The only time I remember the word standardize being used in reference to ARR was regarding the keyboard layout. i could be wrong, have been before, will be again... lol
The only time I remember the word standardize being used in reference to ARR was regarding the keyboard layout. i could be wrong, have been before, will be again... lol
Yoshi want to standardize the game. The standard of MMO's is WoW's Kill X of Y/Get X of Z from Y quests and using the over-world or 'themepark' as a hub for the dungeons or 'rides'. Based on what we know from interviews and reveals from devs, this is the exact direction we're headed. But hey, it might even be good. We'll see.Again, I didn't "deny" anything, I agree on one aspect and that is the UI. You think the whole game is going to become another WoW, it's fine to think that in your own opinion, but don't shove down peoples throats of your way of thinking is 100% fact. Express your opinion without being aggressive person about it.
It's no different than Kill X of Y times Randomly then Z to a new Location. I really see no difference, except you get the exp in the quest instead of per mob.Yoshi want to standardize the game. The standard of MMO's is WoW's Kill X of Y/Get X of Z from Y quests and using the over-world or 'themepark' as a hub for the dungeons or 'rides'. Based on what we know from interviews and reveals from devs, this is the exact direction we're headed. But hey, it might even be good. We'll see.
At the very least, a new location gives you a sense of progression. And quests should consist of more than those two dull types.
I can empathize with your posts Gramul because you state your oppinion without being overly negative or out-right hostile.Yoshi want to standardize the game. The standard of MMO's is WoW's Kill X of Y/Get X of Z from Y quests and using the over-world or 'themepark' as a hub for the dungeons or 'rides'. Based on what we know from interviews and reveals from devs, this is the exact direction we're headed. But hey, it might even be good. We'll see.
It -could- be the next carbon copy, but I have more faith in SE. Half of these other MMO companies weren't around when Square and Enix were making games. I'd say that puts them on equal potential with Blizzard.
Same thing with Quest progression, Do X Quests Y times ( different quests not the same ones obviously :P) then Z to a New location. It's really the same thing, at least you can feel like you did your job within the area before you leave. When I kill random mobs I feel like all I did was kill 300 Marmots and I see all their Corpses lying there.. I'm an Animal Abuser! >.< LOL!
My main point being that the quests themselves should feel like quests from a decent story, not a grinding excuse. Let me deliver an artifact. Let me investigate some ruins. Let me infiltrate a duke's citadel for secret plans. Let me convince a damsel to wed her betrothed and accidentally have her fall for me inciting the scorn of her lover.Same thing with Quest progression, Do X Quests Y times ( different quests not the same ones obviously :P) then Z to a New location. It's really the same thing, at least you can feel like you did your job within the area before you leave. When I kill random mobs I feel like all I did was kill 300 Marmots and I see all their Corpses lying there.. I'm an Animal Abuser! >.< LOL!
I agree with you on that point, however this is SE were talking about, Masters of the Storyline art! Even FFXIII had a great storyline ( which it felt like a movie more than a game but all the same :P). I can tell you Aion has the Deliver Letter to X place, Investigate suspicious characters around X place, etc etc.My main point being that the quests themselves should feel like quests from a decent story, not a grinding excuse. Let me deliver an artifact. Let me investigate some ruins. Let me infiltrate a duke's citadel for secret plans. Let me convince a damsel to wed her betrothed and accidentally have her fall for me inciting the scorn of her lover.
I want these quests, too. However from a developer stand point, how do you keep people logged on?My main point being that the quests themselves should feel like quests from a decent story, not a grinding excuse. Let me deliver an artifact. Let me investigate some ruins. Let me infiltrate a duke's citadel for secret plans. Let me convince a damsel to wed her betrothed and accidentally have her fall for me inciting the scorn of her lover.
In real life all of those things would take a significant amount of time to complete, in an MMO a relatively skilled player might be able to accomplish them in a few hours. I would be okay with a 24/48hr quest. (Not 24 hours of gameplay, 24 hours of time for the quest to be possible to complete) For instance, say you're going to sneak into the citadel - but you have to wait for your GC to muster a diversionary force so you CAN sneak in.
When you complete said quest, BAM 75% of a level or what have you.
Some people might complain, but I would not mind a prep timer for epic quests to keep the boring repetition down.
Edit: A secondary effect of these kinds of quest would be - free time to craft or HEY make a party and fight some monsters.
Last edited by ShivenCasull; 10-25-2012 at 03:30 AM.
If completely rebuilding a game from the ground up from a previous failed installment is not considered ambition, then I don't know what is.
Let people believe what they want, because no one can make a fair statement towards 2.0 until they get actually start playing it.
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