Topic

Timed Quest Initiation

It would be more convenient for at least some timed quests (for example, the "collect x of y" ones) to wait until you complete the first prescribed action before starting the clock, rather than simply starting it when you accept the quest.

In my case, I got the quest to collect 13 meats from 13 pigs in one game day. I figured I would accept it, so in case I forgot about it, I'd still get credit towards the quest for any pigs I nibbled. The trouble is, I was in the mines at the time, nowhere near any pigs - and then the clock started. So, I decided to go find some pigs and just complete the quest before time ran out.

On a side note, I also do not know if there is any way to find out what happens when a quest clock runs out, other than letting one do so. I figured it probably wouldn't lock me out of that quest forever, but I decided not to take that chance. I've since heard it just resets the clock.

Still, if you lose half your alloted time in transit, you are left with a most uncool choice: scramble and hope you can finish before the clock runs out, or hang around and wait for it to reset. Hence, the game should wait until you are actively engaged in a quest (whatever that may mean for a given quest) before starting the clock.

Posted 14 months ago by The Technomancer Subscriber! | Permalink

Replies

  • When the clock runs out on a Quest, open your Quest Log and just "Try Again!"
    Posted 14 months ago by Victoria Subscriber! | Permalink
  • Ah, I see. Well, that's good. Still, when you first accept a quest, it should wait until you complete the first action to start the clock. That way, you can accept a quest and forget about it without risking doing things that would have counted towards the quest but didn't because you had not manually activated the quest. Like an airbag. It shouldn't go off unless you have a crash, but when you do, it should activate automatically. You should also be allowed to cancel and restart a timed quest whenever you want, so you won't have to wait for the clock to run down to try again.
    Posted 14 months ago by The Technomancer Subscriber! | Permalink
  • All the timed quests I've gotten are for one Glitch day.  They start when you accept and if you fail, you start them again at midnight with no penalty. You get as many tries as you want.  I'm not sure why you are asking for something so complex and confusing when there is no penalty for failing the quests.
    Posted 14 months ago by Lucille Ball Subscriber! | Permalink
  • It's not that complicated to program, and even less to use. Most quests update automatically as you do stuff, so you can be working towards multiple quests at once. For the pig example, let's say I don't activate that quest because I know the clock will start immediately and I don't want it to. Then later, I end up gathering meat for some other reason. That meat would have counted towards the quest, but oh no, it didn't, because I forgot to activate the quest. The system I suggest fixes this problem.

    Also, if the purpose of a timed quest is to see if you can do something within the allotted time, you should be able to use the entire allotted time, regardless of when you begin. Under the current system, if I happen to be in the middle of a quest when the game day rolls over, it resets and I lose my progress - even if, were I to continue, I would have completed the quest in less than one game day's worth of time. So, like I said before, either you are forced to scramble or wait around. Timed quests should begin when you begin them, not on an arbitrary locked schedule.
    Posted 14 months ago by The Technomancer Subscriber! | Permalink