Last i heard, Final Fantasy is also known for great story in video games. If Yoshi-P wants to be more traditional, i am positive this is an element he will really want to focus on.
Last i heard, Final Fantasy is also known for great story in video games. If Yoshi-P wants to be more traditional, i am positive this is an element he will really want to focus on.
Truth to be told, Genjuro, what is really important about all of those discussions is Bayohne and Co. to find out the one or two worthwhile posts and sending them towards the devstaff. Even the most obnoxious discussion laden with nothing but wrong ideas and bad choices (which is a pretty good description of what is going on here) will cause one or two sharp minds to speak up and make good points.Look at all the game producers that are so lively on this forum. I would like to see all your games. Please let me know when they are released so that we may all share in your successful wisdom.
I remember different. 1.0 was different, and that went down the pooper. Well, different didn't work so here we are.
Which is why generally the best idea on those threads is just let people talk endlessly and only say something if you have something relaly intelligent to say. Sadly I have failed to that with an earlier post, but, well, we can't be wise all the time, can we?
But, but, this might feel something like actual Final Fantasy plot progressing quests...The fix, is very simple.
1. Go to NPC Hub
2. Select One Quest
3. Proceed to Location
4. Complete simple Quest Objective
5. Something Dangerous happens
6. Quest Objective - Run for your life
7. Get Saved by something
8. Examine the Previous Danger
9. Get call on your Linkshell from Quest Giver
10. Investigate what caused the danger
11. Get lead to some cool location like a dungeon
12. Unlocks a new area
13. Complete a starter objective in the dungeon
14. Bring your Findings to the NPC
I agree completely. The only thing worse than Cookie Cutter Quests is a Quest Tracker that points you straight to the Objective. It's one thing to point out an NPC in a Town. It is a whole other atrocity to point to the exact location of the mysterious monster that has been plaguing the forest or the secret hideout of the wandering Hermit. This kind of over simplification makes the game pointless.Im sorry NO! Some one already posted about hints and thats fine. What they could do is actually give a general direction and or area as a hint and the rest would be up to the player. There is no reason what-so-ever for a quest to tell you exactly where to go. If with a general hint a player cant figure it out than there is a problem.
It's not about being sure. Forums are about feedback and debate. Silence Means Concession. I don't know if they are only doing simple WoW-clone quest, but I'm not going to sit by quietly while they demonstrate that they are doing them at all.
His example is really one of taking one quest at a time instead of many. he's free to do one quest at a time if he wants, no ones forcing anyone to take all of them at once. Make it take as long as you like.Isn't what you said there basically what's below?
1. Go to Quest Hub
2. Obtain one Quest in the Area
3. Leave Quest Hub
4. Complete simple Quest Objectives listed above
7. Return to Quest Hub
Only difference I saw was that you detailed the objectives in the quest. Kill Monsters, Trigger Object, Kill Monster/Trigger Object/Zone, Kill Monster/Trigger Object was basically all that you did.
I said this same thing when people were bitching about the amount of quests TERA has.... you DO NOT need to do side quests. It's ones own OCD that forces obtain every single yellow ! quest in the area instead of the orange !.
No, there is a massive difference. What I wrote out is an Example of a Quest with progression. The WoW-like quests they demoed in this Video have no progression at all. They are nothing more than XP throw aways.Isn't what you said there basically what's below?
1. Go to Quest Hub
2. Obtain one Quest in the Area
3. Leave Quest Hub
4. Complete simple Quest Objectives listed above
7. Return to Quest Hub
Only difference I saw was that you detailed the objectives in the quest. Kill Monsters, Trigger Object, Kill Monster/Trigger Object/Zone, Kill Monster/Trigger Object was basically all that you did.
Oh no...We hope you enjoy our fifth installment in the Alpha First Look video series, in which we witness our heroes undertaking quests and engaging in battle.
