[Beta 3A] Quest unavailable = boring as hell!

Quest Unavailable - either scale the quests to the player level or don't show the quest location and get rid of Quest unavailable! Walking all over map only to get Quest unavailable just makes the game boring as hell!

 

 

1,438 views 14 replies
Reply #1 Top

Yeah it is pretty annoying - I have those littering my realm and I have nothing to fight to gain levels on, except maybe opposing kingdoms who I am trying to make friends with

Reply #2 Top

It would be nice if when you move your mouse over such locations, it displays you the associated level.

Reply #3 Top

yeah i agree something needs to be done to make this more interesting.  either hide them from the players that can't access them, or give more interesting reasons why you can't go in.  and make it apparent on the overhead map so that you don't waste time walking over to it.

Reply #4 Top

It's just poorly documented. You need to increase your quest level through research. 

Reply #5 Top

It's just poorly documented. You need to increase your quest level through research
End of quote

i think they way this was handled before was better.. as you leveled up adventure new quest locations became available..

as of right now the only way to tell if you equal to goodie huts level is to spend the time to walk to it only to be denied.. if it stays the current way then mouse over text explaining what need to ise said goodie may be a good idea... personally i like the old way or the quest reward scale with adventure level idea

Reply #6 Top

It would be nice to see some kind of particle effects in relation to availability. Off the top of my head, something like green/red sparklies/aura to signify a location's availability to the current unit. No sparklies if it's already been explored. Blue sparklies for quests underway.

Reply #7 Top

Quoting bloodystump11, reply 6
It would be nice to see some kind of particle effects in relation to availability. Off the top of my head, something like green/red sparklies/aura to signify a location's availability to the current unit. No sparklies if it's already been explored. Blue sparklies for quests underway.
End of bloodystump11's quote

 

Seconded. Some general sort of 'highlighting' to distinguish game-effecting terrain details from decorative is much needed I think. I like how research is now needed to access the higher level dungeons though. Keeps things interesting and whenever I hit one I feel a niggling temptation to switch my research to Adventure... a good thing imho! :-)

Reply #8 Top

Quoting Frogboy, reply 4
It's just poorly documented. You need to increase your quest level through research. 
End of Frogboy's quote

It's also somewhat broken. For example, even though questing says it allows you to travel to inns to get quests, I can do that anyway without the technology.

Also, I believe that this tech tree could be called "Lore", and presented as exposing new Lore about the world. Right now, it feels artificial -- I mean, really, I need a technology to go to an INN?!

Reply #9 Top

Quoting sage2, reply 8

Quoting Frogboy, reply 4It's just poorly documented. You need to increase your quest level through research. 

It's also somewhat broken. For example, even though questing says it allows you to travel to inns to get quests, I can do that anyway without the technology.

Also, I believe that this tech tree could be called "Lore", and presented as exposing new Lore about the world. Right now, it feels artificial -- I mean, really, I need a technology to go to an INN?!
End of sage2's quote

 

Perhaps your Kingdom/Empire needs to learn appropriate table manners? If you wander in, spit on the barmaid and break a table while singing your national anthem, people probably won't be willing to offer you quests. A little research on 'Inn etiquette' is required.

Reply #10 Top

Quoting Twohawks, reply 5

It's just poorly documented. You need to increase your quest level through research
i think they way this was handled before was better.. as you leveled up adventure new quest locations became available..
End of Twohawks's quote

This would make sense. It would be like learning about the various places of interest in the world so they can then be explored and plundered interacted with.

Reply #11 Top

Quoting Frogboy, reply 4
It's just poorly documented. You need to increase your quest level through research. 
End of Frogboy's quote

 

I don't want to walk half way across a map to a quest location only to find it's unavailable! That's not poor documentation, that just poor design! Don't show quest locations that are unavailable or level the quests to the players level so a level 3 player/party only sees level 3/4 quest locations.

 

 

Reply #12 Top

Quoting pad152, reply 11

Quoting Frogboy, reply 4It's just poorly documented. You need to increase your quest level through research. 

 

I don't want to walk half way across a map to a quest location only to find it's unavailable! That's not poor documentation, that just poor design! Don't show quest locations that are unavailable or level the quests to the players level so a level 3 player/party only sees level 3/4 quest locations.

 

 
End of pad152's quote

 

If you click on a quest or a goodie hut it shoudl tell you what level you have.  And no, we won't be hiding them. That would be a poor design. Players should be aware that SOMEONE out there is able to get to those places.

The issue is one of UI (not showing the player on mouse over or click on) and documentation (the actual text not explaining why you can't use it).

 

Reply #13 Top

this would be acceptable, as long as i know quickly that i can or cannot activate the quest. 

Reply #14 Top

This may be a bit off topic, but... I think spawning/removing of those quest location needs some more work...

I've been snaking to a resource (don't remember what it was) when an inn popped out of nowhere right next to where i was snaking. It didn't appear in my way, rather to the side, but still...

I visited it, did it's quest. It didn't disappear just kept telling me that it has no quests for me.

Now, imagine someone's been questing like crazy while you've been researching.. lets say a great deal of farming. And whoops an inn 2 levels above yours pops up right between your snake and your oh-so desired wheat "deposit". OUCH...

So you start researching adventure and several turns later you find out that this inn wants you to go kill yourself on a monster... Now you start boosting your party, that inn stands between you and your city level after all... You did the quest and in the end... the inn stays where it was...

Now this does sound like a crazy scenario, and there's always resource export and pioneers but really...

 An inn? we had plans for this patch of land what the heck is this inn doing here!

[short man comes out of the inn] Sorry lads, but that's been our family business for generations now my grand-grand-grand-...-grand-grandfather founded this in lets see... two turns ago! So no, you ain't building your city here and that's final. Hey, wanna go and slay the dragon for me? I'll even give you a trinket!

Now, since I've started talking abut it, why do even have to snake our way to nods? Can't we just expand influence by simply growing a city larger and place resource "extractors" without adjacency? Why is there snaking in the first place?