Which quests do players accept and then get stuck on without ever saying so?
A quest that stays open is not necessarily a stuck quest, as people postpone things on purpose. This entry shows how to separate players who are stuck from players who have left or are busy elsewhere, and which quests deserve a second look.
Why this works
Silence is not the same as being stuck: players put things off, or have left. Only time spent actively playing without progress, measured against how long others need, separates a real dead end from a choice to do something else.
When not to use it
Skip it for quests that are meant to stay open for a long time, such as a chain stretched over the whole game, or when very few players ever take the quest. Check those by playing them yourself.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 57 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Which quests do players accept and then get stuck on without ever saying so?" (read_entry rpg-quests-where-players-silently-stall) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP