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How kill x number of mob works in TOR

I still see people insisting that your typical quests in TOR will be the "go kill 10 rats" kind of quests, but this simply isn't true. However, what will happen is this: you pick up a quest from an npc and maybe along the way you kill something, when you kill it a bonus quest will pop up to kill x number of that mob and when you kill the number mentioned then you'll get another pop up telling you you've finished the bonus quest. There will be no voice overs associated with such quests and they are meant to be as unintrusive as possible. Also you are likely to kill whatever number of mobs you need to kill on the way to doing what your main quests ask you to do, this makes questing to feel less grindy than in other MMOs.

This was explained at E3 and has been repeated, and shown via gameplay videos, multiple times; but people are still insisting that your standard quest will be the kill x number type of quests. This thread and post is meant to set the record straight. Your main quests will always be story based and the bonus quests just sort of happen along the way. You don't talk to a quest giver to get the kill quests nor to turn them in, they work seamlessly with whatever you happen to be doing at the time.

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Comments

  • MetentsoMetentso Member UncommonPosts: 1,437

    "Go kill x number of mob"

    1 - Oh no that's wrong ---> ++light

    2 - I kill kill a few only because it's you

    3 - Yes My Lord --> ++dark

  • LatellaLatella Member Posts: 189

    This is so cute.

    So according to you,  the fact that the x mobs to kill appear AFTER you picked up the quest as opposed to when you pick up the quest, it somehow is less grindy than killing them knowing what to kill from the start.

    It´s just too cute <3

    Rawr.

  • aesperusaesperus Member UncommonPosts: 5,135

    Actually, the PvE gameplay videos show quite a few of those quests. Even in the main storyline. It seems like there's only a couple quests within each main area of the storyline that are essentially boss encounters. You can find screenshots and vids online of 'go blow up x containers' 'go kill x smugglers' 'go exterminate x aliens'.

    These won't be the only quest type, but they most definitely are in the game en masse.

  • BigdaddyxBigdaddyx Member UncommonPosts: 2,039

    Originally posted by Metentso

    "Go kill x number of mob"

    1 - Oh no that's wrong ---> ++light

    2 - I kill kill a few only because it's you

    3 - Yes My Lord --> ++dark

    In every MMO you have to kill  whether a quest guy tells you to or you do it on your own, you are killing X number of something. But the way you describe, nope there is no such quests in SWTOR.

  • scottnsscottns Member UncommonPosts: 231

    Originally posted by BarakIII

    I still see people insisting that your typical quests in TOR will be the "go kill 10 rats" kind of quests, but this simply isn't true. However, what will happen is this: you pick up a quest from an npc and maybe along the way you kill something, when you kill it a bonus quest will pop up to kill x number of that mob and when you kill the number mentioned then you'll get another pop up telling you you've finished the bonus quest. There will be no voice overs associated with such quests and they are meant to be as unintrusive as possible. Also you are likely to kill whatever number of mobs you need to kill on the way to doing what your main quests ask you to do, this makes questing to feel less grindy than in other MMOs.

    This was explained at E3 and has been repeated, and shown via gameplay videos, multiple times; but people are still insisting that your standard quest will be the kill x number type of quests. This thread and post is meant to set the record straight. Your main quests will always be story based and the bonus quests just sort of happen along the way. You don't talk to a quest giver to get the kill quests nor to turn them in, they work seamlessly with whatever you happen to be doing at the time.

    This is exactly how it works. Yes, you have to fight through mobs to get to the actual mission objective but the mission itself is not "go kill 10 womprats"

  • BadSpock2BadSpock2 Member Posts: 96

    You never have to pick up or turn in "kill X rats quests" but if you are in an area for a story that has rats, and you kill one, you'll get a bonus objective pop up to kill nine more.

    They can easily be skipped and will disappear after you leave the area.

    But if you choose to kill ten, once that tenth rat is killed you'll get a little bonus XP and sometimes cash.

    It really is that simple.

