For those that enjoy story, and not just the quickest path to the top level... the reason why you go kill those marmots, or examine those points, is always different. Thats what quest-ers enjoy.Quest Setup:
"Go pick 5 vegetables for me."
"Go slay 5 Marmots for me."
"Go examine 3 points for me..oh but watch out! you'll pop a marmot!"
Repeat hundreds of times between all 3 cities and that's how you'll level every class. If you've played one quest based MMO you've played em all, so don't worry about it.
Well considering even SE blew through the dialog when showing the system off, it must not be that good, since even though there's a reason, did you enjoy reading every Guildleve you used? Since they have those said reasons too but I rarely heard of anyone taking the time to read nor talk about why we're doing it.
That's why I dislike quest based MMOs, the stories tend to be poorly done because I'm a person that enjoys story which is why I enjoyed XI's content setup, because all were rooted into the overall mythos of Vanadiel even if you ended up grinding certain events over and over back in the day, the locale itself was story driven.
leves are not the same as quests...... leves were more like "marks". The quests that were available in 1.0, i thought were very well done. I don't think I would have leveled weaver as fast as I did if it weren't for the quests because I wanted to see how the story ended... With that in mind, I think ARR has a good chance of making their quests immersive enough to not mind the typical "gather me 3 of those and 5 of these." in order to find out what happens next.Well considering even SE blew through the dialog when showing the system off, it must not be that good, since even though there's a reason, did you enjoy reading every Guildleve you used? Since they have those said reasons too but I rarely heard of anyone taking the time to read nor talk about why we're doing it.
That's why I dislike quest based MMOs, the stories tend to be poorly done because I'm a person that enjoys story which is why I enjoyed XI's content setup, because all were rooted into the overall mythos of Vanadiel even if you ended up grinding certain events over and over back in the day, the locale itself was story driven.



People will skip dialogue regardless of how good it is. I still remember the interesting explanations and dialogue WoW's quests to unlock druid forms had (brief history, explanations of why druids are able to take on the animal forms, etc), and people STILL decided to skip the dialogue. It's less about the quality of the text and more about how patient your average person is.Well considering even SE blew through the dialog when showing the system off, it must not be that good, since even though there's a reason, did you enjoy reading every Guildleve you used? Since they have those said reasons too but I rarely heard of anyone taking the time to read nor talk about why we're doing it.
The person that cares about the lore and is curious will read the quest. The guy that just wants to rush through the content as fast as possible will click on the accept quest button and move on. You're pointing the finger at the wrong thing, as always.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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