Reasoning
Dodge reflex is a missable side quest, and with how important it is to combat, it’s going to cause problems.
Think what if a boss was made with the context of having reflex, It would be really hard for people who don’t have it, or if the boss was made without reflex in mind it would be really easy for those who do have it.
(Hollow Knight has this problem, most of the bosses had to be beaten with the base kit so the bosses weren’t made for a fully kitted player, reducing the possible complexity of the fights.)
so my idea is to rework the side quests into:
Boring reasonable idea
MAJOR (side) quests:
are quests that relate to an (all-class) mechanic like:
-dodge reflex
What makes major quests unique is that when sailing to another sea this pop-up will appear.
As well as a unique task for islands and the island’s names should be given a unique color. (not pictured)
“Minor” side quests
The same as the quests found in the game already.
Unreasonable idea
MAJOR (side) quests
MAJOR (side) quests:
still are quests that relate to a (all class) mechanic like:
-dodge reflex
What makes major quests unique is that when sailing to another sea this pop-up will appear.
As well as a unique task for islands and the island’s names should be given a unique color. (not pictured)
other quests
now here is a list of all of the quests. (and a few reworks)
"Minor"
“Minor” side quests
are split into 3 kinds with each getting an island task, quests with more than one kind would count toward both of the task lotals.
“mentorship” - modifying (any) build.
EX: Cannon Fist Training
“story” - affects the world. (The creation of new quests also counts)
EX: Louis’ Scheme (sky pumpkin)
“gear” - gives you weapons, crew, techniques, or gear.
EX: Mysterious Reward (Monoah Village Gift)
(note: if you don’t see a quest I most likely moved it to another tab.)
Helping Hundi (gear and story) opens a warehouse and gives a gun.
Helping the Deserter (gear and story) gets you Edward Kenton.
Delivery for Enizor (gear and story) gets you Enizor.
Frostmill’s Ice Mines (story) New cargo (ice block) that is free to take but decays in value over time. (makes a reason why they are behind on deliveries too.)
Souvella’s Challenge (mentorship) boxing
Sky Picnic (story) creates a picnic area.
The Dueling Mage (story) Arish Vista will stay on the dueling island resting on a pile of snow.
Leg Day (mentorship) Iron leg
Cannon Fist Training (mentorship) Cannon fist
Sailing and Shark Hunting (mentorship) Sailors fist
The Cult of Greenwish (gear and story) after the first boss kill really should be a mirage and Gaul Treviri really should leave.
Arena Repair (story) Also there should be random mushrooms and herbs you have to pick from the arena.
The Wooden Daggers (gear) The quest should give you an upgraded camp. (perhaps a weak HP regen when out of combat or something at least)
Monoah Village’s Harvest (gear) This really should give you the Monoah Village Gift. (it just makes more sense)
Anglerfishing (gear) should give you a lantern. (I hate this quest)
Traveler in Distress (story)
Cooking Expertise (gear) should give you a chef hat.
Assassins in Tiberia (story) should cause the base to be upgraded.
Double Crosser (story)
Ravenna’s Lost Treasure (mentorship) Thermo Fist
Inside the Nightmare (story)
Infiltrating Silverhold (story and gear)
Enizor’s Ambition (story and gear)
"Tutorial"
“Tutorial” side quests
Quests they explain mechanics (repeatable but XP capped)
Learning to Cook (gear) This should give a free ingredients however if the meal made wasn’t eaten it would not give you any new ingredients.
Learning to Fish (gear) This gives a wooden rod but only the first time
Bandits of the Jaws (gear) This should be a tutorial on how to get/use to gear. The first time doing it should give you a Leather chest and a dull power Amulet.
Delivery to Palo Town should have you transport ice blocks to have the players pushed into the aspect of speed.
Buried Treasure (gear) gives a chart that leads to a “sealed chest” that can be turned into the quest giver (Shipwright) which in turn gives a “frozen Bright Leather”. Repeating the quest will only reward less and fewer gallons are given till 1 gallon per dig. (why? There should be a buried treasure quest on Frost Mill explaining sealed chests, “Modifiers”, and charts.)
Louis’ Scheme (story) It really shouldn’t be wood he is asking for, but growth sap to introduce the destruction of world objects for items.
Repairing Adam’s Ship (story and gear) Adam should be in Palo town but moved to Sailor’s Lodge if his quest wasn’t done after leaving Cirrus Island. his quest would be recovering his lost cargo, hammering, and talking to a shipwright as a tutorial to repairing ships.
The Ancient Cave (gear) should be the intro to what are scrolls.
Mamercus’ Challenge should be the intro to ship combat with you hunting weak ships like sailboats with every step leading up a fortified ship.
Potion and diving (gear) This would replace the quest that the potion guy in Sailor’s Lodge has. Instead, he lost an item of his and had tried to dive for it but all he got was seaweed and clams. he would then explain how to make potions as he is too tired to make the potion himself, the quest ends with you grabbing his lost items.
"Repeating "
Repeating side quests
Are just randomized quests when town reputation becomes a thing.
(note some quests here give items but don’t give anything interesting)
Dotta’s Necklace (gear) 10 apples
Cirrus Buried Treasure (gear) gives an Aquamarine also not a good intro to charts
Repairing a Skyship (neither the right time nor a good tutorial to repairing)
Banana Merchant
Pirates of Palo Town (is just a really bad intro to ship combat)
Mysterious Reward (this shouldn’t have been the quest to get the Monoah Village Gift)
Shell Island Criminals
Seashell Collector
Ravenna’s Lacking Export
Fishing for Gold (far too late to be an intro to item fishing)
Stolen Heirloom