Will you please include 20-30 new quests in 1.1?

it's getting kind of boring seeing the same 5 quests over and over.

7,468 views 20 replies
Reply #1 Top

Lets see there is:

Soveriegn sowrd

Sov Shield

Potion quests

Kill rats

Escort kid

Defense ring wolf quest thingy, I like that one

Armor quest, this is shit unless you are of the "Men" race

Moriah's spell book, complete shit, would be cool if it did anything

Destiny's tutor, doesn't work, complete shit

Dragon egg, badass if it works

Master quest, this is fairly fun, but I hate that it causes you to win.  I wish instead of one quest to win it all, we had to get so many Quest points to win with a quest victory. 

But, yea, we need a shit-ton more quest.  Way, way more.  I'm thinking of 100+ and random events.  And don't lie to me Kael and Toby, I know you guys can do it, I've played GalCiv2 and FfH.  Get it done.  Pronto. :thumbsup:

Reply #2 Top

We should have an option after completing the master quest to actually control the massive army if we want... or create an army of bee wearing armor.

Reply #3 Top

Edit: post below. =)

Reply #4 Top

There's a couple things being worked on but I don't know when they'll make it to the public branch.

First off, we want to make ti so that people can use the website to create their own quests and submit them for sharing.

Second, we want to break the quests into pieces in a similar manner that we do for other things in the game so that rather than having 10 quests you could have a thousand quests with the same parts. 

 

Reply #5 Top

I would like to see quests that change the map;

a. Complete the Quest and an island rises up out of the sea (you need a boat or teleport to visit the island)

b. Complete the Quest and a nearby mountain turns into a smoking volcano or a lake of lava appears on the map

c. Complete the quest and a earthquake sinks the surrounding lands and topples buildings in nearby cities

d. Complete the quest and the surrounding lands turn into fertile farmland

e. Complete the quest and you awaken a long lost city of the undead. Clear the city of the undead and bring in population to restore it to health.

Reply #6 Top

Lets not have any more demands for 1.1. I expect it's contents should be pretty much fixed at this stage in the process with polishing and bug fixing taking place. Adding last minute features has actually caused a lot of the QA issues Stardock have had.

Now post 1.1 that's a different matter of course. >_>

Reply #7 Top

Hey, it's never too late to request gameplay changes for 1.1. i'd like jetskis and Apache helicopters please.

That quest submission thing sounds really interesting, by the way.

Reply #8 Top

Second, we want to break the quests into pieces in a similar manner that we do for other things in the game so that rather than having 10 quests you could have a thousand quests with the same parts.
End of quote

 

I know people at stardock are much more into the game than i´m. I´m sure they know what they do. (unless they all work over 100h per week ;) )

But if you only shuffle the parts of 10 or 20 quests with everytime the same text and consequences, it sounds boring too. I´m curious what you guys gonna do. :) 

Reply #9 Top

Quoting econundrum1, reply 6
Lets not have any more demands for 1.1. I expect it's contents should be pretty much fixed at this stage in the process with polishing and bug fixing taking place. Adding last minute features has actually caused a lot of the QA issues Stardock have had.

Now post 1.1 that's a different matter of course.
End of econundrum1's quote

 

I'm really worried that 1.1 is not going to have enough stuff in it to bring people back.  I'm all for drip-feeding, but we need some pretty big drips fast.

Reply #10 Top

For me : take your time and make us a good content.

That's all i need :D

Reply #11 Top

Quoting Frogboy, reply 4
There's a couple things being worked on but I don't know when they'll make it to the public branch.

First off, we want to make ti so that people can use the website to create their own quests and submit them for sharing.

Second, we want to break the quests into pieces in a similar manner that we do for other things in the game so that rather than having 10 quests you could have a thousand quests with the same parts. 

 
End of Frogboy's quote

 

Brad,

What website?    Are you creating a web application quest editor?   That would be great!   Interested in hearing more about the changes.   Is the website intended for 1.1?

Reply #12 Top

Quoting Trojasmic, reply 9



Quoting econundrum1,
reply 6
Lets not have any more demands for 1.1. I expect it's contents should be pretty much fixed at this stage in the process with polishing and bug fixing taking place. Adding last minute features has actually caused a lot of the QA issues Stardock have had.

Now post 1.1 that's a different matter of course.


 

I'm really worried that 1.1 is not going to have enough stuff in it to bring people back.  I'm all for drip-feeding, but we need some pretty big drips fast.
End of Trojasmic's quote

The thing is you can have everything and the kitchen sink chucked randomly into a patch with very poor QA that comes out on a short dead line, breaks the game in numerous ways or you can have reasonably substantial patches that take a while to properly produce and test for bugs and balance, you can't really have both.

