QUOTE(ghastley @ Feb 29 2024, 03:01 PM)

If you like it structured, then you probably don’t like mods, because they change that structure. You’re asking people who already answered that they like extra choices, and not doing what the game tells them to do.
I think you can want mods even if you like a structured approach. You could have quest mods that add their own new adventures, completely self-contained, without "breaking" the game in any way.

And the question is then how would you want those quests designed - structured or free?
I am getting complaints that my fetch quests don't have a marker leading you to the exact location of the item to fetch. Err... but where's the challenge in that? It's not much of a search quest if you know exactly where to look!
Similarly, people get confused because some quests are confusing. But they don't think to go talk to the NPCs living nearby to see if something else might come along that would clarify the situation.
And then they ask for a walkthrough.

Well, I guess I'm seeking justification for making confusing quests...

Morrowind is confusing, right?

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Half an hour later: asking the right question is the most difficult bit, isn't it?
So, let me have another go. My question is this: how can I help those users that get confused by confusing quests and don't think about poking their noses everywhere, so how can I help them without spoiling the fun for the other users who do poke their noses everywhere and don't want hand holding?
Do I make an option in the INI file? Do I send out letters when I notice that the user gets stuck? Ideas, please?
This post has been edited by Lena Wolf: Feb 29 2024, 05:17 PM