World wide Gold hoard quests

  • A riddle quest that ends in an x marks the spot.
    Id really like to see a riddle style quest where the quest leads you around the map. Something along the lines of

    1. raise your lantern on the middle of thr serpents back (middle island of snake island)
    2. drink to the sunken ships that lie here (have a drink on ship wreck bay)
    3. read this clue if you're brave enough (read the clue on chicken island)
    4. x marks the spot map for chicken island giving a new chest type (The pirate chest)
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  • Your idea is not new. The problem with riddle voyages in general is that you only get 1 chest. While I'm not against your idea, you're basically asking for more work without more pay. Do you have any ideas on how to remedy this?

  • @galactic-geek Utilizing the new Treasure Chests to hold a trinket or two and a new map with a decent number of X's.

    That has been brought up before, but would work with this idea.

  • @galactic-geek Ahhh, well that's where this riddle quest type is different. After you'd solved the 3 riddle world map missions, you'd turn the map over as if you were showing it to a pirate crewmate and you'd see a x marks the spot map with as many "X's" as you like, Also because you're looking at it back to front the "x's" would be harder to find

  • @guybrush3pwood2
    Ya as they said this has been thought of already, but i agree something should be done.
    I feel riddles and the found maps need an expansion or update of some sort.
    The other day someone suggested they should put a chance for a rare cosmetic in the final chest. You could even have sets from each region.
    Your idea would work well with this

  • @guybrush3pwood2 said in World wide Gold hoard quests:

    @galactic-geek Ahhh, well that's where this riddle quest type is different. After you'd solved the 3 riddle world map missions, you'd turn the map over as if you were showing it to a pirate crewmate and you'd see a x marks the spot map with as many "X's" as you like, Also because you're looking at it back to front the "x's" would be harder to find

    I don't know. You're essentially describing 3 riddle voyages, where you get nothing, and then a single treasure map, where you get 1 or more chests. Just do an Athena, and you'll get 2 riddle voyages with guaranteed decent chests, and 2 treasure maps with 4 chests apiece (and that's not including the 2 cargo runs with 4 cargo a piece or the 8 additional skulls you'll get from the 2 Order of Souls voyages you get along with them). Furthermore, the X's won't be harder to find at all so long as the cardinal directions are displayed like normal.

  • There’s a lot they could do, there’s a lot they need to do. I’m only in the early 40s in terms of levels but already I’m starting a quest with that sinking, here we go again, feeling. Such a far cry from the buzz you got when you were newer to the game.

    There’s always lots of debate about what’s wrong with the game and what needs fixed but it’s likely it’s the repetition that’s the games biggest threat.

    The game needs new quest types, new treasures, new adversaries and new locations. It’s a nautical game and yet doesn’t feature coordinates to sunken loot. The map asset could be expanded to allow plotting. Why isn’t the world littered with hidden entrances. Places that can only be reached at specific times or in certain weather. There’s plenty of potential, I just don’t know why the game is still so limited after all this time.

    So, yes to the world wide quests. Perhaps at each location lies a treasure chest with three items inside plus the next map.

    And one more observation. Why on earth isn’t there a sticky just for ideas like this rather than this big combo thread everything goes in?

  • @galactic-geek
    Yeah, it kinda would be 3 single line, riddle quests and a map quest leading to the one chest.

    I'd just like to see a little variety in the missions and available chest types. Something that's a bit different from what we currently have... I actually find Athena quests pretty boring and hardly ever do them.

    I just quite liked the idea of whole islands being the solution to the riddle lines and a quest type that leads you all over the map.

  • I like the idea in that it's an attempt at something....anything to be different.

    @Galactic-Geek is right in that it's just a mashup up what already exists.
    I agree with @Dadiodude.
    The world is begging for some really intriguing, mysterious and adventurous voyages.
    The fetch quest routine has become stale well before you get to your 30's and 40's.

    Tall Tales was an attempt at mashing story into the standard voyage but it showed its true self as just another fetch quest pretty quick.

    "Yay! A puzzle that's almost exactly identical to the last puzzle.
    Why did that take 3 hours to accomplish?!"

    From day one, I dreamed of an adventurous world of exploration, danger, Lore, traps & treasure.
    They're getting closer with every update but desperately need to dump the fetch quest template.

  • @guybrush3pwood2 said in World wide Gold hoard quests:

    A riddle quest that ends in an x marks the spot.
    Id really like to see a riddle style quest where the quest leads you around the map. Something along the lines of

    1. raise your lantern on the middle of thr serpents back (middle island of snake island)
    2. drink to the sunken ships that lie here (have a drink on ship wreck bay)
    3. read this clue if you're brave enough (read the clue on chicken island)
    4. x marks the spot map for chicken island giving a new chest type (The pirate chest)

    nice mate

  • @lil-fokker If you think the fetch quest is a problem, then you probably shouldn't be playing video games. Halo, Gears, Borderlands, GTA, Red Dead Redemption, Final Fantasy, Minecraft... I could go on - virtually every video game in existence is a fetch quest. 🤯

  • @galactic-geek
    Never said that it was a problem.
    It just gets stale....that's all.
    Bad design doesn't recognize this and just trudges forth doing the same.
    Good design finds ways to disguise the fetch quests and inject distractions, cut scenes, differing fetch quests, etc.

