We need the ability to drop quests

Post » Tue Jun 12, 2012 6:50 am

I wonder if had they taken the time to actually finish the game we'd have the ability to do this.
What more do you expect out of this game to fulfill your ongoing life?
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Michelle Serenity Boss
 
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Post » Tue Jun 12, 2012 9:40 pm

I'm so sick of the game being so mediocre and shallow because they didn't take the time to finish it properly.

Maybe it is time for you to let it go. It's very clear you don't like the game, so why are you still here trashing it? I'd use my free time in a more constructive way.

You're throwing words in his mouth. He said that some things are sacrificed for the sake of being open world (more or less) and it's true in this case. I feel their attention was on environment and combat options. Thus, story and character depth were set aside

But all the Elder Scrolls games are open world games. Really, they are. This is not a decision Bethesda made just for Skyrim. You want the game to be something that it wasn't intended to be.

at least we can make quests active or inactive, that's enough for me

This.

Bethesda didn't have to add editing the quest log to the game. What Bethesda needed to do was give us an option to say NO to a quest and pick it up later instead of just forcing the quest upon us when we talk to a stranger we don't know.

I only recall a few situations where the game has forced a quest upon me, and even then it was usually for a good reason - something important happened and I was genuinely interested in knowing more about what happened.

In all the other situations, the quest was added because I chose dialogue options that would indicate I'm interested enough in the situation for the quest to be added to my quest log. When I'm not interested in a possible quest, I just finish the conversation. Simple as that.
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Emma Louise Adams
 
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Post » Tue Jun 12, 2012 6:55 am

Ah the ususal personal attacks ...

I would like an option to remove the quests, sure. Mainly because in my game drangons spawn alot and kill most of the NPCs. And no, not spending my time reloading over and over ... would rather drop that dead NPCs quest and move on.
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Aaron Clark
 
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Post » Tue Jun 12, 2012 1:10 pm

So sick of comments like this....

T_T

It's the truth, bub.
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Jennie Skeletons
 
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Post » Tue Jun 12, 2012 4:35 pm

Especially when I start a new character, my quest log gets filled up way too quickly just by talking to people (even when I don't explicitly agree to do anything for them)...but these are quests that I've already done and/or choose not to do. And they take up so much space in my log, it's enough to actually bother me...it's like, I want to clear out my quest log, bad enough to the point that I start repeating these quests...my semi-OCD is making the game feel like work and it's starting to get boring...just because I can't drop quests.

We should at least be able to "hide" them.

I agree; adding a hide or sort function would help to clean up the interface and alleviate some of the complaints about the quest journal.
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Kristina Campbell
 
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Post » Tue Jun 12, 2012 9:13 pm

I wonder if anyone has road tested sneaking into any hold and successfully not been given a map location or rumour/quest.
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Nick Jase Mason
 
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Post » Tue Jun 12, 2012 11:29 am

Its hard to talk about this in the general section because you can't post spoilers.

But there are a few quests where part way in you are suddenly asked to do something particularly evil, and the quests then don't give you any sort of "no, I won't" option, which could then followed by quest failed and closed.

Some of the quests do have a quest failed option if you refuse or deliberately walk away. Its a pity this feature is not built into more of them.
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Ashley Hill
 
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Post » Tue Jun 12, 2012 1:49 pm

This can be fixed with a mod, putting quests into two different categories. On the left, relevant fetch quests and on the right irrelevant fetch quests that get so repetitive you want to kill yourself and do nothing towards the games progression.

A mod that divides selected and deselected quests would do the job. Put them into two different windows and you would only have to see the quests that you are actively tracking. You could always go back to the deselected quests and select them if/when you wanted to do them.
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Taylor Bakos
 
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Post » Tue Jun 12, 2012 9:08 pm

A mod that divides selected and deselected quests would do the job. Put them into two different windows and you would only have to see the quests that you are actively tracking. You could always go back to the deselected quests and select them if/when you wanted to do them.

