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I've realised why I don't have a problem with DAI's fetch quests


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#176
Aaleel

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They don't bother me much because most things people call fetch quests I just call exploring.  I've seen people call landmarks and closing rifts fetch quests.  Really?  No one has asked you to do it, and you don't report back to anyone when done.  If I'm exploring the map and I see a landmark I press 'F' and keep steppin'.  If I see a rift I fight and close it.  If the monsters at the rift are beyond my current level I come back later.  Do I come back to complete a quest? No, I come back because I taken behind the woodshed before and I want some payback.  I've never fast traveled to an area and either closed rifts or marked landmarks for the purpose of finishing a quest.  

 

I gather materials because I craft so when I get to a new camp site I usually already have the needs materials for the requisition quests, then I decide based on how many I have if I want to turn them in or not.  But once again, I don't go out gathering supplies for the purpose of completing a requisition quests.

 

I also don't get when people say you have to do these to finish the game.  On my current playthrough I had 69 power points when I got to Skyhold far more than I need right now, I can literally unlock every area right now.  Honestly I think the game gives too many.

 

The only way you would run low on power points is if you do just enough to advance the story and barely a modicum of exploring.  The game isn't meant to be rushed through, you're supposed to explore.  If you do you'll accomplish a great majority of things without it even feeling like it's questing because you're just doing things naturally as you go.

 

There were times like with the missing scout in the Hitherlands or the guy waiting for his lover in the place with the cult like people when I've already discovered the body or the person and I didn't even know it on my first playthrough.  The option popped up for I found the body or she's fine I saved her.

 

Having said that I would like to see some multi stage missions like the guild quests in Skyrim for example, or a Crestwood like story line for a few more areas.  But even the real fetch quests like Templars killed my husband are better than.  Find item > watch quest pop up and flag in journal > through clairvoyance walk up to the right person in Kirkwall > collect money from someone you've never talked to.  Rinse and repeat.


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#177
Bad King

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It would have been awesome if all/most of the maps had a major quest on the scale of the main story quests (in terms of cinematics, dialogue, choices and character interaction) to guide you through them. 



#178
Violetbliss

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Some great arguments in here; here's my view.

 

Basically they are there to draw you into exploring, but sometimes they are a bit generic. Other times it's just a little tough to find exactly why you're doing it, even if the info exists. However, I think a  lot of people may have a slightly skewed view of what a quest is these days, mostly because the word just isn't enough to describe tasks that you perform within the game. Even in the best game ever made that has quests in it (take your pick), I gurantee that the quests will be of greatly varying caliber. whether I find a game too little 'questy' or not has to do with the balance struck, not whether I sometimes fetch ten ram meat.

 

I think it's fair to criticize overuse of this type of quest, but you also can't assume that every quest will be a fleshed out affair just because that's how a "quest" is supposed to be. It would actually be unrealistic if everything you did was complicated, it's all about the balance. As soon as you leave the Crossroads that feeling tilts more towards okay than a little excessive for me. 

 

In fact, such optional quests can make for good roleplay -if they are well done-. Do you bother to take it on? If you do, that's on you. It might be that sense of completing everything as a player (I sure have that in singleplayer games) but just like any task we'd do it's a choice. It's just when it's presented badly it becomes tiresome design.

 

Finally I'd like to say that the one place other than the Crossroads where I felt like there is room for improvement is the Rifts. They're tied to discovering camps and your scouts (although you can stumble across of course) but I felt like I'd have liked a bit more of the type of Rift in Crestwood. A little more circumstances and consequences around them, and less "Rift with milling spirits". Even if the Rifts should be random that's a little limited. :)



#179
Nefla

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They don't bother me much because most things people call fetch quests I just call exploring.  I've seen people call landmarks and closing rifts fetch quests.  Really?  No one has asked you to do it, and you don't report back to anyone when done.  If I'm exploring the map and I see a landmark I press 'F' and keep steppin'.  If I see a rift I fight and close it.  If the monsters at the rift are beyond my current level I come back later.  Do I come back to complete a quest? No, I come back because I taken behind the woodshed before and I want some payback.  I've never fast traveled to an area and either closed rifts or marked landmarks for the purpose of finishing a quest.  

