I think that almost any of the wartable missions turned into actual quests with cutscenes within their respective zones where you had to make choices about how the quests played out would be far more interesting than any given fetch quest.
Suggestions for Trimming Back on Fetch Quests
#27
Guest_Aribeth de Tylmarande_*
Posté 18 février 2015 - 02:47
Guest_Aribeth de Tylmarande_*
I think that almost any of the wartable missions turned into actual quests with cutscenes within their respective zones where you had to make choices about how the quests played out would be far more interesting than any given fetch quest.
In some ways the war table missions made the fetch quests even worse. Whenever I would return to the war table I would think to myself, "God, I wish I was going to Nevarra right now to thwart a conspiracy against King Markus ... rather than collecting 10 bear claws in the Hinterlands."
Still enjoyed Inquisition, but yeah, they need to do something about that.
- Eelectrica, phaonica, Nefla et 1 autre aiment ceci
#28
Posté 18 février 2015 - 04:52
In some ways the war table missions made the fetch quests even worse. Whenever I would return to the war table I would think to myself, "God, I wish I was going to Nevarra right now to thwart a conspiracy against King Markus ... rather than collecting 10 bear claws in the Hinterlands."
Still enjoyed Inquisition, but yeah, they need to do something about that.
I felt the same way. Like the War Table was so well done that I was constantly reminded that the quests in the open world sucked.
- Saphiron123 et LunaFancy aiment ceci
#29
Posté 19 février 2015 - 01:09
I want cinematics and meaningful story. Delivering flowers and finding someone's ring or killing a bear for my soldiers who are apparently awful at their jobs isn't how I want to spend my time.
Collecting 100 shards isn't fun. Give me things that are fun to do, stuff that makes me curious, great party banter about the stuff we're doing like in origins. I know bioware can do it, they've done it before.
Fetch quests suck, they aren't fun, and once you do them once there's no reason to ever do them again.
- phaonica, Nefla, pinkjellybeans et 2 autres aiment ceci
#30
Posté 19 février 2015 - 01:19
Most fetches didn't have dialog nor most sides, let alone sides. Take the Deep Roads
Places of Power - No dialog, delivery quest
Topsider - Fetch, no dialog
Asunder - fetch, dialog (after)
Gangue Shade - no dialog
Legion Armor - Fetch, no dialog
Drafter's Cache - Fetch no dialog
Registry - Fetch no dialog
Ruck - Dialog
I think people forget the long list of sides that lacked dialog. Compare with the hinterlands, the most notorious area
Farmland Security - dialog
Trouble with Wolves - dialog
Master of Horses/Horses for the Inquisition - dialog
Hunger Pains - Dialog
Love Waits - dialog
Business Arrangements - Dialog to finish
Where the Druffalo - Dialog to finish
Agrarian Apostate - Dialog
In the Elements - Dialog
My Lover's Phylactry - Dialog to finish
Strange Bedfellows Dialog
In the Saddle - dialog
A Spirit in the Lake - Dialog
Flowers for Senna - Dialog
Ballad of Lord Woolsey - Dialog
That is 15 out of 40 someodd quests and that is counting all the rift quests, map quests and astrariums separately,
See, they're not REALLY the same though. All the quests you just listed, I just got to asunder in my origin game and ruck and i have topsider's honor etc... but they're all part of a fairly linear map... you're going to get them naturally. I mean the golem registry is two steps from the boss fight at the end of the dwarf section of the game. 99% of the fetch stuff in origins you get without any side trips whatsoever.
Hinterlands is different, some guy wants you to deliver flowers, and expects you to run 15 minutes away from anything that matters to do it. It's open world, so every quest requires a lot more time invested. And I got more dialogue from asunder then 70% of the fetch quests in the hinterlands. Ruck had like 5 minutes of dialogue, a shop, and i didn't have to go out of my way.
The only quest in origins you listed that takes more then 60 seconds of time out of your way is drifter's cache if you miss one, and then you have to get the actual cache from behind the boss level ogre, but if you know about it, even that is on your way.
