated somehow. Perhaps allow only those that have mobs active on the landscape to pop, with a randomizing element.  And,  a mechanism for abandoning the quest entirely to clear the way for a new one.