HQM in 1st Party Modpacks

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

DarkIron987

New Member
Jul 29, 2019
293
0
1
I would love to hear all of your guys opinion on HQM being in most 1st Party Modpacks. I think this will force everypack to have a well constructed lore. In my opinion I think very big packs should continue to be mod sauce packs. On the other hand Lite is a small pack and a quest line would be nice. Feel free to agree, disagree, or add-on what I just stated.
 

trajing

New Member
Jul 29, 2019
3,091
-14
1
I just wan't to specify that I don't want hqm to be a requirement. By heavily integrated hqm I meant that there should be advanced quests for all mods.
That breaks down a feeling of continuity between the mods, that this is one world with several aspects rather than a world made by mashing bits and pieces of other worlds together.
 

DarkIron987

New Member
Jul 29, 2019
293
0
1
I don't really like the idea of HQM in normal packs. It's fun for packs like Agrarian Skies, Running Red, Crash Landing, and Tutorial packs like @CarbonBasedGhost's Gregtech pack. It's kind of a waste to put it in normal modpacks that just don't need it.
I think of it as a guide then a recource. It helps guide the player into a part of the pack.
 
  • Like
Reactions: Wagon153

trajing

New Member
Jul 29, 2019
3,091
-14
1
Then you reach the issue of tutorial overlap. If you have TC4, do you switch to the Thaumonomicon to provide documentation, or keep the quest book?
 

CaptPanda

Well-Known Member
Nov 20, 2012
409
182
68
Britland
I think HQM would work pretty well for an actual FTB map, difference being you shove the machines into a book instead of a sorting system.

I mean, FTB originated from the FTB map, I'm surprised no-one thought of this sooner.
 
  • Like
Reactions: buggirlexpres

HeilMewTwo

New Member
Jul 29, 2019
1,179
-45
0
Yeah, but in this instance we're referring to a feature that takes time to set up and pushes back releases and updates for the pack.
And? They work at their own pace and have even formed a sub team to make sure it doesn't delay them.
 

darkeshrine

New Member
Jul 29, 2019
760
0
0
And? They work at their own pace and have even formed a sub team to make sure it doesn't delay them.
Things already get delayed for a many different reason. HQM only adds something else that can cause a delay. Having delays from personal stuff or bugs with specific mods and such is fine, but having delays because of an unneeded feature is a bit pointless.

I'd much rather see someone doing a bunch of extra modtweaker/minetweaker work and make the packs more in depth than add an unneeded feature.
 
  • Like
Reactions: DarkIron987

CarbonBasedGhost

New Member
Jul 29, 2019
910
-1
0
I would love to hear all of your guys opinion on HQM being in most 1st Party Modpacks. I think this will force every pack to have a well constructed lore. In my opinion I think very big packs should continue to be mod sauce packs. On the other hand Lite is a small pack and a quest line would be nice. Feel free to agree, disagree, or add-on what I just stated.
I will not say HQM does not fit with survival packs, but I am yet to see HQM integrated into a survival pack in a way that is fun, effective, and useful. I imagine the perfect integration making a psudo-mod that's usefulness is achieved via HQM. Like a magic mod using Dmiller's items mod and Tabula Rossa to add items and the spells are done in HQM. (@Queue we need to take not of this)

Of course what I said isn't the only way to integrate HQM into a survival pack. If it was obvious someone would have do it by now.

(By survival I do not mean packs like AgSkies and Running Red or tutorial packs)
 

DarkIron987

New Member
Jul 29, 2019
293
0
1
I will not say HQM does not fit with survival packs, but I am yet to see HQM integrated into a survival pack in a way that is fun, effective, and useful. I imagine the perfect integration making a psudo-mod that's usefulness is achieved via HQM. Like a magic mod using Dmiller's items mod and Tabula Rossa to add items and the spells are done in HQM. (@Queue we need to take not of this)

Of course what I said isn't the only way to integrate HQM into a survival pack. If it was obvious someone would have do it by now.

(By survival I do not mean packs like AgSkies and Running Red or tutorial packs)
I also like how HQM limits what the player has which is nice. When you can control game play you can better improve the pack.
 

midi_sec

New Member
Jul 29, 2019
1,053
0
0
I personally don't care if HQM is in mainstream packs or not, as long as I'm not forced to do the "quests." I dislike the mod, as I dislike hand-holding. I play minecraft because I enjoy tinkering and figuring things out, not being told what to do. No, Peppy, I will not do a barrel roll. and it's not a gd barrel roll! it's an aileron roll, stupid rabbit.
 

DarkIron987

New Member
Jul 29, 2019
293
0
1
I personally don't care if HQM is in mainstream packs or not, as long as I'm not forced to do the "quests." I dislike the mod, as I dislike hand-holding. I play minecraft because I enjoy tinkering and figuring things out, not being told what to do. No, Peppy, I will not do a barrel roll. and it's not a gd barrel roll! it's an aileron roll, stupid rabbit.
For my pack HQM is there to set goals for the player and then give them decent rewards. I don't hand hold at all.
 

midi_sec

New Member
Jul 29, 2019
1,053
0
0
Well, I don't do adventure maps. I play survival, mostly multiplayer.

I just dislike HQM, no matter if I'm forced to use it or not. it's as simple as that. Sorry m8, just my preference, and I'm not the only one guaranteed. :)
 

Wagon153

New Member
Jul 29, 2019
3,148
-3
1
Meh, I don't care to be honest. If people don't want to use it, they don't have to. I'm sure the FTB team will make it where you can remove HQM without any side effects.