Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
Its boring just follow arrows always having the same destiny as everyone!
Quest in Ashes should follow the same idea of the game: explore this new world that we know nothing!
If every quest tells you where to go, so we know everything about the world, and thats boring!
Let us feel that we are realy exploring, not just following the trial to X on the map!
and i think quests shoud be more fun than just go arround and kill the mobs arround!
explore the game, like: in the spring a npc appears in a node of level 3 or above asking for a quest to collect a certain type of tree that only appears in some places.
quests need to immerse you in the game and not just be a quick task to get gold and experience
Too little would be if an NPC givng out a quest isn't clearly highlighted (but only for the starting quest in a chain - follow-up quest-givers could be located by reading the quest text). I think I prefer something a bit more overt than the name tag shine effect: maybe some kind of icon next to the name (doesn't have to be the exclamation/question mark). But it's hard to say how easily my eyes would get used to identifying that shine effect.
Markers for quest turn ins, or at least make it clear where I got the quest from.
No markers for quest givers. Force players to click on NPCs to see what they have to say. Maybe have some audio clue that a quest giver is around. "Adventurer! A quick word!". But then again, some players may be deaf, so that might not be good for everyone.
At best, a big circle on the map indicating the general location of where a quest needs to be completed. Let's not make it too easy. And if there's nothing on the map, please don't be too vague in the wording in the quest text.
But overall, the less we use our mini-maps, the more we need to focus on the actual game. And I like that.
NPC's who gives the quests shouldn't have an icon above their head, only the ones (or objects) that gives the reward when they're in visible range.
A well designed quest log with useful hints should be the goal. Including information on where the quest giver is, in case I get side-tracked for a while and don't remember where I'm supposed to deliver these furs.
The one thing I dislike is when quest givers are completely highlighted and flashing like supernatural beacons. That is so much more immersion-breaking than even a gigantic questionmark floating ahead.
Also, quest mobs should have a name colour change for any player that undertakes a quest needing them.
For example I DO NOT want a system that immediately informs me of all the quests within the zone, where the quest objectives are located on my map, mini map markers, objective compass directions, etc etc. As others have pointed out, it removes any level of immersion and storytelling. It strips the quests of any semblance of adventure or challenge. With this extreme version of breadcrumbs you create a completely brain dead system that fails to convey any lore, story progression, or history of the surrounding world.
Alternatively, the other end of this spectrum equally terrifies me. Imaging a world with literally zero breadcrumbs can create some frustrating moments for the player. The last thing I want is to complete a quest originally acquired in a labyrinth city, return to said maze like space, only to waste the next 20 minutes failing to relocate the original quest giver for completion. Aimlessly interacting with every NPC hoping that this is the schmuck who asked me to acquire the 20 headhunter's amulets from across the way. No thank you.
The fact remains, I don't want my hand held through the entire questing experience, but some basic quality of life quest "guidance" when applied appropriately creates a fluid continuity of game play from one quest to the next. With that in mind, I have never been opposed to "!" or "?" markers to indicate available/completed quests. I am however completely opposed to introducing any map indicators. Allow me to discover the quest giver, but only in my direct line of vision.
If Ashes tends to go the route of less breadcrumbs is the best route. I think adding an NPC to encampments / zones / cities that you could engage with for quest information would be welcomed. I just reached a level 3 node in a newly discovered zone, I know that if I at least interact with this Commander NPC I've spotted, he will be able to provide a listed directory of other NPCs in the vicinity that might be a point of interest for me as the new adventurer. Little concepts like this would bridge the gap between a completely open world and a monotonous sea of stale breadcrumbs.
My pure wish list for a questing system would be that the various quest "!" would be different colors pertaining to the nature of the quest. Ex: Green ! = Exploration quest / Red ! = Kill quest / Blue ! = Gather / Silver ! = Class Quest. Additionally, your quest UI or quest log would be organized as such with those different categories.
Another wish list desire for my ideal breadcrumb would be the amount of quest information available on your own map is directly related to the amount of exploration you have achieved in that specific zone. You enter a new zone, zero exploration, zero information available on the map. Once you've explored 100% of the map, you inherently acquire more breadcrumbs on your map UI. From a adventurer or lore perspective, it makes sense. Now that I am fully acquainted with my surroundings, it's logical to think that I would have a heightened awareness for the variety of objects to still accomplish in the zone. This concept also creates more incentives for the apt world explorer and zone exploration in general. This concept is more desirous for the player in favor of breadcrumbs for obvious reasons.
My two cents.
Important quests/quest givers.
Hidden quests/quest givers to reward exploration and speaking to NPCs.
For important quests, an example would be any story quest, or quests for like siege defense preparation, or general node development quests etc. For those quests, make the quest giver and the task easy to find relatively speaking. I do not care if quest givers in this scenario have some sort of icon or indication that they have a quest. I do not want quest locations highlighted however, just make the text clear on where/what to do.
For some other quests, I would love to have some that are quite a bit harder to figure out or start, or that at least require you to explore a node or zone for random NPCs that might have something for you to do after you speak to them. I would also enjoy at least a few quest lines that are specifically designed to be puzzles/challenges to figure out on purpose, that have nice rewards at the end. Sure eventually that quest line will get added to a wiki or guide, but at least for a little while those who actually figure it out can feel a bit of pride or accomplishment.
