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Questing in ALL versions


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Hi Klei!!

First off, just want to say thank you for all your hard work. Dont starve, Reign of giants, Shipwrecked, and Dont starve together are all AMAZING games. I have bought all seperately, as well as each one individually for my girlfriends ps4. I am also going to be buying the Bundle pack for mine to just support you guys further. 

 

Now, my topic, and or request is this... Now that the game is finished, and we have all these versions, and everything is stable. I think in order to allow longevity and keep people reeled in for much more time to come, you should introduce a QUESTING feature as well as a checklist of various things to complete.

For example, make the risk reward fun, challenging, but worth it if you survive. 

A fun checklist would be  something like fill in the entire map- earn 2 gears

Craft one of every item- earn 3 fire staffs

Etc...

And then as far as questing goes, anything would make the game even more fun. Having SOMETHING to do is critical at this late stage of the games life cycle. Your user base has experienced almost all there too offer, so a fun quest system will further enhance the gameplay.

For example-

Talk to pig king for quests (or make a specific quest giving NPC)

Quest 1- Find a tier 3 spider nest and destroy it before it spawns a spider queen = X amount of resources or food

(Bonus= allow spider queen to spawn and then kill it within 10 mins)

Quest 2- craft at least 5 chests = 12 marble pieces

Quest 3- succesfully make it to the ruins = 20 gold pieces.

 

I TRULY believe this is whats needed now for your game. And it wouldnt evem be hard to impliment.

And as far as what the quests are, have your fans and customers post their ideas, and you choose your favorite ones and then asses if its a possible quest with a reasonable reward. 

 

If anything, even a simple response from you at Klei would be amazing. I hope to hear from you soon, and i hope to hear that this is becoming a reality even sooner.

I believe you should at least ask your fans if this is something they would want in the game. I have a strong feeling it will be a majority of yes. And i, as well as others would even pay for it if you need the money to equate the resources and time it takes to impliment something. 

 

Thank you,

Chris

Aka

Kyrinthian

 

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I 100% disagree with the article. However i appreciate you posting it as it was actually a very good read.

I disagree because by having those rewards and quests, it doesnt FORCE players to do them. Just like borderlands or grand theft auto. I know considerable amounts of people who play gta 5 and havent made it past the first 7 missions. 

 

I believe more choice as well as more ability to specificly play the way you want is a key. And for me and im sure many others, a checklist, and quests are just that. Even if there are NO rewards. I would simply enjoy doing it. 

The same can also be said for the argument of "well thats not the games primary focus"....

Well klei also said they wouldnt include multiplayer for a Very long time. But look at dont starve together. Its amazing. It adds longevity to a game, that at this point is becoming bland having completed most everything in it. 

They found a way to MAKE Multiplayer work and keep the essence of dont starve intact. Why wouldnt they be able to do that for quests. There are numerous approaches they could take to incorporate quests while still keeping thessence of dont starve. But most important to me, is that it gives the player that one extra thing to do. To strive for. And that is never a bad thing in my book.

Yeah but I think the problem is why would I go kill knights if I could just do a way easier quest and get gears so I wouldn't have to fight them.

I would be somthing a lot less risky for the same reward. For me thats the point of don't starve. They even had a section about risk in the article that players would just hoard food or be less risky even if it would make them a better player.

For me the quest system you proposed just incentives taking less risk for more reward and for a game about the world being harsh that just makes  breaks the flow I got the boss loot cause I killed him and not cause I did a few quests. I wouldn't mind if their was a mode that taught the bare bones to people but the game is large enough now where that really isn't needed you can just look it up.

The problem is that adding quest and reward will not, in fact, add thing for players to do, in fact. Of course, having additionnal things to do should, normally, means that you have more things to do. Problem is that quests aren't working this way.

Let's say there is a quest for explore most of the map, killing spider quest, killing giants, going to ruin, make one of each item...

First, what i see is that i will never bother with the explore most of the map and make one of each item. Too bad reward for the efforts required. 3 fire staff ? If i have resource to make one of each item of the game, 3 useless staffs are so a bad reward. (Yeah, i don't like fire staff). So i will feel disappointed. If the reward is too great, i will feel frustrated or i will feel that the quest is mandatory.

Bad feelings in the two cases.

Next, let say that there is a balanced reward to kill a spider queen for the first time. I will kill one spider queen and never bother to kill any other, because there will be no reward this time, so why doing something that isn't rewarded ?

So instead of doing things i like and never bother with things i don't like, i will do things with reward and not bother with content not in the quest list, or content already done.

 

You will think that you will have more goals with incentive to do things, but it will only work for a while and after that, people will get bored.

 

The way don't starve work is that you choose your goal. You need to have food ? Some players are only focused on farm and rabbit. Some others will kill spider and harvest mushroom. Some will hunt koalefant. Some transplant all the berry bushes they found. Some will do a little of each. Some will find another strategy that i don't have in mind right now, but that work too.

 

One goal (have food), plenty of way. No quest, no other reward than just surviving, but it works.

 

You want to add goals, you should make them a natural part of the game. And maybe some players will totally ignore them, but it's fine.

An example : you want players to explore most of the map : maybe things should appears on the map over time, so you have incentive to explore (and explore again) the map to discover news things. But if you don't need these things, you could just stay in the same areas forever if you prefer.

This way, it will add things to do, but you don't have to do them. You could ignore this, you don't have a list with a big "explore all the map" staying forever.

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