     

  • MetentsoMetentso Member UncommonPosts: 1,437

    Originally posted by Bigdaddyx

    Originally posted by Metentso

    "Go kill x number of mob"

    1 - Oh no that's wrong ---> ++light

    2 - I kill kill a few only because it's you

    3 - Yes My Lord --> ++dark

    In every MMO you have to kill  whether a quest guy tells you to or you do it on your own, you are killing X number of something. But the way you describe, nope there is no such quests in SWTOR.

    Ok i'm glad, lol.

  • BarakIIIBarakIII Member Posts: 800

    Originally posted by Latella

    This is so cute.

    So according to you,  the fact that the x mobs to kill appear AFTER you picked up the quest as opposed to when you pick up the quest, it somehow is less grindy than killing them knowing what to kill from the start.

    It´s just too cute <3

    No, not according to me, but according to the developers and the videos I've seen. The number to kill is generally low and you're likely to kill that many on the way to whatever the story quest has sent you on to begin with. What game testing info has been released suggest that it does indeed feel less grindy than other MMOs.

  • LatellaLatella Member Posts: 189

    Again, the grind is not so just because someone tells me to do something, it´s the something itself what provokes the feeling of grind.  In the end it´s obvious if you wanna advance successfully you will need to take on those extra quests, at least periodically, and thus you will still sit on your ass killing dozens of rats for no reason.

    Big "improvement".

    Rawr.

  • BadSpock2BadSpock2 Member Posts: 96

    It's suprising when you don't automatically kill said number of mobs on your way to whatever you are doing for the story.

    You might have to purposefully kill one or two "extra" to reach the bonus objective, at most.

     

    And becuase you rarely and I mean rarely fight one on one with mobs in TOR, it's never an issue.

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,197

    Originally posted by BarakIII

    Originally posted by Latella

    This is so cute.

    So according to you,  the fact that the x mobs to kill appear AFTER you picked up the quest as opposed to when you pick up the quest, it somehow is less grindy than killing them knowing what to kill from the start.

    It´s just too cute <3

    No, not according to me, but according to the developers and the videos I've seen. The number to kill is generally low and you're likely to kill that many on the way to whatever the story quest has sent you on to begin with. What game testing info has been released suggest that it does indeed feel less grindy than other MMOs.

    Barak is right, this is how the more "traditional" questing objectives work.  While you will have some missions that require you to get the off hand clicky,  or you will find an actual voiced sidequest requesting you kill something or other,  for the most part,  you won't have 10  Kill  X amount of Y  quests in your journal.     As you go from point A to point B you'll run into "bonus" quests.  Essentially they are just area quests where, as you are traveling you kill something and see a popup screen telling you if you kill X amount more you complete your objectives and earn experience.  

     

    It is a good idea to finish these quests as  1)  They are meant to be completed so you stay on an even leveling path  and 2) You'll finish most of them just getting from A to B without trying.  In some cases it would be tougher to NOT compelete them, thereby purposely gimping yourself.  

     

    The meat of the voiced questing is from personal or group stories (and some side questing)  but mostly the voiced quests aren't just your basic Kill quest.  Its more on par with single player titles where you have a specific objective for every quest, and they aren't just generic to the area... they are specific to your choice and story.



  • ChilliesauceChilliesauce Member Posts: 559

    Originally posted by Latella

    Again, the grind is not so just because someone tells me to do something, it´s the something itself what provokes the feeling of grind.  In the end it´s obvious if you wanna advance successfully you will need to take on those extra quests, at least periodically, and thus you will still sit on your ass killing dozens of rats for no reason.

    Big "improvement".

    So how do you want to progress? you are against killing? because you will still kill something wthether a quest guys tell you or not. Combat forms a big part of just any MMO. Now even if we take out the kill quests or activities out of equation what other options you are left with to level? PVP? again you are left with killing a set number of players, crafting? lets say you can level with crafting after few hours it will become monotonus activity.

    So i don't know what exactly you are complaining about here. Even though you can level to max just by doing personal storyline.

    image

  • LatellaLatella Member Posts: 189

    Don´t get me wrong, i still think the game will be awesome.

    I just don´t see this system being any better than others, whatever comes i will accept it, but people are generally talking of it ( not only in this thread ) as if it was the panacea to conventional questing when it´s just a diff way to do the same.

