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.
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.
WoW does these things if you actually read the quest dialogue there is an actually story explaining what is going on. If you just hit the ? then the accept key and don't read the actually pretty well written story then yes it just seems like a kill x Y times quest but they explain the reason and what it is for. While in most WoW clones that do the kill X Y times quest have like 2 lines of context and then now go kill. Players hate that because there is no story to enrapture them into the story. I have played wow read the quest dialogue and went oh wow this makes sense and great story they give back story and it all follows each other to a quest chain conclusion at the end. Then I play TERA or AION or DCUO and the story is practically non existant in the quests or just as people say throwaway because they just tell you to go kill without a reason. At least wow does it. FFXIV Levequests are throw away because its just same things over and over again and a card is giving you very little back history. While the new sidequests added by Yoshi-P's Team has great backstory and storytelling. You think that they would do that for 1.0 and not 2.0? like 2.0 was the afterthought for Yoshi?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.
Gramul this is just a statement of context from play experience lol not saying you are wrong.
Edit: oh ya and the reason it has been labeled that and having no story just a rush to max level... I blame the rise of the TL;DR generation... Oh this quest has 3 paragraphs of dialogue/history/context F... That TL;DR, kill things... I honestly hate how lazy some people have become, I am at fault sometimes too, if I am reading a news article with a headline that interests me but 4 paragraphs in they haven't got to the meat of the article and its just fluff either I stop or skip ahead to the info I was really there to read. I just thiink that this should be consideration why people call these things throwaways, because they don't take the time to understand the world they play in.
Last edited by Xmbei; 10-25-2012 at 08:25 AM.
Xeto Milanti Bei
Finally... Someone who gets it. Have my babies.WoW does these things if you actually read the quest dialogue there is an actually story explaining what is going on. If you just hit the ? then the accept key and don't read the actually pretty well written story then yes it just seems like a kill x Y times quest but they explain the reason and what it is for. While in most WoW clones that do the kill X Y times quest have like 2 lines of context and then now go kill. Players hate that because there is no story to enrapture them into the story. I have played wow read the quest dialogue and went oh wow this makes sense and great story they give back story and it all follows each other to a quest chain conclusion at the end. Then I play TERA or AION or DCUO and the story is practically non existant in the quests or just as people say throwaway because they just tell you to go kill without a reason. At least wow does it. FFXIV Levequests are throw away because its just same things over and over again and a card is giving you very little back history. While the new sidequests added by Yoshi-P's Team has great backstory and storytelling. You think that they would do that for 1.0 and not 2.0? like 2.0 was the afterthought for Yoshi?
Gramul this is just a statement of context from play experience lol not saying you are wrong.
Edit: oh ya and the reason it has been labeled that and having no story just a rush to max level... I blame the rise of the TL;DR generation... Oh this quest has 3 paragraphs of dialogue/history/context F... That TL;DR, kill things... I honestly hate how lazy some people have become, I am at fault sometimes too, if I am reading a news article with a headline that interests me but 4 paragraphs in they haven't got to the meat of the article and its just fluff either I stop or skip ahead to the info I was really there to read. I just thiink that this should be consideration why people call these things throwaways, because they don't take the time to understand the world they play in.





It's not just the basic story. It's the action of the quest itself. You can weave the most compelling excuse in the world (and I hope they do), but in the end, you still want me to go out and kill wildebeests till I get 5 horns.WoW does these things if you actually read the quest dialogue there is an actually story explaining what is going on. If you just hit the ? then the accept key and don't read the actually pretty well written story then yes it just seems like a kill x Y times quest but they explain the reason and what it is for. While in most WoW clones that do the kill X Y times quest have like 2 lines of context and then now go kill. Players hate that because there is no story to enrapture them into the story. I have played wow read the quest dialogue and went oh wow this makes sense and great story they give back story and it all follows each other to a quest chain conclusion at the end. Then I play TERA or AION or DCUO and the story is practically non existant in the quests or just as people say throwaway because they just tell you to go kill without a reason. At least wow does it. FFXIV Levequests are throw away because its just same things over and over again and a card is giving you very little back history. While the new sidequests added by Yoshi-P's Team has great backstory and storytelling. You think that they would do that for 1.0 and not 2.0? like 2.0 was the afterthought for Yoshi?
Gramul this is just a statement of context from play experience lol not saying you are wrong.
Edit: oh ya and the reason it has been labeled that and having no story just a rush to max level... I blame the rise of the TL;DR generation... Oh this quest has 3 paragraphs of dialogue/history/context F... That TL;DR, kill things... I honestly hate how lazy some people have become, I am at fault sometimes too, if I am reading a news article with a headline that interests me but 4 paragraphs in they haven't got to the meat of the article and its just fluff either I stop or skip ahead to the info I was really there to read. I just thiink that this should be consideration why people call these things throwaways, because they don't take the time to understand the world they play in.
That's boring.
At least give us the option and encouragement to play in groups. If I have someone to talk to while doing it, it makes the whole thing a great deal more interesting.
Don't worry, you'll have 24 member party contents in ARR. You'll have plenty of people to talk to.It's not just the basic story. It's the action of the quest itself. You can weave the most compelling excuse in the world (and I hope they do), but in the end, you still want me to go out and kill wildebeests till I get 5 horns.
That's boring.
At least give us the option and encouragement to play in groups. If I have someone to talk to while doing it, it makes the whole thing a great deal more interesting.
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