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Author Topic: (QOTW 03102008) Let's Talk Questing  (Read 10103 times)
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« Reply #15 on: March 19, 2008, 04:02:40 AM »

Well as stated, all gear and equipment will be created by the players themselves. So the rules out getting it as a drop, and I would go so far as to assume that rules out as a quest reward as well.

Perhaps they give special components to great weapons. Where you can't craft a higher-end weapon without getting the component from a specific quest, or buying it from someone who has done the quest.

And since these quests are randomly generated, its most probable that the rewards will be more in the lines of money and reputation than anything too special. But I'm sure there will be some. However it is probably the storyline and main quests that will be giving the more unique rewards.
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« Reply #16 on: March 19, 2008, 07:14:46 AM »

Could I ask for one caveat when doing quests (other than random generated ones)?  If the quest sucks and is a "go to location X," or "kill Y whodiddies," or "kill Y whodiddies and collect Z skins," or any other lame type of quest could you just not include it?

I guess what I'm trying to say is just because your making an MMO I hope you don't feel pressured to insert a lot of crappy quest content because you think you have to.  If I were a dev any quest I played through and thought sucked wouldn't make it into the game.

I've noticed this in every MMO I've ever played.  You basically get one fun quest for every thirty crappy ones.  Why not just cut out the fat?
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« Reply #17 on: March 22, 2008, 11:09:34 AM »

Could I ask for one caveat when doing quests (other than random generated ones)?  If the quest sucks and is a "go to location X," or "kill Y whodiddies," or "kill Y whodiddies and collect Z skins," or any other lame type of quest could you just not include it?

I guess what I'm trying to say is just because your making an MMO I hope you don't feel pressured to insert a lot of crappy quest content because you think you have to.  If I were a dev any quest I played through and thought sucked wouldn't make it into the game.

I've noticed this in every MMO I've ever played.  You basically get one fun quest for every thirty crappy ones.  Why not just cut out the fat?

If it turns out like the AO quest console quests, hopefully better, it still ought to be pretty handy.  You could request certain types of quests with certain rewards, so no randomness except the random nature of the quest.  You would end up being sent to a random door, or an outdoor location to kill someone, or any other number of things.   Very good system if they chose to use it. 

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« Reply #18 on: March 22, 2008, 03:46:43 PM »

I meant more like static NPC quests where some Continoman Army officer is standing around and you go up to him and he's all, "Kill some mutant rats and bring back their tails.  I'll give you money or this item component (or XP I guess)."

Stuff like that.
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« Reply #19 on: March 22, 2008, 11:28:27 PM »

all I hope is that this type of random generated quests doesnt lead to the type of quests you normally get in EVE where the quests text makes it seem like you are going someplace new but in fact it continiously sends you to the exact same place as the one before doing the exact same thing as the one before, just the text the questgiver gives you is different.
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« Reply #20 on: March 23, 2008, 08:03:10 AM »

true randomized questing can become boring if you end up running into the same quest over again. IMO however there can be quests that people will enjoy doing over and over and over again. Its the same reason why players on COD4 play the "Mile High Club" level constantly. Its exactly the same as why someone would play one quest over again. If Masthead not only makes it so I can quest for 48 hour without runing into the same random quest, but also makes it so that when i see that quest for the something-th time I won get bored and pass it up.
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« Reply #21 on: March 30, 2008, 01:38:11 PM »

I wonder how quest dialogue will be carried out.  Will ER use the standard text-box style or will they try something different.  Age of Conan offers a cinematic cut-scene for quests with the option to choose responses - and your choice may ultimately affect the dialogue in general, or the outcome of the quest.

I would like to see something similar.  With games like Mass Effect and The Witcher - "choosing your path" seems like a popular route to take and provides something a lot less linear quest/storyline. 
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« Reply #22 on: April 07, 2008, 05:12:18 AM »

So far, this sounds good.  I tend to play about 50% solo, and it's nice to see that there will be plenty of quests.  I think that quest rewards should run the gamut from money to supplies and, occasionally, good gear.  Shocked

I agree with everything you said except the good gear part simply because then you have everyone out trying to get the LEET gears and that has a serious negative impact on the crafting/economy side of the game! My case in point is Star Wars Galaxies in that game they have made quest loots/rewards better than the player made stuff in the game and all but destroyed what was once an awesome player ecomony. Also them taking out decay doesn't help.
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« Reply #23 on: April 28, 2008, 11:22:45 AM »

Ah questing, no other subject (besides levels vs skill debates) is as hotly discussed as this one.

As a gamer, I tend to read many forums. In many mmorpg forums the thread subject always comes back to quests. But more specifically, why in all the mmorpgs they tend to be the same. They are either randomly generated via what i call "the alphabet soup" method or planed out using the same formats rehashed over and over, just with a different shade of paint.

The reason people think quests are so boring after so long of doing them is because every mmorpg out there seems to be using the same "kill x of y" or "deliver product from a to b" quest formats. But in all fairness, there are only so many things a dev making stationary quests (quests that you get from an npc standing there) can do. So what is the answer?

The answer is simple. Its only a matter of thinking outside the box and rethinking/reinventing the current standard quest system. The answer is to base the quests off the surrounding environment... or in other words: Dynamic Questing. "Huh?!" you say. Allow me to explain:

A Npc (yes npcs would actually do something in this system) is transporting materials or products from player City A to player City B. Mob type A is flagged to agro anything that crosses its path due to players hunting it way too much... and attacks the NPC, the NPC programming kicks in and it runs away to the nearest player city screaming bloody murder. It comes up to a group of players that are just chilling or buying something and shouts for help, it would stand there until someone went and rescued the NPC's goods and came back with it, then it would reward them... walla dynamic quest. This is actually a complex example, but i think it gets the point across.  Quests that mean something, add immersion, react to the surrounding area, and are not just kill x of y type quests.

Anyway, that is what i believe games these days need to start doing. The standard type of questing system is a bit old.. and needs to be replaced.

Just my two cents.
« Last Edit: April 28, 2008, 11:28:00 AM by ArcheusCross » Logged
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« Reply #24 on: April 28, 2008, 03:13:29 PM »

it is a complex example.  In fact, while the idea is really fantastic (no really, it's interesting), it essentially requires either a fully active and alert NPC world 24/7 (epic server needs), or GM intervention, or some combination of the above, plus some form of player interest to keep everything moving *or* a reasonable system for dealing with "missed" missions.

Some other problems that crop up is, for example, a group of players stumbling across said "mission area" without coming across the mission giving NPC or GM.

That said, a well run system of dynamic missions would probably even get some hardcore PvPers in to it. I mean, if some guy randomly runs up to me with some needs, and it's something interesting, rewarding, and not dragged out, sure I'll do it.

In sum, if it works, great, but it's very very complex to pull off successfully.
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« Reply #25 on: May 01, 2008, 11:22:58 AM »

This is sounding like its going to be quite a great system, I love the whole EvE sort of themed randomly generated quests. But what I most like in this system , is that you have to make a decision about which faction you want to be friends with, and which factions you do not want to be friends with. I cherish the idea that you cannot be friends with all factions, if it wasnt like this would just make the whole experience... less effortless , I guess?, which isn't very good, but your not doing it like that so... good Tongue. Anyway, its a great idea Cheesy.
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