Currently when playing the game every quest I have encountered is predictable. After 10 games you step on a quest hut and know exactly the end result every single time. I'm suggesting the game to be more alive and unpredictable where 3 midnight stones might provide a helm or bracers or wand! It's boring knowing I'm always going to receive a shield.
The quest for delivering the nobleman to the estate... perhaps he turns into a werewolf after a couple turns? perhaps he offers to join you? perhaps he has a treasure map which can be explored? The point here is allowing these quests to be more creative and less predictably boring.
ANYONE who agrees please post your thoughts too!
Agreed, I like the idea of getting a treasure map (or a key) to new ruins to explore.
1. There should be a possibility of consequences for not completing a quest. Don't rescue the lady and perhaps her father; a champion, learning of this takes a vow to kill you and engages your soverign in tactical battle (in a great hall in your keep) or perhaps you hear that another lord rescued her and gained the alligence of her serfs (a squad of peasants).
2. Don't slay the rats, they could multiply and in x turns overrun your graneries - destroying your farm.
3. And when you are told there is a rat problem - don't be surprised if its involves a swarm of dire rats - about the size of dogs.
4. Perhaps a quest location is an ambush, set by bandits and your party is attacked from all sides.
Unless there are other tags I should be looking for, I think there are only 24 quests which is why you're not seeing a lot of variation. All of them being located in the "Core Quests" folder.
Quest_EscortNobleman1.xml(9): <QuestDef InternalName="Quest_EscortNobleman1">Quest_EscortNoblewoman1.xml(9): <QuestDef InternalName="Quest_EscortNoblewoman1">Quest_StrandedKnight.xml(9): <QuestDef InternalName="Quest_StrandedKnight">Quest_StrangeNoises.xml(9): <QuestDef InternalName="Quest_StrangeNoises">Quest_TheDarkConcoction.xml(9): <QuestDef InternalName="Quest_TheDarkConcoction">QuestCityPop.xml(9): <QuestDef InternalName="Quest_DamselInDistress">Quests_CommonQuests.xml(9): <QuestDef InternalName="Quest_TheSilverFlute">Quests_CommonQuests.xml(103): <QuestDef InternalName="Quest_TheWildGooseChase">Quests_CommonQuests.xml(225): <QuestDef InternalName="Quest_Terrorized Village">Quests_Level1.xml(5): <QuestDef InternalName="Quest_TheLostHorse">Quests_Level1.xml(98): <QuestDef InternalName="Quest_Terrorized_Merchant">Quests_Level1.xml(190): <QuestDef InternalName="Quest_RatsInTheRuins">Quests_Level1.xml(273): <QuestDef InternalName="Bandits">Quests_Level1.xml(313): <QuestDef InternalName="Quest_Enchanter_01">Quests_Level2.xml(7): <QuestDef InternalName="Quest_Terrorized_Merchant2">Quests_Level2.xml(101): <QuestDef InternalName="Quest_MaggiesQuest">Quests_Level2.xml(219): <QuestDef InternalName="AUsefulPotion">Quests_Level2.xml(258): <QuestDef InternalName="AUsefulPotion2">Quests_Level2.xml(298): <QuestDef InternalName="Quest_Enchanter_02">Quests_Level3.xml(5): <QuestDef InternalName="Quest_Moriah">Quests_Level3.xml(115): <QuestDef InternalName="AlzorsArmor">Quests_Level4.xml(4): <QuestDef InternalName="SagogsEgg">Quests_Level4.xml(197): <QuestDef InternalName="DestinyTutor">Quests_Level5.xml(6): <QuestDef InternalName="MasterQuest_01">
I'd love to see a greater variety of quests. I think this is one area where the community can definitely work together and fill the need for more quests. If Stardock would provide more guidance on creating quests, the community could fill this need and let Stardock focus on the core issues of the game.
Definitely there's a bundle of modding and map creation questions... hopefully Stardock will provide a PDF guide soon which is updated as time passes.
Two main variables we need for modding xml is a random variable and IF variable.
Thus a volcano on a map only erupts an explosion 2% chance each turn. Also we need IF statements such as IF game turn equals 85 then allow black market merchant to appear once for each player who has gold above 800.
The idea was for the majority of the quests to be made by us but with all the problems with the game most of the mods being made are to tackle and hotfix bugs and improve the base game. Hopefully the major update will add alot more content.
I agree utterly.
It's weird how few quests there are, and how simplistic they are.
Fortunately they don't seem too hard to make, so I expect modders will be able to make plenty more. They've already begun: https://forums.elementalgame.com/394924
Thanks for the link Arkenor
Yes, quests are sorely lacking both in number and depth. In my last game, I actually counted them, I found the alchemist lab 13 times!!!
Edit: 13 times, not 23, sorry!
Once Stardock gets out of bug-fixing mode I'm sure we'll find new quests added with each patch. They aren't particularly difficult to write up with the XML.
It would also be cool if some of the quests had multiple possible outcomes. For instance I though it would be a nice twist if I married the noble daughter I escorted (it was such a romantic trip acros the wasteland)
Exactly... anybody wonder why the noble daughter has charisma of zero.
I'd like to see some quest with more options in them. The "Yes/No" really isn't much of an option as most of the time it's either accept or refuse quest. In the case of fighting enemy monsters it's more like Complete or Abandon quest. They could do a lot of story stuff with the multiple options but also could have reward choices. Like the smith that always gives you shield which the OP mentioned could give you choice Armor, Weapon, Shield. More then 2 options would be nice.
Also have the Modders made any guides to creating quest yet so we can see what the options involved are for making the quest.
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