What type of quest mod would you rather have?

Post » Mon May 16, 2011 11:27 pm

Well, I have taken into consideration the input from my other topic, and have begun scribbling out some ideas for quest mods. I need to know which of these you guys would rather see first. I plan on possibly making them all eventually, but what should I start with?

1. A mod that adds several (maybe like 5) small quests to the mojave wastes. They would be normal size quests like any other you find in the game and would take maybe 5-15 minutes to beat each one depending on what it is. They may or may not be related in story or characters.

2. A mod that focuses more on just one quest/story and takes more like 30-60 minutes to beat. It would be one continues quest and be more linear. And by linear I mean like, you venture deep into one cavern, instead of going into 4 different small caverns.

3. A mod that adds a prexisting casino to the strip. It would be like any other casino, you can gamble in it, and do various quests around it to help out its patrons and workers.

Out of these 3 which would you like to see first? Your input is invaluble! Please explain your choice in your poll, including why you like that choice, and why you don't like the other choices.

Thanks everyone!

Gunmaster95
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sharon
 
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Post » Tue May 17, 2011 9:57 am

I went with work for a casino but it's not that I don't like the other options I just like the casino one the best :thumbsup:

Maybe when working for the casino you can be muscle for them in a quest...if possible take anything from http://www.gamesas.com/index.php?/topic/1147443-idea-gambling-racket/page__view__findpost__p__16771152 A quest where the casino wants to expand their operations to other settlements and you have to make it happen, but with more than one way to accomplish your goal......sweet :fallout:

bigcrazewolf
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JLG
 
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Post » Tue May 17, 2011 2:11 pm

I voted several smaller quests, though with an aside that I'd like to see them be connected.
All quests would give you insight into the connecting story and perhaps show different viewpoints/sides in it. Cumulating in some sort of decision in the last quest.
This works best if you add one or more people who keep having a connection to the story itself (like having the quests given by two people competing with one another).
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D IV
 
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Post » Tue May 17, 2011 3:17 am

Small quests. I prefer to feel like ive done a lot in a small amount of time then for one thing to drag on.

However, those small quests could be bits of a larger quest. Like start with one initial quest that branches off into 4 quests that you need to complete in order to progress.
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Naazhe Perezz
 
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Post » Tue May 17, 2011 10:03 am

Well so far a majority of the voters want a big quest, and a few for small and casino. I think a casino would be the most work/per amount of gameplay you get from it. So I think I will do one of those later. The good thing about several small quests, is I could release them as they are completed. So if it will add 4 quests total in a chain, I could release an update as each quest is done. If I did the bigger quest I would have to finish the entire thing before release. I think, based purely on the votes and comments so far, I am going to make a rather small mod adding a 2-3 quest chain that are releated in some ways and tell a story. Then once that is dont I will make a longer single quest. Then after that I may make another smaller chain mod. Then, if I have the planning done by then, I will make the casino mod. Thank you everyone for your votes and input so far!
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Hilm Music
 
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Post » Tue May 17, 2011 8:58 am

I wish you good luck. I'll be looking out for it.
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An Lor
 
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Post » Mon May 16, 2011 11:32 pm

One way or another, glad to see you're working on it. As nice as armor/weapon/player-house/game-setting-overhaul mods are, IMO it is the mods that add places to go and things to do that really add the most value to the longevity and replayability of the game.

So kudos. :)
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DAVId Bryant
 
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Post » Tue May 17, 2011 6:12 am

I wish you good luck. I'll be looking out for it.


Thanks. :D

One way or another, glad to see you're working on it. As nice as armor/weapon/player-house/game-setting-overhaul mods are, IMO it is the mods that add places to go and things to do that really add the most value to the longevity and replayability of the game.

