Dzwonsson, I do appreciate any constructive suggestions to improve my mod in terms of quest flow and story. Just keep in mind that I can never please anyone. When I create things it's kind of a combination of, "Let's see what what I am able to do with Redkit." and, "Okay, there things in TW2 that I did not like that other games did well, let's see if I can do something different than CDPR did.". A couple things I did not like were Geralt's choices and their outcomes. An example of this is early on when Geralt is shackled and Roche tries to shake his hand. I saw a choice I thought I'd say, "Very funny." and then Geralt says, "Fuck you." and I thought, "Well, that's not what I wanted to say nor what the choice lead me to believe he'd say.". But on the other hand, that may have been a choice that someone else playing it really enjoyed. Maybe they wanted Geralt to come off as cold and bleak. To me, towards the end of my third play through of TW2, Geralt really came off as having a boring personality to me. But did I let that deter me from the game? Of course not. You can't get upset with a game for being something it's not. Maybe I didn't interpret that line how it was meant to be, as sarcasm is difficult to get across, even in real life.
My goal with the intro quest is to kind of set the tone for the world. You can save Barnabus, kill the bandits that are harassing him, and then later on Arnold the boatbuilder will have to you help rebuild his home, and two gravestones appear outside the furnished home for Barnabus's wife and daughter. On the other hand, if you choose not to help with the bandits, Barnabus runs inside of the building to try to save them himself and dies. After five minutes of playtime, the house burns to the ground. When you reach Arnold later on, he builds three gravestones at the home, which he says are now haunted by three wraiths, and asks you to kill them. Of course because the game is open world, you can skip a lot of it. You can walk right past Barnabus and continue on, and Arnold will offer you no quest for him. I considered giving a five minute time limit from the moment you enter the world to his house burning down if you don't save him; However, I thought it was too early for an initial quest to do that - sometimes people like to fiddle around with the controls or look around before they start a game.
It is interesting to see that you would prefer to build up in anticipation to a quest, where I went with the opposite. I wanted a world where you had to explore and get to know people to understand what's doing on. Dark Souls is one of my favorite games in terms of story, obviously completely different from TW2 in its story telling but of course both are very enjoyable. I do have a quest that builds up, and it starts with Act II, when you choose to either side with the bandits or save the prisoners. I don't want to give away too much, but it will end with a full fledged attack on the regions main village. I think that quest line is more of what you are after in terms of build up. I will try for more of a mix of the two. That village attack will take place in Act IV as of now. For Act III, I have planned to do an almost storyless area where you can just go in and explore without anyone telling you what to do or where to go. There will be a couple side quests found from exploring, but otherwise I want it to be mainly combat and exploration oriented like other RPGs I have played. One thing I am happy with for the story telling in my mod is that a lot of stuff happens without things being added to the quest journal, or the journal is very light on info. I understand that's not what everyone likes, but I'm not trying to please everyone. There is someone who made a full fledged wiki on both of mod's Acts and they found every little detail I put in. Those are the types of people I am aiming for with my audience. It was an awesome feeling to read through with Chrome translating the page for me. And I did take their feedback as far as some encounters being too difficult, and quest problems that took place in Act I.
It is funny that you mention the nekker quest. That quest is the result of a failed attempt by me to create a quest where you blow up all seven nekker nests in my mod and return to find his corpse half buried in one. I could have made a trigger of finding his corpse and Geralt mentioning something, but I thought it was a funny change of pace from the normal fetch quest and kill and collect style quests. One thing I like to do with my mod is preserve my previous work as much as possible, and the nekker quest was one of my first. The harpy and nekker quests follow directly with when I was learning how to create quests with the wikis for how to make a kill and collect quest with harpies, and how to make nekker nests that spawn nekkers until you blow them up. Those two tutorial quests were the only instruction that I got on how to make a quest, so it was important to me to preserve them in the game and not completely revamp them when my skills improved. I may in the future have you meet that guard's family in the village, and touch on that quest some more, just for you!
As far as you not liking how I imaged Geralt as a mercenary, that is how he came off as a person to me. Geralt has killed countless numbers of people, takes out contracts to kill monsters, you can kill the troll in Flotsam forest, there are achievements to kill all of the trolls, so he comes off as quite the killer in my eyes. It's kind of like contrasting reading a book, and then watching a movie. In the movies they kill hundreds and hundreds of bad guys that were never mentioned in the books, so it's easy to say, "They didn't mention all of these trivial bad guys dying in the books, there was only the one main guy.". That's just part of the differences of print media and film/games. If it were like a book where you only kill a few major characters with a huge buildup in story, it would make for a boring game to play. I understand if he appears differently to you, but you do have to acknowledge that Geralt has murdered hundreds of people in the games and shamelessly looted every last oren off of their corpses!
