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Chklfsh y u do dis?

Discussion in 'Starbound Discussion' started by kamstew, Jul 12, 2015.

  1. FireFangs

    FireFangs Cosmic Narwhal

    I -love- the quests and dungeons. Why? Quite simply because it gives an overall story instead of being simply a castle builder in space (Note also that even before the quests were there, you still had a block as you'd be one-shoted if you ventured in dangerous planets. Thus you needed gears and where blocked). It allows the devs to tell a story AND allow us to build a giant Mario statue if we want.

    And considering how the lore and theory threads are going, the player base love lore. But naturally, not everyone can be pleased. Otherwise we wouldn't have this kind of thread every other day, right? And as stated before, the system is not finish and there will likely be another progression path. Should it bothers you so much, /admin your way through the dungeons.
     
  2. bailesaur

    bailesaur Pangalactic Porcupine

    Lore should absolutely be in the game, the books and character text lines are great. The dungeons aren't even bad but making them mandatory is. Dungeons should get you loot or something cool. The problem is fetch quests and useless quests. Like the find my x I will give you x quests.
     
  3. de0lsu

    de0lsu Subatomic Cosmonaut

    kamstew, I'd like to mention that I too am not fond of following a linear storyline to progress. This might seem odd, but mods can definitely help keep the game playing more like a sandbox.

    One example: I'm not a fan of the quests that we have to do to upgrade our ships, so I downloaded a mod that changed the questline requirements into crafting resource requirements instead. This allowed me to progress through the ship upgrading part of the game on my own terms. I got to travel around, see different places and slowly improve my ship without being required to talk to that quest guy.

    http://community.playstarbound.com/resources/ship-upgrades-no-questing-required.2607/

    This is an older mod and it's just an example. Best wishes to you on your Starbound journeys!
     
  4. FireFangs

    FireFangs Cosmic Narwhal

    As I and many others stated, the chances are very high of us getting multiple path for progression so those enjoying the story and quests can go that way while crafters can go another. Remember the game is still a work in progress and even then, multiple mods allows you to change it the way you prefer. Many "Outdated" mods still work too so claimed a mod is dead isn't always true.

    An additional note on the lore. I agree with codexes and quotes (even though I'd like more than just finding codex in villages and nowhere else) being present and they do give a nice background. However, quests present two advantages over them. First of all, they give a progressing story, meaning what happens in the present rather than just the background of things. Second, they let US experience said story.

    In short, Codexes for background and quests for storyline. It allows for the better overall lore, in my opinion.
     
  5. Rasmenar

    Rasmenar Void-Bound Voyager

    I disagree with basically everything about this post. I think that the mission is engaging and fun, and putting these missions into a sandbox game creates a dual nature that makes the game more interesting. I get bored in games with nothing to progress through. It takes a few hours to finish every mission then after that it's 100% sandbox... if anything I wish there was MORE missions, I find them quite enjoyable.

    If they correct the blocking bug on the first boss it's actually quite easy... but sometimes when you are blocking with a 2h sword, you will still take damage, regardless of when the block was timed or which direction you are facing. It's frustrating to perfectly execute your block but still take a large hit.

    Just wait til OP discovers that you can only visit certain stars until you have completed missions to get tech suits...
     
  6. Smoo

    Smoo Void-Bound Voyager

    Success is meaningless without a penalty for failure.

    If everything is to be handed to the player, why not infinite fuel, too? And infinite materials? And infinite health, because death also makes sandbox hard?

    I know why not. Because it's boring. Granted, you should probably be able to clear a *faster* path to the Erchius boss once you get there, but making everything easy is the most surefire way of boring people out of the game. Games stuck on easy mode get beaten and deleted. Games that constantly challenge the players (and yes, frustrate some) retain people who want to beat the challenges.
     
  7. Vandrick

    Vandrick Phantasmal Quasar

    What's going to be funny is when it's all said and done and it turns out you can straight up skip the tutorial quests (or just not do them), or choose a mode where you start with FTL drives and a full suit (like starting in creative mode).

    I will say, however, while I like the "Missions", I do think they need to be optional and not required in order to advance your suit/story. I enjoy the a LOT, but they should be like Starbound's version of MMO instanced dungeons, fun, do them if you want, but optional with cool rewards. It will probably turn out that way, so I'm not worried in the least. And if it doesn't turn out that way, I can easily /admin my way through the mission in no time at all, no big deal.
     
  8. Slippery Slime

    Slippery Slime Big Damn Hero

    I think they are helpful at first, but if you do multiple play- throughs (which in beta you probably will) it gets repetitive. But, when I first played it was better to have a clear thing to do rather then having to delve into a guide book
     
  9. pop-yotheweird

    pop-yotheweird Ketchup Robot

    quests in a game are a perfect way to introduce lore, which - from my understanding - Chucklefish are trying to jam-pack this game with cool lore and space bits. if you leave it up to a codex and books and such to do all the lore work, you're left with a situation like Destiny, whereas you're running around doing things because reasons, and then you realize that all your lore is somewhere else, not in front of your face like you'd expect.
    of course, that's not to say that the codex idea doesn't work; it helps fill in some cool side-stories and can assist you in remembering what's going on around you, but to sit there and say that quests in this game are inherently a bad thing is kind of silly.
     
  10. M_Sipher

    M_Sipher Oxygen Tank

    Fuckin' Final Fantasy 13. Sack. Of. Shit.

    I want more quests. Tons of them. It makes the universe feel alive, gives me a break from my own machinations.

    I want them to pop up randomly in towns. I want there to be linked-"dungeon" quests where like some villager or random schmuck in a cottage says they lost a thing in the sewer that's on the same planet and you get some rewards for retrieving it. Or there's an Apex resistance camp on the same world as one of the big labs, and they want a prisoner freed. Find the prison cell, open the door, talk to the prisoner and they beam out all safe back to the camp, gain a reward upon return.

    Bring a farmer seeds and then once they grow certain plants they'll teach you a new recipe for some food that gives a neat buff that you can't get otherwise.

    None of these should be part of a progression monorail, but again, I'm pretty sure the current in-game quest thing was just to make sure quests actually worked and affected things. They've already taken tech upgrading away from the quest/ship-upgrade process, I'm sure questing will be similarly altered and split off.
     
    pop-yotheweird likes this.
  11. pop-yotheweird

    pop-yotheweird Ketchup Robot

    I agree that they shouldn't be shoved in your face and that you, the player, be made to do it. of course, I agree with tutorials that you can skip as well. however, like I said, saying that quests are terrible by themselves is stupid lol.
    I am all for having almost every quest optional, and that certain quests pertain to a certain path - architect, farmer, adventurer - and that you should be able to mix these paths as you see fit, which is how they planned it I think buuuuuut y'know.

    p.s. I don't really know how to plan this kind of stuff soooooo. I thought it would be nice to have quests unlock skills, lore, etc, as a sort of side-progression that helps you in your journey for your "job" but not completely necessary, but I don't know how something like this would be implemented.
     

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