You have done exactly same thing with the majority of your post...everyone is entitled to their point of view...good, bad or indifferent...we all want something...we all want everyone else to see things our way...you have your wants and we have ours...You know what makes you and Preypacer the cancer of MMO gaming? It's not the fact that you want to be challenged while playing, it's the fact that you want everyone else to be set back and that your way of providing feedback is by belittling people who don't have the same opinions as you and who derive enjoyment out of the game in a different fashion than you.
Instead of asking for the ability to toggle quest help and other in-game helpers off -- a solution that would give you literally everything that you want -- you s**t all over the idea and ask for it to be removed as a whole, while masturbating your ego over every word you type.
My way: solution that works for everyone in the way they want
Preypacer's way: solution that works for him, but doesn't work for everyone else
Nah dude, my point of view is objectively better and not wrong.
Toggle is not an answer. Its at best a token gesture that only isolates and ostracises people who use it. There should be difficult quests without the need to reduce it to a shopping list of the apocalypse.
Difficult quests can involve more than just fighting mechanics. If you want the major part of game lore reduced to a blend of "fov" activities then this game won't have much for people to invest in. The name only goes so far.
Please, enlighten me.Toggle is not an answer. Its at best a token gesture that only isolates people who use it.
Difficult quests can involve more than just fighting mechanics. If you want the major part of game lore reduced to a shopping list then this game won't have much for people to invest in. The name only goes so far.
In what ways can a quest be made difficult, besides fighting mechanics?
1. Minigames such as Parley with various difficulty levels for the opponents.
2. Involving crafting/ mining help in the instanced area. Or use the system for a related activity.
3. "Advancing wall of doom" where you run from a hazard. Or hell, environmental traps.
4. Interesting Failure conditions./ escorts that you translate for using the auto translator.
5. Echo is the animus. Synchonize the past with the npcs to get clues.
Last edited by Kallera; 12-07-2012 at 11:00 AM.
Out of all of these, which are trivialized by having map markers and a checklist telling you what's the next step in the quest?1. Minigames such as Parley with various difficulty levels for the opponents.
2. Involving crafting/ mining help in the instanced area. Or use the system for a related activity.
3. "Advancing wall of doom" where you run from a hazard. Or hell, environmental traps.
4. Interesting Failure conditions./ escorts.
Map marker: oh i only have to go this far to avoid failure. Or i must talk to this npc next even though i dont remember why or how they are related.
Mind you I honestly don't like the fov content. I just don't see it as a good place to make memorable content people can remember. Thumbing through lore only makes it that much less of an impact.
I never said get rid of map markers, but include both markers and less obvious tasks and objectives. Make exploration and understanding as important as the stats on your weapon. Don't reduce quest content to a blur, have meaning behind it. Have effort within it.
Last edited by Kallera; 12-07-2012 at 11:16 AM.
Par...ley? wait...wha..?1. Minigames such as Parley with various difficulty levels for the opponents.
2. Involving crafting/ mining help in the instanced area. Or use the system for a related activity.
3. "Advancing wall of doom" where you run from a hazard. Or hell, environmental traps.
4. Interesting Failure conditions./ escorts that you translate for using the auto translator.
Aion Zwei - Masamune
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