I would give them a 5/10. Still need to reward with a nice chunk of experience. I'm a bit more concerned about experience, then I am about gear. :P
The quest were standard as far as MMO's go, what made them annoying and monotonous was the travel time, but this could be said for the main story and class quests aswell.
It's quite irritating when 70% of the quest is running there and back.
Most other MMO's have small camps of NPC's which give out quests close to their proximity, FF14 on the other hand requires you to go all the way back to the city for quests, mission, leves, all of it, its really bothersome.
If you wana make some interesting quest why not have quest at the hamlets and their surrounding area's, at least it would make it worth while going there.
Last edited by Jinko; 04-07-2011 at 06:42 AM.
Are these really standard for the genre?
This wouldn't fly in an offline RPG as content. It certainly wouldn't fly in any other genre.
Are we really saying we have come to accept low standards in kind of side content in MMOs and something is ripe for revolutionary change?
Sounds like a job for this exact game.
Eh, I say 7/10.
Sure, all the low rank fetch quests were nothing special, and overly simple - but I doubt they are intended to keep the r50s entertained. Still, some of the dialogue was amusing at least, especially the method of bridge repair in Limsa.
I found the r30 quests to be quite fun for side quests and I'm looking forward to the r40+ ones.
What I would change: I would like it better if they had reduced the number of mobs that spawn for the fetch quests and confine them a little more. Every quest had a great deal of them scattered around - some of these get in the way of regular grinding and leves. I'd also rather see exp/sp rewarded upon completion of the quest instead of the mob's demise.
Would like to see quests given out at the hamlets and villages too.
"Be EXCELLENT to each other!" ~ Bill S. Preston Esq.
I think the quests are fine. They are what they are. Although I dont think they are really intended for any of us who have been playing since beta. I think they would be a nice change of pace for someone new who's ranking up a job for the first time. Im betting that most of us who were ocd enough to do all the quests have at least 1 rank 50 job and breezed through everything in one or two days. These quests and the rewards definately seemed more tailored to someone new on their first playthrough to rank 50.
bluegarter.guildwork.com
Poor.
What Square has done is create a overly structured system that feels stale and repetitive. The dynamic nature of the quests I enjoyed from what little I played of XI is suffocated by the standardized uninteresting tales of XIV's NPCs meager troubles with the wildlife. In XI, each quest I experienced felt carefully and lovingly made, while the Quests here feel like someone just plugged in some statistics and a quick story into their standard quest system to their as an excuse for more content. Yes It's there, but it's hardly engaging. The whole thing just feels so...bureaucratic and mundane.
Now mind you, in XI I only got to around level 20, but what I did play, I thoroughly enjoyed and I was happy to continue playing because I knew I had new places and exciting stories to look forward to. All in all I've just come to wonder why I'm even bothering to move forward. What's my goal? What do I have to look forward to and why am I wasting my time if I've already experienced the grand bulk of what this game has to offer.
I'm sorry for going on a tangent and falling out of subject, but I am just starting to get annoyed by the direction and snail pace the development is going. I want it to be good, and I believe it still can be good, but I believe Square needs to try to make the game feel more dynamic and less like completing corporate tasks. It feels less like a fantasy adventure and more like work.
The only small problem was the rewards. As for the quest themselves, they were entertaining if you actually read the text, included some good snippets of lore, and they were perfectly in line with what anyone with logic could expect from the first batch of SIDE-quests. Fastest to implement -> Fastest to release. Easy peasy.
It's laughable when I see people comparing them to FFXI, and completely forget the fact that FFXI didn't just have quests with cutscenes and all, but actually had a lot of quests exactly like those, just with text and fighting (exactly like every other MMORPG out there, mind you).
Some people simply don't know how to keep their expectations in check.
Finally, just LOL at the completely arbitrary distinction between "content" and "pseudocontent".
Sorry mate, content isn't "pseudocontent" just because you aren't interested in it.
They are. Basically every MMORPG out there has several quests like those (and most of the times way worse writing).
You mustn't have played many offline PRGs lately. Dragon Age 2, for instance, has *plenty* quests like those.This wouldn't fly in an offline RPG as content. It certainly wouldn't fly in any other genre.
Last edited by Abriael; 04-12-2011 at 12:55 AM.
Now hold your horses. Sidequests in XI where wide and varied and required more than just running out to set point X and killing Y creatures. In one Quest you had to find certain sad during a sandstorm. In another requires you making a particularly tricky journey to a gravesite. And those are just off the top of my head. I suppose what I'm asking for is more variation in design and execution. Something to make the world seem more alive and interesting.It's laughable when I see people comparing them to FFXI, and completely forget the fact that FFXI didn't just have quests with cutscenes and all, but actually had a lot of quests exactly like those, just with text and fighting (exactly like every other MMORPG out there, mind you).
Some people simply don't know how to keep their expectations in check.
I can understand it takes time to get these things done. But I would rather be stuck with a few Spectacular sidequests then many mediocre ones.
I would not use DA2 as an example of a great RPG. But that's just me.You mustn't have played many offline PRGs lately. Dragon Age 2, for instance, has *plenty* quests like those.
I honestly hate quests without lore, even if they are side quests. Is it so hard to make a couple of quests like protect zone x, patrol zone y, help z doing @? Had lore to it, side lore that has something to do with the town you are and help you understand its context on the world you are in. Also some voice acting would be great.
overall 2/10
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