    Rawr.

  • BadSpock2BadSpock2 Member Posts: 96

    Originally posted by Latella

    Don´t get me wrong, i still think the game will be awesome.

    I just don´t see this system being any better than others, whatever comes i will accept it, but people are generally talking of it ( not only in this thread ) as if it was the panacea to conventional questing when it´s just a diff way to do the same.

    No, it's not the same lol.

    You don't walk up to a NPC who tells you to go and kill 10 rats, kill the rats, then return to the NPC for a reward.

     

    Well, at least never in your "main" class story line.

    The side quests / open world quests? Definitely some "gather X of Y" in there, not sure about "kill X of y" though.

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,197

    Originally posted by Latella

    Don´t get me wrong, i still think the game will be awesome.

    I just don´t see this system being any better than others, whatever comes i will accept it, but people are generally talking of it ( not only in this thread ) as if it was the panacea to conventional questing when it´s just a diff way to do the same.

    Let me be the first to tell you, welcome to gaming.  Take a look at any of the "new" MMOs to come out.  Everything is just a different way to do the same.

     

    This type of questing is a mix between traditional questing - level based areas - and a more open, group based style of questing.     Its not widely different,  but,  if you want to get on the technical side,  neither is GW2s events or PBDs Factional Warfare.



  • KuinnKuinn Member UncommonPosts: 2,072

    Ofcourse there is kill X mobs quests, be it optional side quests or not, why shouldnt there be? The propblem with other games is that the kill X mobs are THE ONLY TYPE of quests out there 99% of the time, and even kill X mobs quests can have twists, usually they dont. Most mmorpgs are about killing stuff most of the time, so it's okay to have quests for it, does not mean it has to be kill 10 x kill 10 x kill 10x untill you hit max level.

  • BarakIIIBarakIII Member Posts: 800

    Originally posted by Latella

    Don´t get me wrong, i still think the game will be awesome.

    I just don´t see this system being any better than others, whatever comes i will accept it, but people are generally talking of it ( not only in this thread ) as if it was the panacea to conventional questing when it´s just a diff way to do the same.

    It may be a different way to do the same, but the difference may be huge in how it 'feels'. I think there will always be a certain amount of grind in any MMO, it's just the nature of the genre, but there are ways to diminish how grindy it actually feels, and I believe TOR does that.

    I have the feeling the grind will still very much be there in terms of crafting if you want to be a hardcore crafter, which I do. You're going to have to work to get the materials you need and I can't think of a good way to take the grind out of gathering mats for crafting. It's always the same, go kill stuff for drops, gather from nodes, and buy stuff from other players. The gathering missions will help, but only for those who plan to craft only for themselves, these gathering missions won't get a player enough mats to do more than that.

  • Lord.BachusLord.Bachus Member RarePosts: 9,686
    You have epic quests and simple tasks, dont name the simple tasks quests, but name them chores or just tasks, problem solved.

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • GibboniciGibbonici Member UncommonPosts: 472

    Originally posted by BarakIII

    I have the feeling the grind will still very much be there in terms of crafting if you want to be a hardcore crafter, which I do. You're going to have to work to get the materials you need and I can't think of a good way to take the grind out of gathering mats for crafting. It's always the same, go kill stuff for drops, gather from nodes, and buy stuff from other players. The gathering missions will help, but only for those who plan to craft only for themselves, these gathering missions won't get a player enough mats to do more than that.

    There's a thread somewhere with a recent announcement about how crafting will work. It sounds pretty different to what we're used to in other games, although I'm not sure how mob-grindy it might be.

    But you can always send a companion to do your gathering for you, which has to be an improvement ;)

  • kaliniskalinis Member Posts: 1,428

    They dont have any quests u pick up that say kill 20 rats. While u do have side stuff that pops up that if u kill so many people while doing a quest u are on then u get stuff as a bonus but no actualy kill 20 rats come back to me type quests.

    They have stated that time and again the c rafting thing sounds cool to me. I dont have to sit on my ship watching some bar go up and down while i level my crafting. that is boring to me. i do it in wow but its still boring.

