[Relz] Kragenir's Death Quest (Thread #5)

Post » Mon Mar 14, 2011 8:09 pm

I prefer that some quests are so vague. When you actually do stumble upon the sword, you will hopefully remember who wants it.

"hopefully remember" is an interesting concept, especially in the context of this mod.

In that case, those of us who have become accustomed to having our notes taken for us electronically, should be specifically instructed to make our own paper notes. I have no problem with that, as long as I know beforehand - because this game (and many games before it) does *all* of your note-taking for you by default.
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Georgia Fullalove
 
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Post » Mon Mar 14, 2011 9:18 pm

I prefer that some quests are so vague. When you actually do stumble upon the sword, you will hopefully remember who wants it.



Problem with heavily modded gameworlds Petrus is that it is quite possible that you might NEVER stumble upon that item.

In that sense, a bit more specific quest directions would be mostly welcome by me.

Generally speaking, I would agree with you that "I take you by the hand" quest journal entries can be immersion killers...
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Amysaurusrex
 
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Post » Tue Mar 15, 2011 2:59 am

Problem with heavily modded gameworlds Petrus is that it is quite possible that you might NEVER stumble upon that item.

In that sense, a bit more specific quest directions would be mostly welcome by me.

Generally speaking, I would agree with you that "I take you by the hand" quest journal entries can be immersion killers...


In a heavily modded game world, you accept that you can't complete everything. And sometimes it's more fun to find items before you find a use or an owner for them. Like Bilbo Baggins never looked for the One Ring. More quests that deviate from the "fetch me things, because I'm too lazy to walk hundred meters" norm is good in my book.
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victoria gillis
 
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Post » Mon Mar 14, 2011 5:56 pm

Post limit.
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Lisha Boo
 
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