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10 réponses à ce sujet

#1
cap and gown

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I hope ME4 blazes a new trail in the design of RPGs: at long last will we finally be able to remove quests from our journal we don't want to do? I know game designers are addicted to stuffing our journal full of things to do. They are like drug pushers trying to get us to constantly try some new quest. I say its time for game designers to join quest givers anonymous and allow us to just say NO to a quest. So blaze a trail BW and let us remove quests from our journal!


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#2
Tonymac

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You say this like my digital crack habit is bad, but I still agree with you.



#3
Mcfly616

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Removing them completely would be a mistake. Maybe the ability to tag and put them in a "non-priority" section would be suited best. Would hate for people to miss something, only to find out about it later and lash out at the devs for allowing us to unknowingly remove it from existence, never to be seen again.


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#4
MrFob

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Good idea Mcfly. I still like the idea with the quest denial though. Say, you can deny any quest straight as you get it (dialogue option). Most of the time, this will mean that you just don't get to do the quest. But sometimes, it may even open a new path (e.g. the enemy of the person you denied may have witnessed your denial and now contacts you with an alternative offer).

I am always a sucker for situations when story branches are not advertised with a big sign. They said the next ME is going to be about exploration. Make it not only exploration of territory but also of the story. That would be great IMO.


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#5
Cheviot

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What would be the difference between this and what Inquisition does, where the player can choose the active quest for each area?  Instead of worrying about the journal, you can just head toward the Inquisition icons on the map without worrying about anything else.



#6
Nitrocuban

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ME3 had the worst journal EVAR!

What ever they do in ME4, it will be an improvement.



#7
Malanek

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I agree with OP. Just being able to completely ignore unimportant crap and not have it crammed into your log and gui is possibly the simplest and most cost effective way of making a big improvement for a small amount of work. Although personally I would prefer they completely got rid of trivial fetch quests and other similar crap. It is just tedious filler and when they associate it with a reward I feel compelled to do it or risk falling "behind the curve".



#8
Vespervin

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This is an idea I can not agree with. I was ones playing Star Wars: The Old Republic and I deleted the bonus series quest for the planet Taris. I contacted BW/EA support and they could not do anything. I missed planets worth of bonus quests because of this. The only way to fix it would be to start the class all over again. Sure, it was my fault because I wasn't paying enough attention but the punishment for my clumsiness was pretty severe.

 

What McFly616 suggested would be something I could get behind. Put it away somewhere so it's not in the way but still have it there to do later on.



#9
Farangbaa

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This is an idea I can not agree with. I was ones playing Star Wars: The Old Republic and I deleted the bonus series quest for the planet Taris. I contacted BW/EA support and they could not do anything. I missed planets worth of bonus quests because of this. The only way to fix it would be to start the class all over again. Sure, it was my fault because I wasn't paying enough attention but the punishment for my clumsiness was pretty severe.
 
What McFly616 suggested would be something I could get behind. Put it away somewhere so it's not in the way but still have it there to do later on.


Holy mother of God, that font.

#10
Vazgen

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Choices and consequences need to play a role. Help a mechanic to locate a combustion manifold - a tomkah assists you near the end of a mission. It gets destroyed and you lose an NPC you conversed with in the village. Don't help the mechanic - face more enemies and harder combat - save the NPC. Choices and consequences can and should branch out. That NPC's brother can track you down and attack you in revenge, or the mechanic can be encountered later on some world with a little negative outlook towards the player. It makes the world smaller but also deeper.

As for the quests themselves, I want quests to have 1) option to refuse them and remove from journal 2) ties to the world they're on, its geography, politics, flora and fauna 3)  a reason for why the protagonist should do those quests. Not "I overheard you talking and decided to go to some Reaper-infested system and get some batarian artifact in a hope that maybe you'll reward me".



#11
Han Shot First

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Holy mother of God, that font.

 

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