Quests which make you Choose 2 different solutions?

Post » Fri Feb 28, 2014 11:29 am

Hi,

as some of you allready came upon Quests which gave you the oppurtunity to make a decision. Do that and than this happens or do that and that happends.

My Question is if those quests have a deeper, more lasting impact on your charakters progression in a way of beeing a more evil or a more good person after making such decisions in the obvious direction.

Is it like that or do those choices only have impact on your personal phasing, as like on Glenumbra where you have to free a Village from Ghosts for the living to live in after questing for that or let them ghosts stay and forbid the living by that to ever get to live in that area again?

I personally would like to have those choices have impact on you beeing more evil or good. As some kind of requirement if you are allowed to be a Vampire, an Assassin or Thief. If chosing the bad solution allways. Vice versa if otherwise.

Anyone have more knowlegde whats really up with those questchoices?

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Jessie
 
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Post » Fri Feb 28, 2014 1:47 am

Its doesn't appear that the choices have any immediate impact, apart from an NPC dying or not etc. And I have my doubts as to them having any impact later in the game.

Im not even aware if your choice has an impact on the reward, because anyone I have seen doing the same quests on video, have always chosen what I chose.

At the very least, it gets you thinking about your actions.....thats the most I have noticed tbh.

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Annika Marziniak
 
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Post » Thu Feb 27, 2014 9:45 pm

The NPC reactions to you certainly are affected by your previous choices. For instance destroying certain item at the end of Bethnik story instead of claiming it will make the ship captain hate you when you talk to her in the next zone.

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Haley Cooper
 
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Post » Fri Feb 28, 2014 12:54 pm

This has always been an issue with the series, for me. The quests are too linear and essentially it's not dialog choice as much as its dialog execution. TES has not been known for its quests to have arches or any significant impact on the gameworld.

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Laura Richards
 
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Post » Fri Feb 28, 2014 2:34 am

There are no visible immediate consequences, but even on the starter islands, you will clearly see that it does affect your choices and how the game will play out if you choose to help or not to help some one.

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helliehexx
 
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Post » Fri Feb 28, 2014 5:08 am

But what impact does that have? She still takes you where you need to go.

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Dawn Farrell
 
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Post » Fri Feb 28, 2014 1:50 am

Well she was ordered to.

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Taylah Illies
 
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Post » Fri Feb 28, 2014 2:51 am

The game will evolve differently , depending what you choose.

IT will effect the game FOR YOU.

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Loane
 
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Post » Fri Feb 28, 2014 2:53 am

I meant it more as a proof that your actions in zone A do have a lasting impact on the gameworld, even in zone B. So the mechanics for that are in place.

What use of those mechanics the devs will make remains to be seen. In the case of the captain, it seems to be limited to her having a different flavor text. But they could just as easily have her offer you a quest that would otherwise be unavailable. The potential is there.

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Susan Elizabeth
 
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Post » Thu Feb 27, 2014 8:54 pm

And...

I mean... don't get me wrong. At least it's a few different lines of dialog but that's about it.

... so far.

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Sun of Sammy
 
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Post » Fri Feb 28, 2014 12:38 am

I dont get it, why does it matter to think about your actions if the outcome has no good or bad outcome. If the solutions allways give you the same, then the whole questsystem with choices is a complete waste of developing time. Because its only cosmetics then. And those do not have any real impact.

I wonder if the developers thinks us to be a) Stupid or B) too lazy to care what i have chosen and make the choice therefore only to give us something other to read. Even replayability with another char would suffer under this.

Nothing achieved but to think about klicking the first path or the second. but both leading to same reward :(

Please somebody write down that hes got experience with those choices and saw different and more lasting impact on personal character storyline or something like that.

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Minako
 
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Post » Fri Feb 28, 2014 10:34 am

I completely agree with the potential. That potential has been there since Arena. TES simply hasn't worked that way, in the past. Not as a whole. There are few... and I mean few, quests that result in alternate dialog and even fewer that actually implement multiple outcomes that affect anything.

ESO seems to be taking a more of an arcing storyline approach but the meat of the quests seem just as linear as previous chapters in the series.

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Jack Bryan
 
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Post » Fri Feb 28, 2014 10:46 am

Because not all of us are impatiently clicking through quests to get to L50 asap. I'm playing a character in a world and for the Bethick thing thought about what my character would do. I weighed the arguments and considered the impact the decision would have on the world not on my gameplay.

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Stephanie Valentine
 
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Post » Thu Feb 27, 2014 9:46 pm

it only matters if you spend the time to read & see the NPC reactions I guess.

But since we don't know if there are rewards/consequences, you think about what you do just incase there are.

It would be nice however if the choice led to a different reward.....that might spice things up until the internet writes a documentary on the path you should take for whatever reward you want.

And yes...most MMO gamers are just too lazy to read, but then it depends on the story also.

Most MMO's make even the most book-friendly players skip reading quests, and for me it started with the typical....."grind this mob" type of quest from WoW.

But for Eso....reading for the story (stories) themselves is reward enough for the immersion. Ofc..I skipped much of it because I don't want to spoil the game for release. :P

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Wayland Neace
 
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Post » Thu Feb 27, 2014 11:14 pm

What i experienced is that in the big citys like Daggerfall the NPCs are talking about this or that quest and that one particular player had helped there. praising such things. but i think thats not enough to feel more immersed. it would be very nice to have more variety like further conseqquences in later game in other quests like some who leads to beeing a more evil or good guy. which then helps to get specific skill lines or special rewards for doing so.

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Alexandra walker
 
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Post » Thu Feb 27, 2014 11:00 pm

Various MMOs experimented with similar mechanics in the past. And while the player base raved about the idea at first, it wasn't long before those same players raged about it down the line. They raged about their toons "being unfairly punished" for making the wrong decisions when they later found they couldn't appropriate a specific item that players who chose a different route could obtain (even though there was a unique reward specific for the direction they chose). They raged when certain towns or NPC's weren't friendly to them (if not outright hostile), even though other towns/NPC's were especially favorable. They raged when certain merchants wouldn't give them favorable prices. They raged when their friends chose a different arc, and thus grouping for quests wasn't in their favor. Etc.. etc.. etc..

The player base "thinks" they want to be able to make those decisions for themselves... but realistically they don't. There may be the occasional player that actually likes it, but they're the minority really.

For game developers, the grief just isn't worth the effort.

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Amy Siebenhaar
 
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Post » Fri Feb 28, 2014 7:05 am

See: "why cant I turn in tcg codes? Booty Bay hates me!"
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Natalie Taylor
 
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Post » Thu Feb 27, 2014 11:59 pm

haha booty bay.... well thats just a grinding solution to do it again.

And about raging because taking a wrong decision, is in my opinion very childish. If i do choose to do bad things in a game and its known to reward for that behavior, then it should be possible. And ofc i do what i chose to do. Why rage afterward?

Ofc i get your meaning. The developers have to decide if the go hardlining on community or not.

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josie treuberg
 
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Post » Fri Feb 28, 2014 5:07 am

I've never seen a MMO in which you could make a choice in a quest that made any difference.

Swtor said it did but they lied. The game still played out just like everyone else who played that class.
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Joey Avelar
 
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Post » Fri Feb 28, 2014 3:09 am


In wow, if you do the bloodsail buccaneer questline to become admiral, all four goblin cities hate you and youre kill in sight.
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Nikki Morse
 
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