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Instead of fetch quests?


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#1
Chinadrgn

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I've read a lot of negative feedback concerning the side quests and I was wondering what people would want in their stead? 



#2
Winged Silver

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I didn't find myself having too many problems with them (except for when they bugged and I couldn't finish them  :( ) but it might be nice to continually spice things up. I could see more extended side quests being added. Maybe of a different nature, such as investigation, where your companions might actually have insights into your case (I can totally see Varric getting into a murder investigation ^.^). If nothing else, it might be nice to at least see more codex entries added in response to the missions. I recall one mission where you found two lovers' picnic, and then a giant spider attacked you, indicating that the two lovers were probably devoured by the giant spider. I feel like this could be interesting, but it was treated very casually, so it didn't matter so much. They could also consider adding more missions similar to the one that had you exploring the haunted Chateau in the Emerald Graves. I found that one deliciously entertaining.


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#3
Merlik

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I think a lot of them are fine. I think others could have been polished and worked into the story better.

 

For example, all the ones where you find a ring or need to place a note by a tree or something like that should have been replaced with more potent quests. 

 

Instead of some old lady looking for a ring, instead she should have said someone killed her daughter and she wants them brought to justice, and you have to hunt them down.  

 

I think a lot of them are just reasons for you to visit that part of the map, but I think they could have come up with better reasons.


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#4
tris1

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I find the problem was all side quests had no impact on the storyline which I find is a problem aswell as most of the side quests were boring this includes the keeps once you get them. They have no impact again you can't do anything with them after.
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#5
Maverick827

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Quests where your character got to make choices, express an opinion, or even speak in a certain tone (witty, mean, etc.).  Like the other two Dragon Age games had.


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#6
fchopin

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Personally I like quests but I want better loot or better choices if I do something difficult or I feel I wasted my time for nothing.
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#7
lichg

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Wouldnt mind a chain quest instead of multiple small meatless quests. Would like to have more cutscenes when i interact with quest npcs.
Would like the quests to have more story behind them and im not talking about codex entries.
would like quests to affect the world around me in a meaningful way or dare i say affect the main story and its outcome.

Better rewards too.
the crestwood mini quest is a good example of what you can do:

Good setting, you hear since the start of the game that crestwood is getting wrecked by zombies.
when you are just about to enter the town you encounter grey wardens who talk about the situatio.
Then you get to the town and see ppl hide in their homes locking the doors and the mayor asks you to help out but you can see something is fishy.

Branching paths: its a chain of small quests that take you through a story based adventure finding what happened and solving the issue. At the end you decide the fate of someone.

Affects the world: you save the town, ppl stop hiding, the entire map gets sunny instead of dark and cloudy, you get a new merchant.

Cutscenes!: in the end you get to judge someone and decide his fate.



Now go kill those 8 rams and find a random ring for a random npc you met on the way.
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#8
Xerxes52

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I'm fine with them, more or less. So far haven't had any bug out on me, so that's a plus. They're nowhere close to being as onerous as ME3's eavesdropping fetch quests were, and they don't seem as haphazardly made as DA2's fetch quests.

 

I like the fact that they're marked on the map as well. Makes finding them a lot easier.


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#9
Melca36

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I find the problem was all side quests had no impact on the storyline which I find is a problem aswell as most of the side quests were boring this includes the keeps once you get them. They have no impact again you can't do anything with them after.

The fetch quests in DA2 did NOT impact the story and neither did the majority for Origins



#10
9TailsFox

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The fetch quests in DA2 did NOT impact the story and neither did the majority for Origins

DA:O and DA:2 have real side quests witch choices, cutscenes and story. DA:I don't. less quality quests is better than more quantity quests.


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#11
Linkenski

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Fewer quests that are more substantial, than these quantity>quality ones we got.
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#12
Guest_Donkson_*

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Sex, sex and............................. sex!!

 

Did I mention sex?

