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jack sparrow quest problem

<!--quoteo(post=327031:date=Jun 9 2009, 05:53 PM:name=Guiccia)--><div class='quotetop'>QUOTE (Guiccia @ Jun 9 2009, 05:53 PM) <a href="index.php?act=findpost&pid=327031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah like the guy that hired you to work for the EITC, waiting to hang you, but still, i've only found Captain Damsky or something in the church, telling me again, like Annamaria, Kell has a room somewhere in Bridgetown...<!--QuoteEnd--></div><!--QuoteEEnd-->But he DOES tell you to go to the Doctor!

APOTHECARY (?) Hint - Hint - Hint!
 
Right, sorry didnt see it maybe. And do you guys know anything about a bug that freeze's your charachter? I'm at the part after I put the coins back into the Cortez treasure and I have to go to Turks, but anywhere I land or if I go to ships deck my character just freezes. I cant move, talk, or even look sideways! Please help its quite annoying all I can do is roam around the map...
 
<!--quoteo(post=327068:date=Jun 10 2009, 10:22 AM:name=Guiccia)--><div class='quotetop'>QUOTE (Guiccia @ Jun 10 2009, 10:22 AM) <a href="index.php?act=findpost&pid=327068"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right, sorry didnt see it maybe. And do you guys know anything about a bug that freeze's your charachter? I'm at the part after I put the coins back into the Cortez treasure and I have to go to Turks, but anywhere I land or if I go to ships deck my character just freezes. I cant move, talk, or even look sideways! Please help its quite annoying all I can do is roam around the map...<!--QuoteEnd--></div><!--QuoteEEnd-->
I havn't actually played the part where you "put the coins back" that is before I started working on LoJS and I havn't actually even played that direction in the storyline so I don't know what it is sorry.
 
I'm thinking some people might not actually know of the apothecary... <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=327124:date=Jun 10 2009, 04:41 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 10 2009, 04:41 PM) <a href="index.php?act=findpost&pid=327124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm thinking some people might not actually know of the apothecary... <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Same, which is not real good at all. I think in the dialog there might be something saying where it is.
Can someone confirm if this is the case, and if not I can easily update the dialog to do it
 
If you talk to the citizens in various towns and ask for rumours, they'll actually tell you about the apothecary as well.
 
So basically what everyone needs to do is... <b><i>READ THE DIALOG</i></b> <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
DO people ask the citizens for rumours though? Also, pretty much all the non-stock-game towns don't HAVE such citizens.
 
<!--quoteo(post=327141:date=Jun 10 2009, 05:27 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 10 2009, 05:27 PM) <a href="index.php?act=findpost&pid=327141"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->DO people ask the citizens for rumours though? Also, pretty much all the non-stock-game towns don't HAVE such citizens.<!--QuoteEnd--></div><!--QuoteEEnd-->
I dont just mean with the rumours though.
Also quest characters, with people asking what to do when it does say it in the dialog
 
Yep; that also happens. Frequently. But then people claim they "can't remember", so it should be listed in the questbook too. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
the apothecary is in a house on the right of the church, upstair, and the secret room on the left in the apothecary and this part of the quest is ok for me <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=327149:date=Jun 10 2009, 06:02 PM:name=bob abmag)--><div class='quotetop'>QUOTE (bob abmag @ Jun 10 2009, 06:02 PM) <a href="index.php?act=findpost&pid=327149"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the apothecary is in a house on the right of the church, upstair, and the secret room on the left in the apothecary and this part of the quest is ok for me <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
It does work, it is just that some people are not sure where the apothecary is.
Did you just do it? Cause if you can tell me if the guy in the church tells you where the apothecary is it would be most helpful
 
Unfortunately you have hit a conflict of game playing styles.

Not so long ago there was much criticism on the game being too "straight line" and required no thought to get to the next stage.
Now, as I see it, there are a lot of requests effectively asking for straight line playing.
I hasten to add hear that for non-English speakers, or those for whom it is not the first language, text and dialog are of little help.
But, that is more a function of translated versions being available, and that I know is a major issue on its own.

For the moment, at least, the game IS in English, so that is the problem we should try to resolve.

