QUESTS are dissapointing. Too linear, too predictable with no real options. And here are far too few of them!
Add some RNG so the quest can branch.
For example: Rescue Kidnapped Daughter quest. Let's say that if you take it, there's a 25% chance that the girl was really kidnapped (in which case there will be several thugs) and 75% chance she went willingly.
If she went willingly, you should be able to let them go if you persuasion failed, instead of being FORCED to attack (basically, add another option when the man speaks up and challeneges you to a duel. Something simple like "If you are willing to challenge me over her then you might be telling the truth. You can go!").
Also, if you fight with a blunt weapon and knock him out, the game should acknowledge that you didn't kill him.
The same principle for other quests. Basically branching possibilies, sometimes RNG decided, sometimes player started. When you start a quest, at least for some, you're not sure where it will take you.
And - need I say it? - MORE quests. Freeing prisoners, infiltrating towns, sabotaging granary, assassinating someone, following a spy, etc..
FESTS - bring them back. Hunting various lords and ladies is a CHORE and having them all gather in one place is a godsend. Not to mention that it reduces the warmongering a bit to have such pauses. Gives the player a chance to mingle, get quests, etc. Also, allows a grand tournament to be held.
TOWNS - gives us reason to want to go in. They are pretty, but add hidden things. Quests/events/items that can only be found by exploring the town. You might run into thugs trying to extort someone, a merchant with a shady offer, chests with some goodies inside, a wanderer wandering the streets, etc...
Add some RNG so the quest can branch.
For example: Rescue Kidnapped Daughter quest. Let's say that if you take it, there's a 25% chance that the girl was really kidnapped (in which case there will be several thugs) and 75% chance she went willingly.
If she went willingly, you should be able to let them go if you persuasion failed, instead of being FORCED to attack (basically, add another option when the man speaks up and challeneges you to a duel. Something simple like "If you are willing to challenge me over her then you might be telling the truth. You can go!").
Also, if you fight with a blunt weapon and knock him out, the game should acknowledge that you didn't kill him.
The same principle for other quests. Basically branching possibilies, sometimes RNG decided, sometimes player started. When you start a quest, at least for some, you're not sure where it will take you.
And - need I say it? - MORE quests. Freeing prisoners, infiltrating towns, sabotaging granary, assassinating someone, following a spy, etc..
FESTS - bring them back. Hunting various lords and ladies is a CHORE and having them all gather in one place is a godsend. Not to mention that it reduces the warmongering a bit to have such pauses. Gives the player a chance to mingle, get quests, etc. Also, allows a grand tournament to be held.
TOWNS - gives us reason to want to go in. They are pretty, but add hidden things. Quests/events/items that can only be found by exploring the town. You might run into thugs trying to extort someone, a merchant with a shady offer, chests with some goodies inside, a wanderer wandering the streets, etc...