    The fact is ill gather as i kill and level and when i log out send my guys to do some gathering or crafting. Or the cool part the mission thng. That is the part of crafting i wanna see the most. 

    They are doing some new innovative stuff its just not on the scale of lets reinvent the wheel type stuff. Hey if gw 2 can pull it off cudos ot them. The problem is i thinnk so many people will be disappointed if it turns out gw 2 has any mechanics they recognize whereas i know what to expect with tor.

    Im not saying gw 2 can pull off the completly unique game. Im just saying im not sure just because they got rid of tirlogy and are doing a dynamic quest thing instead of the pick up quest part that the whole game will be totolly unique.

  • BadSpock2BadSpock2 Member Posts: 96

    Looks to me like crafting in TOR will be a lot more like hybrid of KOTOR 1, ME1+2.

    Not much in common with your "standard" MMO-type crafting.

  • BarakIIIBarakIII Member Posts: 800

    Originally posted by Gibbonici

    Originally posted by BarakIII

    I have the feeling the grind will still very much be there in terms of crafting if you want to be a hardcore crafter, which I do. You're going to have to work to get the materials you need and I can't think of a good way to take the grind out of gathering mats for crafting. It's always the same, go kill stuff for drops, gather from nodes, and buy stuff from other players. The gathering missions will help, but only for those who plan to craft only for themselves, these gathering missions won't get a player enough mats to do more than that.

    There's a thread somewhere with a recent announcement about how crafting will work. It sounds pretty different to what we're used to in other games, although I'm not sure how mob-grindy it might be.

    But you can always send a companion to do your gathering for you, which has to be an improvement ;)

    Yes, I mentioned that in my post if you read it. I've known the basics of how crafting will work for sometime now, all they've done lately is fill in the blanks. But the way the developers have talked about it the gathering missions aren't going to be nearly enough if you want to do some hardcore crafting. The best it will do, if even that, is to get you enough mats to craft for yourself. It's not meant to do all the work for you, it's simply meant to be a supplement to your own gathering efforts. Oh, and they may pick up some nice surprises along the way, that's all.

  • BarakIIIBarakIII Member Posts: 800

    Originally posted by BadSpock

    Looks to me like crafting in TOR will be a lot more like hybrid of KOTOR 1, ME1+2.

    Not much in common with your "standard" MMO-type crafting.

    Actually it seems to have a lot in common with Eve's crafting. The most basic explanation is that you gather your mats, get your hands on a blueprint or in TORs case a schematic, then set up the production run in a factory, or in TORs case with your crew skills. Of course Eves industry goes a bit deeper, but the basics are pretty much the same.

  • waynejr2waynejr2 Member EpicPosts: 7,771

    Originally posted by Lord.Bachus

    You have epic quests and simple tasks, dont name the simple tasks quests, but name them chores or just tasks, problem solved.

     I have said this for years.  Quests to me were epic not day jobs.  I think back to the Holy Grail and Knights of the Round Table.  Ok, the Monty Python version, but you know what I mean.

    When I was a kid, the county put out a bounty on Red Fox because they were over populated and diseased.  IIRC, it was $2.00 each.  Killing N boars should be like that, when the local virtual population gets too high, an NPC offers you $ per kill until the population goes down below a threshold.  It wouldn't be a daily task, but it could happen everyday.  A side benefit, imo, is that it feels a little bit dynamic.

    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




  • waynejr2waynejr2 Member EpicPosts: 7,771

    Originally posted by BarakIII

    Originally posted by BadSpock

    Looks to me like crafting in TOR will be a lot more like hybrid of KOTOR 1, ME1+2.

    Not much in common with your "standard" MMO-type crafting.

    Actually it seems to have a lot in common with Eve's crafting. The most basic explanation is that you gather your mats, get your hands on a blueprint or in TORs case a schematic, then set up the production run in a factory, or in TORs case with your crew skills. Of course Eves industry goes a bit deeper, but the basics are pretty much the same.

     The nice thing about a small system is it can be built upon.  EQ2's crafting was deep but they changed it and some pissed players off.

    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

    Epic Music:   https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1

    https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1

    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

    John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."

    FreddyNoNose:  "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."

    LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"




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