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Please tone down the puzzles..

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Jaekob Caed
Apr Member 2011

Jaekob Caed

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I just finished Desperate Times and man, what a great quest and start to something that'll obviously be an awesome storyline! I loved the heavy lore focus, for one, but the writing was incredible. The dialogue choices were also really well-done; seriously, allowing us to choose the tone of our response is the sort of RPG element that just adds to the already awesome quest formula that RS has. Not to mention the excellent sound design which constantly gave me a sense of mystery, yet a sense of interfering with something larger than myself. Add to that the incredible environmental storytelling (things like the subtle dialogue between otherwise unimportant NPCs). All of that being said, could we please cut back on the puzzles? There's absolutely no reason we need a puzzle in every quest, especially not when they're the kind that are frustrating to the point of tearing your hair out. Can't we just have a nice quest focused more on narrative and exploration rather than the puzzle stuff?

Otherwise, that quest was phenomenal and it took me straight back to the golden age of RuneScape storytelling (~2011-2014, which was my favorite era of the game). Aside from the puzzles, keep doing what you're doing with the story and environmental storytelling. I've been missing this sort of content in RS for years now! Please do more quests like this one, but perhaps we could go without puzzles for a while? Here's to hoping The Land Out of Time will be just as detailed and revolutionary for this game as this quest was!

PS:
The easter egg of The Elder Scrolls via "The Lusty/Dusty Asgarnian Maid" made me laugh way harder than I should have.
~ Jacob, Prince of the Kingdom of Heaven ~
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22-Jun-2019 11:11:30

Teutotes

Teutotes

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Have you considered that there are many people who actually like the puzzles in quests?

I prefer puzzles over "go there, do that, bring this and maybe fight some boss in the end"-type quests. These are extremely boring quests.

22-Jun-2019 19:22:04 - Last edited on 22-Jun-2019 19:22:35 by Teutotes

Jaekob Caed
Apr Member 2011

Jaekob Caed

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Tophurious said:
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I disagree. Maybe they're essential in an adventure game, but not an RPG. I've played a wide variety of fantastic RPGs (my current focus being Pillars of Eternity II: Deadfire) and while there are puzzles, they're never super frustrating and they're used sparingly. PoE2 is one of the most impressive RPGs I've ever played because of how it uses a perfect balance of combat, narrative and puzzle to create an enjoyable and challenging experience that isn't frustrating. That's what I want for RS, being such a long-term fan of this game. Everything else about this quest was phenomenal and if they just toned the puzzles down a little, it would easily be in my top 10 favorites.

Teutotes said:
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I like certain puzzles but for whatever reason, Jagex feels the need to give us puzzles that are apparently designed to raise our blood pressure. I agree that I'd rather not have the kill/fetch quests but puzzles aren't the only way you can break up the monotony and make a quest fun. Look at The Elder Scrolls Online, for example. RuneScape definitely has better quests but it can learn from ESO's quest design in that the quests in that game have a brilliant balance of dialogue, combat and unique gameplay mechanics (sometimes including puzzles). When there are puzzles, they're almost never frustrating to the point of needing a guide, but they're just challenging enough to make the gameplay fun.

Tenebri said:
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I wouldn't say I'd rather them to that sort of thing but like I said to Teutotes, I'd definitely prefer to not have the kill/fetch quest style like other MMOs.
~ Jacob, Prince of the Kingdom of Heaven ~
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23-Jun-2019 01:30:58

Rikornak
Oct Member 2013

Rikornak

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I generally agree with the others in here, but taking desperate times for instance it wasn't really enriching to use the very same puzzle thrice.

Otherwise I think puzzles are fairly well distributed over the game, with a few exceptions (i.e. sliders for elite treasure trails - they simply are a poor choice for something repeatable - especially regarding the frequency they occur on elites). Some quests might also be cruel to an extent you shouldn't even feel ashamed if you have to use a guide to solve them.
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23-Jun-2019 05:36:03 - Last edited on 23-Jun-2019 05:58:17 by Rikornak

Jaekob Caed
Apr Member 2011

Jaekob Caed

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Rikornak said:
I generally agree with the others in here, but taking desperate times for instance it wasn't really enriching to use the very same puzzle thrice.

Otherwise I think puzzles are fairly well distributed over the game, with a few exceptions (i.e. sliders for elite treasure trails - they simply are a poor choice for something repeatable - especially regarding the frequency they occur on elites). Some quests might also be cruel to an extent you shouldn't even feel ashamed if you have to use a guide to solve them.


I don't have a problem with a puzzle or maybe two in a quest but having more than one or two is overkill and just frustrating. Aside from that, it was a fantastic quest but during the puzzles, my enjoyment was near 0. I find that to be the case with a lot of quests and it's a major reason why I've put off some of the grandmaster quests like WGS and the like.
~ Jacob, Prince of the Kingdom of Heaven ~
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23-Jun-2019 08:57:40

Megycal
Sep Gold Premier Club Member 2005

Megycal

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Sorry, I disagree. I enjoy puzzles and the ones in this quest are nowhere near as difficult as elemental workshop 2 and 3. I have to say it would help if there weren't any bugs in the puzzles. One of them didn't work if a particular ingredient was in the recipe. To solve this I logged out to the lobby to reset the room and hope for a different set of puzzles.

I'm one of the people who hate boss fights in quests ( Lord of Vampirium took me well over 50 attempts :P ). However, if I want to finish the quest I just have to keep trying or accept that I won't finish the quest.

edit to add: Maybe a compromise should be that after X amount of tries the puzzle should have hints and bosses should be a bit easier. The boss fight problem has the quest armour that ought to help. I haven't tried it yet.

23-Jun-2019 09:11:48 - Last edited on 23-Jun-2019 09:14:08 by Megycal

Trewavas
Jun Member 2014

Trewavas

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I do agree with the consensus here. I enjoy puzzles during quests and I'd rather have them over the standard 'boss fight' ending or the need to talk to multiple NPCs.

That said, I do agree with you OP that having multiple puzzles is a tad overkill. I think it's more an aspect of finding a nice balance of puzzles, killing and dialogue whilst trying to think 'outside the box' a little and bring in new mechanics or ideas.
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23-Jun-2019 12:26:13

Draco Burnz
Dec Member 2011

Draco Burnz

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Jaekob Caed said:
I disagree. Maybe they're essential in an adventure game, but not an RPG. I've played a wide variety of fantastic RPGs (my current focus being Pillars of Eternity II: Deadfire) and while there are puzzles, they're never super frustrating and they're used sparingly. PoE2 is one of the most impressive RPGs I've ever played because of how it uses a perfect balance of combat, narrative and puzzle to create an enjoyable and challenging experience that isn't frustrating. That's what I want for RS, being such a long-term fan of this game. Everything else about this quest was phenomenal and if they just toned the puzzles down a little, it would easily be in my top 10 favorites.


Agreed.

While there are ppl who of course like puzzles, its also good to think about the other ppl who dont as not everyone has the same taste.
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23-Jun-2019 13:57:19

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