Hey!
So one thing that has been bothering me is that it is too easy to just follow the "quest markers". Currently most story quests are designed in a way that you have to "Receive quest -> Move -> Talk -> Move -> ... -> Fight (a specified target in a specific location)-> Get quest item drop -> Complete quest".
Its cool overall, but I think I know a way it could be cooler: add some randomness here and there.
For example, what about:
1) "Receive quest -> Move -> Talk -> Move -> ... -> Fight (a specified target in one of the random dungeons (you might get a hint that it's in a random goblin cave))-> Get quest item drop -> Complete quest"
2) "Receive quest -> Move -> Talk -> Move -> ... -> Fight (an unknown target in one of the random dungeons (in a sense that you don't really even know if its a crypt or bandit camp, or goblin camp)) -> Get quest item drop -> Complete quest"
3) "Receive quest -> Move -> Talk -> Move -> ... -> Fight -> Only % chance the quest item drops (when it doesn't you have to come back later or try another similar dungeon)) -> Complete quest
4) Allow unique quest items that later might be needed in a story-quest be obtainable from random dungeons from the beggining of the game - just in some rare cases that make sense (like when a quest needs some rare stone, why not allow player to receive it from the dungeon even if he is yet to start the quest it would be an objective for?! This feels very rewarding when you grind dungeons and only start story play later)).
5) "Receive quest -> Move (to some random place) -> Talk -> Move -> ... -> Fight -> Get quest item drop -> Complete quest
What I mean is, I love the game for the visual novel part truly, the story is engaging and what makes it better are the choices you can make, and this game has it.
But look at the gameplay part, if visual novel part is enhanced by allowing player to make choices, I feel that the gameplay part is enhanced by adding some randomness. It is well known that an item you had to grind for feels more worthful. PLEASE DONT GET ME WRONG, I hate the idea of mindless grind to extend the gameplay time unreasonably, but introducing just some little amount could be very refreshing - it would stimulate exploration. And would synergize perfectly if more potentially unique and rare (to very rare) dungeon events are added.
When I don't get absolute directions all the time, I can gain a feeling of exploration, which is significant.
I truly think its better to mix some 'you must go to exactly this spot' story quests together with some 'you must just go and search around places' story quests, to allow for a more wholesome experience.
On a side note: imagine adding some random EPIC (with unique name and stats) loot?!
That would be sick!
Its all especially valuable for replayability too.
Hope this makes sense.
I love the game.
Thanks!