 

I gather materials because I craft so when I get to a new camp site I usually already have the needs materials for the requisition quests, then I decide based on how many I have if I want to turn them in or not.  But once again, I don't go out gathering supplies for the purpose of completing a requisition quests.

 

I also don't get when people you have to do these to finish the game.  my current playthrough I had 69 power points when I got to Skyhold far more than I need right now, I can literally unlock every area right now.  Honestly I think the game gives to many.

 

The only way you would run low on power points is if you do just enough to advance the story and barely a modicum of exploring.  The game isn't meant to be rushed through, you're supposed to explore, and if you do you'll accomplish a great majority of things without it even feeling like questing because you're just doing things naturally as you go.

 

It's times like with the missing scout in the Hitherlands or the guy waiting for his lover in the place with the cult like people when I've already discovered the body or the person and I didn't even know it on my first playthrough.  The option popped up for I found the body or she's fine I saved her.

 

Having said that I would like to see some multi stage missions like the guild quests in Skyrim for example, or a Crestwood like story line for a few more areas.  But even the real fetch quests like Templars killed my husband are better than.  Find item > watch quest pop up and flag in journal > through clairvoyance walk up to the right person in Kirkwall > collect money from someone you've never talked to.  Rinse and repeat.

Perhaps closing rifts, finding landmarks, establishing camps, etc...are being mislabeled as "fetch" quests but they still fall under the umbrella of short, shallow, generic quests that many of us find a chore. I like exploration when there is something to actually find or something fun to do, or someone interesting to talk to or interact with, or amazing treasure to find...wandering around in (in my opinion) an empty, soulless world doesn't do it for me. The point in getting that landmark was so I could see some dunes spread out all pretty...well that's nice, I'd rather watch the discovery channel or even look at photos or paintings for that kind of thing. This is a video game, I wanted to have fun playing it, not looking at it. For people who like wandering the maps, or doing the random tasks to get power the power requirements are fine and like you said, you have an overabundance of power if you're already doing that stuff for fun.  If you're like me however, every single one of those mind-numbingly boring tasks is like pulling teeth but I still had to do dozens to progress the main story. Those things shouldn't have tied together. If you want to do the boring tasks to get money or experience or explore, or whatever then fine but don't force it on people. It doesn't even make story sense. Why does herding a druffalo and collecting ram meat let me travel to another area?


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#180
Joseph Warrick

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The problem is you can't pack the areas with amazing things because it will feel like a theme park. When you're out in the woods normally there's little going on. Maybe copy from dark souls and tell part of the story through the scenery and that way you have a reason to walk? But that would make the characters matter less. Hmm!

#181
FeliciaM

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I like exploring, even when I've played the game a few times. Maybe it's because I have a short term memory, and the little stuff doesn't really stay with me as long as the longer term stuff.

 

I mean... yes, I know to take the potion for that guy's asthmatic wife back to him. And on a reoccurring playthrough, I found out you can convince his son to go back, too (if you have Solas or are an elf). But I'm not going to go the same route, because I honestly forgot how I did it last time.

 

I see it as doing good deeds, and building the Inquisition's reputation. I also played WoW for the better part of a decade, and was an avid farmer of ore/herbs... what have you. I also had a bajillion alts to do said jobs, and lots of gold to splash around in. So 'fetch quests' don't bug me... because nothing is more annoying then raptors that have no heads, or zhevras without hooves (bad drop rates). Like seriously, how are you functioning without those body parts?! I can see them on you! At least the ram meat has a 100% chance of dropping. Those raptors have like... a 10% chance of maybe having a head.

 

Anyway... maybe I'm just desensitized to it all, and I honestly don't care. Either that, or I'm easy to please.


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#182
Rawgrim

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Nearly every RPG game has fetch quests and fans still whine about it everytime.

It's like complaining that ice is too cold.

 

Not every rpg has 95 percent of its quests being fetch quests, no.


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#183
Dieb

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My problem is not whatever you want to call the sidequests. It's really just that some quests you do not have to return to anyone, making me think I might as well not have done them. The no-cinematic-dialogue is also a big issue aiding towards the perception of them being meaningless, as needy as it sounds.

