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The vast majority of the quests are just those 'meet/fetch/kill' type quests (Skyrim radiant), the main story-line is much the same but is a bit different in places. It is worth doing the main story-line quests for the 'bit different', and because it is a larger context for the meet/fetch/kill quests to fit into, as opposed to side quests and guild quests.
For Inspiration: Look in UESP for Daggerfall, subsections: Quests, Skills, Attributes, Spells, Enchanting, Leveling and Skills, Magic and Spells; and Bestiary for the monster stats. Try out different (custom) character builds to maximize the enjoyment of what there is to this game beyond quests and a truly massive environment.
Mods help make the game way better as well. The D.R.E.A.M. mod for better graphics and sound. Get the Better Archery mod in DF Workshop to fix a glitch and do a better archer class. Basic Magic Regen mod from Nexus for an easier wizard. Hotkeys. Wilderness NPC. And more.
The local quests get boring soon, but they are an easy way to get income, loot and to improve your reputation. Most other quests send you to dungeons with the goal to find or kill something or someone (the time-limits may be challenging, as the dungeons tend to be huge).
There are other quests, too (artifact or daedric quests, for example - see UESP), and there are DFU mods adding more quests or even whole quest sequences,
I'm pretty sure you'll never be able to complete them all :-), except possibly by using console commands freely.
Thank you! Since I've never really played any games like daggerfall, this was helpful. I used to smaller towns where everyone can point you to something to do. Daggerfall on the other hand has a billion towns with a billion random ppl in it so I was a little unsure on how to find the right ppl I should be talking to. reading your post makes it seem so obvious lol. I guess I was just expecting those street ppl to tell me to go to those temples or guilds or to a shop where someone was waiting with a quest.
Please do yourself the favour to have a look at uesp.net - the most comprehensive repository of information related with Daggerfall (and the TES games as a whole). It's built in a modular fashion, so you can go there and focus on what you're looking for (the search function of this site is not the best, but the index (when you click Daggerfall in the left column) is well-structured.
if you're ever stuck or wonder what the specific prerequisites for progression are the UESP has a good flowchart of the main quests
This videos showed me the daggerfall for its good and bad. As to generic remeber like 85% of the game is random number generator based.
Ok yes I agree with you, but most of the game was / is pro generated. Meaning semi randomly generated. So no two games will ever be completely alike.
As to what I based my 85% on. The mean quest and one of the fighter guild quest line are set. Meaning those don't change. All the other guests do.
Nevertheless, the quests are not "the game". In particular the world map (including all dungeons) is fixed, and the dungeon layouts are fixed, too (except that quest locations inside a dungeon may differ somewhat between games). You don't have access to all dungeons initially though, and there is some randomness in the dungeons you get access to during a game (driven, for example, by quests or maps you find).
really i did not know that, i always thought the quests were build as, NPC gives random location and random action to perform at random location.
Link for Daggerfall: https://en.uesp.net/wiki/Daggerfall:Daggerfall