asking for a friend... of courseGang leader needs 110 one hand axes...
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We don't need long storylines to have cool quests. In fact the lost daughter one is supposed to be that, and it's a horrible and repetitive quest. We need quests to be more in context, quests that change according to factions, quests unique to factions, quests unique to certain lords. Quests that help you move in the world and quests that give you a monetary reward, quests that help your character progress in a certain ability. Every quest will get repetitive over time, the thing is that they're useful and make sense.[...]
AmenWe don't need long storylines to have cool quests. In fact the lost daughter one is supposed to be that, and it's a horrible and repetitive quest. We need quests to be more in context, quests that change according to factions, quests unique to factions, quests unique to certain lords. Quests that help you move in the world and quests that give you a monetary reward, quests that help your character progress in a certain ability. Every quest will get repetitive over time, the thing is that they're useful and make sense.
Take for example delivering a letter in Warband. As repetitive and boring that quest was, it made sense to help you build relationships with 2 lords, it means that when you just start the game you're nothing but an errand boy, it pushes you to progress in the world.
Take for example helping the guild masters in Warband, it made sense to help a town in the faction you want to join, it made sense to help caravan masters free the roads of looters and gangs, and it gave you renown as someone who helps the faction move forward.
Take for example helping villages in Warband. When you helped those villages, depending on the Lord, when you talk to them after helping, they thank you for your service, or reprimand you for leaving them in shame.
And finally, one of my favorite quests, take for example talking to a Lord's wife/sibling/father when they're captured, and be offered money in order to free them. That quest was great, and helped you build an incredible amount of relations between a country, while also giving the excitement of doing something risky. In Bannerlord that quest is ruined because friendships barely matter in this game (everything is managed through the stupid influence currency, having a friend in a country doesn't matter at all when making decisions or when you have to be elected to have a fief), and because infiltrating a castle/town is horrible and unfun.
Even if most of the quests in Warband weren't good or perfect, It were those little details that makes the game make sense, and be immersive, again, we don't need elaborated main quests, which Taleworlds will write very poorly as you can see (the main quest is an aberration), we need world-sensical quests that pushes the player inside the world, quests that create a sense of belonging, quests that push players into trying new things.
We don't need long storylines to have cool quests. In fact the lost daughter one is supposed to be that, and it's a horrible and repetitive quest. We need quests to be more in context, quests that change according to factions, quests unique to factions, quests unique to certain lords. Quests that help you move in the world and quests that give you a monetary reward, quests that help your character progress in a certain ability. Every quest will get repetitive over time, the thing is that they're useful and make sense.
Take for example delivering a letter in Warband. As repetitive and boring that quest was, it made sense to help you build relationships with 2 lords, it means that when you just start the game you're nothing but an errand boy, it pushes you to progress in the world.
Take for example helping the guild masters in Warband, it made sense to help a town in the faction you want to join, it made sense to help caravan masters free the roads of looters and gangs, and it gave you renown as someone who helps the faction move forward.
Take for example helping villages in Warband. When you helped those villages, depending on the Lord, when you talk to them after helping, they thank you for your service, or reprimand you for leaving them in shame.
And finally, one of my favorite quests, take for example talking to a Lord's wife/sibling/father when they're captured, and be offered money in order to free them. That quest was great, and helped you build an incredible amount of relations between a country, while also giving the excitement of doing something risky. In Bannerlord that quest is ruined because friendships barely matter in this game (everything is managed through the stupid influence currency, having a friend in a country doesn't matter at all when making decisions or when you have to be elected to have a fief), and because infiltrating a castle/town is horrible and unfun.
Even if most of the quests in Warband weren't good or perfect, It were those little details that makes the game make sense, and be immersive, again, we don't need elaborated main quests, which Taleworlds will write very poorly as you can see (the main quest is an aberration), we need world-sensical quests that pushes the player inside the world, quests that create a sense of belonging, quests that push players into trying new things.
This isn't true. Naturally, you may mean "they don't impact the world enough", but I can only go with what you actually write.I've said it before. Quests are crappy because they don't actually impact the world. I've supplied grain to the same village several times in a row. Tools, cows whatever. They don't get raided. Life should be fantastic. Does it affect the number of bandits?
Nope. Does it change the quests? Nope. Does it do anything except improve relations? Nope.
This isn't true. Naturally, you may mean "they don't impact the world enough", but I can only go with what you actually write.
Issues have preconditions, issue effects and resolution (success/failure/cancel) consequences. They are resolved over time, by AI lords or through the player taking quests. Preconditions typically look at if suitable characters are in the location and if the world and more specifically the location are in a suitable state for an issue to occur. If the preconditions are met, there is a chance for an issue to occur. Issue effects are continuous, negative effects that apply for as long as the issue is active and affect the location and/or character that has the issue. Resolution consequences can affect the player (if they are involved through a quest) as well as the location and/or character that has the issue. They are applied when the issue is resolved - but keep in mind that the resolution also cancels the issue effects.
