About *those* quests...

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Leifdin

Sergeant Knight at Arms
Hi, do you usually bother taking quests such as hunt for troublesome bandits, hunt for looters, etc? Are there any quests you never bother taking?
 
Cattle quests are usually too time-consuming and offer too little reward, even when cattle follows the player party. I never do them unless I really need to in the early-game. I usually pass on delivery quests unless I know that I will be travelling to the destination town anyway - they take too much time and disrupt the player too much for too little reward, despite the simultaneous relation gain with two towns and the inventory horse mechanic. Troublesome bandits are easy to take out once the player has a warhorse and/or a decent party, and they spawn right next to the town so I always do them. Hunt for looters is more time consuming and can get annoying if the player's party has poor spotting, but it is still worth it for the town relation. Then there are a number of lord quests which are usually pointless and have greater negative effects than positive effects, such as denouncing lords, provoking wars, intrigue against lords, murdering merchant, etc. I never do them, though some may enjoy them for role-play purposes.
 
I don't do Cattle Herds or Looter hunting, but I do the other quests, because I find them fairly profitable. By grabbing caravans, ransoming and item delivery quests, I can end up chasing 2 or 3 quests at a time, which makes a fair amount of money.
 
I usually do all village quests, but for towns I only go for delivery and kidnapped girl. Caravan escort and cattle transport almost always want to get across the whole map so they take way too much of my time.
 
Villages: Get cattle - this is very expensive for the payouts, by that i mean relations. I always skip this one. Training: This one depends on how high my parties training is, If it is 8-10 this is a very quick way to gain relations. Some scaling might be in order.

Towns: Looters - this one just does not work most of the time. Another band finishes off one of them and you are stuck for weeks without being able to pick up new work at that town. I skip this one due to the risks involved of wasting my time. Escort Merchant - I find this one is hardly worth it, especially if you are fighting off a large group of bandits at the beginning. Perhaps a combat bonus is in order? Troublesome Bandits - This one is not too bad really. I take it once i'm out of other types to do. The main issue comes up when a patrol or group of manhunters attacks them first. Regardless of if you join them in battle you are not given credit. I think credit is in order in this case. For more excitement make it a quarrel between the two groups. Manhunters were also after the same bounty and intend to collect and you are between their payday. Maybe a good old fashioned fisticuffs is in order? :smile: For patrols it would be nice to see them sometimes get greedy and try to collect the trophies which you have to persuade them to give to you.

Lords: Deliver X prisoners - this is almost impossible under the current system. Either broaden it to the 3 tiers or more generic bring X prisoners of this faction to me. Strangely I still do accept these because there is a relation penalty for saying no. I find the war ends before the quest will, which cancels it. Letters - this is hilariously low paying. I almost never take them. Not even the small relation gain is worth chasing a lord across calradia. Still the timer is long enough that you could stumble upon them as you travel. I think extensions could make this interesting, ie reply messages, angry letters, misunderstandings, wrong addresses. Perhaps even being sent back to represent the lord in a duel, told or not. Denounce - This never pays off for anyone involved, you are really just a scapegoat. I never do these. Borrow Companion - I have never seen a reason to deprive myself of a companion for a few weeks for almost no gain. Especially considering companions can now be advisors.

Ladies: Rescue X - On the other hand I always take these, they are very good source of income and relations, probably the best, right ahead of destroy bandit camp.

Marshall: Scout X/Deliver Cattle - These are probably the worst quests in the game. For a loss of either time and or money you gain very little relation and little to no xp. The quest doesn't even do anything for the army! Much worse it cuts you out of the action, which the Marshall called on you for anyway? I believe these quests would be better suited if they did something for the army, IE cattle gave the army a temporary morale bonus and scouting gave a temporary boost to pathfinding. Maybe also something for the marshal, like a temporary decrease in controversy.
 
Towns: Looters - this one just does not work most of the time. Another band finishes off one of them and you are stuck for weeks without being able to pick up new work at that town. I skip this one due to the risks involved of wasting my time. Escort Merchant - I find this one is hardly worth it, especially if you are fighting off a large group of bandits at the beginning. Perhaps a combat bonus is in order? Troublesome Bandits - This one is not too bad really. I take it once i'm out of other types to do. The main issue comes up when a patrol or group of manhunters attacks them first. Regardless of if you join them in battle you are not given credit. I think credit is in order in this case. For more excitement make it a quarrel between the two groups. Manhunters were also after the same bounty and intend to collect and you are between their payday. Maybe a good old fashioned fisticuffs is in order? :smile: For patrols it would be nice to see them sometimes get greedy and try to collect the trophies which you have to persuade them to give to you.
I was thinking about a different variation - you could just kill any bandit group and come back to guildmaster claiming you finished the quest with no relation gain and perhaps renown penalty.

I also added a new quest, "fight in a duel". This is a guildmaster quest - he seeks for a champion to fight in a judicial duel for one of his merchants. You have to prove in the arena first by defeating at least 10 opponents. Then you are allowed to fight. If you defeat more than 20 opponents, your enemy will refuse to fight you, which gives you greater reward.

I also made arena fights more profitable. I tried to cut down the economy a little, so I'm looking for additional ways of making income.
 
When I see a lord prisoner I always seek out his relative to make them pay for the quest. You dont need to be a member of any faction for this. (in fact its easier if the castle does not consider you an enemy). Its a fun quest with great payout.

I try to do caravan escort early game if they dont take me too far (or through khergit or sarranid territory). Its worth it if you dont need to kill 100+ bandit to do it because it gives huge amount of experience to companions.

Most of the villager quest are fine, ill run around seeking village that ask for cow if i just looted a village and got cows, if not its a little expensive.

