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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.
Quest logs and NPC interaction
Potato Basket
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
In my opinion, quest logs and NPC interactions being fun comes down to making paying attention feel rewarding
I'd like to argue that text based interaction with NPCs feels more organic compared to current implementation of answer selection by clicking on baked-in lines
Text based meaning you have to type your answer in the chat box, for example let's say the quest is to gather 10 iron ores or wood logs, at the end of the description the npc could ask what's your choice and the player will have to type "iron ores" or "wood logs"
Also, the quest dialog will have the key words highlighted to help quickly get the relevant info instead of having to read everything
Using above example, the words "iron ores" and "wood logs" should be highlighted like this
Those who want to immerse themselves in the story would read everything and those who don't care as much or don't have the time to read could understand quickly what needs to be done
This way you could have both rich and easy to digest quest dialogs
If it's too much text or dry dialogs players eventually much rather Google the answer for more complicated quests and puzzles
I'd like to argue that text based interaction with NPCs feels more organic compared to current implementation of answer selection by clicking on baked-in lines
Text based meaning you have to type your answer in the chat box, for example let's say the quest is to gather 10 iron ores or wood logs, at the end of the description the npc could ask what's your choice and the player will have to type "iron ores" or "wood logs"
Also, the quest dialog will have the key words highlighted to help quickly get the relevant info instead of having to read everything
Using above example, the words "iron ores" and "wood logs" should be highlighted like this
Those who want to immerse themselves in the story would read everything and those who don't care as much or don't have the time to read could understand quickly what needs to be done
This way you could have both rich and easy to digest quest dialogs
If it's too much text or dry dialogs players eventually much rather Google the answer for more complicated quests and puzzles
0
Comments
I'd prefer not to have dialogue for quests as meaningless as collect 10 x. That or keep it to like 1 or 2 sentence only. That way when you get a quest with text or dialogue it means something. I'd rather the world tell it's own story and not rely on npcs to do it on their own.
If it were my choice I wouldn't even have leveling quests in the game. Quests would be end game content only. However you could speak to npcs on your own as an option.
U.S. East