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This is pretty straight forward. I am a quest writer for the game PlaneShift, and would like the opinions of the greater masses in dealing with quests. Why do you do quests?
I changed my mind. PlaneShift is not worth the time.
Comments
Of all the MMOs that I have played only Final Fantasy XI had quest that I really enjoyed.
All except for the top 3, the exploring part is very unique for example 2d metroid was alot like this but instead of quests and being told where to go you will find the upgrades, and bosses yourself I think many who grew up around this time want the same thing, and if people would try this kind of gameplay they would enjoy it as well. It is very sandbox but its hard to do something like this in a mmorpg without it becoming tedious.
I think instead they should not hold your hand and you need to find your own way, I think there should be secret quests for your class, but hidden and they should change so no one can keep a record but its asking for to much anyways I dont want to go into details but you get the basic idea. Finding weapons, armor, spells, abilitys, loot, and even quests leave you with a very cool feeling, secret caves breaking down walls and so on. On top of that they should do something like they did in morrowind where you can go into any dungeon and beat it no matter how weak you are as long as you had some awesome skill that is another thing that made metroid cool as well, you could go into areas without certain abilitys.
In the end I think that is what makes games so rewarding is this kind of gameplay or similar.
I like when quests open up new areas. Quests that tell you a light story line or even a deep story line, that lead you to new areas of the world in a game. That's what makes quests enjoyable. Most quests out now for games are sadly kill this kill that bullcrap, lol.
I agree, but that will be changing pretty soon, im loving wiiware right now though only lately they have been coming out with some good stuff thats not mind numbing, on top of that people think fighting is everything in video games thats simply not true, I understand its in mmorpgs but it should be optional there should be a variety of things to do other then fighting.
I don't know what to choose from the poll but i can say that runescape had the most enjoyable quests
They need to be epic in scale and difficulty. As well as allow me to explore. I have always been a firm believer that completing a quest should mean something more then just running from one place to another.
No required quests! And if I decide I want to be an assassin-cartographer-dancer-pastry chef who lives only to stalk and kill interior decorators, then that's who I want to be, even if it takes me four years to max all the skills and everyone else thinks I'm freaking nuts. -Madimorga-
the kind of quests i like....i would tell you except i have yet to find any decent ones.
i suppose if i were to choose one it would be one that furthers my character both physically (stats, gear, items) and spiritually (my journey, background).
MMO wish list:
-Changeable worlds
-Solid non level based game
-Sharks with lasers attached to their heads
I prefer games that don't depend on canned quests to give the players something meaningful to do.
The only quests I like are the ones are the long chains that result in something unique at the end, like a warlock horsie in WoW or the shaman helmet from lvl 60. Getting the UBRS key is fine too. Quests have become a grind now though, no different than grinding mobs.
Which Final Fantasy Character Are You?
if I were to kill a titan tomorrow and no CCP employees showed up to say grats I would petition it.
Waiting for: the next MMO that lets me make this macro
if hp < 30 then CastSpell("heal") SpellTargetUnit("player") else CastSpell("smite") end
I like the quest in 9Dragon, a blind old man wants to deliver something to his grand daughter but he can't see where is she. Actually, his daughter just right in front of him with one step distance. Have you heard NPC talking to each other? nope, it's just change scripts.
For any reson to make more complicated than that is no good reason.
The most stupid quest or lack of creative quest is deliver something from one point to another point, contact with certain npc or deliver lunch box to a patrol. But the old man quest is a good one because there is no distance.
I think all quest should not rewarded with armors or weapons. Contact a npc should be just to unlock certain skills.
The quest will be nice for random encounter like sandbox. You just happened to save certain npc by killing a number of mobs ...something like that. Then, he invited you to his house in a far away place. You obtain the treasure to allow you perform certain ability with cold down timer, it could be a boost to add on your crafting or it could be a defensive ring against certain mob etc.
And you can't camping such encounter experience.
Thank you for your answers so far. This is not just an idle post, as we are currently discussing the direction future quests will go. I will be using the answers to this poll to lend weight to the preferences stated.
I changed my mind. PlaneShift is not worth the time.
I like hard quests which have several ways to be solved and may have different rewards depending on your actions. The quests do not have to be complex at all. For example:
A rather shady quest giver asks you: "Get me item X (a picture) from merchant Y (the one who owns it at the moment)." Seems simple enough but getting the item will result in a lot of difficulties: You will have to find out where merchant Y is and where he hides the item. Then you will have to try to get it without the game pointing the way and with true obstacles.
Lets say the picture is in his main mansion. To get the item you could either: fight your way to the item (very hard + get flagged for being a thief), steal it stealthily, bribe a guard to get it or even use a spell to change your looks to that of the merchant so that you can get into the mansion. You might even have the possibility to steal the item and blackmail merchant Y for a better reward or you could simply go to the police and give away the quest giver.
