Why change the claim system? The one introduced in 1.19 on 1.0 seemed well enough to keep around.
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Why change the claim system? The one introduced in 1.19 on 1.0 seemed well enough to keep around.
I don't usually like "kill x amount of creature" quests but what is different about ARR's approach seems to be, speaking only of this video, the level of heart within each ordinarily meaningless request. And like Sieg said - you are forced to read the dialogue and so you care more about what you are doing. That's important.
My soul twitched a little when the Miqo'te explained why we had to kill those slugs. <3
I obviously don't have enough information to go on but I'll say this much is true: I hope each time I am given a quest I will be made to care. So even if it is a quest type I am not ordinarily interested in, at least my soul will be there to recognize compassion. <3
...Sorry for the abysmal structure of my response. @_@
How are you forced to read the quest dialog? You don't have to read a word of it. You can tell even the person in that video isn't reading it - unless they're a speed reader (not likely).
You can choose to read it, just as you can in WoW, or LoTRO or Rift or any other MMO based on that template over the last 8 years. But by no means are you "forced" to, nor is it even necessary. Every step of the way is clearly pointed out to you. Just follow the glowing map markers and huge golden icons floating around on your screen.
ARR is doing nothing different or better than any of those. It's a copy and paste of those same quest systems... and I use the term "quest" extremely lightly.
What this video shows are nothing more than mindless busy work, making you run around doing mundane tasks for a reward. They could just as well cut out the "running around" part and just give you the reward for managing to successfully click through all the dialog screens.
While I agree this in no way forces you to read the quest dialog, your post makes it clear you will never see the other side of the issue, or be willing to see the other side of the issue. That being that the action of the quests is only half of the whole for many people; the motivation and process are just as important to a lot of people. And while the action of this quest is, indeed, no better than WoW or it's predecessors, it shows a love and attention to detail of motivation and story that I have not seen in them.
Not to mention, it's pretty obvious this video was recorded as a demo of the combat and question systems. Of course they are going to save time by skipping through the dialog. Don't forget, whoever made this video probably has done this exact same quest 20 times testing it. I can't blame him/her if he/she doesn't take the time to read it for the 20th time.
Alpha is very beautiful and very very enjoyble ^_^
lol did you not watch the video? the player was higher level than the mobs, and these are progression quests, they aren't supposed to be the hardest.
I'm sure the quests you do when you're approaching level 50 will not be so easy.
Every quest in every mmo is in some way or another going to fit into a particular archetype. Ive seen people laud the quest system of this game and that game but it's not very different. Do you really want longwinded, complicated quests for leveling up at level 10, when you probably could have leveled up faster by ignoring the quest altogether and just grinding? I'd still take a simple kill-the-target-monsters quest over mashing monsters with no purpose or reason other than to get XP.
Please explain, oh glorious MMO designer, how sidequests should be implemented. Are we to expect Yoshi-P and all of Square Enix to churn out hundreds of hour-long quests with fully-voiced cutscenes? Should every single quest be as cryptic as a Myst game and feature unclear objectives so that we're constantly ALT-TABing between the game and http://www.eorzeapedia.com/ to see where to go next?
What's wrong with having a healthy supply of mini-quests that have meaningful EXP and Gil rewards? How else are you supplement the game's primary content (Raids, story missions, PVP, FATEs, Hamlet Defense, etc) to ensure that players will gradually develop their characters, especially with a Leve allowance reset? What's wrong with simple conveniences like map markers? And what makes you think that every quest is as simple as the ones featured in the video? I bet some of our lucky Alpha players could tell you that some quests actually more meaty and varied than you think...
And going out and mindlessly slaying the same monsters over and over is not repetative? Theres not much you can do to avoid repatition to level up uneless they start us off at max level or it simply is not level base, like super mario brothers.
Feel free to point out a successful MMO where you did not repeate X action to gain exp.
I mean, I like the game. It looks pretty and I think I'll enjoy it. But the hand-holding preypacer is talking about.. I also find incredibly irritating. It's something that plagues a lot of MMO's in recent years.
Looks like next in the line of complaints will be 'cookie cutter herp derp quests' or 'one-combo WS spam confirmed'
Nonetheless complaining about what we see here is about the same as that person who wrote a review based on 'farming rats for hours, exciting!' for FFXIV 1.0.