 

I mean, I get that it saves them work, but curiously going out on a layman's limb here, aren't all those "default" conversation camera angles in DAO & DA2 just that? It's always the same perspective, isn't it? And it just made every conversation seem so much more relevant. Because really, the writing for sidequests & -NPCs is not worse, if you're really honest. I was catching Nugs in the glorious fiction that is Origins.

 

 

I have no problem with them playing any race except human. A human would be the most familiar with the lands and so, not have the desire to explore as much. Any other race is curious and wants to elarn about the lad he is trying to save from destruction, exploring and doing small things for the people are a good way to get to know both the ladn and the people in it.

 

Dude, I don't even know what's in my fridge right now.

 

(There's an argument in there, somewhere. In that sentence, not in my fridge, mind you. But I do give you that I'm actually really not keen on exploring it for that same reason.)



#184
Suhiira

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Not every rpg has 95 percent of its quests being fetch quests, no.

95%?

I take it you see any quest that doesn't involve killing/finding something directly relevant to advancing the main story (and perhaps even some of those) as "fetch quests".



#185
o Ventus

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Not every rpg has 95 percent of its quests being fetch quests, no.

It's funny because there are very few actual fetch quests in this game.

 

Why everyone labels the non-story quests as 'fetch quests' is beyond me.



#186
KaiserShep

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It's funny because there are very few actual fetch quests in this game.

 

Why everyone labels the non-story quests as 'fetch quests' is beyond me.

 

Little do you know that hunting gajillion rams for their meat will determine whether or not Thedas falls. Anyway, this list is pretty handy to determine just how many quests are actually fetchy in nature.

 

http://www.ign.com/w...ion/Side_Quests



#187
o Ventus

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Little do you know that hunting gajillion rams for their meat will determine whether or not Thedas falls. Anyway, this list is pretty handy to determine just how many quests are actually fetchy in nature.

 

http://www.ign.com/w...ion/Side_Quests

Without going through that entire list, only 'Collect 10 ram meat', gathering blankets for the Crossroads refugees, the garden and towers, and the quests Frederic of Serault (except for the final one where you actually lure and fight the Abyssal High Dragon) gives you are actually fetch quests.

 

One could argue the Ballad of Lord Woolsley, but you're just as capable of ending the quest by killing Lord Woolsley.



#188
Vilegrim

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So let's have an original quest idea that isn't a fetch quest. Let's see what you come up with. Maybe something for the Fallow Mire. That zone could use more development.
 
Me, if I were going to design a quest for the Fallow Mire, I'd have the party look into the plague. Yes, collect tissue samples, but then you'd have to take them to an expert in Val Royeaux for analysis. There would be two experts available, one who would do your research for free and one who would charge a hefty amount of coin. If you chose the free one, they would determine that the plague was caused by the Avvar polluting the water with dead goats. Since this quest would only become available after the Fereldan soldiers were rescued, you'd have to go to a settlement in the Fallow Mire and negotiate with the Avaar to get them to stop doing that. They would explain that its a sacrificial offering to appease the hungry god of the marsh and that they aren't about to stop doing that. At that point, you could attempt to prove to them that there is no hungry marsh god, but it wouldn't work, and you'd probably wind up having to fight someone. The more expensive expert would determine that the poison causing the plague was manufactured locally, perhaps as an experiment gone wrong. You'd have to go from building to building collecting clues (gasp, more fetch quests!) that would indicate dealings with an apostate. Eventually, you'd gain access to the mill on the eastern edge of the map, where you'd find an apostate who accidentally caused the plague. He's now working on a cure, but he needs help. You'd have to go to a few other Act 2 places (Exalted Plains, Emerald Graves, Forbidden Oasis), where you would have to convince other mages to part with their research. Once either path was successful, villagers would begin returning to the Fallow Mire. You'd get a lot more loot and experience by going to the more expensive sage.
 
Mind you, the whole quest idea contains a lot of fetch quests, so it would probably still be unsatisfactory. But ultimately, everything is a fetch quest, isn't it?


