Hated this quest. Wish they would remove all the MSQ instanced stuff really. On par with fetch quests.
Hated this quest. Wish they would remove all the MSQ instanced stuff really. On par with fetch quests.





When I got to this I was worried given the thread. I don't mean it as dismissive to other people's feelings but in general, in general, I quite liked the quest and felt pretty oppressed in a good way. (quest done on normal)
I think the major flaw to the quest is, imo, a lack of subtle guidance. By that I mean in many well designed games you can see, if you look for it, color changes on footholds or lights in hallways that are designed to lead your attention in certain directions. Here everything is so black and dead that my task was mainly making a map of the area in my head rather than any sort of guidance.
Also I think the quest could update when you find the battery before the magitek, just to help players know they're on the right path, as initially I wasn't really sure the magitek was meaningful or not until I came back to it a second time. So if the quest adjusted for example when you get to the edge of the area where you'd think is straight to broken glass (which has a red wall, so obviously you weren't mean to go that way- which is what I did initially), then the quest is like "find a different path, this is blocked" or something. Then when you get to the battery before getting to the magitek it might update with a secondary objective, first perhaps being ???, that says find a use for the magitek battery.
Anyway like I said I don't mean to be dismissive but it wasn't so bad for me, I just thought it was rather far from where the game is normally gently, or strongly, guiding you to suddenly "figure it out or get rekt".
I think people would faired better if the 'level' design of the area was better at subtle guiding the players in the right way, and perhaps with Fan-dan-boi taunting you in the right direction if you really go off course or are running low (maybe he does, I didn't get that low in time). With the better guidance so players head the right ways more readily you might lower the time you have in normal, as I had most of it to spare at the end- but I can easily imagine someone not if they got really lost and "wth am I supposed to be doing?" feeling.
Last edited by Shougun; 12-07-2021 at 01:11 PM.
I think my biggest complaint about this quest is that it isn't clear what you're supposed to do. I didn't realize that the fuel tank was named differently, "Fuel Containing Magitek", I thought you just had to search the magitek for the fuel and dead soldiers for the key, so I spent all my time and medkits trying to check every stash



All these people complaining about not having enough guidance on what to do... I dunno, Fandaniel, the wounded soldier, the refugee, and the bloody *MAP* should be enough.
I liked it and hope they do more engaging storytelling and gameplay mixups in the future.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!



You know how I can tell you're not being genuine? You're not thinking about what you're typing at all it's just a reactionary response.
The map? You're in a literal maze with invisible walls that are not indicated on the map, it's useless why even bring this up?
The rest of the stuff you talked about Fandaniel, the wounded soldier, the refugee, all worthless.
They have no value outside of explaining to you that you should be clicking on stuff for a chance to get a random beneficial item that may or may not be relevant to progressing the quest.
The quest tells you to escape to town, your first instinct should be to escape to town, if you can read. The quest does not tell you, you can't escape to town, you have to figure that out on your own.
After exploring the entire map and clicking on everything and even knowing some things could possibly be useful you can't actually transport or click on them unless you've already found the magitek and progressed the quest, FORCING you to backtrack for no reason.
I won't go on about the rest of the quest, it's fine to like it no problems there but at least think about what it is you're responding to.
Originally Posted by Someone
Originally Posted by Someone 2



Camp Broken Glass is to the southwest. Your first destination is to the south and west when you get the option to move about.
Fandaniel shows you that fighting is a bad idea and you should avoid it. He also tells you that you stand no chance getting past the magitek guards, meaning that when you get to said magitek guards you should look around for another option -- like the conspicuous and convenient reaper sitting in the street that's interactable.The rest of the stuff you talked about Fandaniel, the wounded soldier, the refugee, all worthless.
When you get close enough to interact with the reaper, the soldier calls out to you. There's a little popup and everything. When you see it, you should look for him in the house it tells you he's in. He's the one who tells you to go find some fuel for the reaper -- fuel that you just did a whole questline about scavenging.
The refugee does take you off-course, yes; instead of going southwest to escape you follow them and get into an extra fight. This is because your character, even if you don't want them to be, is a hero who won't let innocents die at any cost.
All of these are explained organically through the gameplay and without quest markers slapping you in the face. None of this is obscure or difficult.
Yeah, the potions are useless, I'll give you that. I think they're more like extra lives to bail you out in the event you get caught by something.They have no value outside of explaining to you that you should be clicking on stuff for a chance to get a random beneficial item that may or may not be relevant to progressing the quest.
See above about Fandanny and the magitek stuff.The quest tells you to escape to town, your first instinct should be to escape to town, if you can read. The quest does not tell you, you can't escape to town, you have to figure that out on your own.
Unless you inspect the reaper or listen to the soldier, your character doesn't know it needs fuel. Ceruleum is volatile and heavy, so it stands to reason you wouldn't just... grab a barrel of it for no reason. Also, if you read the quest, why did you go off exploring? There's a time limit man, you have no time for wandering off! Now, to be fair, there's no reason your character should know *that specific* reaper has fuel in it from a distance -- that's just a gameplay thing to make it easier.After exploring the entire map and clicking on everything and even knowing some things could possibly be useful you can't actually transport or click on them unless you've already found the magitek and progressed the quest, FORCING you to backtrack for no reason.
I did. If you actually pay attention to the quest, this stuff is pretty clear. I'm sorry if you had trouble, but most people I've spoken to about this quest, who actually pay attention, found it incredibly fun and interesting.I won't go on about the rest of the quest, it's fine to like it no problems there but at least think about what it is you're responding to.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
I think the instance would've been fine if it had just been linear instead of maze-like and requiring backtracking.
It was really not that clear where you were supposed to be going, especially with the invisible walls railroading you into a dangerous route despite there visibly being easier exit points.


I actually enjoyed the instance. It was definitely a bit frustrating and with some level of challenge but I didn't really see that as an issue given the intention of the scene. And honestly, if they're going to be doing these "play as not yourself" instances I would much rather they be like this and be an actual change to the standard gameplay formula. Rather than making me play a gimped version of a class just so I can "play as a character," give me an actual special reason for playing as that character. Give them something unique or interesting to do. Give them an entirely different gameplay experience instead of just "standard fight but with different buttons." I feel this instance completely executed in that regard.
Kind of grew on me once I figured out where everything was. Hated it at first but once you know where to find the stuff its a refreshing change. Actually im burning out more on all these cut scenes. I'd rather they be in game and playable and interactive then sitting watching 10 hours of movies.
I beat this quest on my first try. It was a pretty good instance imho. Almost made me feel like Solid Snake.
Some tips:
- Avoid any inorganic enemies at any cost. They are really annoying if you get detected by them.
- Always use stealth to take out humanoids.
- Use the stun grenade on the beasts.
- Save defensive and offensive cooldown in case you get detected (by hopefully only one enemy).
Fried popoto enthusiast.
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