Why not more Roleplay/Quests?

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Hello everyone,

To start off, this is not meant as criticism. You guys did and still do an amazing job with this mod and I am nowhere near a position in which I would deem myself worthy of pointing out what you did "wrong".

I am merely curious. Pendor is a world with a such a detailed background and lore that is superior in this regard to many RPGs that are out there. Yet, while playing I always feel that I can't interact with the world as much as I would like to. You have these really nice gossip/rumours that really provide a feeling of a changing/living world, but so few quests or unique dialogue options that tell equally great stories. Don't get me wrong, I love the open world and the gameplay, but sometimes I would like to do a questline for a change, no matter if it would be about a companion, a lord or a faction.

After the character creation, there is this "starting-quest": a fixed area with a hostile npc whose death triggers the merchant. There also are the hideout areas where you can only take a certain number of troops with you. So I figure questlines would theoretically be possible, but I have so very little in that direction (now talking about M&B mods in general). My question is simply: Why is that?

Is it simply not what you want to do, or is it a matter of time/effort?

 
It's a matter of time and effort. Good quests take a lot of time, design and implementation to execute. For example the ghost lady made by MV took a lot of design effort, testing and coding to accomplish.

In PoP4 there will be new quests but for PoP3.x there will not be more quests (at least not for the foreseeable time) due to not enough time and manpower to implement.
 
Theoretically the whole game is one quest.  :razz:

So the ghost lady quest..is a quest inside of a quest... QUEST-CEPTION  :shock:
 
Thrannduil 说:
MitchyMatt 说:
Haha guess you don't know. And I always fail that quest :/
It's the person who says something about poison, usually the Scribe :wink:
Or the person with a sword within a hall...which means eventually he has to use it
 
Ser Pounce-A-Lot 说:
Thrannduil 说:
MitchyMatt 说:
Haha guess you don't know. And I always fail that quest :/
It's the person who says something about poison, usually the Scribe :wink:
Or the person with a sword within a hall...which means eventually he has to use it

im totally lost....
 
mayjori 说:
Ser Pounce-A-Lot 说:
Thrannduil 说:
MitchyMatt 说:
Haha guess you don't know. And I always fail that quest :/
It's the person who says something about poison, usually the Scribe :wink:
Or the person with a sword within a hall...which means eventually he has to use it

im totally lost....
WUT DEY MEN IZ DAT IT'S THAAT SUSPICIOUS LWEKIN' GUY OE'R YONDER.
 
Dathlos 说:
mayjori 说:
Ser Pounce-A-Lot 说:
Thrannduil 说:
MitchyMatt 说:
Haha guess you don't know. And I always fail that quest :/
It's the person who says something about poison, usually the Scribe :wink:
Or the person with a sword within a hall...which means eventually he has to use it

im totally lost....
WUT DEY MEN IZ DAT IT'S THAAT SUSPICIOUS LWEKIN' GUY OE'R YONDER.
If you go into a hall and you have all your weapons with you, then whoever is in there is the killer. Normally, you aren't allowed to take helmets or any weapons into a lord's hall, except to execute someone :grin:
 
Deckenpuppel 说:
Hello everyone,

To start off, this is not meant as criticism. You guys did and still do an amazing job with this mod and I am nowhere near a position in which I would deem myself worthy of pointing out what you did "wrong".

I am merely curious. Pendor is a world with a such a detailed background and lore that is superior in this regard to many RPGs that are out there. Yet, while playing I always feel that I can't interact with the world as much as I would like to. You have these really nice gossip/rumours that really provide a feeling of a changing/living world, but so few quests or unique dialogue options that tell equally great stories. Don't get me wrong, I love the open world and the gameplay, but sometimes I would like to do a questline for a change, no matter if it would be about a companion, a lord or a faction.

After the character creation, there is this "starting-quest": a fixed area with a hostile npc whose death triggers the merchant. There also are the hideout areas where you can only take a certain number of troops with you. So I figure questlines would theoretically be possible, but I have so very little in that direction (now talking about M&B mods in general). My question is simply: Why is that?

Is it simply not what you want to do, or is it a matter of time/effort?
Thank you for the post Deckenpuppel and your welcome comments.

Excellent question.  I feel that your observation has a great deal of merit.

The Warband/M&B mod system is not really designed for this type of immersion.  There is no "system" implemented that can be easily modified or changed to refelct the results of these types of actions.  As Treebeard mentioned, it takes a great deal of work to implement given the tools we have abailable to us as Modders.

Can this be done? Yes. 

It would take a great deal of work and the results would knock your socks off.

Unfotunately I just not the desire to donate a hundred hours of my life to develop it and then another thousand (+/- 50%) to implement it to the point I (and you) would be happy. 

Best regards,

Saxondragon
 
My curiosity is satisfied then. Thank you for the quick responses. Now, if you'll excuse me I will shed some tears for things that will never be :wink:.
 
Deckenpuppel 说:
My curiosity is satisfied then. Thank you for the quick responses. Now, if you'll excuse me I will shed some tears for things that will never be :wink:.
Story of M&B. WHAT THE **** DO I DO??!!
 
Fidelity 说:
At least Legacy will have new quests riiiggghhhtttt?  :wink:
Go Azi Dahaka for Tasks. *I need you to deliver this letter to *Insert Random Lord Name* at *Insert Random Lord Location*
:lol:
 
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