It is important to make player skill an integral part of the quest solving so that those forum readers can't just run through all of the quests in a very short time. Design hard to beat mini bosses, parts that need a high agility, parts where the proper timing is important or mini riddles. When you have solved a quest you should feel somewhat proud ("Yes! I finally did it!") which can be a reward all by itself.
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Insanity: Doing the same thing over and over again and expecting different results.
My favorite quests in the 700 pound gorllia game are the ones that take you to new places following a story. You start out in Darkshire and wind up traveling all over the Eastern Kingdoms hunting down the next page of the story. You seek a powerful relic and the trail leads you from deep in the forests of Ashenvale to Darkshire with plenty of stops along the way.
I'd like to see a quest developed that takes you through half of your leveing experience, takes you all over the world in pursuit of the solution to a mystery. You find clues in unexpected places. You can put this quest on hold for a bit to do somethings, but you always come back to it.
The reward is mostly in finding out what the mystery is all about, but you get some nice items, a healthy amount of XP, and pick up some friends along the way.
I think a few of the quick quests, a few kill X number of boar quests, and some medium story quests are good too.
What I don't like is a quest that requires you to kill xxx number of whatevers for a single rare drop and the reward is the standard bunch of XP and a lousy tshirt. Those suck. Like the "find the missing tome" quest in the Swamp of Sorrows, where I managed to grind out a level just killing swamp things for the missing tome. Quests for a single item that require hours of killing stuff hack me off something fierce.
Which is why I hate the damn find sith waist 4/5 collection in the mess that is SWG NGE.
CH, Jedi, Commando, Smuggler, BH, Scout, Doctor, Chef, BE...yeah, lots of SWG time invested.
Once a denizen of Ahazi
Firstly, not overfrequent meaningless and pointless quests which just ruins the experience of a game imo. Quest features I like:
*Ones that immerse or involve you
*Ones with a good storyline
*Ones with a good and desirable reward
*Quests with multi-stages that actually interest you to do each step.
Some I remember liking in WoW:
Stalin quest that was in Duskwood
A Barrens one involved with helping defend an outpost
An Ashenvale one involved with taking over an outpost
The deserter/Sea monster quest in Thelismore
Not played WoW for a bit but there were a few others of the odd decent compelling quest.
They should also give lots of unique quests to your class if they are doing any quests, including and while your doing it in certain dungeons and etc, they should instance it and put secret areas where you can break walls and dodge traps and find a new ability inside a chest and maybe even armor and weapons, of course dont spoil it also it would be nice of they rogue dungeon it to.
Then you should be able to somewhat choose what part of the story you want to get involved in but make sure it really invovles your character, for example you can choose to follow a quest line to stop a specific necromancer who is doing horrible things to people outside of the city, or you can choose to sneak into the ogre fortress and assasinate the warlord without being seen, but you can only choose one and you do not get another chance to do the other quest unless its on a differant character.
PlaneShift does not have a class system, so any quests would have to be based on individual skills, which is a possibility. I suppose if we wanted to make a 'ranger' type quest, we could require a certain level in all of the 'ranger' type skills. That is something I will keep in mind. Thank you, and keep the votes coming in.
I changed my mind. PlaneShift is not worth the time.
light story line, and opening up areas(even if it's granmama's root cellar, hey a small 2/3 item storage location would be nice depending on the location).
deep story lines have the problem of either having to chain a lot of quests together or being very long. Which makes getting people together for a part difficult.
I find it amazing that by 2020 first world countries will be competing to get immigrants.
I'd prefer if quest were done away with. Spend more time on making game play fun and interesting less time millions of lame quest lines.
I prefer quests that are quests - not just tasks. For example run over here to this exact area, kill five of these and then come back to me for your reward is a task.
I like it when quests are not absolutely necessary to advance in the game, but if you actually complete the quest, you get something nice.
I like quests that are soloable, with some thought, planning and maybe some luck. I despise quests that require you to drag along a group to complete.
Something with a deep story line is more my style.
List of SOE lies
Thanks for the answers so far. I would like to see a minimum of about 100 answers in total, if possible, to make sure there is a good spread of the different kinds of players represented.
I changed my mind. PlaneShift is not worth the time.
In general I like to only do a few quests in a game.....games like LoTRO, WoW, and EQ2 that are just one after another after another get old fast to me.........I think I just like to explore new areas and dungeons and if I have a quest there then great but if not no big deal.........I know I dont like the quests like they had later in LoTRO where you ran all over the countyside from one NPC to another just feeling like your totally wasting your time.......Yeah the rewards were good for thsoe at times but to me it just wasnt very satisfying nor enjoyable to play that way........
I like chain quests which have a light storyline, examples;
SWG
- Jabba's Palace
EQ2
- Froglok unlock
WOW
- Dead Mines
EQ2 had the best quests I ever played in a mmorpg but the sad part is the rest of the game sucks.