This doesn't make any sense. You don't have to run around to each interactive person and see if he wants the fossil. Just hit the ones who show on your map; when they do, you've got something for them, and once you give it to them they stop showing. Nor do you ever have to think about whether you have the fossil. If you have it, that salarian shows on your map.
My point was that you don't need to keep track as it is. Again, the map shows you that. It's better at that than any journal since it shows you exactly where to go
There is one bugged early SQ where the target doesn't show on the map. Maybe that gave you the wrong impression of how the system works.
Okay, it sounds like we had different versions of the game. Because at least in my version, the map did not consistently only show the interactive people whom I had obtained their item. My map had some bugs to it, like that elcor who wanted extraction of his people from Dekuuna but I had to leave the Citadel and do another quest before I could turn the quest in. Or the turian general whom I could either assassinate or convince to provide black market weapons. I think he stayed on my map even after completing the quest.
So yes, if the map worked as your version did, that would have been easier. But as it was implemented, it was too unreliable. And if it's a resource concern, I would think that adding a few lines to the journal to have it reflect our progress should not be a huge use of resources. All of these fetch quests are straightforward and have no variation to them, so it's not like the journal would have to record branching paths.
As you have said, the journal as it existed in ME3 was useless. So I would prefer to improve it for MEA rather than just eliminate it.
Oi, as long as they make it sound less repetitive. It always had the tendency to repeat in the same waaay… which gets annoying.
Ohhhh, does this mean we'll need a protocol droid? Maybe one with "extracurricular" abilities? Get what i'm saying, fellow meatbag?
I'm down with this. And, surprisingly enough, the one quest which sort of did this was the side quest suggested by Isabela when done with her loyalty quest. Though not highly varied, i believe how you answered determined if you got a discount with Martin.
I wouldn't say all but it seems only the loyalty quests get any serious attention, at least where DA2 is concerned (of course, this might be more my situation since i'm replaying it now).
And agreed regarding their purpose should be. It's just, there are times _it really seems, the devs don't give a damn.
Haha yeah I definitely began to recognize the alien language pattern. "Ching pala moonay" I don't know how easy it would be to randomize sound clips, so don't know if this idea would actually be worthwhile.
I believe that quest with Isabela actually ended with having that smuggler as a vendor or him leaving. Which was a good consequence of our actions. His merchandise wasn't unique so players weren't punished for choosing not to help him, but there was a tangible difference resulting from our actions in the quest. And it was great that it was unlocked through Isabela, so there was already variation in our options based on whether we had recruited her or not.
The thing is its not as if DAI didn't try to do that too - with the western reaches or whatever that led to that dragon (I actually liked that quest)
Yeah I liked some of the concepts behind the side quests like baiting the dragon. The implementation is what would sometimes be lacking. I liked the multi stage process for luring the dragon out and every step was logical and not identical. But it was a pain for me to run around the section of the Western Approach waiting for the monster to spawn which had the component we needed. It seemed to spawn rarely and it was random whether the corpses would have the required item or not.
Or the specialization quests. Very cool that we had individual trainers, had to read a manual about it, and create something to reflect our training. But then it essentially boils down to a fetch quest and the required items are poorly explained on how to find. I spent a looooooong time killing wisps in the Fallow Mire before getting frustrated and going online to discover that it wasn't a random spawning chance but three specific areas in the FM which had the right wisps. And trying to find the demons on the Storm Coast for the tempest was equally frustrating.
I think a lot of the side quests in the game actually were interesting ideas and could have been a lot of fun. But if they are padded out by running back and forth across large maps looking for a respawning monster it becomes tedious.
I don't mind if its not good if I don't have to play it. Assuming its cheap and some people like it, anyway. If that's not the case, then Bioware should just get rid of it.
Trying to improve it just means throwing more resources at stuff I'd probably still rather skip. Or Bioware will try to "integrate" it more with the rest of the game, which means it'll be harder to skip or will have some actually interesting stuff tied to it.
I didn't care that the crap in ME1 was crap, because I could skip it. And the crappest stuff had its own set of map markers so it was especially easy to skip.
I didn't care that the board quests in DA:O were crap, because I could easily ignore the board quests. Or just do the ones that were conveniently on my way anyway.
DAI did a poor job of communicating its skippability, and a poor job of communicating where the good stuff actually was. And frankly it just had too much weak stuff and proportionately too little good.
ME2 and ME3 made planet scanning necessary to get the good endings, and that was annoying.
Highlighting this. People talk about how optional content is optional, so we don't have to play it. Okay, but how am I to know what will be an interesting quest and what won't when it's truly only a small percentage that I consider interesting, and those quests are interspersed with the rest? Like you said, it's fairly obvious that the Chantry board/mages' collective/planet scanning quests are optional and won't effect any major quests. But all DAI side quests "look" the same when we receive them. There is the one main quest per zone, but everything else is jumbled together.
And really, I dislike the mentality that if something is optional it's okay if it's not great. A player shouldn't give boring content a pass because it's not part of the main plot. And a developer should want to produce the best content in 100% of their game, not just in major sections.