Bring back repeatable quests!

Post » Sun Nov 08, 2009 8:12 am

In Morrowind, Oblivion and the Fallout Games I was really sad when I had done the few quests available in towns, villages etc. I got the "This place is dead now" feeling. What I really want to see in Skyrim are random Quests like in Daggerfall. You go to the mage guild and get Quest like: Go to x and kill / collect / train / etc. y.
These kind of quests should be very easy to implement, hence a great variety could be provided. The factions would still have their unique questlines but in addition guild halls wouldn't feel as empty as they did in previous games. These quests could also be choosen from a pool depending on your rank in the guild. I think this would go a long way in creating a living world in TES V.

On a second note these could also be used as a failsafe function for bugged questlines: in order to get a quest you just need a specific amout of reputation with a faction - which could be achieved by following the main storyline of the faction BUT if you fail a quest / it is bugged you could get the needed reputation by doing a bunch of these repeatable quests.
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jess hughes
 
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Post » Sun Nov 08, 2009 2:49 am

I agree with OP. Repeatable quests = yes.
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Grace Francis
 
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Post » Sat Nov 07, 2009 4:51 pm

I agree. The factions should have minor repeatable quests that you can do over and over to gain reputation and stuff. Not every quest needs to be part of some larger story arc.
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Sista Sila
 
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Post » Sat Nov 07, 2009 8:32 pm

In Morrowind, Oblivion and the Fallout Games I was really sad when I had done the few quests available in towns, villages etc. I got the "This place is dead now" feeling. What I really want to see in Skyrim are random Quests like in Daggerfall. You go to the mage guild and get Quest like: Go to x and kill / collect / train / etc. y.
These kind of quests should be very easy to implement, hence a great variety could be provided. The factions would still have their unique questlines but in addition guild halls wouldn't feel as empty as they did in previous games. These quests could also be choosen from a pool depending on your rank in the guild. I think this would go a long way in creating a living world in TES V.

On a second note these could also be used as a failsafe function for bugged questlines: in order to get a quest you just need a specific amout of reputation with a faction - which could be achieved by following the main storyline of the faction BUT if you fail a quest / it is bugged you could get the needed reputation by doing a bunch of these repeatable quests.

I too was hoping for this, it would make alot of sense.
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Ana Torrecilla Cabeza
 
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Post » Sun Nov 08, 2009 7:04 am

But wouldn't they need voice acting for it all? I guess a generic "Here, have this quest." and they give you a letter outlining the details would work. This would be good, and would also mean you don't have to go dungeon crawling to make money easily.
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rebecca moody
 
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Post » Sat Nov 07, 2009 4:42 pm

I would love to see this return in some form or another, but I'm not getting my hopes up. It worked in Daggerfall because the world was so enormous that you could be sent to a practically infinite number of locations. In a gameworld the size of Oblivion, you would end up going to the same locations over and over again. However, Oblivion showed that Bethesda was making at least some effort at having guild activities once you'd completed all the major guild quests, so let's hope they go much further in that direction for Skyrim. If infinite repeating quests don't make it in, it would at least be great to see some minor guild quests that don't tie into the overarching guild story. I do enjoy the guild stories, but I have to believe that some members of the Fighter's Guild just sign up to fight monsters in dungeons.
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Veronica Flores
 
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Post » Sat Nov 07, 2009 8:40 pm

yes... surely if daggerfall could do it back in the day.

problem is there are a lot of [censored] completionists who would malfunction at not being able to have their poxy achievment telling them they have finished (insert guild) their feeble minds would not compute randomly generted quests.
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Rachie Stout
 
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Post » Sun Nov 08, 2009 3:51 am

Well in another game I liked, far cry 2 , all the quests were repeatable - but see my thread complaining of how the game could feel like the Truman Show. All the landscape and carnage would reset and all the people would reset to the exact sane starting points. I want better than that
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cheryl wright
 
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Post » Sun Nov 08, 2009 7:30 am