As for lord quest, I always try to use them to bolster my relationship with them. Usualy its not worth much however. Ill sometime accept to start a war if the kingdom is doing nothing. Bandit hideout clearing is a super cool quest, but i usually just take it either if i already found the hidout, or if i know i can find it easily. Because most of these are stupid hard to find.
 
Are there any quest you'd rather have for lords? I had an idea about one to replace "bring prisoners". Instead of bringing prisoners, you'll have to bring new recruits.
 
The "Hunt for looters" quests I actually tend to get. The only two quests that sometimes bother me, are the
-"Deliver letter to" quests.
(Hey, if you could implement a system where I can buy a high up-keep low-combat abillity scout or messenger troop that updates all lords' locations every X days proportional to how many of them I have, so I don't have to keep running up and down, barely missing them constantly, the problem would disappear completely, though I'd still always like more the more prestigious quests from nobles. For balancing reasons, I guess you could also make it so it doesn't update hostile lords or something like that, if you implement such a thing)
-And another which's name I can't remember. (Honestly, it's been a while since I got a chance to play, not even 100% sure I ever saw it pop up in Silverstag, but it's the one where you need to tail an informant across the map. It's way too easy to lose track of them.)

As for the rest, while they're not all perfect, I tend to take them every now and again, depending on what's available.
Only real note I'd give on them, is that some quests, especially ones like "Bring cattle to X" that are easily arguable to tax the player more than the reward justifies, should get the reward boosted somehow. I'd be fine with "Bring Cattle to X" boosting both the village and its market town (after all, the town needs the village) but other options are there as well, like a silverstag emblem, similar to what you get for helping restore the looted villages, etc.
 
Since I generally spend most of my early game as a merchant, I tend to do most of the quests that involve travel: escort caravans, deliver wine/ale, transfer cattle.
Troublesome bandits is one that I rarely take - unless I am confident I can see and catch them immediately, it's more trouble than it is worth. Similar problem with the "Track down looters" quest - I only accept that one if I want to fight some looters in the early game. I don't really expect to catch them all, and the rewards are too low to be worth the trouble.
Delivering the ransom is probably the town quest I do least frequently - it usually requires too much travel. The nicest part is that it spawns a good-sized group of bandits who will not run away  :razz:

For lords, I pretty much never do the quest where you need to chase down escaping peasants. I'm unsure if it even exists in Silverstag since the recruitment system was implemented, but I always skip the quest where you need to train a certain number of a particular troop. Capturing prisoners is also too much of a nuisance... really, I just deliver the occasional message, take out bandit lairs, and rescue imprisoned lords. I generally do the bandit lair ones when I have already found the lair, though.
 
You know, for lower lvl merchant players, it would be fun to have a quest where the lord just ask for a bunch of material.
Like: bring me 2 stack of fur,  spice, velvet or tool
Maybe they need it for an upcoming marriage/feast/gift/home improvement

another idea, if the lords can see what our relationship with centers, they could ask us for specific troop. Like a rhodok noble asking us to go fetch some veluca pikers.

For a more difficult quest they could ask  us to go fight a specific enemy lord (because they hate him).

By the way I forgot the raise taxes on my city quest. Its a usefull quest, especially early game, since you dont need to give back the money as long as you dont meet the lord. It's like if he was lending you money.
 
I like these. I'll play around with them. And what do you think of new mayor dialogue where you can actually pick a quest? Do you think it would be good for lords as well?

Oh, and on a side note: I'll be picking up Oathbound soon. I just want to learn dialogues, quests, etc. before I start. So when I manage to create a proper quest, I'll pick up on Oathbound.
 
Leifdin said:
I like these. I'll play around with them. And what do you think of new mayor dialogue where you can actually pick a quest? Do you think it would be good for lords as well?

Oh, and on a side note: I'll be picking up Oathbound soon. I just want to learn dialogues, quests, etc. before I start. So when I manage to create a proper quest, I'll pick up on Oathbound.

It would unify the last of the quest interface making it homogeneous across the board. I'm in favor. It is better than asking them 3 times before they are done giving out quests.
How are you going to handle the "I have minor quests but they aren't for you" reaction they have to asking about quests?

Being able to pick a quest is one of my favorite features of this mod. The only thing wrong with it is once you choose a quest and decline you can't get back to the list again. You are stuck for a few days until it clears.
 
It would unify the last of the quest interface making it homogeneous across the board. I'm in favor. It is better than asking them 3 times before they are done giving out quests.
How are you going to handle the "I have minor quests but they aren't for you" reaction they have to asking about quests?
Same as guildmaster - they just won't show up.

Being able to pick a quest is one of my favorite features of this mod. The only thing wrong with it is once you choose a quest and decline you can't get back to the list again. You are stuck for a few days until it clears.
That would be very easy to change. When you refuse the quest, you in fact take it, or to put it in game terms, you "stall" it. It's simple enough to remove code lines that stall the quest, and it should have no consequences. I hope.
 
I always keep an eye out for cheap sacks of Grain, and carry a few with me in case I find a grain quest from a village.

My favorite quests are still rescuing imprisoned lords, because no one tells you to do it.  If you want to give it a try, it's all on your own initiative.

Unless one of the noble ladies tells you to do it, that is, which is extra good because you get improved relations with a noble lady, which is fairly hard to come by otherwise.

I'd love to see more rescue quests, like rescuing maidens and that sort of thing.  Also, more variation in them.  Maybe sometimes you have to sneak out through a secret passage or something.
 
A quest idea would be to escort a lady home after the capture of a castle.

Often when a castle is conquered, the ladies who where living there wait around for a bit until they are ransomed (although I don't think money ever changes hands)

A chivalrous player could offer to escort one of these ladies home.  Big relationship bonus with her and her family.
 
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