That would be an excellent quest chain, beats the hell out of lets go investigate over here because a mage wrote a letter to a templar, your quest achieves something of worth, wandering aimlessly looking for a corpse to interact with? Not so much, one of the side quests I actually liked was taking flowers to the grave of the old elfs wife, it was a reasonable request and made sense, a little conversation and a thank you, quest of corpse2753 to find bag21462, erm not so much

#189
Back Lot Basher

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Ignorance is bliss OP.  The reality is that the 80% of the game with those fetch quests you mentioned to bring you to areas of the map, 80% unused is because the game was in reality 20% developed.  Perhaps a lot more based on the crestwood demo footage that was all cut.  But those quests are put there because if they weren't, then those parts of the map would be completely pointless. To me they still are, those fetch quests are in reality a marker or flag that says, "Unfinished game you paid full price for, if you are luckly you'll get to pay more money to unlock what this area was meant to have been about". 

 

Personally, I think that's a ridiculous statement.  Every RPG I've ever played has had parts of the map where I had no reason to visit except as part of a side quest.  By your logic, 80% of Skyrim's map could have been excised.  If that's the way you feel about these sorts of games, perhaps RPGs aren't really for you. 

 

I don't mind these sidequests because I generally enjoy the environments and the combat, so pursuing them simply allows me enjoy more of the game.  



#190
Vilegrim

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Personally, I think that's a ridiculous statement.  Every RPG I've ever played has had parts of the map where I had no reason to visit except as part of a side quest.  By your logic, 80% of Skyrim's map could have been excised.  If that's the way you feel about these sorts of games, perhaps RPGs aren't really for you. 
 
I don't mind these sidequests because I generally enjoy the environments and the combat, so pursuing them simply allows me enjoy more of the game.



I'd say perhaps open world rpgs aren't, I loved Skyrim and the Fallout series, but Biowares open world isn't as interesting, their aren't the 'I'll just be a wanderer, or a mercenary or a medic possibilities that the others have, you can't wander off to make your own main storyline, be it the Civil War in skyrim, or cleaning out a trade route in fallout, without that feeling of utter freedom you end up in a half way house with the worst parts of both styles.

#191
xJLxKing

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What's funny is how people try to justify fetch quest as....exploring, or optional

Please! Please stop that! That logic can be used for eveything. Funny thing actually, one poster here told me and I'm paraphrasing, who cares if the tactical camera is not working, it's optional. Then even had to admit that if 4th companion couldn't be played it was ok because it's optional

Seriously, when is this going to stop. Why can't people accept flaws and by doing so, try and make it better next time.


I'm not talking about every quest. Im talking about the fetch quest like collecting X ingredient or mineral and just delivering it. These are the most run into quest. Dalish, ski hold, every officer in new zone has about a dozen of them. Then there is the completely useless ones like can you take X item to person or location. Can you collect 120+ shards please ? Oh and my favorite, can you take lama animal back to me.

Thee quest are the most abundant in the game. And you know what! It's because it's very clear that they spend too much time making this awesome open work environment with insane graphics but replicated quest for every zone. Every zone has 70%~ quest that are identical

The game clearly works good when the other 30%~ is played only. Investigating haunted mansion, dark spawn control, dragon hunting, going to x place to kill generic enemy that has good cosmetics, trying to kill leach kings that raise the dead, these quests were awesome.


But like I said before, the put very few of these quests in each zone. To fill it up they put these mindless fetch quests to get you to run around and spend time doing. It's a big waste of time because even if you do then, most reward you with power you don't need. My second play through was 75 hrs, I had over 350 powers.

#192
KaiserShep

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I didn't know the tranquil skull asks you to collect shards.



#193
In Exile

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I didn't know the tranquil skull asks you to collect shards.

 

You don't hear it talking to you?

 

...  :unsure:



#194
ThreeF

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I didn't know the tranquil skull asks you to collect shards.

 

it whispers and after a while you are brainwashed



#195
KaiserShep

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Of course, it has to be a skull that asks you to collect creepy sh*t.



#196
N7recruit

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I wouldn't label them all under "Fetch" Quests personally as it wouldn't technically be the correct term IMO.

 

It's more the absurd abundance of "Cheap" "Grindy" & "Filler" Quests I believe that has everyone's Ball's in a vice. 

