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Requesting Quests


Llyssa
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It seems like syndicates are badly broken at the moment--it's a farmstravaganza to fund shopping sprees.

 

It would make a lot more sense if there were actual quest lines instead, and slightly heavier rewards for daily quests.

 

Instead of stockpiling and shopping, what would make sense is that every time a tier is unlocked, new missions become available, now that they believe they can trust you with more sensitive tasks.

 

The missions would produce a small quest chain, and the final reward for completing it would be a large bonus reputation, and one of the currently buyable items.

 

This would make syndicates seem less like a flea market and more like actual brotherhoods seeking actual goals. It makes NO sense that just changing the sticker on your stomach makes "save ship X" a "THANKS FOR HELPING" or "WE HATE YOU FOR THAT!". It should be actual, meaningful reasons--You procure supplies for desperate outpost of X by rerouting Y's ship, and now X loves you(FREE STUFF! YAY!) and Y is a tad ticked that you TOOK THEIR STUFF!

 

Additionally, this would build not only a sense of the syndicates themselves, but build the player community as well--it's much more likely to meet players repeatedly if you're both working on the same extended quest chain and roughly 5/6ths of the other players aren't. As you get further along the chains, this would, of course, increase(there's only so many trusted generals that have done 55 quests for team X, so you're probably going to know the other ones when you get there).

 

The stories provided in this way would give a sense of depth that syndicates are sorely lacking right now, and reduce the grindfest that's feeding them at the moment.

 

If the quest chains were structured so that the end rewards totaled up to (or exceedingly near)the next tier, it would even give a rather saliable progression.

 

The system would make a million times more sense that way, and actually be meaningful beyond what odd little creatures you have to kill every 15th mission.

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You're right of course.

It just takes a ton more work to get real quest lines for syndicates than it does to get a meter we need to fill.

So long term I hope syndicates become something more in depth but for now I am glad that we are seeing the beginning of them.

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Clear blue sky idea?  Could be fun.

 

Now though?  We've got a total of 5 quests, including the tutorial, and these would necessarily be locked off by the faction rep system to 50% of players.  In the long run, sure, but right now every player needs every bit of content they can get, and spending time on quests that are going to be blocked like that should be a pretty low priority.

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 Agreed, a unique quest line for every syndicate would give them some background, personality, who and how they are, because the only thing about them is a 5 paragraph text and nothing else. There's no difference in any of them aside from that, and makes no difference, pick any->do the same.

 

Of course, we are talking about LORE here and.. well.. you know...

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Why can't we have dynamic quest chains?

 

Have RNG generate some missions, slap some flavor text and generic explanatory dialogue over it, like, "You've traced this guy down (After doing a Spy mission) now we need you to capture him. After that, take the knowledge we've gained and blow up that secret base (Sabotage mission)"

 

Boom, quest!

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Why can't we have dynamic quest chains?

 

Have RNG generate some missions, slap some flavor text and generic explanatory dialogue over it, like, "You've traced this guy down (After doing a Spy mission) now we need you to capture him. After that, take the knowledge we've gained and blow up that secret base (Sabotage mission)"

 

Boom, quest!

Very much what I was thinking.

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