by Madmullet
ftl_ftw wrote:
IMO that’s the main thing that needs to be improved with pqs: make sure that all the pqs that players get are ones the players can deliberately progress, rather than ones where they have to just wait and hope to get lucky.
This.
I like the way the PQs work but I want to feel I have some (albeit not total) 'control' over progression.
Those with a storyline that had 'side-scenarios' to complete at the end were also better though it felt a little 'end-weighted'. I would have preferred something like (with a fictional PQ):
PQ goal - Kill 30 normal monsters
After 10 kills - unlock scenario x (storyline content in flavour text)
After 20 kills - unlock scenario y (storyline content in flavour text)
After 30 kills - unlock scenario z (storyline content in flavour text)
Completion of scenario z = retirement.
Just a personal view but I would like to feel that the storyline builds over the course of a career rather than just be book-ends.