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Horizon Zero Dawn: You can generate quest(s) to get material(s) you need

Guerrilla continues to prove they should have stopped making Killzone games a long time ago. I hope this sells very well, they deserve the success.
 
Sounds like an okay mechanic, but maybe a little immersion breaking. How is that item given to you? I don't want it to be: Kill two Dinos and then it magically appears in your inventory. Could be cool if implemented right.
 
Have you played a game like Diablo?

Some people spend hours upon hours looking for a specific drop, a system like this decreases the grinding substantially, in the case of super rare items, it might decrease it from 5-10 hours to a 30 minute quest.

Why have it on RNG in the first place? Why not just tie it into breaking the parts of enemies or defeating them in specific ways? (Actually, don't they do this anyway? So why do they need this quest system?)
 
Man how is it possible that this game sounds better and better the more we see and hear about it. lol wtf, I mean I liked Killzone 2 but come on, anyone knew Guerrilla were capable of anything like this?

I honestly think they've always shown a lot of potential. Killzone had great lore, gunplay, and art - it's just Horizon seems to be bringing all of their best assets together at once, and applying them to a genre that is popular but underpopulated.
 
Sounds like an okay mechanic, but maybe a little immersion breaking. How is that item given to you? I don't want it to be: Kill two Dinos and then it magically appears in your inventory. Could be cool if implemented right.

How is it anymore immersion breaking than trying to kill an enemy for hours until it drops a random idea that none of the other hundred enemies you killed didn't have? Especially when its something like "robot heart" Did the other robots not have that seemingly essential component?

Why have it on RNG in the first place? Why not just tie it into breaking the parts of enemies or defeating them in specific ways? (Actually, don't they do this anyway? So why do they need this quest system?)

Its in there for people who don't want to grind to get the last component that they might have no clue where to get or know rarely ever drops. Its an option because some people really do love grinding. Options are never a bad thing for a game like this.
 
An interesting bit I just realized is that this will also prevent you from searching for items you can't get yet. Start the quest, see the items in a high level area, and then you can just move on with the content that's at an appropriate level for you.
 
Sounds like an okay mechanic, but maybe a little immersion breaking. How is that item given to you? I don't want it to be: Kill two Dinos and then it magically appears in your inventory. Could be cool if implemented right.

The robo dino will drop it, quest generator will only generate a quest in wich the item will be guaranteed to drop.
 
Sounds like an okay mechanic, but maybe a little immersion breaking. How is that item given to you? I don't want it to be: Kill two Dinos and then it magically appears in your inventory. Could be cool if implemented right.

"I heard you needed x. I think I have some but I need your help. Go kill y by the z and come back to me."

or

"I have some x, but I need some y thats found by z. Ill trade ya for it."

edit: or like Raptor said above. It could just spawn the mob and guarantees the drop.
 
Why have it on RNG in the first place? Why not just tie it into breaking the parts of enemies or defeating them in specific ways? (Actually, don't they do this anyway? So why do they need this quest system?)

We have no idea how the drops work, but to the people that play a lot of RPGs, a system like this saves hours.

I'd certainly play Diablo more if the grinding wasn't so boring.

EDIT: I also stopped playing FFXIV because of the tomes bullshit in that game.
 
I wonder if it could be like a posting a willing to work for X ad or something. There could be a notice board where you post the item you need and someone will contact you with a bounty for desired reward. I think that would be a nice system for anyone who is worried about breaking immersion.

Edit: beaten like scrambled eggs
 
Sounds brilliant. Just last night I was scouring the Velen countryside in Witcher 3 looking for 3 Nekker hearts as the last ingredients I needed for a potion. Would've been nice to procedurally generate a "Destroy Nekker nest" quest on demand.

Bravo. I need to start saving for a PS4.
 
Yeah, I feel people who've played The Witcher 3 will really appreciate this.

Personally, I can't recall grinding for anything much. Armor materials is the main thing and the majority of them can be bought from vendors anyway. Maybe for potions I guess? It's been ages since I've crafted one so maybe that's what you're referring to lol(?)

I do remember having to hunt down vampires for a few of them, which was incredibly dumb considering how few of them there are in the base game, but it wasn't too annoying though as I would've done those quest regardless and I didn't really need them. It was more like a "Hey I can craft that now kind of thing."

