Results 1 to 10 of 926

Hybrid View

  1. #1
    Player
    Join Date
    Aug 2011
    Posts
    684
    Quote Originally Posted by Molly_Millions View Post
    I would argue that one does not have to be 'immersed' in a game to have fun with it.

    It seems to me that folks toss around this argument, because they have no other logical argument for their ideas/preferences.
    I would argue that teleporting from quest objective to quest objective is pretty boring too.

    Anima has its uses, but it also has its abuses.
    (2)

  2. #2
    Player
    Konachibi's Avatar
    Join Date
    Aug 2011
    Posts
    1,854
    Character
    Kona Chibi
    World
    Coeurl
    Main Class
    Archer Lv 50
    Quote Originally Posted by User201109011315 View Post
    I would argue that teleporting from quest objective to quest objective is pretty boring too.

    Anima has its uses, but it also has its abuses.
    Uses and abuses yes. If you don't like the system implimented or what it can be 'abused' for but abuse it anyways, that's your own fault. Duuh.

  3. #3
    Player
    Davorok's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Duh
    Posts
    640
    Character
    Davorok Byrmwilf
    World
    Excalibur
    Main Class
    Gladiator Lv 52
    Quote Originally Posted by User201109011315 View Post
    I would argue that teleporting from quest objective to quest objective is pretty boring too.

    Anima has its uses, but it also has its abuses.
    The Thread That Wouldn't Die!

    I don't think the problem is with easy teleports but rather that the (walking) journey to many destinations is so uneventful (lack of aggro mobs and/or easily avoided), lack of other events/quests along the way and lack of events/quests when you reach your destination.

    The "side quests" and even the missions are poorly designed, ie. Start at point A, proceed to Point B, return to point A.
    If a quest sends you to a Camp or Hamlet, there should be several quests to do there at that camp/hamlet.
    This is one thing I felt WoW was good at..an NPC would ask you to go somewhere and when you got there practically every (lazy, incompetent) resident needed you to do something for them.

    We need Quest Progression (the classic: NPC needs this item from that NPC, but that NPC needs something else first but to get that item you need to do another quest, kill some mobs for a key item, use the key item to pop an NM, then backtrack to make everyone happy and before you know it, you've gained 1 whole level, explored new areas, unlocked new aetherites and maybe grouped up and made some new friends along the way).

    I did see on another post that SE wants to hire some Quest/mission planners. That is good news because we desperately need some good (if even cliched) interconnected quests and mini-storylines. It won't matter as much how quickly we arrive at our destination if we spend a decent amount of time at that destination before we insta-warp back to town...imho.
    (2)

    Papa was a rolling stone...wherever he laid his barbut was home.





  4. #4
    Player
    Azurymber's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,677
    Character
    Azury Ariella
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Davorok View Post
    The Thread That Wouldn't Die!

    I don't think the problem is with easy teleports but rather that the (walking) journey to many destinations is so uneventful (lack of aggro mobs and/or easily avoided), lack of other events/quests along the way and lack of events/quests when you reach your destination.

    The "side quests" and even the missions are poorly designed, ie. Start at point A, proceed to Point B, return to point A.
    If a quest sends you to a Camp or Hamlet, there should be several quests to do there at that camp/hamlet.
    This is one thing I felt WoW was good at..an NPC would ask you to go somewhere and when you got there practically every (lazy, incompetent) resident needed you to do something for them.

    We need Quest Progression (the classic: NPC needs this item from that NPC, but that NPC needs something else first but to get that item you need to do another quest, kill some mobs for a key item, use the key item to pop an NM, then backtrack to make everyone happy and before you know it, you've gained 1 whole level, explored new areas, unlocked new aetherites and maybe grouped up and made some new friends along the way).

    I did see on another post that SE wants to hire some Quest/mission planners. That is good news because we desperately need some good (if even cliched) interconnected quests and mini-storylines. It won't matter as much how quickly we arrive at our destination if we spend a decent amount of time at that destination before we insta-warp back to town...imho.
    i agree with this. But if they implement a bunch of great quests and you can just insta-warp everywhere they will feel a lot less like quests and more like quick "jobs". Like there won't be a sense of journey or breadth to it because you just talk to an npc, port to another npc, talk to it, port back.
    (2)
    Mew!

  5. #5
    Player
    Join Date
    Aug 2011
    Posts
    684
    Quote Originally Posted by Davorok View Post
    The Thread That Wouldn't Die!

    I don't think the problem is with easy teleports but rather that the (walking) journey to many destinations is so uneventful (lack of aggro mobs and/or easily avoided), lack of other events/quests along the way and lack of events/quests when you reach your destination.

    The "side quests" and even the missions are poorly designed, ie. Start at point A, proceed to Point B, return to point A.
    If a quest sends you to a Camp or Hamlet, there should be several quests to do there at that camp/hamlet.
    This is one thing I felt WoW was good at..an NPC would ask you to go somewhere and when you got there practically every (lazy, incompetent) resident needed you to do something for them.

    We need Quest Progression (the classic: NPC needs this item from that NPC, but that NPC needs something else first but to get that item you need to do another quest, kill some mobs for a key item, use the key item to pop an NM, then backtrack to make everyone happy and before you know it, you've gained 1 whole level, explored new areas, unlocked new aetherites and maybe grouped up and made some new friends along the way).

    I did see on another post that SE wants to hire some Quest/mission planners. That is good news because we desperately need some good (if even cliched) interconnected quests and mini-storylines. It won't matter as much how quickly we arrive at our destination if we spend a decent amount of time at that destination before we insta-warp back to town...imho.
    This is the point I was driving at all along. At least you bothered to understand the point unlike some people who shall remain nameless.

    With the way things work now, instant teleportation is both a blessing (convenience) and a curse (trivialisation) for the game. The world needs to be constructed and balanced around anima use and also around travel.

    If people get enjoyment from teleporting between NPCs and reading walls of text, then god help us all, MMO devs have it too easy.
    (4)