Plus DAO gives you actual rewards most of the time, DAI it's almost always +2 power. Like, I have 240 leftover at the end of the game.
And never once did DAO ask me to find 50 copies of Varrick's book, or 120 shards across every map in the game. That's a lot of fetch questing!
- earymir, Nefla, pinkjellybeans et 2 autres aiment ceci
#31
Posté 19 février 2015 - 01:54
See, they're not REALLY the same though. All the quests you just listed, I just got to asunder in my origin game and ruck and i have topsider's honor etc... but they're all part of a fairly linear map... you're going to get them naturally. I mean the golem registry is two steps from the boss fight at the end of the dwarf section of the game. 99% of the fetch stuff in origins you get without any side trips whatsoever.
Hinterlands is different, some guy wants you to deliver flowers, and expects you to run 15 minutes away from anything that matters to do it. It's open world, so every quest requires a lot more time invested. And I got more dialogue from asunder then 70% of the fetch quests in the hinterlands. Ruck had like 5 minutes of dialogue, a shop, and i didn't have to go out of my way.
The only quest in origins you listed that takes more then 60 seconds of time out of your way is drifter's cache if you miss one, and then you have to get the actual cache from behind the boss level ogre, but if you know about it, even that is on your way.
Plus DAO gives you actual rewards most of the time, DAI it's almost always +2 power. Like, I have 240 leftover at the end of the game.
And never once did DAO ask me to find 50 copies of Varrick's book, or 120 shards across every map in the game. That's a lot of fetch questing!
I agree, not only are these quests short, pointless, and far out of your way, but they don't even give you good rewards. There's no reason at all for me to be in any of the optional maps because there isn't anything fun or story related to do there (and no, I don't consider wandering around looking at the scenery fun) it's such a waste of such large, beautiful and detailed maps to leave them empty aside from "please find my lost shoe" or notes scattered on the ground telling you to hoard minerals or whatever. It seems pretty telling that when people defend the fetch quests, they always jump to "there were some fetch quests in Origins, see? See?" rather than "there were some fun quests in DA:I, here is a list of them."
- pinkjellybeans aime ceci
#32
Posté 19 février 2015 - 02:04
See, they're not REALLY the same though. All the quests you just listed, I just got to asunder in my origin game and ruck and i have topsider's honor etc... but they're all part of a fairly linear map... you're going to get them naturally. I mean the golem registry is two steps from the boss fight at the end of the dwarf section of the game. 99% of the fetch stuff in origins you get without any side trips whatsoever.
Plus DAO gives you actual rewards most of the time, DAI it's almost always +2 power. Like, I have 240 leftover at the end of the game.
And never once did DAO ask me to find 50 copies of Varrick's book, or 120 shards across every map in the game. That's a lot of fetch questing!
DAO asks you to find 10 garnetts and mark 6 places of power and 5 scrolls of bannastor....yes, it has plenty of that sort of collection stuff. The best armor is bought, the best dagger bought, the best staves bought, the best ring bought. The best weapon in the game literally just falls from the sky in front of you. There isn't that much that is looted and good.
I do agree that the linear maps make the side quests in DAO that really aren't anymore substantial than the ones in DAI feel less "side" because they are along the way so you aren't going out of your way to do annoying things. That is really the key because it isn't the quantity of note based, collection based boring quests that are the problem but rather the world design that makes them a chore to do.
#33
Posté 19 février 2015 - 02:17
It seems pretty telling that when people defend the fetch quests, they always jump to "there were some fetch quests in Origins, see? See?" rather than "there were some fun quests in DA:I, here is a list of them."
I think you can easily find 2 per map other than Oasis which is a waste. There is the main quest: Still Waters, Trouble with Darkspawn, Master of Horses, Lost Souls etc and then a secondary thing like Still Ruins, Chateau d'Onofrio, God of Secrets type stuff.
