


I think SE would do better, as quests in 1.0 already featured you doing different things than just killing X amount of things then returning. Like dancing around in a subligar at the docks to make fish happy.You misunderstand. I'm not exactly against quest hubs. I'm against bureaucratic systematized progression and the kill 10 X quests. I like the sound of that WoW quest you mentioned earlier in another thread. The one about sneaking around. But so many other MMO's take the same "influence" from WoW and end up doing this maneuver over and over instead of making quests interesting and allowing for more organic world based progression with high demand for community based play.
And so many other MMO's have these "standard features" already, I'm concerned that the games originality will be obscured by the fact and like those many other MMO's, fade into obscurity. Themepark MMO's are a dime a dozen these days and it's pretty clear that customers aren't all that interested beyond initial hype. Even when Star Wars added a strong narrative it wasn't enough to hold interest for terribly long. That being said the 'failure' of that game could also stem from a lack of endgame content and abysmal customer support than just being the same thing with more new features and a coat of Well Recognized and Popular Theme Paint.
I just think they could have explored the sandbox idea more instead of scrapping it for the 'sure thing'. And who knows, maybe it won't be a complete abandonment of those ideas either. I'm more than willing to try the game out first and see how I like it.





I think I missed that one. I'm just remembering all those terribly dull guildleves.
Last edited by Gramul; 12-06-2012 at 03:00 AM. Reason: to make fish happy.
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