Yogi Dave
Well-Known Member
I hate to, but I have to agree. I suspect it's quests like I listed from Amuni has caused many people to not do story questlines. They don't even look at them except at the end as they skip them looking for the free diamonds. I don't think the 'donate' or 'deliver' type quests should exist as they are always counterproductive. If removed, some people might again do the quests.I think, though, that it matters to some people. It's a frustration point, and I don't think it's a useful one. It doesn't teach the player anything about the internal characteristics of either the game or the storyline.
However, in Amuni I was ahead of the storyline in guest goods production so when some quests came up to gather those goods, I was past needing them - ever. Again, this would cause some people to not do the story quests. Is there a general solution? Getting rid of the donate style quests seems good. The getting ahead of in the chapter where the devs thought people would be when the quest is encountered will be impossible or near impossible to prevent. As for weak rewards for the quests, yeah, they could be better, and some people need to see a distinctive profit for doing the quests.
A comment on the Amuni 'deliver' quests: The guest were royals who thought everyone only existed for them to lord over. These were payments for their goodwill. It doesn't mean I liked them or that the devs couldn't have done something different with the quests, but it actually made sense in that chapter. The guest demanded be given a lot of stuff (note the deliver, not donate in the quest's wording) from you only to toss you a moldy piece of bread and expect you to feel honored.