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Ephemera
02-06-2010, 10:30 AM
(No, not the dreaded escort/rescue missions (which are merely extremely difficult, but not impossible)).

I've encountered two quests that seem to be impossible to complete:

1) The same NPC had two identical non-optional quests listed, both asking you to hunt down an escaped prisoner named "Ward" on the third level. Down to the third level, find Ward, kill him, done. However, I only received the reward once; frequent repeated trips to the third level (and after hacking through a completely respawned level at least three times) and no second "Ward." All other non-optional quests have been completed, and there doesn't seem to be a way to save the town (if I "decline" the quest, the NPC just offers it again). It appears that Ward had an evil twin (well, eviler twin) who really did manage to escape, for good.

2) A ghost in the dungeon asks for a certain unique monster to be killed in revenge, but I had encountered and killed it before I found the quest-giver. The unique won't seem to respawn (which makes sense, as it's a "unique" right?), and there's no way to get the reward (it's an optional quest, but still a little irritating). There have been other quests when I had killed the specific monster before the quest had been given (e.g., town invasions), and still received the reward, so I'm not sure what the difference is here.

ShaggyMoose
02-06-2010, 11:36 AM
(No, not the dreaded escort/rescue missions
2) A ghost in the dungeon asks for a certain unique monster to be killed in revenge, but I had encountered and killed it before I found the quest-giver. The unique won't seem to respawn (which makes sense, as it's a "unique" right?), and there's no way to get the reward (it's an optional quest, but still a little irritating). There have been other quests when I had killed the specific monster before the quest had been given (e.g., town invasions), and still received the reward, so I'm not sure what the difference is here.
What I thought would happen in this case is that the mission would show as completed as soon as you took it. This is how DoP worked and it was great. You didn't have to worry about breaking quests.

Shadow
02-06-2010, 07:44 PM
What I thought would happen in this case is that the mission would show as completed as soon as you took it. This is how DoP worked and it was great. You didn't have to worry about breaking quests.

In Din, you shouldn't even have to accept it, you should be able to solve it directly but there seems to be a bug.

ShaggyMoose
02-06-2010, 08:21 PM
In Din, you shouldn't even have to accept it, you should be able to solve it directly but there seems to be a bug.
How does this work exactly Shadow? Do you still need to talk to the quest giver? Can you explain a little please?

Shadow
02-06-2010, 08:41 PM
How does this work exactly Shadow? Do you still need to talk to the quest giver? Can you explain a little please?

Yeah, you still have to talk to the npc. In DoP if you solved a quest that you didn't have, you would talk to the npc to get the quest and then you would have to talk to the npc again to solve the quest. In Din, I made the system smart enough to skip that middle step.

ShaggyMoose
02-06-2010, 09:18 PM
Yeah, you still have to talk to the npc. In DoP if you solved a quest that you didn't have, you would talk to the npc to get the quest and then you would have to talk to the npc again to solve the quest. In Din, I made the system smart enough to skip that middle step.
So I guess this means that after adventuring "off plan", you should talk to all quest giver NPCs in case you finished some missions by accident, same as DoP.

vomitousinsight
02-06-2010, 09:19 PM
In one of my games I got a quest to kill one of those exploding beetles, as I was attacking it decided to commit suicide but the game didn't count it as dead so I couldn't actually complete the quest.

Creatures who burn to death (like from a fire mages spells) don't seem to give EXP either.

Flailsnail
02-06-2010, 09:38 PM
I've had a couple of instances where a quest to deliver a package would fail, saying the target has died, despite the fact that I can physically see the target standing around in the dungeon with a big happy exclamation point over their head. I've even been able to tlak to them only to have it say I don't have the quest. I figure it's a matter of the person not having enough common sense to fall down after they've died. Poor suckers.

It's only happened once or twice, so it's apparently not particularly common.