More complex quest interaction system

Seeing as the personality system becomes more complex, I’d like to theorize how the current questing system can be improved. While I understand the team is currently occupied with other tasks no less important and interesting (namely, builder rewriting and water system), and these changes won’t see light in the nearest future (or at all), I feel it’s the perfect time to get comfy and dream a bit about them.
There are two ways I see the current system may be improved.

  1. Make the quest system (including “campaigns”) more “politic”- and “economic”-oriented.

I would like to see something probably in Civilization’s direction, but better and more interesting. For example, currently when we deal with goblin raids, we have only two options: paying the “tribute” (often imbalanced) or military resistance (with possible counter-offensive to defeat the chieftain and progress on the campaign further). With current relationship systems, however, we may have something much more complex. For example, we may try to “scare” goblins away by threatening them (which may or may not work depending on different factors - including some randomly generated goblin chieftain’s “stats” checked against our own). Or when we try to “buy our peace”, they might actually become more friendly and lessen the burden, maybe even “coexist”, protecting us from other dangers (especially if our town has good “political” stats - for example, good diplomats), or on the contrary, more aggressive and demand more next time (depending on our previous encounters and the “personality” of the chieftain we’re dealing with).

The same with trade - currently the prices and stock are more or less “fixed”, while it would be good to have some variation based on offer and demand (or its imitation) depending on the biome we live in and resources we have at our disposal - something like in SimCity where we can use the environment to our advantage and produce more energy to export it, or import garbage and recycle it, etc. Thus we may, say, find a good “farming” spot and create a (mostly) “farming town” to export food and import ore. Or harness the power of the river and specialize in mechanized processing (smelting, making flour, etc).
Some “natural” bonuses to landscape (like in Endless Legend) may actually make this even more interesting. Say, we have a plot of soil that is suddenly much more fertile that the rest. We discover it, we put some effort in actually researching this natural anomaly, then we try to use it to our advantage and change our trading patterns accordingly.

  1. Make randomly generated quests more interesting/natural. Also, moar of them.

Something that impresses me and repulses me at the same time is Bethesda’s (in)famous “Radiant AI”. Currently traders’ quests in Stonehearth resemble it as well as randomly generated quests from Starbound. I would definitely like more of it, and the new personality system can add a whole new touch to it, making it even more interesting than these examples. For example, in Starbound NPCs can “link” quests together, making a chain of “find X to do Y to get Z to finally achieve A and get an awesome reward”, only in Stonehearth hearthlings can actually remember we found their lost rabbit/saved their friend kidnapped by goblins/helped them create a party cake - this can dynamically influence their personality and further interactions.
And that’s only one example.

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Why no answers?

WoW, to 1. and 2. YES great idea.
1.
That is what I asked myself, why are the invasions coming after I made peace (tribute) with those goblins or after I defeated their CHIEF.
Shouldn’t they be impressed or terrified or pleased enough to stop their attacks or make the attacks more terrifying for me?

  1. random quest chains, example
    starting with, give me 10 wood and after some quests, kill the giant treant and we get a new reciep, or weapon, armor or or or

As addion I may add an idea of mine:

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This idea actually perfectly complements mine. Traders can have personalities, too, just as a goblin chief can have it. Why didn’t I think of that?!

Tl;dr? :slight_smile:

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Because I did not think of what you did :smiley:
1+1 = moar

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I just had another idea after reading about your “good” traders and “bad” traders.

If we can add “item identifying” to Stonehearth, we can also add quests about “trading known things for unknown things”. Like, “I want to exchange this sword of unknown quality for three fine wooden chairs”.
Then you trade it, identify the sword and discover it is of better/worse quality than you expected. Which means that this trader might have cheated you. Or maybe he didn’t know himself.

Or, we can place “requests” to the traders we have good relationships with. Like, “I’m in need of some clay for constructions, can you bring more with you next time? - Okay, but it will cost you these and these goods in return, and you must still buy it. But I will!”
If you have better relationships, you can ask more, they will ask less in return, deliver it faster and agree to your requests more often.
Sounds like a perfect improvement for Rayyas (love them).

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Nice addition.
Actually there is no real need for "item identifying"
if you don’t see the itemproperties till you get it, it could add randomness.
But an item from a “good” trader could be better than from a bad trader with ?bonuses?

Quest you get my super duper sword for 4 iron helms
But than that super duper sword is only a wooden sword with +1 more damage than the normal wooden sword :stuck_out_tongue:

Wow, if you combine our two ideas, a really nice complex quest system could be implemented which would add a lot to the replay value :smiley:

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Yes, maybe. I wrote that after I remembered Wirt from Diablo I and a similar “gambling” trader from Diablo II. Always stroke me as “heartless”, “cheating” characters bc most of what they sell is useless, essentially a “gold sink” to consume excessive money from the player. Stonehearth can do it in a more… friendly and cozy and funny manner.

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That is why I like you @MelOzone
:joy: :rofl: :laughing:

I’ve been wanting this, and access to a goblin market, for a very long time.

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I heartily +1 all of the above discussion in this thread – it would be great to have deeper interactivity with other factions, and for quests to be much more varied with different quests touching on different areas of gameplay.

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