I wanted you to have to make decisions that affected people's lives without much information, but discovering the consequences of that decision later. You can talk to both the elf and dwarves to get some background on their problem, but you have to take it with a grain of salt as you don't know who you can believe - much like arguments in real life. If you kill the dwarves, you will find that later the cave is covered in blood and the bodies are piled up by the elf. The elf is found deep in the cave next to the dwarves loot stash, and once you talk to him, you discover how bad the monster infestation really is, he tells you to run while you still can. On your escape you are attacked by rotfiends, and if you return to the elf, you find he did not make it, but you get his armor as a quest reward from his corpse. To me I captured some aspects of The Witcher, where the choices may not be what you thought initially would happen. And with Dark Souls, where things happen in the world based on your actions and you don't necessarily ever know that they did without finding it for yourself. There is the elven hunter in the troll quest who does ridicule Geralt for his killing of people and things with their own lives, families, and such. You'll only see this dialogue after killing the troll and returning to the elven hunter after he opens up shop as a quest reward though.
The smith quest was inspired by two quests in the Fable series. In Fable 2, a man asks you for money to help build a town into a prospering tourist attraction. If you help the man, he rebuilds the town when you return. If you do not help, you return to find the town an impoverish, pirate infested dump of a town. In Fable 3, you are asked to fund a sailing project. If you give them the gold, you never hear from anything of the quest again. But if you explore on the other side of the world map, you later find a ship wreck on a sand bar, as well as notes on their days leading up to their demise, realizing that it was in fact the ship that you funded to be sent there. If you do not fund the ship, you never see that part of the game. That's the kind of stuff I really enjoy in video games. As far as the smith needing a lot of money, I wanted the evil quest paths to give lots of money for rewards, and little or no xp, and the good quests give a lot of xp, but little or no money, so you are temped to do some bad things in the world. The reward for completing the smith quests is one of my favorite dialogues in the game, a crafting shop and vendor. And he played a vital part in Act I, depending on your choices. If you choose to not kill the troll, you will find that a large tree has fallen behind Steven's house that provides access to Arnold's house. If you kill the troll, there are two ways to access Arnold's house as the tree is never knocked over without the troll quest. You either play through the entire bandit quest line on good or evil, or you commission the blacksmith to build you a scaffold access in the woods after his shop is finished. As well as some more dialogue with the smith about the shadiness of Arnold.
I am not really sure what you are wanting from the encounters. There are nekker nests throughout the world with nekkers nearby them. Drowners near the water that guard a treasure chest with armor in it. Harpies have nests and or attack you in open areas on mountain cliffs. Endriags have nests and live in the trees throughout the world. Exactly how it was in TW2. And multiple quests let you know this is bandit controlled land, the bandits have a huge main base in Act II, and they "protect" the people living there from monsters and such. If you choose to kill the troll, and follow through with Steven's offer of more bloodthirsty work, around midnight each night you will find a man named Strife under the huge tree on Hans's farm. If you saved Barnabus from the bandit attack, Strife tells you that Barnabus did not pay a protection fee and was attacked after missing many payments, and now wants you to finish the job since you sabotaged the attack. If Barnabus dies in the fire and you didn't help him initially, the quest line never mentions the attack again. Part of myself wanting you to do multiple play throughs to find everything. It is also up for interpretation as you now are not sure whether the bandits were working for Arrack, in the main bandit base, or if they were working for Strife or maybe now this links Strife and Arrack. You can either take the quest or not, you are not forced to. Strife makes you feel like a heartless prick for doing so, and gives you more information on each person you kill, as well as thousands or orens for each kill. He will play a bigger role in the future. I am not sure what country you live in, but it is kind of a poke at a crime problem in some parts of California in the US. For example, there are gangs of criminals that force street vendors to pay the gang for "protection" from other gangs who may come into on gang's territory. If the street vendor's don't pay the protection fees, the gangs destroy the vendor's merchandise and or shoot/stab the vendors. I think it's a pretty standard bandit infestation like pretty much every game, including The Witcher series, has.
I do appreciate the feedback in areas that I am lacking in though. I am not sure how familiar you are with Redkit, but there is a huge amount of very different things that have to be done. I feel I excel the most at quest creation and story phasing with different quest paths. But there is still world creation, story, side quests, dialogue, sound, world decoration, monsters, lighting, things like that. I do everything by myself. I would have to bring in someone who has a gift for writing story that I do not, but that would take away some of the fun for me. It feels good to bring something to life that is entirely your own doing. I don't really want to bring in more people to works hands on with my mod as it would make it less of something that is personal to me. The outside suggestions like yours and a few questions to other modders are the only help that I will accept. />/>/>
Also, if you are planning to start another playthrough anytime soon, the new version of my mod, 1.2, is up for download on the Redkit website. I fixed some bugs so you can play on ultra settings now, and completely redid the world lighting.