 

A sex simulator, like that one on Saints Row when you go at it with a hooker.

 

Kidding.

 

To be serious, fetch-quests that tie-in with the main story would be good.


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#13
DragonKill83

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Might just be me, but I haven't really felt compelled by any of my companion's sidequests yet...I've had none for Solas, one for Josephine, and a couple of little ones for Cassandra......I'm wondering where the in-depth companion storylines are.  Ones that take 4-5 hours apiece, and there's multiple for each character.  I've had none that I can really remember for Iron Bull, Vivienne, Cole, Morrigan, and there are others.

 

Granted, I'm 130 hours into the game and have only fully explored the Storm Coast and the Hinterlands.  Everywhere else is open but not a huge amount has been explored.  I think this game might take me around 600 hours...just because I like to go slow.....


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#14
Guest_Donkson_*

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Companion quests are triggered depending on approval, I think...

 

Having said that, in all 5 play-throughs I've never done Solas's. :lol:



#15
wright1978

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I'd prefer a few less zones and more story content side quests in the the remaining zones. Whenever i think of all the interesting side quests in the previous games and then think of how poor side story content is in DAI. Far too many fetch quests.


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#16
Guest_Donkson_*

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I know the feeling, bro.

 

Doing a replay of DA:II.... thinking about Inquisition's fetch quests makes me shrivel up inside. :lol:


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#17
Flamingdropbear

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There is nothing wrong with fetch quests in moderation, but if it's the only type of minor quest it gets old fast, especially if they lack any form of personality. Some of the quests seemed pointless, with the motivation for doing it beneath you.
There were some good ones from the series
Caged confession was where you have to find a letter then decide who you give it to the wife or brother in law. It makes it a bit more a interesting.
The dwarf tombs from the hissing waste was fun as you had to look for it rather that just follow waypoints.
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#18
Illyria

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More quest chains, more cinematics, more quests with branching paths, more quests that have different outcomes depending on who you bring/what perks you have and more reactivity to race/class/whether you claim to be holy or not.

 

EDIT: More reactions to fetch quests would be nice.  The Hinterlands gradually replaces the mobs that spawn with camping refugees who comment on what the Inquisition has been doing for the area.


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#19
mLIQUID

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story driven choices and character depth


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#20
Sidney

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People want, well you can't tell because they want "not this" but frankly "not this" is sorta what they always want. Side quests are just that side items some are good, some aren't. I think in memory people tend to forget the dreck quests of other games. For DAO you are hit in the wilds with:

Find a flower

Find a trail sign

Find a box

Deliver the box

 

In Lothering

Deliver amulet

Deliver potions

Make traps

Find poison

Find whatever was on that corpse.

 

Mage Tower:

Find pages

Find...err umm, pages

 

..and it rolls on. All games have them and have quite a lot of them in total and by proportion because that is a cheap and easy way to give players something to do. Removing them to have fewer "good" quests and people will complain about how the world is huge....but there is nothing to do in it.



#21
Dominic_910

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People want, well you can't tell because they want "not this" but frankly "not this" is sorta what they always want. Side quests are just that side items some are good, some aren't. I think in memory people tend to forget the dreck quests of other games. For DAO you are hit in the wilds with:

Find a flower

Find a trail sign

Find a box

Deliver the box

 

In Lothering

Deliver amulet

Deliver potions

Make traps

Find poison

Find whatever was on that corpse.

 

Mage Tower:

Find pages

Find...err umm, pages

 

..and it rolls on. All games have them and have quite a lot of them in total and by proportion because that is a cheap and easy way to give players something to do. Removing them to have fewer "good" quests and people will complain about how the world is huge....but there is nothing to do in

Another person who completely misses the point. Of course Oigins had fetch quests but it also had quests with choices, cutscenes and memorable characters. If you read other people's comments you would know the difference between the side quests in inquisition and every other bioware game but it seems you'd rather go with the  "but origins had fetch quests too" line that is becoming very predictable.


