#how big quests should work

10 messages · Page 1 of 1 (latest)

sour quartz
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Due to the open world nature of sor2, big quests will need a revamp. I suggest that you need to do a total number of tasks for the big quest.
Examples:
Cop: get a thousand marks
Assassin: silently assassinate 100 people (includes witnesses)
Gangsters: kill 100 rivals
Slum dweller: pay 1000 dollars at atms

This will grant you the character’s super special ability and an extra outfit for them.
Outfits include:
Clown (comedian)
Donald trunk (looks like an humanoid elephant) (politician)
Upper-cruster (slum dweller)
Sushi chef (chef)
Waiter (courier)
Purple outfit (both gangsters)
Hitman (assassin)

cinder goblet
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I feel like you just turned it into meaningless grind

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Not a fan of this

Even the rewards seem like just lackluster spriter busywork

visual kettle
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Yeah, i don't think Matt would pick such important matter of the original game and turn into grind. I rather if he makes each class has a job into the world or something like this, and this make the class better in a way.

crisp aspen
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these are just grindier versions of the SOR1 BQs, nothing changed you just made the numbers bigger

i think the best form BQs could take in SOR2 is having you do a variety of tasks that are related in some way, most likely increasing in difficulty the farther you get, difficulty progression and all that

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cus doing the same thing for your BQ for an entire multiple hour playthrough would get old reaaaaal fast

sage igloo
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I agree with the others. This is just unnecessary grind. If you want to grind, there are surely gonna be ways to do it.

But this almost certainly won’t be one of them.

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I like the outfit idea, but it’ll hopefully be added later in the future, or being like a bonus for beating the game or something with that character.

Like Enter The Gungeon does. When you beat a characters full journey, you get a new outfit for them.

sour quartz
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Ngl I just thought of this off the top of my head it probably is a bad idea

sage igloo