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Yeah that seems like a neat idea but I can already see "MUH RNGUS"
or ...
Solution 2 (game changing): Make it so completing one of these quests could have a lasting impact on that specific region for a certain number of weeks. Examples:
Activate Altars/Cove: Quest states that the fish mens' power wanes now. Stock that Veteran Quest with Apprentice Monsters for a few weeks or stock that Champion Quest with Veteran Monsters for a few weeks.
Recover Artifacts/Ruins: Quest states someone would pay handsomely for the treasures. Just add lots of gold reward for this quest. You could even put a price tag on each artifact in the inventory slot like Consecrated Pews from the Prophet Quests (visual cue).
Gather Grain Sacks/Warrens: Quest states the estate will have more food and the pigmen will have less. Lower the number of hallway encounters and/or the number of monsters in each encounter for a few weeks. Also the caretaker could sell food at half price for a few weeks.
There are a lot of interesting ideas that could be done for Solution 2 to add more depth to the game's questing design. If I had the chance to make the monsters in the cove weaker for a bit at the cost of lower loot gains, I would definitely take that gamble and subsequently grind out a couple more Cove quests afterward to take advantage of the boon, even if the trinket rewards weren't enticing enough. It could even be useful to make a push to clear a boss a little easier for a few weeks.
Give me a relic fetching quest that is very rare and pays out handsomely and I will do that in a heartbeat. Right now I choose quests on a) trinket rewards, b) progression to a boss, or c) likelihood of looting, taking into account risk and reward and available hero pool. Some new flavors would alleviate some of that grindy feel that people can experience with regular scout/cleanse quests.
I think it's game dynamics like these that add more variables to questing and some extra uniqueness to each playthrough .
TL;DR - Make gather/activate quests more interesting by giving each one a little bit of its own unique spice.
Just giving them a make a, b, c, or d cheaper effect makes them feel very generic. How about some more spice with that?
There is SO much opportunity to turn these missions into something more than a cosmetic gloss on medium dungeons. Adding in-game consequences would give players a bit of agency, something that is generally hugely curtailed in DD.
I saw a stream with Chris B. the other day, and from his comments I really do believe that RH has a long laundry list of items they would like to get in, but just the core game development (15 classes, 4 dungeons, Darkest Dungeon, mechanics) had to take priority and was a bigger task than many people realize. I am hopeful this is on that list, but it's always good to keep reminding RH. The squeaky wheel gets the grease.
The devs have discussed such a notion during the last couple of team streams.
the spice must flow
*Nominally* you say it would add a strategic element to the game and consideration - and though I agree conceptually that is the right way to go - in *practice* I think it does not make players *think* much more.
So you have a few stressed out heroes in a pretty good sized stable and what? there's no rush to treat them you can switch to other lineups and normally you do that some anyways because heroes lose stress while in town, not a lot, but some, and it's to your advantage to rotate anyways. So let's say you have some really stressed out heroes, and you know there's a stress-relieving cost cutting quest. Well then you just go for that for the expected discount. It's not a "strategic element" so much is it? or at least I would say it isn't. Same for disease reduction &c.
Oh all right you could say it *is* a strategic element conceptually, you could say it adds something to the game, but as I see it that suggestion only adds something *minor* to the gameplay. Even were it spiced up with interaction with town characters I'd say the gameplay strategic element would need to be more compelling.
exactly what implementation would I suggest? well just assume it's bad it's probably bad.