Perhaps a solution is leave the "vague hints" in the dialog, and put the "this is what you must do next hints" into the quest book.
That way if you are a "thinker" you ignore the quest book (except after reloading a saved game to refresh one's mind).
For others the quest book (in this example) would say go to the Apothecary's House, the building with steps next to the street to the port gates.
<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
That sounds like a good idea SJG.
The only real question is now which places do we need to say exactly where to go to and which places we can leave as is.
I also think that we should not tell people where everything/everyone is (ie. CCC) so they still do get a challange finding him, we can however say the general area I guess. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=327247:date=Jun 10 2009, 09:23 AM:name=Captain Maggee)--><div class='quotetop'>QUOTE (Captain Maggee @ Jun 10 2009, 09:23 AM) <a href="index.php?act=findpost&pid=327247"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also think that we should not tell people where everything/everyone is (ie. CCC) so they still do get a challange finding him, we can however say the general area I guess. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I'm sorry, but THAT is exactly the problem you are seeing - Staying with the current question of "where is Kell":
The dialog does say "go where you would if you had a headache" (or words to that effect).
Logic says - it must be somewhere around here, and has something to do with health (you wouldn't need to sail to another island, or go to another town, to cure a headache) so therefore I must search each location in the town till I find it.
This then brings in the possibility of traps, finds, fights etc. (I know you know what I mean here) and IS the point of the game - solving problems, increasing skills and abilities and avoiding getting killed.

Again, no disrespect to English-not-first-language players, (that is a DIFFERENT problem, and should be recognized as such), but do we make a really simple version to accommodate this (quest book) alongside a "think it out one" (dialog hints).
If so, then all encounters should be explained each way.
 
Interesting thoughts for sure. I do like the challenge of the game making you THINK. On the other hand, I can also see where the confusion is coming from.
The "small hints in dialog" and "big hints in questbook" sound like a pretty good compromise, though I wouldn't want the questbook hints to be TOO big. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=327258:date=Jun 10 2009, 09:55 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 10 2009, 09:55 AM) <a href="index.php?act=findpost&pid=327258"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Interesting thoughts for sure. I do like the challenge of the game making you THINK. On the other hand, I can also see where the confusion is coming from.
The "small hints in dialog" and "big hints in questbook" sound like a pretty good compromise, though I wouldn't want the questbook hints to be TOO big. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->And there you have it Pieter. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
English for you, I know is NOT a problem - therefore you can concentrate on the game - hence your comment "I wouldn't want the questbook hints to be TOO big".
If, on the other hand, your primary response is "what does that mean in French/Spanish/German etc." then the line of the game becomes secondary. You are just plain trying to determine "what does that mean" NOT as a "hint", but as a pure matter of translation, and meaning in the language of the player.

This is not any easy problem to resolve - until we are able to get some translations done - and yes, I know that IS a problem all on it's own.

So, back to the point - do we accommodate non-Engish speakers by using the quest book - or perhaps a better suggestion: compile a "walk through" which would provide the "simple" answers.
Walk throughs have been popular in the past and perhaps would resolve the issue to everyone's satisfaction.
 
<!--quoteo(post=327258:date=Jun 10 2009, 11:55 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 10 2009, 11:55 PM) <a href="index.php?act=findpost&pid=327258"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Interesting thoughts for sure. I do like the challenge of the game making you THINK. On the other hand, I can also see where the confusion is coming from.
The "small hints in dialog" and "big hints in questbook" sound like a pretty good compromise, though I wouldn't want the questbook hints to be TOO big. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
That is my line of thought as well Pieter, the problem is how big can the hint be without making it TOO big?

Personally I'd rather a game with thinking involved, but we are a world wide group with members from everywhere, but it would also be a lot of work to release the modpack in various non-English speaking versions.

Another option for us is to have a patch for every major patch which is titled "Questbooks for people who struggle with the English in the Game" and put the big hints in just that set of questbooks <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=327263:date=Jun 10 2009, 10:08 AM:name=Captain Maggee)--><div class='quotetop'>QUOTE (Captain Maggee @ Jun 10 2009, 10:08 AM) <a href="index.php?act=findpost&pid=327263"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=327258:date=Jun 10 2009, 11:55 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 10 2009, 11:55 PM) <a href="index.php?act=findpost&pid=327258"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Interesting thoughts for sure. I do like the challenge of the game making you THINK. On the other hand, I can also see where the confusion is coming from.
The "small hints in dialog" and "big hints in questbook" sound like a pretty good compromise, though I wouldn't want the questbook hints to be TOO big. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
That is my line of thought as well Pieter, the problem is how big can the hint be without making it TOO big?

Personally I'd rather a game with thinking involved, but we are a world wide group with members from everywhere, but it would also be a lot of work to release the modpack in various non-English speaking versions.

Another option for us is to have a patch for every major patch which is titled "Questbooks for people who struggle with the English in the Game" and put the big hints in just a set of questbooks <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->As they say "Great Minds" - see my previous post re Walk Throughs. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
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