I think really you'd struggle to name all the really good quests in DAO. I mean "find some iron bark" and "find sword parts" and those sorts of things aren't great and things like "find my lost wife" are similar to things like the Naturalist in Crestwood.
DAO and DAI both have filler but both have quality as well. Nothing is really nothing but deep and meaningful quests.
#34
Guest_Aribeth de Tylmarande_*
Posté 19 février 2015 - 03:24
Guest_Aribeth de Tylmarande_*
I think you can easily find 2 per map other than Oasis which is a waste. There is the main quest: Still Waters, Trouble with Darkspawn, Master of Horses, Lost Souls etc and then a secondary thing like Still Ruins, Chateau d'Onofrio, God of Secrets type stuff.
I think really you'd struggle to name all the really good quests in DAO. I mean "find some iron bark" and "find sword parts" and those sorts of things aren't great and things like "find my lost wife" are similar to things like the Naturalist in Crestwood.
DAO and DAI both have filler but both have quality as well. Nothing is really nothing but deep and meaningful quests.
I don't think anyone here is making the claim that DA:O consists of only meaninful and impactful quests.
The fetch quests in Inquisition stood out more, however, for a variety of reasons (some of which you yourself pointed out):
i. Large, empty zones which require you to traverse huge swaths of territory as you are performing these trivial tasks.
ii. Lack of a "cinematic camera" (for lack of a better term) makes it difficult to see npc faces and empathize with their plight.
iii. Very few zones had a major quest which fleshed out the space and gave meaning to your presence. There is the mage-templar conflict in the Hinterlands, but other than that? The Tomb of Fairel was fun till the moment you realize that you've been scouring the desert for a random chest with discardable loot.
It's been a long time since I have played Origins, so I don't remember every fetch quest off the top of my head, but Inquisition certainly felt like it had more of them. Dozens upon dozens of notes pinned to corpses, letters strewn about the landscape, and menial tasks like herding animals, collecting meat, gather requisition materials, etc.
Origins isn't perfect, and I do consider Inquisition to be a worthwhile product, I'm just trying to brainstorm ways to improve the franchise (and hoping that one of the Bioware employees actually reads this stuff).
- Nefla aime ceci
#35
Posté 19 février 2015 - 04:32
I felt the war table missions were just there to prolong the playtime for the game. Some of them had me wait 40 hours for them to get done (real time).
- Naphtali aime ceci
#36
Posté 19 février 2015 - 05:38
I felt the war table missions were just there to prolong the playtime for the game. Some of them had me wait 40 hours for them to get done (real time).
I agree that that seems like the primary purpose of the timers. And the tangible rewards were kind of suck, too. But I think the missions themselves combined with the choice mechanic were rather compelling and would have made far better missions to actually participate in.
- Naphtali aime ceci
#37
Posté 19 février 2015 - 07:08
I agree that that seems like the primary purpose of the timers. And the tangible rewards were kind of suck, too. But I think the missions themselves combined with the choice mechanic were rather compelling and would have made far better missions to actually participate in.
Also making it possible to fail missions. Maybe if you do wartable missions in areas you haven't "settled things" in beforehand. Like if you set up a war-table mission in the Hinterlands, you might fail if you haven't removed the mage + templar threats in them first.
Every war-table mission seems to be an automatic success.
- Mari et Naphtali aiment ceci
#38
Posté 19 février 2015 - 08:16
I think you can easily find 2 per map other than Oasis which is a waste. There is the main quest: Still Waters, Trouble with Darkspawn, Master of Horses, Lost Souls etc and then a secondary thing like Still Ruins, Chateau d'Onofrio, God of Secrets type stuff.
I think really you'd struggle to name all the really good quests in DAO. I mean "find some iron bark" and "find sword parts" and those sorts of things aren't great and things like "find my lost wife" are similar to things like the Naturalist in Crestwood.
DAO and DAI both have filler but both have quality as well. Nothing is really nothing but deep and meaningful quests.