Sorry to sound so aggravated about this and it's in no way personal, but I work in software development though not games and one of the ways to ensure a project fails is to keep cramming last minutes changes into every release that you don't have time to properly regression test because your customer simply must have everything now. Personally I think Star-dock have had a tendency to do this hence the issues with Elemental on release, so lets not encourage them to carry on that way when they are getting proper release management in place.

Yes I think further changes to the game can and will happen. But a complete change to how manna and spell casting works, a revamp of the spells and spell books and a total change of how population works as a resource in the game is more than enough for them to try and produce, test and balance in one patch. You seem to think these are minor changes but they will total alter the balance of the game and how it plays.

Reply #13 Top

Quoting Frogboy, reply 4

First off, we want to make ti so that people can use the website to create their own quests and submit them for sharing.

Second, we want to break the quests into pieces in a similar manner that we do for other things in the game so that rather than having 10 quests you could have a thousand quests with the same parts. 

 
End of Frogboy's quote

 

User content is fine in the long run, but I think it was one of Stardock's biggest errors was to go light because of all the cool stuff the community would make in the future. Enough quests that would actually mean you don't even get to finish all the goodie quest huts would help so much.

Reply #14 Top

by the way I agree more quests would be good and long term I think the modular quest system sounds fun and interesting. But what I don't want to see is 30, partly broken and unbalanced quests rammed into 1.1 at the last minute ruining that patch.

Lets save them for a minor content patch later.

Reply #15 Top

Whatever you do please make it more clear which quest has to be completed where, meaning that a player should be able to have the next step (highlighted location) of each quest pointed out at any time by checking his notebook.

As it is now it's already confusing (and bugs don't help), I can only imagine how it would be with 20 quests open...

Reply #16 Top

Quoting econundrum1, reply 12


... a complete change to how manna and spell casting works, a revamp of the spells and spell books and a total change of how population works as a resource in the game is more than enough for them to try and produce, test and balance in one patch. You seem to think these are minor changes but they will total alter the balance of the game and how it plays.
End of econundrum1's quote

that and 20-30 new quests.

Reply #17 Top

User generated content is great but it needs to be optional because a lot of user generated content is going to be crap, or at best, rough around the edges.  Rating systems would help, where you rate the quest at the end of it, and a threshold setting where you only take quests rated, say, 3/5 stars or above, that would be okay, but doesn't change the fact that it really needs to be optional.

I agree with 30 new quests in patch 1.1, maybe 5-10 per adventure level, which would get us out of being the exact same thing every game.  With a goal of over 100 quests eventually.  That would keep the game fresh.

Mixing up quest stages is a good idea, but if it is the same 5 stages just arranged in a different order that won't solve the content problem.

Reply #18 Top

Ok well if you can't beat them join them is what I say, if we're adding 20 -30 quests (the week the beta of 1.1 is due out) could we also add the following just to ensure there is enough content in 1.1, after all a total rebuild of mana and population and consequent rebalance of all improvements and spells isn't much and 20 -30 quests is clearly nothing at all  so can we also have in 1.1 (which should not be delayed);

 - 50 new types of summoned units all with new unique abilities.

 - 10 new types of mount including flying mounts.

 - The ability to tech up to space ship level and form a galactic empire.

 - An intelligent agent that trades stock for me on the internet while I play and makes me a millionaire inside a year.

:grin:  

Thanks

Reply #19 Top

The quest system in elemental is a powerful entity but nonetheless at this point one of the "additional" features. Like econundrum1 put it, it's a post 1.1 demand if we don't want 1.1 beta to be delayed that much.

I played the quests mainly for better equipment or to have a somewhat better start in the beginning. But the emphasis of my play builds around the main features. Building the cities, building armies, controlling the land, researching technologies for better equip, etc. etc.

Building and improving the quest system could go hand in hand with content generated by the players. But at this stage of the game I wonder if the RPG element even suits the Elemental concept or if it would be better to interchange it with another game element. To flesh out another part of the game that many people like more than "questing"...

Even 120 different quests would get repetitive by and by...

EDIT: I'm aware of the fact that quests add to the lore of the world of Elemental but I believe that even goodie huts with random encounters could be at least the same fun.

EDIT2: interchanging the quest system by that I meant to put in more emphasis in game parts the community already mentioned as "worthy" to be improved. E.g. Dynasties, faction differentiation, spell + ability specialization, mercenaries. Even adding a second continent with a totally different tile set... or else :pizza:

Reply #20 Top

Quoting Black-Knight, reply 15
Whatever you do please make it more clear which quest has to be completed where, meaning that a player should be able to have the next step (highlighted location) of each quest pointed out at any time by checking his notebook.

As it is now it's already confusing (and bugs don't help), I can only imagine how it would be with 20 quests open...
End of Black-Knight's quote

 

We should have a teleport spell to go directly to the quest location... ;)