    RDR2 is a good example, similar to SoT, in that there are a multitude of mini-games that you never have to do; but, if you do, you change the pace, create immersion and allow for a variety of experiences parallel to the original design.
    Fishing, poker, bird hunting, etc.

    SoT is injecting very similar mini-games that run parallel to, but independent from, the fetch quests. You can fish, cook what you catch, eat what you cook, sell what you don't eat.....or you can avoid it entirely....never selling a single fish.

    Not to be douchey...Tetris isn't a fetch quest game. ;P
    Minecraft isn't really a fetch quest game as it's more of an open world crafting game. You rarely sell anything to anyone but once you interact with villagers, the option presents itself. But I get your point....just not your very 'absolute' point.

    I could argue that even SoT isn't a fetch quest game if you never turn in any treasure.
    I've spent a multitude of hours devoted to giving treasure away....leaving it on docks, beaches, surprising unsuspecting ships, packing a sunken ship with a few dozen chests even though it may sink before anyone has the chance to find it.
    I wait a few days and dig through these and other forums to see if someone mentions the odd cache of treasure that they found in a row boat under the shipwright.
    You know....anything to break the monotony of the fetch quest design.

    Will the devs ever be able to break from the fetch quest mechanic? So much of the "new" content is just another fetch quest.
    "Before we had you go to islands, dig up treasure and return it to the Gold Hoarder!"
    "Now, you can go catch a fish and return it to the Hunter's Call!"
    "Completely different, you're welcome!"

    Tall Tales is their best attempt yet and, it too, was just a long drawn out fetch quest with some story injections.
    I applaud the effort and nod to the concept.

    However, I patiently await real exploration. Real adventure.

  • @lil-fokker I mean I get your point. I would love to discover a winding complex of tunnels and actually "Find" something meaningful in them, just in-game instead of whilst specifically in a quest.

    Talk to an NPC and have them give me a clue to something that could be discovered. I'd love a more interactive background, doors that open and close, platforms (like in Thieves' haven) that can actually go up and down. Areas which you can only get to by canoe with something to discover. Trees you can climb. things like that

    I'd love to see perhaps a Cartographers guild, where the advancement is solely exploration. Secret rooms found, underwater caves discovered, highest places reached, etc. Something where the objective isn't just to return an object to someone.

    I guess at the moment, most of my ideas are trying to be in keeping with the current game mechanics. Hopefully, in time, the world will be full of Tall Tales and side quests.

    I think that's sometimes the problem with playing the game since the start. You're always riding the wave of development, so the world never feels too full. I started playing in an open crew the other day and was showing some guy the ropes. He was like "Wow, this is an awesome game with so much to do".

  • The elder scrolls series, Fallout, RDR2 and others. These games have many similarities with SoT but quests and NPC interaction are all in a completely different league. I don’t recall a game as repetitive as this one in the sense of having to do exactly the same thing (same quest, same NPCs, same location, same everything) so many times with no end in sight. The strap line “every voyage is different” does stretch things a bit 😄. I’m not saying what’s in the game isn’t good enough. Just saying there’s only about 50% of the variety the game actually needs.

  • @guybrush3pwood2
    Absolutely well said.

    There's tons of stuff that they can implement that wouldn't require a second of modelling, texturing, rigging, etc.

    There's tons of stuff that they can implement that would require a modest amount of work and go far beyond the fetch quest mechanic.....by simply avoiding the "bring it back to me" caveat.

    Incorporating the interactive elements throughout the world; even for no other reason than something to mess around with, would go so far.

    Harpoon and Fishing were great additions that encouraged the player's imagination, tactics and strategy and just immersive goofiness.

  • @guybrush3pwood2 @Dadiodude in the last dev update video I watched Joe did say that there are new voyages coming out on July 17th that will be similar to the mercenary voyages but a bit different. No idea what they are going to be but will be nice to have some fresh stuff to do in a little over a week.

  • @jza16 Awesome news! That's something to look forward to.

  • @jza16

    Let’s hope they’ve put a little twist on them. Good news, thanks 👍

  • @Jza16
    @Guybrush3pwood2

    I know what they are!!!!
    Haven't y'all tested the latest Insider's update?
    That's all I have to say 'bout them apples.

    @Dadiodude - join up dude!!! The more testers the better.