I think you can find two per map that entertain you. I did not find any of those particularly entertaining and I certainly didn't look forward to doing any of them a second time. They all lack the elements that I enjoy in a quest: human elements (conversation, interactions, actually seeing the plight or deeds of characters rather than reading a note about it or having someone tell you), cutscenes or zoomed in conversations, multiple ways to resolve, (including good, evil, or grey options) multiple dialogue choices to shape your character's personality, unique high quality gear, input from your companions which makes you want to do the quests again to see the reactions of different party combinations, etc...Also as others have mentioned, those boring side quests are the only things in those huge maps. If there had been main quest storyline threaded throughout and you just turned in bear claws and found rings along your way it wouldn't be so bad. Those zones were completely wasted in my opinion.
- earymir, thevaleyard, pinkjellybeans et 2 autres aiment ceci
#40
Posté 19 février 2015 - 04:49
Also making it possible to fail missions. Maybe if you do wartable missions in areas you haven't "settled things" in beforehand. Like if you set up a war-table mission in the Hinterlands, you might fail if you haven't removed the mage + templar threats in them first.
Every war-table mission seems to be an automatic success.
I agree that some of the War Table missions were merely time-extenders, but then there's a lot of that throughout the game anyway.
I do like the concept of the War Table and would have like to have seen it work much better. It does represent the idea of a large organization and having to delegate and not being able to directly affect the outcome and then perhaps adjusting for negative results.
It would have been a great opportunity for BioWare to do expand the game in another way. Play as another character, perhaps an ally, friend, relative, clan member, etc. of the Inquisitor to aid Scout Harding or even play Scout Harding in some areas, where you'd have to stealth your way through some objectives, secure a base, etc (just limited to a small portion of the section). Then call in the Inquisitor and team which you do as Inquisitor to explore the rest of the map section. Probably not very easy to accomplish in writing the game story for an addition character and setting up specific areas.
#41
Posté 19 février 2015 - 07:15
And what about a timer in the war table like example: u need 40 min to unlock emprese du lion, once u get the zone, u have 15 minutes to go, and if dont go there, then the templars win, and u loose the zone, is just an example of what they can do for some quests
Edit: Oh yes sorry, and u have a timer with a countdowm in ur screen if u are in some place like orlais maybe ![]()
#42
Posté 19 février 2015 - 10:13
I think you can find two per map that entertain you. I did not find any of those particularly entertaining and I certainly didn't look forward to doing any of them a second time.
Well that seems to be your problem and not really a game problem. Those are all quests with dialog, lore, interesting settings and so forth - so a lot of your wanting to have interaction are mostly there. Something like Still Ruins doesn't have people but the art tells quite a vivid story. I think a lot of people have decided they don't like the game and ao they will close their eyes to anything it does well. As always, for some people the game is perfect or trashed in reality it is neither.
#43
Posté 19 février 2015 - 10:25
Also making it possible to fail missions. Maybe if you do wartable missions in areas you haven't "settled things" in beforehand. Like if you set up a war-table mission in the Hinterlands, you might fail if you haven't removed the mage + templar threats in them first.
Every war-table mission seems to be an automatic success.
Depends on your definition of success. Killing off the Wardens or your Dalish clan sounds like a fail to me. It's only two, but they are there.
#44
Posté 19 février 2015 - 11:04
Well that seems to be your problem and not really a game problem. Those are all quests with dialog, lore, interesting settings and so forth - so a lot of your wanting to have interaction are mostly there. Something like Still Ruins doesn't have people but the art tells quite a vivid story. I think a lot of people have decided they don't like the game and ao they will close their eyes to anything it does well. As always, for some people the game is perfect or trashed in reality it is neither.
Whereas I think people have differing opinions and tastes. Just because you are satisfied with something, doesn't mean that people who find it lacking and dull are lying or in denial.
#45
Posté 20 février 2015 - 07:43
Depends on your definition of success. Killing off the Wardens or your Dalish clan sounds like a fail to me. It's only two, but they are there.
