Tree of Savior Forum

[Suggestion] Even side Quest/Mission NPCs should have some sort of indicators

I’ve posted a few arguments against showing sidequests in another topic, but here is one specifically against yours

[quote=“Soukyuu, post:25, topic:36589”]
It might be selfish, but I don’t want a toggle feature for that. That would spoil the satisfaction of finding a hidden quest, or even a class with the option to hide quests enabled, because I’d know that anyone can just toggle the option and go directly to the NPC.[/quote]

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I’d have to agree with Soukyuu…

I also hate having my hand held. Thank you very much game, I don’t need to be told what to do. Please don’t treat me like I’m an autistic retard child game… I don’t need to be told where the quests are… and even if I disabled it… everyone already knows where the quest line is… it’s right there in the quest journal!

I’d rather ask some random strangers or friends if they have any idea what to do… I feel it fosters adventure and companionship that way.

hence the second possibilites. A Simple counter next to map 100% cleared.
Something like 1/5 Quest on map solved.
This woulnd tell you where a npc is but that there are some on the map which you have to find.

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Keep in mind that player guides will eventually be made, and those will contain info on sidequests.

Please don’t ruin this for those of us who like to explore.

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If you like to explore you shouldn’t be using a guide.

If you like to explore you shouldn’t be using a guide.

Of course not. What are you talking about?

Because you said people with document things into guides and then said please don’t ruin it for you. I don’t see how a guide would ruin anything if you don’t use it.

I think you misread.

I’m saying that people will eventually make player guides (i.e. walkthroughs) containing info on as many of the sidequests that will be discovered.

These player guides are written for those who struggle with the game at hand. It only takes a little internet searching and reading, and are not found in the game itself right in the player’s face. These guides are not for those who choose to forego said guides. Obviously.

Those who forego player guides are usually exploratory in their approach to the aforementioned game. In fact, those who are exploratory and experimental tend to be the ones making these guides.

Player guides are not the same as quest markers (yellow flags). They are walkthroughs, either written or in video format. I hope this clears things up.

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I’m rather ambivalent on that one, but I’d rather have that than flags saying “it’s here you blind fool”. Would still prefer not having it at all.

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i preffer not having any indicator either. but many want one so this would be a good middle way for me.

Nah dude is ok. The current system rewards you in several ways your rank increases everytime you explore and explore further the map… you are forced to do this to get all the hidden quests… Which is the other reward “items,Exp” if you miss content is your fault.

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There’s already a Cleared% on the map… and quest cleared that’s up to you… and i like that… Clearing maps give you rank exp and exploring gives you exp and items with the hidden quests.

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i think what proxy meant was for those who likes to explore, they will find those hidden quests and for those who doesn’t, they can check up guides from those made by people who loved exploring and shared their way of finding them hidden quests

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Have you ever played an old school RPG where you talked to literally everyone just to make sure you didn’t miss a useful tip? I think the point ToS is trying to say, normally there are NPCs skip over the story mindlessly pressing the x button just to progress, but actually we need to protect the townspeople. I noticed if you are too low level and talk to the main quest NPC the quest won’t show up, but if you grind to the required level the quest will pop up. I guess it’s to get people lost into the world, to interact with NPCs and players around them. When the side quests didn’t get me back on the main quest I just upgraded my stuff and went to grind.

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I think the way it is right now is fine, but I would be ok with a middle ground as well. Namely, indicators are fine for “quest-hub” npcs, or for some mindless grinding quests, those that are there only to give a small xp boost. They could even be made into useful tools to get players to explore certain parts of the world they normally wouldn’t.

However, keep them away from the more important quest-chains, especially those that give important rewards, or unlock secret bosses. Having a boss jump from the lake at me in that early-game forest in a quest I thought was going to be one of mindless grinding was one of the most pleasant surprises I’ve had in a MMO, and I’d hate having that taken away.

I always say this is like putting arrows in a maze and then saying “You can still treat it as a maze if you want to.”

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A maze loses its purpose when you have a map that says the directions, but how does an indication of a sidequests makes exploration meaningless?
In fact, side quests give exploration more meaning than just… exploring. It gives you an objetive and rewards you twice, once for taking your time and doing the main objective of the quest and the other is the exploration itself.

Exploring to find sidequests takes this logic backwards and just makes no sense.

ummm hidden quests are those you need to find yourself, sidequests in ToS are those you find along main questlines same npc (one yellow flag and others blue flag on same npc)

Hidden ones are different and are NOT related to any main storylines

conclusion, 3 kinds of quests, main quest, side quests that come along with main quest and hidden quests\

just a gist of it

I actually think the lack of exclamation points and questions marks was great. Only the linear story quests should really be marked (since you know, necessary story quests) but the others it was really neat to find just by talking to NPC’s and exploring.

I completely missed like a bunch of side quests because I didn’t even realise that was a thing and then I noticed the adventurers journal detailing the number of NPCs I’d talked to and it was pretty low so I started making an effort to talk to them and found a bunch of side quests.

I think in the later game that’ll be pretty interesting, you’ll think you’re done and stumbling across an NPC kinda out of the way and BAM quest. I rather like it, makes side quests more worthwhile imo.

You can’t explore something if you already know what you’re going to find.