Let's take the "need grain seed" issue quest, which you seem to refer to, as an example. From what I can tell...
Preconditions:
- There is a Headman Notable (so it won't occur in a town)
- The settlement produces grain.
- The nearby town market has less than 50 grain.
- The Grain price in the IssueGiverSettlement > average price of requested item in the world * 1.3.
Issue Effects:
- -0,2 / day to bound center prosperity.
- -0.5 / day to bound center loyalty
Issue Resolution:
Let's just look at success and ignore the different player facing effects for companion vs. player solutions.
- Issue is resolved (aka issue effects are no longer applied)
- +10 Quest giver power
- +2 relation with questgiver
- +1 relation with all other notables of the village
- +50 Town prosperity
I don't get too deep into the balancing nitty gritty of the issue quests, but from my understanding at least part of the challenge is that issues can occur everywhere and players will not (even if they could) deal with all of them. So at the very least the issue effects need to be somewhat tame as otherwise you have failing settlements/characters all over calradia and it also becomes kind of hard to ignore them once you do own a settlement even if you don't want to engage with that part of the game. (At least if we want to sustain the current availability of issue quests across settlements.)But then do they have enough impact for the quest to be worth doing? Will your village fall in disrepair if you fail to deliver? And will it flourish or do noticably better if you succeed in the quest?
I find myself doing quests quite often because of these effects. If you leave quests unattended (or hideouts) they can easily lead to a newly taken foreign fief to rebel quite fast.Interesting! I also thought they had 0 impact, but given the complex economic system developed it would make sense that there would be these preconditions and after effects.
But then do they have enough impact for the quest to be worth doing? Will your village fall in disrepair if you fail to deliver? And will it flourish or do noticably better if you succeed in the quest?
Does TW have stats from the game that show how many players are doing certain quests? And how many of those quests are completed by the player more then once in a single playthrough? I.E. are they popular?
This isn't true. Naturally, you may mean "they don't impact the world enough", but I can only go with what you actually write.
Issues have preconditions, issue effects and resolution (success/failure/cancel) consequences. They are resolved over time, by AI lords or through the player taking quests. Preconditions typically look at if suitable characters are in the location and if the world and more specifically the location are in a suitable state for an issue to occur. If the preconditions are met, there is a chance for an issue to occur. Issue effects are continuous, negative effects that apply for as long as the issue is active and affect the location and/or character that has the issue. Resolution consequences can affect the player (if they are involved through a quest) as well as the location and/or character that has the issue. They are applied when the issue is resolved - but keep in mind that the resolution also cancels the issue effects.
Let's take the "need grain seed" issue quest, which you seem to refer to, as an example. From what I can tell...
Preconditions:
- There is a Headman Notable (so it won't occur in a town)
- The settlement produces grain.
- The nearby town market has less than 50 grain.
- The Grain price in the IssueGiverSettlement > average price of requested item in the world * 1.3.
Issue Effects:
- -0,2 / day to bound center prosperity.
- -0.5 / day to bound center loyalty
Issue Resolution:
Let's just look at a quest success and ignore the different player facing effects for companion vs. player quest solutions.
- Issue is resolved (aka issue effects are no longer applied)
- +10 Quest giver power
- +2 relation with questgiver
- +1 relation with all other notables of the village
- +50 Town prosperity
I don't get too deep into the balancing nitty gritty of the issue quests, but from my understanding at least part of the challenge is that issues can occur everywhere and players will not (even if they could) deal with all of them. So at the very least the issue effects need to be somewhat tame as otherwise you have failing settlements/characters all over calradia and it also becomes kind of hard to ignore them once you do own a settlement even if you don't want to engage with that part of the game. (At least if we want to sustain the current availability of issue quests across settlements.)
It depends.Is there any hint for the player to notice these changes after quests completed or for preconditions?
The player can only help out with issues that exist. If the governors resolve them, the availability of issues is reduced. So the same would be achieved by reducing the % of issues to occur. But that comes with its own drawbacks (harder to target specific characters / locations). We also already do have AI lords resolving some issues (IIRC), though - to me - that is more geared towards a "living world" than enabling & counter-acting harsh(er) issue consequences.The appointed governors need to start dealing with the quests, for better or for worst. If you appoint a lousy governor, you ought to have a failing settlement. But therein lies the fix. The player can help out with quests. Or the other party leaders.
@Duh_TaleWorlds
Is there any hint for the player to notice these changes after quests completed or for preconditions? Because a lot of people including me think the quests appearing in the world do not have preconditions or quests completion have no impact on the world. I am talking about a hint like how Rtr worked in Warband. As a player in Warband, we do not have any idea how right to rule worked in the game equations but we were able to see if the player rtr is in good state or not through Lords reactions to our kingdom. I think this is why Bannerlord feels a pure simulation without a soul. Because we are not getting any hint why things happens in the way they did happen nor how our impact in the world change the situation in the world. Or we did not see these hints?