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All these games that make you out to be the chosen one or the one hero of the day are getting old, they should be in single player games only. Everyone has the storyline quest and they make you just you out to be the hero, not every player playing the game.
I so wish we could have a game that used the EQ1 quest system that every quest was just a repeatable turn in quest.
Arcanum Gaming Escape the Grind.
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I don't.
I don't care what most other people are doing, so I don't care if they're doing the same story.
I am speaking for the gaming community as a whole when I implore you to never get into game design. That EQ1 system was the worst system ever.
Storyline quests are perfectly fine because it's a RPG game. But they shouldn't be of the type "you are a hero" because evereyone else then also becomes a hero. Why not make storyline quests where there already is hero (a NPC) and everyone is doing their part to make it count....
And besides that, plain questing would become very very boring. Some story quests are fine.
How some people can think repeatable turn-in quests are the best is way beyond me.....
My story wouldn't make for an interesting read:
Worked in the desert with my wife and this whiny kid for 19 years, sent him out to get something and was attacked and killed by guys in white armor. They torched my farm and our bodies.....The End.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
I agree that storyline quest aren't good part of MMORPGs.
It exist only to sell boxes and expansion packs for short term players who enjoy 3 to 6 months play .
After the storyline end , we back to grin ... well ,,, raid for gears
I was really hopeful that SWTOR would change this as not having to play the stale hero role that every other mmo story line forces you into was so refreshing and one of the few things they really did right... and of course no one seemed interested in copying that part... of course the part where like half the players who made it to 50 were dark council members got ridiculous, so I certainly agree with the OP to a point.
I don't see why there is hate for the repeatable turn in quest system.
You are exploring the world and find a village, you speak with the NPCs in the village and you find someone that will pay you for orc ears since the orcs in the area are cauasing problems. You go out find a group of people and kill orcs, you feel like your done playing for a bit so you go back to town turn in the ears and get some coin. When you want to play again you can go out and ether kill more orcs or find something else to do.
The game can have many NPCs in the tower that can request you to do different things, this gives you the option to stay and just kill one thing or wonder around and find something else to do. The current system gives you a objective and after you finish the objective you move on.
I guess it goes back to the theampark or sand box, do you want your hand held or do you want to do what you want and its nice to get rewarded for doing what you want.
Arcanum Gaming Escape the Grind.
https://twitter.com/ArcanumGaming
https://www.facebook.com/pages/Arcanum-Gaming/703448369737874?ref_type=bookmark
^^^There's nothing, and I mean NOTHING, sandboxy about repeatable quests. That's tedious for the sole purpose of being tedious. There is a reason WoW took a lot of the EQ things and made them more appealing to players. And there is a reason WoW became the most popular MMO of all time by doing it.
Challenge is fine. We all like challenge. But putting in a retarded, tedious quest system makes no sensse at all. I'd rather there be no quest system than that.
F2P may be the way of the future, but ya know they dont make them like they used to
Proper Grammer & spelling are extra, corrections will be LOL at.
Exactly
i can agree with this
F2P may be the way of the future, but ya know they dont make them like they used to
Proper Grammer & spelling are extra, corrections will be LOL at.
I think main problem because of ks and gold/exp farm ,
also most currents games only give you some repeatable quests (daily quests) match with your character level so it easy become grind in 1 spot .
I prefer "adventure guild" request type like novel .
for example : when request pop up and someone solve it , then old request deleted and new one spawn .
Maybe random bounty quests will work
it simple that you go and buy "bounty quest" item from NPC then when you use it , you will get a random quest from easy to hard.
But the "random" part may not work well.
EQ SUCKS!
On a serious note, I agree wholeheartedly with the OP. Being the "chosen one" (just like all the other millions of "chosen ones") is laughable at best, sad at worst. I'll play SINGLE player games for that storyline, thank you
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
A lot of games would be drastically improved by having few or no quests and instead an occupation system that makes sense. For example Say my character is an arcane researcher. I need to go gather scrolls which spawn in certain locations. Maybe I have to learn those locations through some basic puzzle system or just trial and error. When come back I earn gold and XP. Have different tiers in the occupation with different types of things to do. Also, give XP bonuses for crafting, PVP, even turning a wicked profit trading on the auction house.
If you're going to have a main quest in the game make it something epic and memorable which my character will work on for months and only be able to actually complete when he's very powerful. "Go collect 10 pieces of bear dung" should never even be called a quest. Any moron can tell the difference between something heroic and busy-work, so just call it what it is.
There's nothing wrong with the "you are a hero" story. The problem arises when it becomes "you are THE HERO."
Busy-work pays the bills. Or at least generates the start-up cash to fund the more impressive ventures later on.
But yeah, call it what it is. Tasks =/= quests.
EQ1 was full of memorable storyline quests each of these quests had meaning and at the end a worthwhile reward. The epic quests, the Armour of Ro quests a lot of these quests were part of massive quest strings lots of minor quests leading up to the bigger ultimate one.
Quests with a storyline that lead you deeper into the lore and help immerse you in the world are VITAL to a mmorpg at least in my opinion. But what we don't want is purely linear questing where you are being lead by the nose every step of the way. What made in my opinion EQ1 quests so great is the fact that you came across them you had to hunt for them and work them out talk to NPCs and figure out the storylines from the conversation. There was (at least orginally) no big ! mark telling you point a and point b instead things were mentioned in passing. For me this was the essence of a well laid out quest system.
So no I must disagree Story Quests are GREAT for a mmorpg they just need to be well laid out natural. Forced linear questing not so good because they are taking away the one thing that is important choice.
There is no "should" or "shouldn't". Any reason is good enough as long as you're playing.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky