I never got to play DDO, so I'd like some examples of how quests worked in that game, if you could.
You're the rice ball. :O
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here we can see one *lol*
http://eu.finalfantasyxiv.com/img/sc..._20_PUB_04.jpg
"Hyrstmill wasnt built within a day - deliver waterwheel parts to hyrstmill" [to the right side below the map]
strange to see quests like that in a final fantasy ^^ hopefully it wont become a mmorpg like we have thousands out of there.
These threads all have the same underlying subject.
"Something I don't like or disagree with is or may be implemented into the game. I don't have the full details, but I'm going to call doom and gloom because of how I perceive it."
But at least it's different than his "I think this system should be added or replaced because I know what's best for the game and I care for absolutely nobody else's experience in this game."
EDIT: To contribute to the "discussion":
Having EXP and levels gained through missions and quests isn't a bad thing. It certainly doesn't eliminate grind leveling if that's what you're into, because as long as mobs give EXP when killed, someone will find a way to level off that exclusively.
Secondly, we have no idea how these quests will be structured. Could they be go kill X mobs for Y drops and return to NPC? Sure. But they could be any number of other things. There's a limit on how creative quests can be.
Honestly, if you've already admitted that grinding quests for EXP is little different than grinding mobs, then why does it matter?
You don't like quest chaining. Fine, go kill mobs for hours. It's the same thing, except one has a small story attached to it.
It honestly feels MORE Final Fantasy like. You know how you level'd in past FF games? You progressed through the story and killed whatever got in your way. I don't know about you, but in other FF games, I didn't walk around one area of the overworld getting into random encounters repeatedly for EXP. I went from one quest/mission point to another, killed what got in my way, killed whatever bosses I had to and this usually gave me a great amount of EXP.
You're not going to lose the ability to go out and kill random monsters because you feel like it. That's always going to be there. Is it going to be more efficient than doing actual storyline? Who knows!
Also, you nor I nor anyone here knows exactly what is going to be instanced and what isn't. Let's look at 2.0 Primals for example:
Ifrit will be roaming. Where will he be roaming? Probably the Amal'jaa Stronghold of Zahar'ak. I highly doubt he's just going to be roaming around the entire region of Thanalan. Now you find him in Zahar'ak and when you engage, your party is drawn into the Bowl of Embers.
Oh snap! A nice mix of open world and instance! Holy balls! It CAN be done!
(The Ifrit reference is speculation and only used as an example.)
For the Record, every Final Fantasy ever made required grinding on random mobs to hit max level. There has not ever been one where you could cap by playing through quest.
Also, there is a Massive difference between Grinding Mobs and Grinding Quests. Most notably, you grind quests alone. That is a pretty big problem. Yes, you can grind quests in a group, but it would take more time to coordinate those quests than it would to complete them. That has always been the fundamental flaw of Quest Grinding. It turns an MMO in to a single player game.
I personally do not think 2.0 is going to be like that at all. I honestly believe it will be the first Succesful Content based leveling MMO ever. If you look at that Quest Screenshot obviously the first thing you notice is the Giant freakin Coureal. That is not a normal enemy. Then you notice quest tracker and it says, Deliver Parts to Hyrstmil. But wait, that dragoon is standing outside Ul'Dah. This is where inference and hope come in. What I see here is a long quest that requires that dragoon to travel from Ul'Dah to Hyrstmil and he happens across Massive and potentially challenging enemies and god knows what other problems on the way.
When we think of Content based leveling, we think WoW style grab 15 quests and go out and complete them all at once. What I see in the future of Final Fantasy is not a 15 quest grind. I see a whole series of very long quests or quest lines that have storylines not NPC blurbs. You leave Ul'dah on a journey to complete a task for an NPC at level 10 and buy the time you finish the side quest story you are now level 15. Party's form to complete a specific quest line instead of try to find a bunch of people with the same 15 quests available.
You guys are really missing the point.
Rokien is so emotionally vested in this game, as demonstrated by his 2323 posts (and counting), that regardless of what 2.0 is, Rokien will still be playing it. He will continue to post threads about it. He will comment on how patch xx.xx is the end of the world (of Eorzea).
Rokien is here to stay, whether FFXIV is a success or not. I've stopped taking anything else he says seriously. Rokien is "doom and gloom" personified. We know how the story of the "boy who cried wolf" ended. Sad part is, some people on these forums don't seem to know the ending of the story and keep indulging the boy.
TLDR:
Stop feeding the troll and it will go away.
Quest progression is okay as a concept, it's just Yoshi said all these quests will be low quality and also that there will be no alternative.
I really hope you are right kiote, though, I'm a person who likes to have 0 hope and be 1000% amazed. Though, if it doesn't turn out good, I am not disappointed.
As for Zell, you can think that as much as you want. I will play 2.0 if it is good and I enjoy it. I am not here to stay, trust me.
One thing was that olden days FFXI exp parties required a certain amount of strategy. Since fights were kinda slow, you actually had people put debuffs on the mobs, you had to pay attention to skillchains and magic burst. Mages had to prioritise what or who to use MP on and when, since using it all at once could mean death. Not to mention hate management. Parties were also more well-rounded - it wasn't unlikely that all six party members were different jobs.
Also, and this is the most important one for me, since fights were kinda slow and you didn't have to spam abilities, people had time to talk and get to know each other. I'm certain this element helped shape the FFXI community in to the great community it used to be.
Well, I guess they're pretty much dungeons except with quest objectives on them. It's pretty much a dungeon with a feeling of purpose while in it unlike, lets say Aurum Vale where you know the Garleans are there but it feels like you're going through a random Skyrim cave that you find to get good gear. It also doesn't require much reading because the game master speaks while you're going through the quest, but that wouldn't make much sense in XIV.
Well, ultimately it all comes down to how they decide to do it. We have absolutely no idea what he means by quests. It could be kill x amount of mobs, but then, who knows? =X
I like to think that Yoshida uses WoW as more of inspiration, rather than a template. I keep hearing people saying FFXIV is slowly turning in to WoW, yet it doesn't feel like WoW at all to me. So in my opinion, he's got the balance right so far.
I wonder if leves will still be around.
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I don't believe anyone is putting a gun to your head and forcing you to do quests. You're more than welcome to go out into the world and whack away at marmots all you want. The EXP may not be as good, but if you're this uptight about the whole thing, I'm sure you're willing to sacrifice a few EXP to not be pulled into something you don't want to do.
Solo friendly?
Quest based levelling system that tells a story, more than likely based around central hubs?
Not having to run back to town every time you use up your 4-8 leves?
Instanced dungeons so you don't have to worry about other people camping your favorite spot?
Oh god...these are all horrible things. How dare you, SE, try to make your game appealing to casuals, er go getting more subscriptions, er go getting more money to put back into the game.
Shame on you.
(Also, Getting PL'd to 40 then Natalan to 50 isn't partying/camping, it's the most boring thing on the planet. The level grind shouldn't be that mind numbing.)
As it stands mobs in general aren't really designed for "Exp" party setups they die quick, are generally boring, and only efficiently killed in massive groups.
No wonder nodody likes them as it is. I don't think that's what people are asking for. Business standpoint can go where the sun doesn't shine as far I am concerned. I want the game to be fun for me, I don't really care what John Doe sais about the game he can say his peice and I will say mine.
At the end of the day it's up to the developers but it wont stop me from voicing my concern because I'm sure they enjoy my money as much as the next guy...you know from a "Business standpoint".
Players on the forums need to stop acting like we know whats good for business, I'm not even certain why the hell we should care what will "Attract the most subscriptions!" We on the forums should be voicing our opinions on what we would find fun, not what we think would be appealing.
Solo friendly? Nothing wrong with solo things, just not the whole system based on it.
Quest based levelling system that tells a story, more than likely based around central hubs? OOoh my, I need sheep skin, please go kill sheep for me. Ya, very interesting.
Not having to run back to town every time you use up your 4-8 leves? After each quest having to run back and forth more so than leves.
Instanced dungeons so you don't have to worry about other people camping your favorite spot? It's an mmo, not a mo.
Oh god...these are all horrible things. How dare you, SE, try to make your game appealing to casuals, er go getting more subscriptions, er go getting more money to put back into the game.......... Nothing wrong with casuals, just they tend to bring bad game design that doesn't let the game have longevity.
Shame on you.
(Also, Getting PL'd to 40 then Natalan to 50 isn't partying/camping, it's the most boring thing on the planet. The level grind shouldn't be that mind numbing.) That's just a spam fest, those are not xp parties
I remember back at the release of this game when exp parties had around 12 people exping on crabs in Cassiopeia Hollows. Each crab took around 2 minutes tops to kill with all those people...
Out of all those 12 people, I'm the only one that returned to the game after we all quit. Pretty sure none of us considered that fun.
I think I'll stay with the fact that while I don't want AoE fests such as Natalan to exist, please don't make my character feel like a gimped fighter that can't even kill a crab by himself to progress.
either way we have new additions and changes each patch, they increasingly become more in depth and worth while. Looking at some of what their hopes are for 2.0 I feel very comfortable in thinking we have nothing to worry about. Yoshi has been doing amazing, along with his team all gunning to see each and every one of us happy. Realistically that can't happen, can't please everyone.. but I think we are looking at something that's going to be pretty close to just that. What little their was in this game from CE release day 1, when I started this game, up till now.. so much has changed and been added that its nice to just take a step back and say "wow". I always had hoped this game would mirror ffxi, a FFXI +1 if you would say, but looking at whats planned I'm happy. Time to sit back and let them do their work, don't look for too many major changes from here on till 2.0 Then the fireworks start!!
Where's that damn pear picture.....
EDIT:
http://i.imgur.com/ZpeRE.jpg
Man, come on I mean completely revamping classes, combat, claiming, leves, crafting recipes and crafting abilities while adding dungeons, strongholds, Primal fights, jobs, tons of new armor and weapons, low-level content like the NMs and Shposhae and also fixing a lot of the major basic issues with the game while creating an entirely new version of the game is hardly anything. I mean I could do that in like 4 hours.
Quest hubs involve running, yes, but if done properly, its not a hindrance like running/tping back to the city and grabbing more leves. Plenty of NPCs sitting at the camps, no reason they can't give the leves incurrent game as is. Why should you have to hear second hand from someone half across the world?
I've still yet to hear one valid argument against instanced content. Yours has probably been the worst so far.
And your casuals comment is just 100% incorrect, so now I'm convinced I should never listen to a thing you say.
And finally, some people that play the game might not care about things "from a business standpoint," but you are the subscription SE will gamble to lose so they get 20 more instead. Other, western mmos are as popular as they are for a reason, and if SE keeps with anything similar to XIV or even XI, 2.0 will be a spectacular failure.
After reading all your posts it just seems to be a lot of the same. I recommend patience and understanding... A lot has changed, a lot will change, and all the whining and ******* in the world wont change that =/. Yoshi and his team are amazing, I would dare you to take over and do better from the mess of a game they had to start out with. The game is going in the right direction in my opinion, i don't expect to like everything they decide to do, but I'll be happy. Otherwise why play?? There is a lot of good in the game, and a lot more they can do with it.. how about we wait and see.. i bet you will be surprised!
In regards to the actual concern about the end of the world caused by quest-leveling, I think it's fairly unfounded and here's why:
*You can only do each quest once per character, not counting repeatable quests which are often awful.
*You have (currently) 7 combat classes to level with more on the way.
*If you were to finish all of your quests before you finish leveling all of your classes, you would have no way to level.
What I think will actually happen though is that quest-based leveling will actually become viable and can be used as an alternative to straight up mob grind camps. I don't think either will be the sole way to level or completely obsolete.