Well, there're certainly a lot of people I would love to meet again. So, for sure, I raise up all my hands and legs to vote for the idea.
However, if you ask for examples, I just got one thing instantly come to my mind (because I just did that quests yesterday) - the Bleakrock island. I would like to get it back from the Covenant raiders. To restore the place and get all the good local people back (except the ones we didn't evacuate during our adventures there).
For now I just have to not start the evacuation quest to keep the place in peace and to be able to meet all those newbie characters going out of the starting house.
The_Boggart wrote: »I always expected an expedition to take back bleakrock
(4) Formally link all the Prologue quests (in the game's main zones) to starting the main quests of the Chapters and Story DLCs. Give the Prologue quests "main-quest" shaped arrows rather than "sidequest" shaped arrows. Make it so that when you complete the prologue quest you are automatically either started on the first quest of the relevant Chapter or DLC (this is currently only the case with Clockwork City, where you get a pointer to Divayth Fyr), or - preferably handed a Quest Item which, when used, starts that quest, and can sit in the inventory before that without cluttering up the maximum of 25 quests.
I'd just like to have some finished quests make an impact on the world like some of the examples listed above. I'd like to see the village of Crestshade restored once you stop the bloodfiends after it's little quest, and things like that. I know it would involve phasing but the game already does that when a friend I'm grouped with sees a quest NPC that I can't because I already completed that quest and I'm just tagging along for camaraderie. There are so many places where quest completion updating the game world would make it feel like your actions truly had weight.
They already allow us to revisit NPCs with new chapters, but I'd love to see actions in a DLC or chapter update the NPC when we encounter them in a base game zone too. They sort of did that with Lyranthe. After I did Blackwood, I encountered her in a base game quest in Shadowfen, and she actually had dialogue that was related to the Blackwood story. I thought that was so cool! More stuff like this please! How about updating Castle Ravenwatch for those who did the Greymoor story arc. How about some dialogue from Raz if you helped him in Elsweyr. This just makes the NPCs feel a touch more alive and aware.
There are not many things I want from previous quest zones, but here are a few:
(1) An option for those people who chose to save Valaste at the end of the Mages Guild, to find the Folium Discognitum (and get their 2 skill points) some other way. Conversely, an option for those who picked the 2 skill points to find a way to save Valaste, because it's not fair that people are forced to permanently gimp themselves just to feel "virtuous" when it doesn't even affect their subsequent gameplay.
(2) A way to save BOTH halves of the couple in the Kulati Mines, Alikr Desert, by picking a boss fight with the spider daedra. Perhaps this should only be accessible to people who have beaten Molag Bal (i.e. have a Soul Magic level of the maximum 6), in which case it should be accessible even to people who have "completed" the older version of the quest and left one or both people behind. We've faced down at least one Daedric Prince - possibly more (Nocturnal, Mehrunes Dagon, arguably Mephala and Clavicus Vile too although we mostly only face their agents and machinations) - why should a not particularly special Spider Daedra be capable of forcing a disadvantageous deal?
At the moment it's particularly badly designed because it isn't even a choice between "save one or the other", it's "save only the Orc or lose both, no option to save the Redguard except by not completing the quest at all". There should at least be a way to save the Redguard and complete the quest, even if it becomes a one-or-the-other thing.
(3) Honestly, if you're going to have both Lyris and Sai show up alive again in major questlines, while Varen remains dead and only appears as a ghost once (at the end of Orsinium), do away with the fictional choice of which one you sacrifice and railroad the player into sacrificing Varen instead. The game and the story basically assume you did that anyway, and handwaves Sai and Lyris back.
(4) Formally link all the Prologue quests (in the game's main zones) to starting the main quests of the Chapters and Story DLCs. Give the Prologue quests "main-quest" shaped arrows rather than "sidequest" shaped arrows. Make it so that when you complete the prologue quest you are automatically either started on the first quest of the relevant Chapter or DLC (this is currently only the case with Clockwork City, where you get a pointer to Divayth Fyr), or - preferably handed a Quest Item which, when used, starts that quest, and can sit in the inventory before that without cluttering up the maximum of 25 quests.
(5) Corollary to the above: When you talk to Stuga just to stop her chasing you, she should not give you a quest directly. She should hand you the Invitation to Orsinium, which is a Quest Item. Reading it should start the quest: the player should have the option of not reading it till later, and thus not having the Orsinium quests cluttering up and counting against their maximum of 25 quests.
(2) A way to save BOTH halves of the couple in the Kulati Mines, Alikr Desert, by picking a boss fight with the spider daedra. Perhaps this should only be accessible to people who have beaten Molag Bal (i.e. have a Soul Magic level of the maximum 6), in which case it should be accessible even to people who have "completed" the older version of the quest and left one or both people behind. We've faced down at least one Daedric Prince - possibly more (Nocturnal, Mehrunes Dagon, arguably Mephala and Clavicus Vile too although we mostly only face their agents and machinations) - why should a not particularly special Spider Daedra be capable of forcing a disadvantageous deal?