IBNobody IBNobody

Timed Quests

Timed Quests

How do people feel about timed quests?

I personally hate timed quests in games that have an open world to explore. The two items conflict with each other. "Explore the galaxy... but be home by 9 or there's going to be hell to pay!" They bug me because I'm a completionist and a gatherer. I don't like having a time limit placed on my fun.

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Reply #77 Top

This thread is actually starting to make me like how the timed stuff went again. I remember being frustrated with it at times, but the implementation was actually really great.. 

 

I like the idea of not showing visible timers (just anxiety causing) but showing the influence spheres in very trackable ways. Maybe if the standoff was highlighted by some kind of border intensity where they met or other stuff that made it more obvious where the player's actions were influencing the war. 

Reply #78 Top

Quoting Myzimensi, reply 66

Honestly I find it one of my pet peeves when I can look at a game I've been playing and go "Okay, I've done everything, it's complete now". Makes me think of a game as being work that I need to do and I hate that sensation. With the timers and the like I get to feel (however undeserved) clever. Take Wasteland 2 fairly recently, very early in the game you're informed that a lab that researchs how to grow food in the wastes is under attack, also a town full of people that helps supply water is under attack. WHAT DO YOU DO!? Naturally while you're doing one, consequences occur at the other, consequences that the game is informing you about over radio as you complete whichever one you do do.

Not only did I disable the timer in Star Control 2, I also "saved" both Ag Center and Highpool in Wasteland 2. I still had to choose which got destroyed, but I was able to do quests for both up until I activated the satellite dish.

Mods are fantastic. }:>

Reply #79 Top

Quoting sendingsignal, reply 77

I like the idea of not showing visible timers (just anxiety causing) but showing the influence spheres in very trackable ways. Maybe if the standoff was highlighted by some kind of border intensity where they met or other stuff that made it more obvious where the player's actions were influencing the war. 

Maybe there should be a strategic 'war-room' view of the starmap that not only includes spheres of influence and last known locations of fleets (friend and foe), but also the latest intel, from your commanders as well as allies.  So, like mentioned in above posts, there are no timers or clocks, just firm statuses or possible indications on what the current situation is, what the situation is moving towards, and how fast it is currently changing.

War never occurs like clockwork, it should be fluid and unpredictable - to the point where replays are never the same given the exact same circumstances.

 

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Reply #80 Top

Quoting IBNobody, reply 78

Not only did I disable the timer in Star Control 2, I also "saved" both Ag Center and Highpool in Wasteland 2. I still had to choose which got destroyed, but I was able to do quests for both up until I activated the satellite dish.

Mods are fantastic. }:>

 

Ha! Fair enough, I suppose we just enjoy different styles there!

Reply #81 Top

I'm pretty sure that the delays in the death-march were revealed in dialog choices with the aliens.  I could be wrong in that though. What's that? Time to replay SC2 to refresh my memory?  If you insist.

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