Agreed. In WAR they were fun the first few times and after that I stopped bothering with them.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own. -- Herman Melville
There were two problems with Warhammers PQ's I thought. One was that they all had very similar structure to them and the second is that they didn't scale. If those were fixed when the game came out I think it would have gone a long way in making that game more successful.
Originally posted by DJJazzy There were two problems with Warhammers PQ's I thought. One was that they all had very similar structure to them and the second is that they didn't scale. If those were fixed when the game came out I think it would have gone a long way in making that game more successful.
A little off topic but the PQ's were not the reason WAR failed. The 2 faction system didn't work. Adding scenarios made world PvP pointless. WAR is supposed to be a PvP game.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own. -- Herman Melville
Originally posted by DJJazzy There were two problems with Warhammers PQ's I thought. One was that they all had very similar structure to them and the second is that they didn't scale. If those were fixed when the game came out I think it would have gone a long way in making that game more successful.
A little off topic but the PQ's were not the reason WAR failed. The 2 faction system didn't work. Adding scenarios made world PvP pointless. WAR is supposed to be a PvP game.
I never said it failed because of them but the way they had it sure didn't lend itself to long lasting appeal.
Anybody that says "collect 10 bear butts" is a social activity is a troll. I seriously cannot belive anybody is saying that in this thread. I know we are on mmorpg.com, but nobody can be that dumb so they have to be trolling.
Originally posted by zethcarn Public questing is fun. But it's also one of those things that's hard to balance in terms of making it challenging & rewarding. If 50 people zerg an area that's designed for only 10 people, where is the fun in that? The system must be able to respond to the number of people in the immediate area to constantly raise or lower the difficulty.
I agree that it becomes boring to zerg everything that is weak.. I like what GW2 has done with scaling events to reflect the number of people participating.. I also liked the idea what Rift did with having increasing difficulty of events in stages.. Both options addressed what you brought up.. The more players involved, the harder the event becomes as it progresses.. I hope this becomes the new common form of questing.. I prefer the norm being dynamic events.. QUESTING in my opinion should be reserved limit use like EQ's epic quest line.. I believe question was way over used from 2004 to 2012.. Eight years of ? clicking is enough..
"So, what are your view on public questing? Do you think it adds to the social aspect of the game? Do you prefer the "wowish" way of questing or maybe just the gather-a-group-in-a-dungeon-and-kill-stuff-for-XP way?"
I'd like a mixture, some solo quests tailored to specific races and classes mixed in with some larger collective activity which could be EQ style big open dungeons or WAR style public quests or GW style dynamic events as they all fulfill the same function. In a way you could see EQ open dungeons -> public quests -> dynamic events, as a progression.
Either way the hub solo questing model providing both the meat and the flavor of these games is a dead-end imo because solo quest chains that everyone follows have to be generic which also creates a pressure for the classes to gradually become more similar over time. I think a better alternative would be part class-tailored solo questing providing the flavor and part open dungeons/public quests/dynamic events providing the meat.
I think they are equally important however. Having both means you can switch from one to the other when you get bored which keeps both fresh.
Comments
Agreed. In WAR they were fun the first few times and after that I stopped bothering with them.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.
-- Herman Melville
A little off topic but the PQ's were not the reason WAR failed. The 2 faction system didn't work. Adding scenarios made world PvP pointless. WAR is supposed to be a PvP game.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.
-- Herman Melville
I never said it failed because of them but the way they had it sure didn't lend itself to long lasting appeal.
I agree that it becomes boring to zerg everything that is weak.. I like what GW2 has done with scaling events to reflect the number of people participating.. I also liked the idea what Rift did with having increasing difficulty of events in stages.. Both options addressed what you brought up.. The more players involved, the harder the event becomes as it progresses.. I hope this becomes the new common form of questing.. I prefer the norm being dynamic events.. QUESTING in my opinion should be reserved limit use like EQ's epic quest line.. I believe question was way over used from 2004 to 2012.. Eight years of ? clicking is enough..
"So, what are your view on public questing? Do you think it adds to the social aspect of the game? Do you prefer the "wowish" way of questing or maybe just the gather-a-group-in-a-dungeon-and-kill-stuff-for-XP way?"
I'd like a mixture, some solo quests tailored to specific races and classes mixed in with some larger collective activity which could be EQ style big open dungeons or WAR style public quests or GW style dynamic events as they all fulfill the same function. In a way you could see EQ open dungeons -> public quests -> dynamic events, as a progression.
Either way the hub solo questing model providing both the meat and the flavor of these games is a dead-end imo because solo quest chains that everyone follows have to be generic which also creates a pressure for the classes to gradually become more similar over time. I think a better alternative would be part class-tailored solo questing providing the flavor and part open dungeons/public quests/dynamic events providing the meat.
I think they are equally important however. Having both means you can switch from one to the other when you get bored which keeps both fresh.