100 INPUT "This quest starts a DLC storyline. Continue? (Y/N)", $ANS 110 IF $ANS = "Y" OR $ANS = "y" THEN GOTO WROTHGAR 120 IF $ANS = "N" OR $ANS = "n" THEN 130 FOR X = 1 TO INFINITY+1 140 PRINT "Do you know how long I've been looking for you?!" 150 NEXT X
Having an small text at the bottom explaining that the quest is, like talking to Stuga its stating "starter quest for Orcinium" Or the various prologue quests. You also have zone faction quests there the last point you to the next zone but this should be pretty obvious.LoneStar2911 wrote: »I absolutely agree that quests that lead you into a new chapter should have different quest markers and/or give you a pop-up warning before you accept the quest. “This quest will lead you out of your current zone and start a new thread of quests. Would you like to proceed?”
Yup. The system as it stands is pretty horrible. Ive lost count off the times I've picked up the battleground quest or order of the knies quest accidentally, or been stalked by some quest givers trying to basically doorstep me into buying dlc. It's actually a little off putting. I'd like that that they not only tell you they're dlc before you accept, but give you an option to turn them off and never see them again. I'm actually hoping that account wide achievements may make some of them disappear.
@katanagirl1 - Missus, I feel your pain. My OH recently started playing too. He's a busy man and doesn't really have time investigate the best way way to follow the story. He just wants to jump into the game.
Because he gets utterly distracted by the myriad side quests and quest givers, I have attempted to mildly curate his game narrative. If I don't do this, he wanders off following the various bread crumbs, completely loses the thread of the story, gets fed up and doesn't want to play anymore (see all other story-driven rpg games he has played for evidence.)
This makes me sound like a complete control freak, but I'd much rather the various questlines were distinguished from each other so he can more easily follow them himself. I think your suggestion would solve this nicely.
Then I could stop yelling, "Don't talk to that guy!" across the room when we're playing the game together. ; )
@katanagirl1 - Missus, I feel your pain. My OH recently started playing too. He's a busy man and doesn't really have time investigate the best way way to follow the story. He just wants to jump into the game.
Because he gets utterly distracted by the myriad side quests and quest givers, I have attempted to mildly curate his game narrative. If I don't do this, he wanders off following the various bread crumbs, completely loses the thread of the story, gets fed up and doesn't want to play anymore (see all other story-driven rpg games he has played for evidence.)
This makes me sound like a complete control freak, but I'd much rather the various questlines were distinguished from each other so he can more easily follow them himself. I think your suggestion would solve this nicely.
Then I could stop yelling, "Don't talk to that guy!" across the room when we're playing the game together. ; )