Thought I'd scream about a particular issue and hopefully build a clear consensus so it is addressed (it should be addressed, imo, before release). The quest system is missing an INCREDIBLY important piece of information...
So, we go on quests for a reason, right? We go on them for the rewards. Now, what if I told you I have built an incredibly flexible, modable system for making quests? Some of you would say "great!" So, harkening back to my point about us going on quests for a reason - and the reason being rewards, what if I told you that the current system does not allow you to elaborate on what you get as a reward (eg the entire reason for a quest)? Well, my friends, that is how it is currently implemented in FE. You can indicate a reward, but cannot tell the person on the quest what the item you get as a reward does.
Well, let me be very specific. You cannot mouse over a reward item to understand what it does for you. This is a silly oversight and should be corrected. It's unclear for players what they get before committing to a quest.
Be aware that you could overcome this in the quest text dialog by indicating what the reward item, etc, would do you for. BUT - that's now how quests are currently implemented in FE. Currently, you just see an item that does ???? for you. I think that is a major flaw to the system. So, please, either make it so you can mouse over the reward item to see what it does (ideal and solves the problem) OR change all of the existing quests so that the item description is in the quest chat. The latter is more clunky, but solves the issue without a real coding change.
Thanks for reading.
edit - heavenfall put it better and much more succinctly than I did:
"All the quest rewards are in the hiergamenon. We simply want to access that information without reloading the game just to be able to accept the quest."
NT
Can't we add a tooltip in with the tooltip tag?
That would be great if possible!
I'll test it tomorrow. Right now I need to do some beer.
Silly oversight? Major flaw in the system?
I dont think so, i like how at least some things are a bit mysterious and not spelled out in every detail.
Ι actually COMPLETELY agree with Flohaxn and disagree with the original poster - if you look at it in RPG "realism" terms, why would a quest-giver give you full details of a promised reward? It is more plausible that you will hear about a great artifact by name only, and go on a quest to get it.
If you look at it in gameplaying terms, I actually think they are already giving us too much information by classifying quests as Easy, Hard, Epic etc. - quests should be bold ventures in unknown territories, frought with terror and sometimes resulting in the injury of your champion. It's enough that my hero and champions cannot be killed in any case, having full explicit information about quests BEFORE you do them nerfs the quest system and makes it predictable and boring.
Let me clarify: I sometimes have the urge to play the Heroes of Might and Magic type of games, where monsters stay where they are, where they tell you what the outcome of each battle is BEFORE the battle, and where everything is static, transparent and non-random, so you can powerplay to your heart's content. In my opinion, FE should NOT be one of those games - the outcomes of battles should not be pre-determined, it should be full of mystery and secrets, and there should be random events in the world (from wandering monsters to random events).
I don't agree that I go on quest to accept the rewards, I go on quests because it feels rpg'y. I'd love the quests to emerge me a little deeper, but not kill me randomly though.I also go on quests because they spawn "XP"...
It would be a cool feature for the guy to show you a weapon as a quest reward, you can mouse over the object and look what it does, but still give you 3 choices for rewards after the quest have been completed like most quests work.
Sincerely~ Kongdej
All the quest rewards are in the hiergamenon. We simply want to access that information without reloading the game just to be able to accept the quest.
yup.
Wile I sort of agree the quest should be a little mysterious in the beginning. When we are actually selecting the reward we should get full info.
Also, get rid of all of the damn WoM quests already!!!
? which are these?
Agreed
Agreed also. For now, having done said quests over and over and over I can almost quote the reward. When there's actual new stuff in the game, will be a different story.
All the crap quests at the beginning of the game. Escort the noblewoman. Kill the rats. The one with the ring where you kill the wolves.
Ok... starting to get nauseous.
This. Plus it seems to me, from a roleplaying perspective, to make sense that your sovereign would learn these things before setting out.
"If you'll go defeat the feared mages Ybmug and Yekop, I promise you a fine reward!"
"That's nice. What's the reward?"
"A fine one!"
"You know, I didn't struggle this far to create a nation, based on vague promises at the end of time-consuming quests. You either tell me exactly what I'll receive in exchange for finding exactly what you want, or you can go and get it, yourself."
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