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Areas, difficulty, main quest route

Posted: Thu Jun 04, 2020 4:57 am
by CKork
Hey all.

I was always wondering, whether it would make more sense, if the main quest took you on a different route on the beginning.
basically it`s like
  • crossglen
    Fallhaven
    Vilegard
    green maze
Now, talking about difficulty if these areas and level requirements, the main quests leads you into one of the most dangerous areas in the game almost in the beginning.
There are easier access areas that would help you progress easier and with less dread.
Now, I understand it is an exploration and open world game. And most of us are around long enough to know where to go when.
But in a final version, wouldn`t it make more sense, if the main quest at least lead you in the right direction and areas in a logical order of difficulty?

I wonder whether it is possible to have the main quest altered and some intermediate stops implemented.
  • Crossglen
    Fallhaven
    Vilegard
    Stoutfort
    Black Water Mountain Area
    Duleian Road road trip (gargoyle cave to crossroads)
    Brimshaven
    Then Remgard or Maze

Re: Areas, difficulty, main quest route

Posted: Thu Jun 04, 2020 12:54 pm
by Tomcat
The steps in the main quest are not necessarily supposed to be your direct route through the landscape, for the reasons you note. Not every location needs to have a tie in to the Search. But besides the one you list, there are currently other clues to be found in three other locations.

Your second list looks like a decent subset of the game in a fairly reasonable order in terms of level required, though there are definitely some options along the way - which is part of the intent. If there was only 1 canonical path that was workable, the game wouldn't be nearly as interesting.

Re: Areas, difficulty, main quest route

Posted: Thu Jun 04, 2020 5:42 pm
by Gonk
Hello CKork, I like your suggestion and also see the problem that the main quest guides you very early to a too difficult area.

I would be interested in the oppinion of other players. Currently only a part of the steps give a guidance. What about the open world concept, etc

Re: Areas, difficulty, main quest route

Posted: Thu Jun 04, 2020 5:50 pm
by Grim Reaper
I am fond of it as well. There is also that main quests seems too short as it is to me, i would love more steps to it then there currently is, considering we surely have more than 70% of main quest completable so far.

Re: Areas, difficulty, main quest route

Posted: Thu Jun 04, 2020 6:31 pm
by DanielS
Maybe solution could be a simple quest which will lead us from Vilegard to Stutford? Some kind of signpost.

Re: Areas, difficulty, main quest route

Posted: Thu Jun 04, 2020 10:01 pm
by Nut
There is a simple and technical reason, that the main quest is so short until now: It is because the quest steps are in shown in a fixed sequence, and cannot be shown in the order when they are achieved. That's why we add so many independent side quests instead of adding content for the main quest.
We are planning to change the engine, so that quest steps can be sorted in timeline. Then it will be much easier to work on the main quest again.

Re: Areas, difficulty, main quest route

Posted: Thu Jun 04, 2020 10:30 pm
by Grim Reaper
Great, good luck to all of you!

Re: Areas, difficulty, main quest route

Posted: Fri Jun 05, 2020 5:17 am
by Gonk
Implementing to show quest steps in achieved order is one solution.


There are others:
  • Accepting that the order is wrong; we already have this for at least one of the main quest steps.
  • It would also work to give directions without a quest log entry and just by a dialogue.
  • Another solution would be to force the order like it is done with the first steps. So person B will only talk to you about Andor after person A sent you.
Of course it would still be possible to visit the places in random order.