How tolerable is this?

Post » Wed May 08, 2013 1:57 am

I want to ask the community about something of one of my Quests, in the Quest mod that I am developing. I would appreciate some honest feedback, which will let me know about how people feel when they come to actually playing through specific Quests. If you're not interested in reading this winded exposition, please refer to the poll.

The Quest in question is my third Quest. As you might imagine, my Quests become progressively more involved and then progressively more story-driven - not unlike the vanilla Questchains, but at a slower pace. In this Quest there are two parts. The first the player is asked (although not forced) to recover a shipment of gold, which has been stolen by bandits (note that my mod is initilly exclusive to Solstheim). The player must either track these bandits down (by following general directions) and recover the shipment, or can alternatively provide their own (the more passive option). If the player enquires further with the Quest giver about the matter, they are offered the second part of the quest. This is where my question arises.

In the second part of the Quest, you are asked if you would deliver the gold once it is recovered (or once you have your own). Note here that you can access this part of the Quest only if you pursue a miscellanious dialogue topic with the Quest-giver, or if you immediately provide your own gold. If you accept, you must deliver it to an Archaeologist, who spawns in one of three random ruins on Solstheim. Pursuing a dialogue which leads onto an additional delivery (in the form of a Misc. Quest) will have the Quest giver mark your map with two of the three locations (one of which is a custom tomb), although these will be marked regardless of if you accept this Misc Quest. Otherwise, you may find the specific location in a journal in the Retching Netch, although there is no indication that this is here and coming across it would be sheer chance.

I can't really envision how annoying this might be to some people, so I am asking if the fact this is random is intolerable and/or that you don't know where he could be (so the location could still be random, but I could specify where he has been placed more explicitly). The number of viable ruins in Solstheim is limited (i.e. Fahlbtharz is swarming with Rieklings, Nichardak is swarming with Bandits, etc.), which I thought could be enough to have the player use a bit of common sense in determing whether or not the Archaeologist might be there, but I don't know. I did also include the option for players to admit that they cannot find him to the Quest-giver.

Should I make some changes, such as scraping the random element completely, scraping the fact that you don't know where he is (and instead have the Quest-giver either point you to the journal in the Retching Netch or something similar) or add an additional way to narrow the possibilities. I'd appreciate some advice.

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Lisha Boo
 
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