Quest Talk:The Stag-clan of Trum Dreng

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The Quest Chain

I think all the quests in each segment of Dunland may fit into quest chains. On this one I made an assumption that the chain was over after What of the Herd-lands? but eventually hit quests that changed what NPCs you could see in town -- evidence that I should have kept recording the order of quests! Now it's a little hard to recall. Perhaps someone will update the chain when they bring their own character(s) through. David (talk) 14:46, 2 May 2012 (EDT)

Please see this write-up: Boilerplate:Quest#Explanation of Parameters for a very detailed explanation, with screenshots, of how to identify a real quest chain.
Most quests in Dunland, Gap of Rohan and Great River are part of a very limited number of quest dependency chains. This relationship is usually shown for the region or for the area. See Trum Dreng, Bonevales, Isendale, Thinglad, The Great River Quests, etc.
This all relates to the new technology for quests that Turbine has been using since Enedwaith. When you first enter Enedwaith, Dagoras was locked up in a cave. After you rescued him, he is at Echad Dagoras. Dunland takes this tech a step further, and Great River even more so. Depending on your progress through the quests, the location of NPCs and even the appearance of locations change. In some earlier (lower-level) regions you could pick and choose your path through an area skipping some quest hubs or quest chains, or doing them in different orders. In the newer regions, you are restricted in the sequence of quests available to you. Your questing experience seems much more like a bit-part in a movie. As a side effect, group questing becomes very confusing unless all the group members are progressing at the same rate.
Look at the existing articles which include quest dependency sections, and then consider changes that share the quest dependencies or quest gating (as User:Magill calls it) using transclusion or linking instead of duplication.
- RingTailCat (talk) 16:42, 2 May 2012 (EDT)
Thanks! Will do so as soon as I can. David (talk) 15:08, 4 May 2012 (EDT)
I have read the boilerplate on quest chains and now know how to identify them, and figure out from my "completed quests" log which ones were genuine chains, but that leaves another thing I'm uncertain about how to deal with. I can figure out the prerequisite chain for "Stag Clan" and thus can edit the incorrect "chain" I built into a series of list of prerequisites. The trouble comes with situations like What of the Herd-lands? where, since I never ventured into the herd-lands until given the quest, I can't tell if the quests there (finding the dead farmers and helping Blodwen) genuinely have the Stag Clan quests as prereqs. Basically, I can only detect a prerequisite if finishing it opens up a few nearby quests where, because I explored the village thoroughly, I know those nearby quests weren't available before. Thus it seems to me that prerequisites are sometimes very difficult to figure out, and I wonder if there's any real point in trying to document them. I can, however, fill in the Quest Involvement information for a given Location and delete my incorrect quest chain blocks. David (talk) 12:27, 8 May 2012 (EDT)
Sometimes these unofficial quest chains are completely obvious. I turn in a quest to an NPC, and he gives me another that wasn't there before. That kind is easy enough to keep track of, and it's information that can be helpful to a reader.
Other quest gating situations are more complicated. Sometimes the quest text seems to imply that there was a sequence of some sort, but I can't tell for sure because I can't go back and undo the quests I've already completed. If I'm not certain for whatever reason, I'll just leave it out, or maybe add a note on the talk page. Some people have lots of alts and they end up repeating content quite a few times, so they can check some of those things. All of the pages on this wiki are at various stages of completion, and though that's sometimes frustrating, I see it as an advantage of the wiki format. The history can be tracked, new editors can fill in what they see missing, and partial information can be made available even if not everything is of publishable quality, with the hope of improving it in the future.
But yeah, I don't stress about tracking down the exact prerequisites for every single quest - that way lies madness! ;) -- Elinnea (talk) 13:36, 8 May 2012 (EDT)
To resolve these kind of issues, you need to run another character through the area, or, using existing documentation, explore the entire area before doing any quests at all. For instance, I have two characters doing Great River quests. One that is nearly finished, and another that had done no quests. I used the second one to detect that there were, as yet undetermined, prerequisites for a number of quests in Great River. In Dunland, there have been at least 3 editors that I can think of off hand, with at least that many characters, who have gone through before. As a late comer, your role is a bit different than that of the pioneers. RingTailCat (talk) 15:15, 8 May 2012 (EDT)