Why should we need to depend on mods when its a community supported feature that they should have worked in themselves..?
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Cathrin Hummel
 
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Post » Tue Jun 12, 2012 12:17 pm

I only recall a few situations where the game has forced a quest upon me, and even then it was usually for a good reason - something important happened and I was genuinely interested in knowing more about what happened.

In all the other situations, the quest was added because I chose dialogue options that would indicate I'm interested enough in the situation for the quest to be added to my quest log. When I'm not interested in a possible quest, I just finish the conversation. Simple as that.

I would like to know what quests you did that allowed you to say NO to. If you talk to someone and they start out by asking you will do you do a quest and not alllow you to go any further, which I have had more than a few of, than how are you supposed to say NO but still talk to them and sell things to do them?

Just last night I was trying to sell some things to a blacksmith in Falkreth. The guy starts off asking about his dog and the only 2 answers are Yes I saw a pack of dogs or NO I didn't see your dog. I said NO I didn't see your dog so I can bypass the quest and he gives me the damn thing anyway.

It's very simple to give us an option up front to decline a quest, that option isn't there.

This. Why is this not enough? Do you want them to come over and do the extra quests for you? How about the game pops a beer out of my computer too? Activate only the ones you want to do. Are you REALLY going to tell me it hurts peoples feelings that they are given quests they don't want when they have the ability to have them not show up on the map?

I swear the human race is deevolving.

All I want is an option to decline a quest I don't want to do. How FREAKING HARD is that? Obviously it's not only hard to program but it's also hard for some people to comprehend.
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CHARLODDE
 
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Post » Tue Jun 12, 2012 5:20 pm

Here's the thing. It's a http://www.youtube.com/watch?v=bWCMLfXbhfY. It's a book where your character writes his or her thoughts. Given the world of Skyrim, it's a substrate and marker system (book and pen for example).

If your character was carrying around a word processor, PDA, or tablet computer, then I think the inability to "delete" quests would carry significantly more weight.
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Chelsea Head
 
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Post » Tue Jun 12, 2012 6:42 pm

Here's the thing. It's a http://www.youtube.com/watch?v=bWCMLfXbhfY. It's a book where your character writes his or her thoughts. Given the world of Skyrim, it's a substrate and marker system (book and pen for example).

If your character was carrying around a word processor, PDA, or tablet computer, then I think the inability to "delete" quests would carry significantly more weight.

Again, all most people want is a way to say NO to a quest BEFORE giving it to us. That would make things so much easier. If I wanted to actually draw and write on paper I would go play a game from 1985.

Also, the journal in Skyrim is just atrocious. Morrowind, patched, and Oblivion, patched, were so much better.
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Steve Smith
 
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Post » Tue Jun 12, 2012 4:49 pm

It would be nice to be able to decline to accept quests, drop quests, and get quests again.

The quest log is very vague, which means you have to rely on quest markers. This is undesirable as well.


I agree with all of those things.
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Chris Guerin
 
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Post » Tue Jun 12, 2012 5:37 pm

Yep - shows a lack of attention to detail (and/or laziness)

Or a design theory where they probably didn't think that people having a quest log that took note of things people might want to do.... wasn't something that people would actually complain about.

:shrug:
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Petr Jordy Zugar
 
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Post » Tue Jun 12, 2012 5:56 am

I think the guards need tape on their mouths and it should fix most problems. I mean I usually dont even talk to any person who does not come up to me directly for help.
Thats why the redguards in whitefun are awesome.

Also, most quests can be declined in dialogue, its more so the option telling you in your journal *go here to do this quest* that bothers me more.
The bolded part from your quote is why I believe the redguards in Whiterun are not awesome.
You can't avoid talking to them and you get a stand alone quest (not relegated to miscellaneous) that you can only avoid if you tab out during the converstion.

Every quest (I'm looking at you, Brynjolf) should have a "not interested" dialog option that keeps it from initiating.

Heck, at the very beginning you get a "Join the Stormcloaks/imperials" "quest" based on a conversation with whomever you choose to aid your escape. There should be a "I might do that/not my cup of tea" option to accept or deny quest initialization. Otherwise, it's in your journal until you complete it or join the other side.
Those particular quests could easily be initialized by the player at any point by asking someone at the respective camps.
Same goes for bards college/winterhold/shrine of Azura. Simply being on the listening side of a conversation should not initiate a quest. Ever.

