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Allow to cancel quests or choose reward.

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9 years ago
Apr 2, 2016, 3:53:32 AM
Good day to everyone.



Quest system is realy good, but sometimes you don't want to get reward from quest.

Best example - Aquapulvistics in Era 1, which is reward for finishing quest for healing Nidya.

This is realy good technology, but it is very situational and sometimes useless.

Why don't allow to player to refuse this quest?
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9 years ago
Apr 2, 2016, 11:28:44 AM
you can just ignore the quest and don't get the reward but there isn't really any reason not to take the reward.
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9 years ago
Apr 2, 2016, 1:10:21 PM
Lorco wrote:
you can just ignore the quest and don't get the reward but there isn't really any reason not to take the reward.




To get reward for quest for healing nidya you must include 2 tiles with anomaly. When you will get this quest on first 10 turns - you will ALWAYS complete this quest(I hope I don't need to say why).



Another example quest - "A Brighter Future".

Quests list from wiki

For this quest you must build public library somewhere. Ofc, this quest will be ALWAYS completed.

And reward for this quest - is RANDOM technology, what may be you don't want to research



So, if you want to ignore this quest - you just can't.



What technology you may not like to get as reward?

Example - Aquapulvistics, Aquacultural Science or Fluid Biomechanics when you have only one region with river.

Or Management Sciences when you have no wood in most of you's regions.
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9 years ago
Apr 2, 2016, 1:22:52 PM
Sell the unwanted tech to the AI.
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9 years ago
Apr 2, 2016, 1:56:31 PM
Just ignore the quests you don.t care about.

I personally find it a bit annoying that you can only pin one single quest to the top right of the screen. Usually I find myself pursuing a couple of quests in parallel at any given point in time, and following through the big list along with the "unimportant" ones is not that great.

Just my opinion ...
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9 years ago
Apr 2, 2016, 2:02:02 PM
Then you might get to next era faster than you want to, and the techs you want will be more expensive to buy/research. As it could otherwise be abused, I think you should be able to refuse rewards upon completion, but no sooner.



I think the idea is excellent.
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9 years ago
Apr 2, 2016, 5:44:00 PM
There are several quests that grant techs upon completion. Some of them are very difficult not to complete. We also know that the tech slots are very precious due to increasing research costs and how next Eras are triggered. Tier 3 weapon and armor techs do not count towards the era requirements and do not increase research costs of other techs, so these rewards are convenient even when these techs are not desirable.



I would like to have some option to decline the quest reward or the quest itself either when receiving it or upon completion. I'm not very happy when I see that I will receive Shipyard upon building on X amount of Anomalies on my Large Pangaea setting. I cannot remember clearly, but there are also quests that can be completed by other empires w/o my intervention, and getting some unusable tech (Aquapulvistics in riverless areas, Managment Sciences in areas w/o forests are another examples) really sucks.



Manual failing a non-faction, non-cooperative/competitive quests would be awesome.



Also, you cannot simply sell the tech to AI. You sell the access for the faction to the tech, you still pertain the tech "sold" via diplomatic screen. Also, simply removing generic tech rewards from faction quests would smoothen things. This isn't a healthy payoff when I either keep appropriate teching path or can follow the quest. There is a reason why never are obliged by main quest to build situational buildings (forest/river/sea dependent) to complete them. A large part of this reason supports why we should have full control over techs and era progession.
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9 years ago
Apr 2, 2016, 7:29:18 PM
Grzemek wrote:
There are several quests that grant techs upon completion. Some of them are very difficult not to complete. We also know that the tech slots are very precious due to increasing research costs and how next Eras are triggered. Tier 3 weapon and armor techs do not count towards the era requirements and do not increase research costs of other techs, so these rewards are convenient even when these techs are not desirable.



I would like to have some option to decline the quest reward or the quest itself either when receiving it or upon completion. I'm not very happy when I see that I will receive Shipyard upon building on X amount of Anomalies on my Large Pangaea setting. I cannot remember clearly, but there are also quests that can be completed by other empires w/o my intervention, and getting some unusable tech (Aquapulvistics in riverless areas, Managment Sciences in areas w/o forests are another examples) really sucks.



Manual failing a non-faction, non-cooperative/competitive quests would be awesome.



Also, you cannot simply sell the tech to AI. You sell the access for the faction to the tech, you still pertain the tech "sold" via diplomatic screen. Also, simply removing generic tech rewards from faction quests would smoothen things. This isn't a healthy payoff when I either keep appropriate teching path or can follow the quest. There is a reason why never are obliged by main quest to build situational buildings (forest/river/sea dependent) to complete them. A large part of this reason supports why we should have full control over techs and era progession.




This is right why I created this thread.
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9 years ago
Apr 4, 2016, 1:49:22 PM
The ability to fail a non-faction, non-cooperative/competitive quest is pretty interesting, especially for the cases highlighted above. We'll add this to our improve list (but there's a lot on it already, so no promises)! smiley: smile
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9 years ago
Apr 4, 2016, 2:14:36 PM
Frogsquadron wrote:
The ability to fail a non-faction, non-cooperative/competitive quest is pretty interesting, especially for the cases highlighted above. We'll add this to our improve list (but there's a lot on it already, so no promises)! smiley: smile




Well, we do our best to make this list as lengthy as possible, don't count on us making your lives any easier here :P
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9 years ago
Apr 4, 2016, 3:56:22 PM
I'm fine here just shoveling stuff onto the pile, I'm not the one looking at it and going "oh no..." smiley: stickouttongue
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9 years ago
Apr 4, 2016, 4:33:46 PM
I MAY be wrong on this one, but I think I just had two quests tied to the same ruins ... I had met the requirements for one of them but not for the other. When I visited the ruins, I was told to return when I meet the requirements. Sad moment smiley: frown
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9 years ago
Apr 4, 2016, 6:46:48 PM
icarus86 wrote:
I MAY be wrong on this one, but I think I just had two quests tied to the same ruins ... I had met the requirements for one of them but not for the other. When I visited the ruins, I was told to return when I meet the requirements. Sad moment smiley: frown




This does indeed happen. It's especially annoying when the ruin has a rewarding quest (i.e. last part of Lust for Loot, etc.) combined with a demanding quest. (i.e. Ward of the Cocoon, From Rust to Dust, etc.)
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9 years ago
Apr 4, 2016, 7:04:55 PM
icarus86 wrote:
I MAY be wrong on this one, but I think I just had two quests tied to the same ruins ... I had met the requirements for one of them but not for the other. When I visited the ruins, I was told to return when I meet the requirements. Sad moment smiley: frown




This also happens with pacification/Minor Faction quests. Two can trigger with the same Parley, especially when an already in progress quest demands visiting other village. You do that, the "go talk" quest is completed, a new one procs and is immediately failed because villages are already pacified.
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9 years ago
Apr 5, 2016, 3:30:11 PM
This bug should have been fixed a while ago (in that if you trigger only one of the victory conditions that require visiting village X, you should complete that quest and still have the other one running). If such a thing happens to you still, can you join a save game so we can take a look? smiley: smile
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