So kudos. :)


I agree entirely. When I look to start making a mod I see the thousands that already exist that do what you listed, and then like 4 that add quests. So I don't get why more people don't make them, they are the obvious choice in what we need more of and what people want to see.
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Nitol Ahmed
 
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Post » Tue May 17, 2011 11:48 am

I would vote for a bunch of smaller quests at first, but write them in such a way that they all are part of a larger Big quest (that you could do later if you want). The smaller quests will be easier to produce and give players more "stuff" to do, while you can sow intrigue and story about the bigger "challenge" or whatnot. If the smaller quest pack is a hit with the fans, it will inspire you to write a bigger, more complex story for it.

Either way, I agree with the others - its great to see you haxoring quests! :)

Miax
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Brooks Hardison
 
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Post » Tue May 17, 2011 7:28 am

I voted Smaller quests because it seems that too often when there's 1 big quest/dungeon crawl it becomes a monotonous, backtracking, collectathon type thing. At least with smaller quests you can keep them short and sweet while trying to give each quest like an interesting "hook."

Now if by Small vs large you mean:

5 quests consisting of: Random NPC says go here, kill or get certain item, you give item/say you killed, you get reward

vs

1 quest given by an interesting character with a decent background with an interesting story/motivation type thing going on, multiple ways to complete the quest with some interesting quirks and maybe 1` or 2 optional objectives for a more in depth look at what type of quests people might like look at http://www.gamesas.com/index.php?/topic/1139959-types-of-quests/.

Granted, I understand that everyone has different levels of skill, and in general placing a piece of paper in the player's inventory which gives details about the quest, adding the item/NPC you have to kill/take to a vanilla dungeon type area and then making the drop off/reward spot a box somewhere is a mod that is a lot easier to make than a mod with multiple well written characters, scripting, lot's of quest stages, multiple possibilities, and all of that. If ability, time or motivation make simple quests much more plausible for you to make then go right ahead. NV could definitely use some more quest mods right now.

EDIT: Just found http://www.gamesas.com/index.php?/topic/1144535-whats-your-favorite-part-of-a-quest/ that you mentioned, there's some interesting consensuses between the two.
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Sarah Bishop
 
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Post » Tue May 17, 2011 9:21 am

I voted Smaller quests because it seems that too often when there's 1 big quest/dungeon crawl it becomes a monotonous, backtracking, collectathon type thing. At least with smaller quests you can keep them short and sweet while trying to give each quest like an interesting "hook."

Now if by Small vs large you mean:

5 quests consisting of: Random NPC says go here, kill or get certain item, you give item/say you killed, you get reward

vs

1 quest given by an interesting character with a decent background with an interesting story/motivation type thing going on, multiple ways to complete the quest with some interesting quirks and maybe 1` or 2 optional objectives for a more in depth look at what type of quests people might like look at http://www.gamesas.com/index.php?/topic/1139959-types-of-quests/.

Granted, I understand that everyone has different levels of skill, and in general placing a piece of paper in the player's inventory which gives details about the quest, adding the item/NPC you have to kill/take to a vanilla dungeon type area and then making the drop off/reward spot a box somewhere is a mod that is a lot easier to make than a mod with multiple well written characters, scripting, lot's of quest stages, multiple possibilities, and all of that. If ability, time or motivation make simple quests much more plausible for you to make then go right ahead. NV could definitely use some more quest mods right now.

EDIT: Just found http://www.gamesas.com/index.php?/topic/1144535-whats-your-favorite-part-of-a-quest/ that you mentioned, there's some interesting consensuses between the two.


Yea I was reading the other one you linked and thought how weird it was they were very similiar. :P If I made small quests they would be somewhere in between "gather 5 of this item and turn it in" and "run around for a while with all the story and characters and that goodness." I would probably make the first mod mostly over christmas break and try to release it by the end of that, so it would be maybe only 1 or 2 very short quests. The area I want to 'cash in on' is that each other these 2 quests can be completed in like 3 different ways, with many outcomes. People really like that, so I would defenitly focus on it.
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Tiff Clark
 
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