"In Her TIme of Need" is most annoying to me because not only is "accepting" it unavoidable except as mentioned above, but random encounters throughout the game continually point to it. I don't know what the devs particular love for that quest is, but its unavoidability, status in the journal, and the effort taken to continually remInd you of it (despite it actually being relatively minor), is somewhat immersion breaking.
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gemma king
 
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Post » Tue Jun 12, 2012 6:42 pm

The Quest Log is not your Required Actions List

It's what people have offered to you. Take it or leave it, do it or don't- but the offer still stands.

This whole thing is a non-issue. There are plenty of actual issues with the game to complain about
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Dj Matty P
 
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Post » Tue Jun 12, 2012 8:19 pm

Just because we wish that we could delete quests dosn't mean the games bad.
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Pat RiMsey
 
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Post » Tue Jun 12, 2012 11:03 am

This thread can be summarized quite easily:
  • Semi-OCD player complains about something that otherwise would not affect gameplay.

  • Another poster decides to trash the game overall, for no reason on the game's forum. Probably just trolling.

  • Argument ensues over generics of game.
So, to an actual response to the original post? I think the journal system works fine as it is, because the "active' quest feature is basically a hide/not-hide feature anyway. Just because you can see it doesn't mean you have to do anything even remotely related to it. Quests you don't do or aren't interested in (which, most quests you must agree to do anyway) will sink to the bottom and shouldn't be a problem. Hiding quests is a nice idea, but the game kind of has a feature like that in it's own way. The quest log system is definitely different from Oblivion and Morrowind, so you can't say it's something they didn't try to improve.

As for removing quests, that's just asking for crazy bugs. Quests in your log are the direct results of code in the game, caused by triggers (talking to someone, agreeing, stumbling into a place, etc). If you deleted a quest, you would be potentially screwing yourself over for the next step of the quest. You'd never know what it is, and quest items would be an issue. If you deleted a quest, would a related quest item no longer be a quest item? If it's one of a kind, it'd be a hell of a shame to try to do the quest later... only to find out you put the quest item in a non-permanent container. If you didn't make it so deleted quests didn't untrigger quest items for that, then you'd have a useless item stuck in your inventory (which already happens anyway).

So, then Bethesda would have to figure out a way to either have 1) quests restart from the very beginning (which seems somewhat dumb, to do something again for the hell of starting a quest again) or 2) revamping the quest item and trigger interface of the game. Sounds like a nightmare to me! It'd be easier to go with the hide function... and that's the point of the active quest indicator.

And... that's all I have to say about that. I'd ignore people who are just arguing the game is bad... they're on the forums for it in an irrevelant topic, so they're most likely trolling. Or just in a bad mood.

Bounty quests stay forever if you have already killed the NPC they target, You can't get another until you finish the last meaning that now that city is broken. If you grab an item before the quest same thing. Tons of quest bugs in game some fixed by 1.4 others not even addressed. If it was just "OCD" I'm sure Beth would not have fixed some already.

Bashing a thing that doesn't work because it doesn't work is fine. If this was a ford forum and the topic was "Why ford cars should have 4 wheels" I'm pretty sure you would see the same stuff. Either 1 pull a wheels and call it a motorcycle (give us the option to drop quests) or add 1 wheel (make sure no quest line can be broken, or conflicts with another quest) until you do one it's a broken 3 wheel POS system.
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Jessica Raven
 
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Post » Tue Jun 12, 2012 8:58 pm

The Quest Log is not your Required Actions List

It's what people have offered to you. Take it or leave it, do it or don't- but the offer still stands.

This whole thing is a non-issue. There are plenty of actual issues with the game to complain about

The problem is I CAN NOT LEAVE IT. I CAN NOT SAY NO. It I could say NO than it wouldn't be a problem.