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#22
Spooky81

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My feedback would be for the dev team and writers to ignore the word and so called concept of fetch quests and keep doing what they have been.  "Fetching" has always been apart of RPGs, MMOs and many other brand of games.  Using this term to describe what's a staple and enjoyable part of RPGs is crude.



#23
Sidney

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Another person who completely misses the point. Of course Oigins had fetch quests but it also had quests with choices, cutscenes and memorable characters. If you read other people's comments you would know the difference between the side quests in inquisition and every other bioware game but it seems you'd rather go with the  "but origins had fetch quests too" line that is becoming very predictable.

 

Right so because you saw the guy saying, get me 10 poisons in a cut scene you liked it more? What you missed was that a lot of those also had no dialog, choices or cut scenes. Chanters boards were notes. Mage collective, blackwater, crows, favors for parties all notes and add all those up and you get a large proportion of the DAO side quests. Topsiders honor was a note. Asunder was, a note if that I think if even that. I've read the posts and they are filled with the usual hazy blissful recollections of DAO that don't match reality. The box and trail signs had no dialog. Several things in the Roads like Asunder and Topsiders honor had no dialog. The pages quests, both, in the tower had no dialog. They all also had no choices and I don't think anyone who gave you those quests is all that memorable.

 

This isn't saying DAO was bad (fear not) but that people need to really recall that there was a lot of filler stuff that was cRPG grunt work just like in DAI and the total of "good" quests was a lot lower as a percentage than you recall but you only really recall the good ones. It is like watching people talk about music today and how it isn't good...because they forgot all the dreck that 1974 had to offer.



#24
wright1978

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There is nothing wrong with fetch quests in moderation, but if it's the only type of minor quest it gets old fast, especially if they lack any form of personality. Some of the quests seemed pointless, with the motivation for doing it beneath you.
There were some good ones from the series
Caged confession was where you have to find a letter then decide who you give it to the wife or brother in law. It makes it a bit more a interesting.
The dwarf tombs from the hissing waste was fun as you had to look for it rather that just follow waypoints.

 

That's how i see it. There's always going to be an element of filler fetch quests but the problem is that they are now dominant and interesting side quests are an endangered species in DAI, whereas previous quality side quests were numerous.


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#25
Dominic_910

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Right so because you saw the guy saying, get me 10 poisons in a cut scene you liked it more? What you missed was that a lot of those also had no dialog, choices or cut scenes. Chanters boards were notes. Mage collective, blackwater, crows, favors for parties all notes and add all those up and you get a large proportion of the DAO side quests. Topsiders honor was a note. Asunder was, a note if that I think if even that. I've read the posts and they are filled with the usual hazy blissful recollections of DAO that don't match reality. The box and trail signs had no dialog. Several things in the Roads like Asunder and Topsiders honor had no dialog. The pages quests, both, in the tower had no dialog. They all also had no choices and I don't think anyone who gave you those quests is all that memorable.

 

This isn't saying DAO was bad (fear not) but that people need to really recall that there was a lot of filler stuff that was cRPG grunt work just like in DAI and the total of "good" quests was a lot lower as a percentage than you recall but you only really recall the good ones. It is like watching people talk about music today and how it isn't good...because they forgot all the dreck that 1974 had to offer.

Again you are missing the point. You are only mentioning the fetch quests in origins and completely ignoring that it had far more intresting quests than just that.

 

Bevin in Redcliffe is an example, you have multiple choices in that quest

-Get him to go back to his sister without asking what he was doing

-Ask him what he was doing and getting a sword which leads to

-Return the sword

-Pay the sister for the Sword

-Use the sword to defend the village then return or keep it

 

Theres also the Elf spy in Redcliffe Tavern which also has choices

-Kill him

-Get him to leave

-Get him to fight to defend the village

 

There are lots of quests like this in origins but few in Inquisition. It's not hard to understand.


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