Peanut_Brother
Sergeant
I find that during my playthroughs, questing consistently becomes an area of the game that falls off incredibly quick for me. Once I have assembled a solid little war party the small amount of gold and/or relation I gain from questing do not scale well with the needs of the player.
I believe that this is clearly not enough to make it worthwhile to pursue questing past the early game. If only Quests had additional rewards that weren’t as easily gained through other mechanics…. Oh wait they do!!
Prosperity, Security, notable power- there are many systems that are impacted by questing. They just aren’t communicated to the player. These are systems that have an impact on the campaign simulation yet it’s currently all happening in the background (I ramble about this much more on another post). If the player knew of the effects that completing a quest has, they may be more incentivized to quest past the early game. I’m not suggesting anything crazy, just that the full impact of completing a quest should be communicated to the player to increase the perceived reward. Even if it just shows up in the message log, I believe it would go a long way.
- Gold - Through field battles + selling the resulting loot, the player makes money at a substantially higher rate than they do through questing.
- Relation - Having high relation with notables isn’t good for much. Being able to recruit a few more recruits per village is nearly irrelevant compared to the amount of quality troops the player gets from recruiting rescued prisoners and from recruiting captured prisoners.
I believe that this is clearly not enough to make it worthwhile to pursue questing past the early game. If only Quests had additional rewards that weren’t as easily gained through other mechanics…. Oh wait they do!!
Prosperity, Security, notable power- there are many systems that are impacted by questing. They just aren’t communicated to the player. These are systems that have an impact on the campaign simulation yet it’s currently all happening in the background (I ramble about this much more on another post). If the player knew of the effects that completing a quest has, they may be more incentivized to quest past the early game. I’m not suggesting anything crazy, just that the full impact of completing a quest should be communicated to the player to increase the perceived reward. Even if it just shows up in the message log, I believe it would go a long way.