We are adventurers in a strange land.
The idea of arriving in a foreign land and having a map with all the indications, arrows pointing to places of interest and markers on the head of the Npc is something little immersive and meaningless.
The main map is something the player must work on to build, whether that is by exploring, finding clues, interacting with cartographers, books, or listening to conversations.
The map should be something that can progress and that represents the dedication put into it by the player.
Regarding the missions, let's put ourselves back in the role of our character.
Being in a foreign land, the most logical way to increase our knowledge about it would be to interact with the local inhabitants, whether in taverns, roads or properties far away deep in the wild.
Hopefully we would have direct contact with an Npc that needs our help or otherwise we would receive clues about the possible location of said Npc.
The clues should be enough to have an idea of the area in which it is located and its characteristics to be able to identify it.
Conversations, exploration, reading books and the interaction with monuments among other things should be the key to evolve our map and be able to advance with the available missions.
On the other hand, perhaps there are players who are not interested in this type of interaction, so the option of activating an alternative and more direct way would be convenient.
In the case of the mixed system, it should be taken into account that one system does not grant advantages over the other when completing challenges or some type of content where the ¨competitive¨ factor is present and is somewhat relevant.
Whenever possible, it is always good to have different options.
Some of my thoughts:
- I enjoy reading through quest text, but it can get old after a while. (Skim for key words, move on)
- I like having a general location marked on a map. But this too can get old and quests just become chores to check off.
- I like the idea of more cryptic quests with maybe a puzzle/riddle to solve.
With that said, I think all 3 styles of breadcrumbs can live together.
- Some NPCs ask for help and know the general area you need to go, they circle it on your map.
- Some NPCs have no clue about a specific location, but the text gives you enough hints.
- Some NPCs are secretive and only want help from the best. (very minimal hints, riddles, etc)
As for a more generalized solution:
I think having npcs/mobs/interactables related to an active quest have a minor sparkle effect is fine. I just don't want my map cluttered with markers all over the place.
Personally I am against customization that if everything were turned on, it would become a full quest helper. I can already imagine the scenario of a player who does want those options on, but instead wants to ask other players for help...they would just get the response of "turn on the quest helper"
But NO AUTO PATHING. Ever. It's such a boring and pointless mechanic. If I wanted the computer to play the game for me I'd go outside and be productive.
In more detail:
Target locations highlighted: So I think this is okay for times when an NPC gives the name of the location you're looking for, like "Go kill 5 wolves at Riverwood Pond", but it doesn't have to be there if they only said "Go kill 5 wolves". I don't mind keeping multiple quests on my bar as I explore new locations and discover "oh hey look! Here's the wolves I needed!"
Quest icons: I'm fine with the usual "!" to indicate an unaccepted quest, but I hate when there is another symbol over their head while a quest in progress. I can look at my questbook or talk to them again. It's just clutter to tell me something is in progress. However, I wouldn't mind if random NPC's had small quests "unimportant" quests that you could do by talking to the random NPCs, like "Can you deliver this parchment to Harold, my back is acting up" and you might notice the giver because he's walking hunched over or something.
On that note I think there should be a divide between what is deemed important/essential vs unessential because seeing a thousand exclamation marks is again a lot of clutter
Having giant exclamation marks for quests, or highlighted mobs, or a highlighted path ruins the sense of wanderlust. I want to get lost because I thought it said east at the junction not north, but discover something new while working my way back to the original destination
But at that point would like it to end.
Some of my favorite time with FFXI was going to the wiki to look up how to do a quest, find the location to go, or just enjoy seeing the community work together to figure out the answer. If was fun to explore and get lost and try to figure out what was needed. As long as the contextual queues are there it gives that little bit of effort of to even enjoy the rewards for the less then stellar quests.
NPCs should be highlighted. The type of quest they give would be indicated by the color of this highlight. NPCs that give generic hunting/gathering quests would be a pale white, while Storyline NPCs would be green or a traditional yellow. Class NPCs would be Orange or Purple with Epic questlines (Mayoral and the like) being Red.
Maps/Wayfinder:
One thing that irritates me about WoW is their quest tracking. While easy and convenient it clogs my minimap with highlights showing current quests, world quests, and if turned on, gatherable items in the area. I would prefer a compass either above or below the minimap with a glowing dot/symbol indicating which direction I need to go to complete a quest and the bolder/bigger that icon gets, the closer I know I am to the quest.
Quest Log Descriptions/ Dialog:
Some players, myself included, don't like to sit there and read quests all the time. In the quest log, I would like to see each quest listed with the complete dialog between the NPC and my character, even if I exit the UI window after accepting the quest and there is more to read. That way I don't have to worry about running back to the quest giver, or abandoning the quest to pick it back up and read everything again.
Side note/idea:
For quest logs, I would like to see an item like a journal or tome that drops after completing Storyline quests that I can open and read. There have been times when I finish a particular questline in other games I have to stop and replay the events in my head, especially if there is a tragic death or redemption ark to a character that I've enjoyed following. This item could be placed inside a Free Hold/Apartment for a future read by you or by someone you've invited into your player housing.