The Duty List allows players to complete a quest from start to finish without needing to refer to the journal, as quest objectives and destinations can be easily confirmed through this new feature. Combat is also improved to be more intense and varied—weaponskills can be used to initiate battle, and spells can be cast from further away.
<center><object width="560" height="315"><param name="movie" value="http://www.youtube.com/v/_N4G854ANo0?version=3&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/_N4G854ANo0?version=3&hl=en_US" type="application/x-shockwave-flash" width="560" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object></center>
* The battles in this video involve low level enemies. Targeting and actions are demonstrated with the mouse instead of keyboard for greater clarity.
* Level progression is primarily quest-based.
* The battle system is currently undergoing significant revision, including changes to all damage algorithms and the claim system.
no...
NO...
NO!
For the sake of the twelve and all that should be Holy Role Playing! "Holy Fishing Pole Batman!!! This shit look like the same Guild Leve Grinding system dressed in quest clothing!
Before the ALPHA is done, fix this... Before it gets out of hand. Also, LAST THING I want to do i read a bunch of pointless dialog for a little quest(which should be straight forward and to the point in gaining fame,ONLY).
If anything, create a campaign system like FFxi's WotG expansion...! Or just focus on the plot and story content so we can progress and exp at the same time.
FF1: "My daughter, the princess was kidnapped, please save her from the evil Gardland. He's hiding in the castle to the north!"
kill monsters to get there, got exp
killed Gardland, saved the princess, got exp
the King rewards you with treasure, exp
the Princess give you a kiss(mmm, good exp) and a KI
...done, NEXT!
more progression, can I have it?
ROFL, love the art work and I do soooooo agree! ^^*
~'\[[_LEGACY_]]/'~TENTs because solo-friendly content forces me to want one!
(HP + Instantly logout anywhere)
*Excalibur* Nation: Limsa Laminsahttp://na.finalfantasyxiv.com/lodestone/my/
Yes, you are right and in doing so I see the wisdom of that. As penance, I shall rage kill my keyboard.Truth to be told, Genjuro, what is really important about all of those discussions is Bayohne and Co. to find out the one or two worthwhile posts and sending them towards the devstaff. Even the most obnoxious discussion laden with nothing but wrong ideas and bad choices (which is a pretty good description of what is going on here) will cause one or two sharp minds to speak up and make good points.
Which is why generally the best idea on those threads is just let people talk endlessly and only say something if you have something relaly intelligent to say. Sadly I have failed to that with an earlier post, but, well, we can't be wise all the time, can we?
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I think at least two people have mentioned this already, but Secret World has a really good quest based leveling system. I only played the beta but at least on those levels the quest were extremely well written and thought and they really brought some depth in to the game world and supported the main story. It felt weird at first because you could only have 3 quests open at a time but the system worked well and while doing the quests I actually remembered what I was doing and why.
I'm not a fan of quest based leveling in general and other than TSW I haven't played any MMO that has made it fun or enjoyable. I don't mind having quests that give you EXP in ARR but I'm worried about a couple of things:
1. Firstly, it seems that the quests are the main way to level. Normal mobs don't give you nearly any EXP at all so grinding isn't an option even if you'd prefer that (Yoshi mentioned this in some interview aswell). We'll see what the other options like guildleves and FATE will bring to the table, maybe they really are a valid option to the quest grind for those who prefer them.
2. Secondly, as seen on the video, the quest system is extremely boring. It's not about actually "questing" (read: adventuring), it's about following glowing arrows and blinking lights. You don't have to know anything about what's going on, just follow the signs and wait until you get your EXP reward. Yes, this is how it's done in so many other games, I know. But should we as players accept that as an excuse? I don't think so.
When I first read about making ARR leveling quest based I was honestly hoping for something new, enjoyable, next-gen MMO-questing experience. I imagined it would involve long storyline that would lead me to a journey through the world, one new area at a time, and interesting dungeons for both solo and group play for many different level ranges. Instead we got this.
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