I'm not a fan of randomly generated stuff, but if you like to 100% your games this feature is very valuable. I don't think TW3 is really an example of a game that needs this though. It's one of the least demanding RPGs in terms of grinding that I've played.
 
Hmm, this sounds cool but how will this work? I feel like the quest would be repetitive. Like kill giant Dinosaur this way to get this part etc etc .....idk, it seems cool but I just want to know how this will work.
 
Hmm, this sounds cool but how will this work? I feel like the quest would be repetitive. Like kill giant Dinosaur this way to get this part etc etc .....idk, it seems cool but I just want to know how this will work.

This system solves this very issue...
 
Hmm, this sounds cool but how will this work? I feel like the quest would be repetitive. Like kill giant Dinosaur this way to get this part etc etc .....idk, it seems cool but I just want to know how this will work.

It really depends on the loot system. If they're using this as a crutch for a shit loot system, this could be really annoying. Hopefully, this is not the case.

Smh, DS3 could use this feature.....

Agreed. Covenant grinding smh
 
Why have it on RNG in the first place? Why not just tie it into breaking the parts of enemies or defeating them in specific ways? (Actually, don't they do this anyway? So why do they need this quest system?)

What you describe could be a quest. A guide to how the mechanics reward an item of interest. Anyone who knows the mechanic could avoid the quest. People might stumble upon the item in natural combat as well.

They could also go the simpler route and make the quest a classic RPG quest with a reward of the item at the end.
 
I'm already sold on the game, you can stop now Guerrilla.

Fantastic idea, so curious so see how exactly this is gonna work.
 
Xenoblade X would probably make you shit your pants.

"Want that crafting part? Here, just buy it with all those tickets you got for doing nothing while being online."

Lol. Xenoblade X needs this so badly. The amount of Find stuff quests that don't tell you where to find the thing, or make it subject to Rng is too much. Creating a simple quest that guides you to exactly what you are looking for sounds great
 
This is one of the things the witcher would have benefited from greatly. Spent many times trying to craft something only to be missing something and not knowing where the hell i could find it.
 
Lol. Xenoblade X needs this so badly. The amount of Find stuff quests that don't tell you where to find the thing, or make it subject to Rng is too much. Creating a simple quest that guides you to exactly what you are looking for sounds great

...it already has it.

That's why I said that the poster would shit his pants.
 
Be interesting to see how this is implemented.

I'd probably prefer they nail the loot distribution algorithm as opposed to potentially adding long quests to get a particular item.

Hopefully the self generated quests are short.
 
Be interesting to see how this is implemented.

I'd probably prefer they nail the loot distribution algorithm as opposed to potentially adding long quests to get a particular item.

Hopefully the self generated quests are short.

I'm personally expecting something short like kill enemies in x area. At most fighting a Thunder Jaw or the equivalent for their item.
 
That sounds super cool, but isn't SWTOR an MMO? Not knocking it of course, but I can understand why more people are unaware of this system if it's exclusive to only one MMO, in recent years.

Good point, hopefully it's something that BW transfer over to ME assuming that there's crafting there.

Also I guess that system is something that only works for party based RPGs.
 
This sounds like it could be really good or really bad with no in-between. How it's described makes me go 'huh? That doesn't really make sense.'
 
It's a good fix (depending on the quality of the actual quests), but it shouldn't be a problem in the first place.

I hope it won't be mandatory to be used.
 
Man how is it possible that this game sounds better and better the more we see and hear about it. lol wtf, I mean I liked Killzone 2 but come on, anyone knew Guerrilla were capable of anything like this?

Everytime I see or read about this game I am always in disbelief, "Guerilla made this game?!"
 
What's the point of making sure every single material you need for whatever you want is avalable to you whenever you need to use it? Might as well just give you said item at a specific point in the game then rather than having to craft it.

Yes please.

Having this mechanic is still better than nothing, but if you have to go about making such a roundabout solution to a problem then I think the problem itself deserves another once-over.
 
This just seems like a fancy way of saying "it will mark the materials on the map for you", which is something a lot open world games have been doing for years - unless the quest aspect is more elaborate. The far cry games handle materials very well, designating specific areas of the map for certain materials, this means you're not wondering around the entire island aimlessly, but still are presented with the challenge of scouting a small area.
 
This is a fantastic idea. I was pretty disappointed by Sony's conference but I am really looking forward to this game.
 
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