  • @lil-fokker yea I stopped playing Insiders when they were testing out Tall Tales and the anniversary update because I could tell they were not completely fleshed out yet and didnt want to ruin it for myself for when they were officially released. May jump back in to check these out though because not much can really be ruined I wouldnt think lol

  • My “improved interactable chest” ideas would go a long way to solving the riddle map one chest problem. This could be the one way you can find a treasure chest filled with all 6-8 items, or a complete set of artifacts, etc.

  • @a-cranky-eskimo I saw that post. Brilliant idea! I used to throw riddle quests away but if there was a chance of finding multiple items in the chest then GREAT!
    Would work well with the quest type too. The pirate chest could be a chest as you described but inside you'd find some Magma Grails and some other high end loot items.

  • Saw a post awhile back about multiple crews getting pieces of a map and having to put the pieces together to solve it. Something like that would add a twist.

  • @lil-fokker In Tetris you're trying to fetch the best pieces to fit. In Minecraft you're trying to fetch resources to build things. Fetching is all about progression, so naturally, if you choose not to progress, then of course it's not a fetch quest - but if there's nothing to do than what's the point? Activity leads to fun; laziness leads to boredom.

  • How about a company gives you a chest/skull/crate that can't be accessed? They give you the item with instructions on how to unlock its secrets (riddles and the like) that require you to make multiple stops with the final one allowing you to gain access to the item and the rewards within, which can then be turned in. I'm picturing a chest with multiple keys, a skull with multiple gem-sockets, or a crate requiring specific fish or food for a recipe. These could be special items whose secrets were lost when someone died, which would tie in the grave-aspect. If the item is stolen, whoever has it gets the instructions. Without the item, you lose the instructions creating a potential tug of war scenario.

  • this is a great idea but like Galactie Geek said.

    "While I'm not against your idea, you're basically asking for more work without more pay."

    it would have to be more then one chest to be worth it maybe you go across the map to get keys to unlock a vault at the end

  • @galactic-geek
    I take 'fetch quest' to mean an NPC requests something that you must obtain and return to that NPC or to a required location for a reward.

    If a dog were to successfully 'fetch' a stick it would require they bring it back to you for treats, pets or another throw of the stick (aka rewards).
    If the dog doesn't bring the stick back, it didn't 'fetch' the stick and doesn't deserve the reward.

    Tetris has none of the above requirements for 'fetch'.
    Tetris also randomly gives you pieces. You have very little - to no control over what pieces are 'given' and you must do nothing to acquire said pieces.

    Minecraft, also, has no real requirement to 'fetch' things and can be played for thousands of hours without interacting with needy NPCs begging for items to be 'fetched'.
    Yes, the player may feel like they are fetching items/materials for their own needs and the reward for doing so is to improve your own inventory.
    It's a stretch but worth acknowledgement.

    What's the point if there's nothing to fetch?
    To simply entertain yourself. The very purpose of gaming.

    'Lazy' means to do nothing or to do as little as possible.
    Not returning an item for the requesting NPC does not mean being lazy.
    It still requires effort, work, seamanship, digging, problem solving, puzzle solving, strategy and even teamwork in some cases to acquire items.
    None of the above would be considered lazy in my book.
    And at no point must you return the requested item.

    The beauty of SoT is that it requires nothing of any of us.
    Feel like sailing for 72 hours straight and never do anything but?
    No Problem.
    Feel like never pulling out your sword and drooling, "YAAAARRRRR"?
    No Problem.
    Feel like ramming your ship into anything and everything forever and a day?
    No Problem.

    I haven't done a voyage (fetch quest) in probably 6 months or more and am progressing just fine.
    I prefer to find random treasure in the world, sunken ships, washed up relics and the like.
    Feels a lot less 'fetchy' and has more of an "oooh look...a shiny!!".

    The only time I feel like doing a 'quest' is from washed up bottles on the beach or in barrels....and even these I tend to let die to the ol' logoff.

  • @lil-fokker Regarding this argument, I digress - I could choose to keep up the debate, and can, but I don't really see the point in putting forth the effort to fetch answers for you... 😅

    With that said and out of the way, I too waste a lot of time just getting random treasure, but unlike you, I have recently started picking up company voyages again in order to complete their commendations, which I haven't done yet.

  • @dandydiamond617 said in World wide Gold hoard quests:

    this is a great idea but like Galactie Geek said.

    "While I'm not against your idea, you're basically asking for more work without more pay."

    it would have to be more then one chest to be worth it maybe you go across the map to get keys to unlock a vault at the end

    Yep but @A-Cranky-Eskimo came up with a great idea to combat the one chest problem which has also always existed with the riddle quests too... It would be possible to use the new interactable chest to be found with 6 - 8 items in, therefore the reward could be made to equal the effort.

    As my original idea mentioned a "pirate chest" and Cranky's idea would fit really well. The items inside would be Decorative Coffers, Elaborate Flagons, Silvered Cups, Gilded Chalices etc... proper pirate swag.

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