You can say leave it but that means I have an option to decline it, I can't.
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Steven Hardman
 
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Post » Tue Jun 12, 2012 2:22 pm


MMO's don't count. You don't see a lot of one-shot quests in MMO's so accidently canceling one isn't an issue. They simply don't function by the same rules as single player games.
So when he proves you wrong you say "that doesn't count"
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Sierra Ritsuka
 
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Post » Tue Jun 12, 2012 6:30 am

The problem is I CAN NOT LEAVE IT. I CAN NOT SAY NO. It I could say NO than it wouldn't be a problem.

You can say leave it but that means I have an option to decline it, I can't.

You're walking down the street in town. Two guys off to the side are talking about problems at the mine out East. You journal makes a note of this.

Take it: pay attention to that little mention in your journal, and go investigate.
Leave it: don't go investigate. Doesn't change the fact that you overheard that mention of trouble, and are aware of it. And the journal helpfully keeps note of that, in case you ever change your mind.

That's what he means by "you can take it or leave it". It's pretty simple.
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Alberto Aguilera
 
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Post » Tue Jun 12, 2012 6:26 pm

It amazes me how someone can ask for a feature in the game and people pounce on them as though it was an attack on the entire game. I'm sure some of the posters here are just lurking, waiting for something that could be construed as negative towards the game to be said so they can heroically leap to Skyrim's defence.

I just hope they get just reward for due vigilance in this life or a future one. I'd hate to think they were sitting around incredibly uptight all day for nothing.

For the record, I would like to get quests that can not be completed out of my quest journal too. I would also like to have a choice i.e. yes/no when an NPC has a quest instead of just finding it in my journal. Well there's your ammunition Great Defenders Of Skyrim you can come and shoot me down in flames too.
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Causon-Chambers
 
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Post » Tue Jun 12, 2012 12:09 pm

Why have I got to memorise all my dead quests or write them down on a piece of paper so that I know not to try and complete this quests again in a month or so when I've forgotten what the quest was about. I don't mind having quests that I'm maybe not wanting to do in my journal but at least if I choose to do them later I will probably be able to complete the quest. But a quest that tells me to go and talk to someone who is dead or to go and kill someone who is already dead is a total waste of your time getting to the destination to realise it's impossible to complete these quests. so why must I have these dead inactive quests in my journal next to other quests that are active it's an annoyance.
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jaideep singh
 
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Post » Tue Jun 12, 2012 7:31 am

You're walking down the street in town. Two guys off to the side are talking about problems at the mine out East. You journal makes a note of this.

Take it: pay attention to that little mention in your journal, and go investigate.
Leave it: don't go investigate. Doesn't change the fact that you overheard that mention of trouble, and are aware of it. And the journal helpfully keeps note of that, in case you ever change your mind.

That's what he means by "you can take it or leave it". It's pretty simple.

So uh looking at the patch seems a lot of quests break things including the main quest. I guess what you're really saying is the option to complete the game is a stupid non issue too? Why are you against Beth here? You will lose some Todd points if you keep saying things they they are doing is a waste of time.
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:)Colleenn
 
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Post » Tue Jun 12, 2012 3:38 pm

You're walking down the street in town. Two guys off to the side are talking about problems at the mine out East. You journal makes a note of this.

Take it: pay attention to that little mention in your journal, and go investigate.
Leave it: don't go investigate. Doesn't change the fact that you overheard that mention of trouble, and are aware of it. And the journal helpfully keeps note of that, in case you ever change your mind.

That's what he means by "you can take it or leave it". It's pretty simple.

How about this, the same situation that you mention happens but instead of it being added to my journal nothing happens. If I find the conversation intersting, I'll go find out what it's about. If I don't, I'll keep walking. So instead of adding useless crap to my journal that I don't want I have a CHOICE of whether to investigate that mine by going up to them and ON MY OWN FREE WILL asking them about it.

The outcome is the same but we are both happy because we both have a CHOICE.

As I said before, it's not very hard to make it happen. It's just the dev team feels like they need to spoon feed everything to us instead of allowing us the CHOICE of accepting a quest.
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Enny Labinjo
 
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