I would love to see this return in some form or another, but I'm not getting my hopes up. It worked in Daggerfall because the world was so enormous that you could be sent to a practically infinite number of locations. In a gameworld the size of Oblivion, you would end up going to the same locations over and over again. However, Oblivion showed that Bethesda was making at least some effort at having guild activities once you'd completed all the major guild quests, so let's hope they go much further in that direction for Skyrim. If infinite repeating quests don't make it in, it would at least be great to see some minor guild quests that don't tie into the overarching guild story. I do enjoy the guild stories, but I have to believe that some members of the Fighter's Guild just sign up to fight monsters in dungeons.


As much as I would love to see a randomised quest system in place in Skyrim the lack of locations would be a huge problem. In Daggerfall depending on your region there could be hundreds of dungeons (Wrothgarian Moutains had over 500 or something alone!), most of which took over 2-3 hours to finish searching depending on whether you got bored and cheated or not. I don't think it would be possible to generate such a large amount of dungeons with the detail which Skyrim will have. Plus even if such as large amount of dungeons were possible to be generated many people complained about most of Oblivion's caves/ruins having no story or real purpose in the game; these complaints would only get louder as the majority of those generated dungeons would be completely generic as they would likely be untouched by most players who hadn't recieved a quest to go there.

I hope they figure out a way of doing it as gives more purpose to joining a guild other than wanting 100% completion (maybe when joining the guild a set number of contracts must be completed each week or you are warned/kicked out of the guild, until you are a high enough rank to decide yourself when to the jobs for "lesser ranks"), but the only way I could think of doing it and making it remain fun for the whole game would be some sort of dungeon which is randomly generated each time you step in and obviously that would make no sense from a role playing aspect. Maybe there should be much more tasks which would be taken care of outside of dungeons (fighter's guild example to hunt down a nearby highway man or monster terrorising a nearby road).
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Elizabeth Falvey
 
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Post » Sat Nov 07, 2009 4:29 pm

Yeah cleaning out forts and collecting stuff is fun, but sometimes I just want a reason to be doing it other than for the fun.

Repeatable quests would be ideal.

I'd really like to see one for the Legion with having to go and kill wanted criminals and gangs.
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Invasion's
 
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Post » Sun Nov 08, 2009 2:03 am

Yes, a living game world after the questline. Fully in support.
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Jon O
 
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Post » Sun Nov 08, 2009 4:24 am

Of course I support this, but it's of course limited by the size and complexity of the world. Not everyone can be offering repeatable quests ad infinitum, but if there's a dozen or two simple quests... Things like "fetch me x number of this alchemical item" to "I hear there's been a skirmish between goblins and townsfolk at this place, now fix it". So long as the amount of NPCs giving the quests is reasonable, and perhaps the frequency at which they give them too, it won't be as noticeable that it is a relatively 'small' worldspace.
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Prue
 
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Post » Sat Nov 07, 2009 4:50 pm

One of the first Qs in FoNV is to help Sunny Smiles kill some Geckos, as soon as I finished it I wanted to do it a gain lol, trivial Q but repeating it would have been fun. So yes, some repeatable Qs would be fun.

An area large enough to accommodate a large number of random Q locations could be tricky, however making random dungeons would be easy enough - especially given the size of 'tile' used in Ob :rolleyes: The problem with random anything these days, and indeed content based on character build and previous decisions, is the understanding and attitude of some players - check out FoNV for the 'I went to location w and couldn't find item x, this must be a bug' and 'NPC y won't give me quest z, this must be a bug' posts. I also get the feeling that some are annoyed if their game content is different form that of others. The endless linear parade of game assets which has become endemic in the industry appears to have created something of a 'vertical thinking' monster of some of the gaming community :(
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Calum Campbell
 
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Post » Sun Nov 08, 2009 2:09 am

They could dodge the voice acting issue by using bulletin boards (I think that's the right word) with bounties.
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Tamika Jett
 
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