NPC relations, tips and hint

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fufulames's picture
fufulames
Joined:
2016-10-23 22:58
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6 years 4 months ago

WHile i was doing a quick runthrough I recognized not just the profound lack of quests but a need for more direction.  As a side note every NPC should having a few things to say about one/ two npcs or things they relate to that will drive player to local content or think about it more deeply/differently.  This doesnt necessarily require handholding or forcefulness but more effort should be put into emphasizing to the player that quests are available in the area.

1.For example the was a sick NPC in bodrem temple who claims the player may be the only one who can cure what ails them.  I assume this was a quest but no other character referene this fact 1/2 the NPCs in the exterior should be talking about how sick this NPC at the temple is and once player enters the temple all of them NPCS should have the option to discuss so-and-so's illness.

2.Another example Bodrem Mine Flooding some of the NPCs in town mention that while excavating the mineral deposits in the mine miners hit an underwater spring that caused a flash flood and killed 12 miners! Once in the mine all miners would tell player it was only 2 but the foreman or could give you quest details and ask that you seal the leak by collapsing the opening to the spring.  This might require flight and simply black loaddoor activator that  removes the waterfall with a script. (just an example)

We really ought to play up what content we have more, and shamelessly drive the players it.  Even some people in surrounding towns should be dropping vague hints at (ex.) "problems at bodrem mine" and "cursed temple/ sick priest."  TR does this to some extent, but it should be more.  And more reminders of the players rising notoriety doesnt hurt either like a random %of "I heard bodrem's mine is producing better than ever",  or instead of "Bodrem's Temple is cursed" "Bodrem priest was healed, I've heard 'twas a miracle. The devout are eager to visit more often," even in neighboring towns. Locally all thank you specifically, more distant NPCs only in refernce to rumors.    Content is inevitably going to feel/ be a little sparse due to the massive landscape, but emphasizing it to a greater extent will make it more accessible and rewarding.

Rot's picture
Rot
Quest Developer
Joined:
2014-03-16 17:45
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1 year 4 months ago

Bodrem is in TR_Preview and not finished.

If you want directions to quests, use the topics "latest rumors" or sometimes "little secret". Unless the quests are easter eggs or deliberately hard to find, that convention is consistently used in settlements.

Kevaar's picture
Kevaar
Developer EmeritusQuest Developer
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2016-01-19 19:35
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1 year 7 months ago

I think the main issue is that a lot of the current NPCs were created by a different TR dev team than the current one. That means a lot of rumors or characterizations that may have eventually been turned into quests have been lost or overlooked--their old documentation buried on the old forums, or never made it out of peoples' headcanons.

If you like, post some of these suggestions to the asset browser as Requires Work-Quest Design. While they may take some time before they can be reviewed, put into claims, and released (I project around the same time the Almalexia snarl gets taken care of), they are less likely to get lost again.

fufulames's picture
fufulames
Joined:
2016-10-23 22:58
Last seen:
6 years 4 months ago

Good point. Maybe references to quests could be left in dialogue. Another problem is that some quest ideas are more generic and lack any direct references to npcs only because these areas have yet to receive NPC treatment.  If all areas with completed interiors and exteriors could have at least placeholder NPCs to reference planning future quests these areas might be easier and could inspire more content creators.