Risen Malchiah
Well-Known Member
I've seen that the main storyline quests often get abandoned by players for one of two possible reasons:
- The player progressed past the quest line and would have to re-do something.
- The player feels the reward of coins and supplies don't warrant the time or effort.
Both of these have been mentioned in various threads on the forum, but these solutions might alleviate the issue while also making it more interesting. While these could be implemented for upcoming chapters, it would be awesome if these ideas were implemented in previous chapters as well.
Changing the completion requirement
For quests like "Build an Ancient Grounds" or "Build a granite mine," changing the requirement from "Build" to "Have" would often alleviate the problem for players who progress more quickly. If the player already built an Ancient Grounds, this would solve the problem of having to tear down the building and rebuild it, or having to build a 2nd one, for which there might not be room. Sure, if the player has long since gotten rid of these buildings, the player might still be forced to rebuild them, but this simple change in the wording would solve the problem for players who haven't progressed a full chapter ahead.
Rewards other than coins/supplies
I can't remember a main quest that rewarded something *other* than coins and supplies since Chapter 2. I keep waiting for a quest that rewards goods. There are a few Fairies quests that reward runes or relics and a few Sorcerers & Dragons quests that reward mana or orcs. More of this type of thing would be great and could be an incentive for players to keep up with the quests. We still have the secondary quests that reward coins and supplies, but the main storyline quests, which only come around once, should sometimes be different.
Making the quests themselves more exciting
The coding allows for IF>THEN type scenarios. For instance, you will not receive the quest to build a portal before you finish the quest to research said portal. So why not use this to its advantage? And is it possible to having branching quests with an improved reward at the end of them?
Imagine quest lines like the following:
1. Fight 10 encounters (accept/decline) > Normal reward
- If quest is accepted, it triggers a few fighting or troop-related quests that culminate in a quest like this: Families of fallen soldiers want to build a memorial > Reward unique Memorial building
2. Negotiate 10 encounters (accept/decline) > Normal reward
- If quest is accepted, it triggers a few diplomacy or goods-related quests that culminate in a quest like this: Your diplomacy has attracted a merchant > Reward unique "Traveling Merchant"-type building
3. Research an Ancient Wonder > Normal reward
- Next quest: Rumors say an ancient rune has been sighted. Visit neighbors til you find 3 chests > Reward 1 rune (for this AW)
- Or: Our scholars believe they uncovered a rune, but need to research it further. Spend 10 KP in someone else's AW > Reward 1 rune (for this AW)
- Sometime later on: IF "Traveling merchant" type building exists: A merchant in your city has come across a rune and offers to sell it to you. *Spend* XX goods or coins > Reward 1 rune
- Or IF "Memorial" building exists: The family of a fallen hero has come across an artifact that's been in their family. *Spend* XX goods or coins > Reward 1 rune
Naturally, these quest chains could be made far more elaborate, but the concept of a chain of events from branching quests where they relate to each other would be very interesting.
- The player progressed past the quest line and would have to re-do something.
- The player feels the reward of coins and supplies don't warrant the time or effort.
Both of these have been mentioned in various threads on the forum, but these solutions might alleviate the issue while also making it more interesting. While these could be implemented for upcoming chapters, it would be awesome if these ideas were implemented in previous chapters as well.
Changing the completion requirement
For quests like "Build an Ancient Grounds" or "Build a granite mine," changing the requirement from "Build" to "Have" would often alleviate the problem for players who progress more quickly. If the player already built an Ancient Grounds, this would solve the problem of having to tear down the building and rebuild it, or having to build a 2nd one, for which there might not be room. Sure, if the player has long since gotten rid of these buildings, the player might still be forced to rebuild them, but this simple change in the wording would solve the problem for players who haven't progressed a full chapter ahead.
Rewards other than coins/supplies
I can't remember a main quest that rewarded something *other* than coins and supplies since Chapter 2. I keep waiting for a quest that rewards goods. There are a few Fairies quests that reward runes or relics and a few Sorcerers & Dragons quests that reward mana or orcs. More of this type of thing would be great and could be an incentive for players to keep up with the quests. We still have the secondary quests that reward coins and supplies, but the main storyline quests, which only come around once, should sometimes be different.
Making the quests themselves more exciting
The coding allows for IF>THEN type scenarios. For instance, you will not receive the quest to build a portal before you finish the quest to research said portal. So why not use this to its advantage? And is it possible to having branching quests with an improved reward at the end of them?
Imagine quest lines like the following:
1. Fight 10 encounters (accept/decline) > Normal reward
- If quest is accepted, it triggers a few fighting or troop-related quests that culminate in a quest like this: Families of fallen soldiers want to build a memorial > Reward unique Memorial building
2. Negotiate 10 encounters (accept/decline) > Normal reward
- If quest is accepted, it triggers a few diplomacy or goods-related quests that culminate in a quest like this: Your diplomacy has attracted a merchant > Reward unique "Traveling Merchant"-type building
3. Research an Ancient Wonder > Normal reward
- Next quest: Rumors say an ancient rune has been sighted. Visit neighbors til you find 3 chests > Reward 1 rune (for this AW)
- Or: Our scholars believe they uncovered a rune, but need to research it further. Spend 10 KP in someone else's AW > Reward 1 rune (for this AW)
- Sometime later on: IF "Traveling merchant" type building exists: A merchant in your city has come across a rune and offers to sell it to you. *Spend* XX goods or coins > Reward 1 rune
- Or IF "Memorial" building exists: The family of a fallen hero has come across an artifact that's been in their family. *Spend* XX goods or coins > Reward 1 rune
Naturally, these quest chains could be made far more elaborate, but the concept of a chain of events from branching quests where they relate to each other would be very interesting.