Aller au contenu

Photo

no fetch quest!


  • Veuillez vous connecter pour répondre
31 réponses à ce sujet

#26
AlanC9

AlanC9
  • Members
  • 35 635 messages

While it was a little ridiculous, I didn't mind ME3's "overheard" system. The ridiculousness came as a result of the NPCs being randoms and the time it would take for Shepard to go to random planet, scan it get the thing the NPC wanted and come back. So Shepard remembered some inane request he overheard and made a point of coming back to said NPC who hasn't managed to make other arrangments in the weeks/months it took to come back.
 
As a gameplay mechanic it was better than devoting a full conversation wheel to it. The only improvement they could make is remote turn-in. Once you pick up the whatever, have your comm specialist or a VI send a message to the NPC that their item will be delivered shortly.


That's workable. The thing about remote turn-in is that the point of having these missions on the Citadel was pretty obviously to make the Citadel more interactive, just as the point of having the fetch mission targets and war assets on the galaxy map was to make interacting with the galaxy map useful. With remote turn-in, is there really any point to having personal turn-in? Or should all the quest conversations just be killed and the zots repurposed to hub ambient conversations? "Hub" as a placeholder until we find out what location(s) will be taking over this function in MEA.

#27
Eelectrica

Eelectrica
  • Members
  • 3 770 messages

Those saying every game or every RPG has fetch quests are wrong, Divinity original sin has no fetch quests. And please don't start a tiresome bizantine argument about the meaning of the word fetch so that every quest counts as a fetch quest.

Divinity: OS has fetch quests as well, just like any other.

Easy example: Cecils mighty staff. Find staff, kill bad guys who have it. Either keep it for yourself or give it back.

It's a good staff for early in the game, so the player might want to keep it. Good to have options.



#28
Eelectrica

Eelectrica
  • Members
  • 3 770 messages

Haven't played Divinity:OS. What kind of quests does it have?

All kinds of quests. Dialogue quests, escort quests, kill this guy quests, even puzzle type quests.

One of the games strengths I think is its variety and that has different solutions to the quests.

 

Actually looking forward to the enhanced edition when it comes out which is supposed to improve on a lot of the shortcomings of the story.



#29
Valkyrja

Valkyrja
  • Members
  • 359 messages

That's workable. The thing about remote turn-in is that the point of having these missions on the Citadel was pretty obviously to make the Citadel more interactive, just as the point of having the fetch mission targets and war assets on the galaxy map was to make interacting with the galaxy map useful. With remote turn-in, is there really any point to having personal turn-in? Or should all the quest conversations just be killed and the zots repurposed to hub ambient conversations? "Hub" as a placeholder until we find out what location(s) will be taking over this function in MEA.

 

Honestly I wouldn't mind if fetchquest grind and boring minigames were just killed outright. ME2 and ME3 already had enough content anyways no need to pad.

 

Having more ambient conversations reacting to your choices and progression of the narrative would be nice.



#30
CrutchCricket

CrutchCricket
  • Members
  • 7 735 messages

Haven't played Divinity:OS. What kind of quests does it have?

I'm guessing the kind where you retrieve things for people and get rewards in exchange :rolleyes:

 

That's workable. The thing about remote turn-in is that the point of having these missions on the Citadel was pretty obviously to make the Citadel more interactive, just as the point of having the fetch mission targets and war assets on the galaxy map was to make interacting with the galaxy map useful. With remote turn-in, is there really any point to having personal turn-in? Or should all the quest conversations just be killed and the zots repurposed to hub ambient conversations? "Hub" as a placeholder until we find out what location(s) will be taking over this function in MEA.

You could have both if you really want. Introduce a minor shipping fee to provide incentive, similar to buying guns at the Citadel vs buying in the armory.

 

Though if interactivity is the concern, you could always throw in more arguments where you support either party. Or minigames as someone brought up.

 

Honestly I wouldn't mind if fetchquest grind and boring minigames were just killed outright. ME2 and ME3 already had enough content anyways no need to pad.

 

Having more ambient conversations reacting to your choices and progression of the narrative would be nice.

Who says they're all padding? The hacking minigames in ME2 were a nice change in gameplay and were aesthetically immersive.



#31
Kel Eligor

Kel Eligor
  • Members
  • 234 messages

Who says they're all padding? The hacking minigames in ME2 were a nice change in gameplay and were aesthetically immersive.

 

Oh god no. One of the better things that Mass Effect 3 had over 2 was the fact that Shepard was insta-hacking a locked door with his omni-tool rather than do that terribly boring and repetitive mini-game. 



#32
CrutchCricket

CrutchCricket
  • Members
  • 7 735 messages

Oh god no. One of the better things that Mass Effect 3 had over 2 was the fact that Shepard was insta-hacking a locked door with his omni-tool rather than do that terribly boring and repetitive mini-game. 

It wasn't boring. It felt like you were actually hacking things.

 

Repetitive it may have gotten, near the end. An option to auto-hack ala ME1 would've been nice in later parts of the game.