 

Considering DA:I is HUGE, what else are Bioware gonna fill these areas with?

 

These kinda quests can be engaging & addictive as **** (See Fallout), the problem is DA:I mechanics makes these quests a chore to interact with.

 

No sprint button in single player, because....? That is inexcusable.

 

The jumping is REALLY shoddy, a basic 3 foot jump, no climbing on ledges + dodgy platform collision boxes

 

Horse back in this game has to be the Stiffest I've experienced in a long time, Poorly animated, unresponsive handling, Slow,  You miss party banter,  your off and on the bloody thing every 2 seconds to loot or kill things.

 

LOOTING ANIMATION IS TOO LONG! Player's loot hundreds of times during a single play through, it's not necessary! (Red Dead & Far Cry are CRIMINAL OFFENDERS @ THIS) 

 

Not enough interesting loot, lack of "HOLY **** LOOK WHAT I FOUND!" moments 

 

Many of the areas came of as MMO type grinding Zones, ala SWTOR

 

Trash Mob (Kinda) combat when exploring, not like the specificity designed encounters in the main campaign. 

 

Worst of all IMO is the Cheap Presentation of the Side quests. It makes them stick out like a sore thumb in comparison to the Highly cinematic Main Campaign Quests.

 

Fallout is great at this because the side content & Main Quest stuff are presented to the player the same way, using the First person perspective, where as DA:I has a basic Third person perspective for side quests & Movie quality Cinematic's for it's main Quests. 

 

There are my nit picks  ^_^



#197
o Ventus

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I wouldn't label them all under "Fetch" Quests personally as it wouldn't technically be the correct term IMO.

 

It isn't even 'technically' incorrect, it's outright wrong.



#198
xJLxKing

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I wouldn't label them all under "Fetch" Quests personally as it wouldn't technically be the correct term IMO.
 
It's more the absurd abundance of "Cheap" "Grindy" & "Filler" Quests I believe that has everyone's Ball's in a vice. 
 
Considering DA:I is HUGE, what else are Bioware gonna fill these areas with?
 
These kinda quests can be engaging & addictive as **** (See Fallout), the problem is DA:I mechanics makes these quests a chore to interact with.
 
No sprint button in single player, because....? That is inexcusable.
 
The jumping is REALLY shoddy, a basic 3 foot jump, no climbing on ledges + dodgy platform collision boxes
 
Horse back in this game has to be the Stiffest I've experienced in a long time, Poorly animated, unresponsive handling, Slow,  You miss party banter,  your off and on the bloody thing every 2 seconds to loot or kill things.
 
LOOTING ANIMATION IS TOO LONG! Player's loot hundreds of times during a single play through, it's not necessary! (Red Dead & Far Cry are CRIMINAL OFFENDERS @ THIS) 
 
Not enough interesting loot, lack of "HOLY **** LOOK WHAT I FOUND!" moments 
 
Many of the areas came of as MMO type grinding Zones, ala SWTOR
 
Trash Mob (Kinda) combat when exploring, not like the specificity designed encounters in the main campaign. 
 
Worst of all IMO is the Cheap Presentation of the Side quests. It makes them stick out like a sore thumb in comparison to the Highly cinematic Main Campaign Quests.
 
Fallout is great at this because the side content & Main Quest stuff are presented to the player the same way, using the First person perspective, where as DA:I has a basic Third person perspective for side quests & Movie quality Cinematic's for it's main Quests. 
 
There are my nit picks  ^_^


What do you consider collecting
Minerals
Ingredients
Shards
As????

#199
KaiserShep

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No sprint button in single player, because....? That is inexcusable.

 

The jumping is REALLY shoddy, a basic 3 foot jump, no climbing on ledges + dodgy platform collision boxes

 

Yeah I really hate that you can't sprint, and can't grab onto ledges. It really looks silly to jump and hit the edges, only to scratch away at the wall as we slide back down.



#200
xJLxKing

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Yeah I really hate that you can't sprint, and can't grab onto ledges. It really looks silly to jump and hit the edges, only to scratch away at the wall as we slide back down.

at least we have mounts that can jump entire fences .... Oh wait