Hello, my name is Yogi Dave and I'm a quest cycler. Hopefully those days are behind me, but I've have abandoned the game without it. I've only been playing 8 days. Went out finishing provinces before the quest line wanted me to. Then the quests had me finish more. The ones I'd done didn't count in its mind. Before even getting a stack of troops over 9, I had over 10 provinces. I'm now only 4 researches out of 22 in chapter II and have 9 of the 20 required before the second chest, but I think I'm going to be okay. I have a good support fellowship. It was tedious, painful, boring, and my wrist hurt. Overbuilding houses and factories and a ton of select, dismiss, dismiss, select, dismiss, dismiss... ad nauseam was what allowed my to buy and hammer my way out. And, yes, a magic house too so that overcrowded house allowed me to build enough factories in my limited space. And buying a few diamonds helps feed the coders.
That pain caused me to seek this thread. I knew it had to be here. I'm glad to see people mention the drop down list. They help - a lot. (I'm a software developer, mostly in the power industry where a bad interface can have dire consequences. Town go boom!) However, especially at the beginning, too much information to process can be daunting. So, more stuff needed. I like the idea of classes of quest - battle, building, expansion, culture, etc. Again, a new player might be overwhelmed. The guide is the answer to that aspect. To really be useful, it needs to be beefed up and not run away as coming on stage just because I was clicking elsewhere on the screen. It needs to carry a story and steer the player from too much harm. But this is a bit off the topic. Perhaps another thread. In a nutshell, the guide needs a better defined focus. It has a very important role to play and story to tell.
Now my concepts.
1) Separate quest from help that the guide should give. A quest that rewards me 2K for fixing a broken path? Guide's job, not a quest. Shouldn't be given a reward. The user is getting too far ahead on finishing provinces? Guide's job to mention that there will be hell to pay. Like I said, another whole topic. Just saying the guide is very important to a healthy questing system.
2) A drop down menu of quest delineated by category. That might lead to problems later on since I see in chapter II there are multiple parts to a quest. Produce a crystal ball and gain 2000 supplies. Those are not in the same category. But why even link them together? Just to make things harder? It just encourages ignoring the quests when there are too many ducks to lined up at the same time. It weakens the playing experience. Item 4 actually makes this linkage moot.
3) Even with the list, still need to get details about the quest without selecting it. That is in the current system, there are only two items. Just don't want that to be lost. I'm all about giving as much information available without overwhelming the player.
4) Now the biggie. Why only one quest active at a time? Let it be a list of activities. You can still use the term quest, but quest are ususally a sequence of events. Yes, adjustments must be made. Instead of solving three encounters, make it four since there is also the activity of finishing a province. That means when you complete the fourth encounter and it finished a province, you get both rewards. Trying to make the fourth completion not count because you finished a province becomes a nightmare as the number of activities increase or change during game evolution. Yes, a lot of hammering this concept out is needed, such as overflowing the piggy back or hammer storage to just mention one.
5) Don't offer things that can't be done. Right now, a quest I see is to make a crystal ball. What? I guess I need a crystal factory to do that, but I have 7 researches to finish before I can build that factory. Why is it even in the quest cycle for me? There are other things in the cycle. (I had to look to write this. I'm not falling back. My liver couldn't take it.)
6) If the activity idea is used, be sure to keep the main quest concept. Maybe it can develop a story line instead of being just another quest. Gee, did I just hear a guide saying, “Oh, choose me. Oh, pleeease choose me to tell the stories.”?
7) Last, a plea. Please, please, please don't use the ideas of only once through the quest cycle a day or you only have so much time to complete a quest, or anything else that would slow down the user. I'd have quit the game if that was the case. It would have been way too painful to have to wait a day to move a tad bit forward. I understand as the game progresses, some things take more time. Just don't shoot the feet off us noobies. Of course, if cycling had been slowed down before I joined, you wouldn't have had this to read. So, maybe those ideas aren't a bad thing. ;-)