It doesn't hurt the inquisition or give you any sort of setback in the game itself.
- phaonica, Nefla et Naphtali aiment ceci
#46
Posté 20 février 2015 - 07:51
It doesn't hurt the inquisition or give you any sort of setback in the game itself.
Okay, that is true.
#47
Posté 20 février 2015 - 08:12
Okay, that is true.
It is actually a game where failure is impossible to achieve on any level. Combat is winnable by casting barrier and button mashing. Hard to get that one wrong. Everything you gain in the game is yours forever. Except for the temple in Haven, but that gets replaced by a castle so it isn't really a setback. Cory doesn't do anything at all to try and damage what you are building up to use against him either.
- Nefla et Naphtali aiment ceci
#48
Posté 20 février 2015 - 09:21
Perhaps it would have been better to tie each main quest to a particular wilderness area? So have some quest-specific content a la Here Lies The Abyss? At the very least, have some overriding purpose for being there like the Fallow Mire rather than just wandering around because someone said they saw a mud crab/red Templar by the river the other day.
#49
Posté 20 février 2015 - 09:31
I'm glad a few people here have used the word "lonely" to describe the experience because that is exactly how I felt. There are all these massive pieces of land and like no people. Barely any NPCs. Even that random shop in the desert just had a dog guarding it. Like who exactly am I saving? Where are the peasants and farmers? The fact that I had the banter bug for the majority of the game was made even worse by the fact that there wasn't really any NPCs to talk to along the way. Just me. In silence. For like 5 hours. No music either. It was dead.
But yeah, the fetch quests were horrible and soulless. I called in sick to work the day after DA2 came out, cuz I was just so curious about the story and the companions that I couldn't stop playing. I did not feel that way about DA:I. I stopped playing for almost 2 weeks because the idea of going back to the Western Approach so that I can endlessly close rifts and collect 5000+ shards in an empty desert was so mind numbing that I couldnt be bothered.
I barely made it through my first play through, and I see no point in starting a new game until somoene makes a hair mod for qunari since I know I will not be able to play this game more then twice. There is just nothing of replay value.
- Nefla et Naphtali aiment ceci
#50
Posté 20 février 2015 - 03:17
I'm glad a few people here have used the word "lonely" to describe the experience because that is exactly how I felt. There are all these massive pieces of land and like no people. Barely any NPCs. Even that random shop in the desert just had a dog guarding it. Like who exactly am I saving? Where are the peasants and farmers? The fact that I had the banter bug for the majority of the game was made even worse by the fact that there wasn't really any NPCs to talk to along the way. Just me. In silence. For like 5 hours. No music either. It was dead.
But yeah, the fetch quests were horrible and soulless. I called in sick to work the day after DA2 came out, cuz I was just so curious about the story and the companions that I couldn't stop playing. I did not feel that way about DA:I. I stopped playing for almost 2 weeks because the idea of going back to the Western Approach so that I can endlessly close rifts and collect 5000+ shards in an empty desert was so mind numbing that I couldnt be bothered.
I barely made it through my first play through, and I see no point in starting a new game until somoene makes a hair mod for qunari since I know I will not be able to play this game more then twice. There is just nothing of replay value.
Same here.
I muscled all the way through the game twice and got to the last quest another two times. My intention was to do all the romances which aside from doing the mage quest or the templar quest and drinking from the well or not drinking was the only thing that really changed from playthrough to playthrough. I didn't bother to beat the game on the third and fourth character because there is only one ending and then after that I couldn't force myself to play at all anymore. I watched the romances I missed on youtube which is where I also had to listen to the banter because like you it almost never fired in my game. There were characters I had together in my party for like 7 hours and never said a word to each other. DA:O had such a beautiful soundtrack where each song was memorable and moving and used to enhance the mood and atmosphere. The dead silence plus the sound of my footsteps in DA:I hurt my impression of the game a lot. My "soundtrack" for DA:I was 80's pop music from Pandora. >.<
- Naphtali aime ceci





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