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Chain Quest don't belong in an mmo !

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  • marcmymarcmy Member UncommonPosts: 95
    Originally posted by Knotwood

    Your right, chain quests filled with hours of storyline content do not beling in MMO's

     

    They belong in RPG's......      Which is why this game is called an MMORPG.  If you don't like RPG, then find an MMO

     

    ESO is the first game in the last 5+ years that actually put RPG back into MMORPG,  I'm sry you got used to just MMO's, instead of MMORPG's but its my time to be happy in my RPG   MMO.  Thankyou, and good luck finding your MMO.

    </thread>

    Currently playing: Elder Scrolls Online, Elite: Dangerous | Recently played: FFXIV, Rift, LoTRO, Diablo 3, Path of Exile, Guild Wars 2 | Single player RPGs: Dragon Age Inquisition, Skyrim

  • KyleranKyleran Member LegendaryPosts: 44,078
    Originally posted by immodium

    Originally posted by Kyleran
    Originally posted by Lord.Bachus
    I love chain quests, as they are perfect for telling stories..   just dont play MMOs with chain quests and you willbe fine    

    Which is perfectly fine in a single player game.  In a MMORPG where you want (or should want) to group with other people while exploring the content too often everyone is locked out from playing with each other.

    BTW, the stories I favor in MMORPG's are those made by the players, not the developers.

     

    It's also perfectly fine for an mmo aswell. You can group up, explore with other players AND follow a story.

    What I would like to see, like in EvE, is that the main story can be enitirely optional. I don't like stories you have to follow to unlock game content.

     

    Not to lose sight of the forest for the trees, stories are fine in any game, as long as they aren't designed in such a way as to lock you out from grouping with others. Too often quest centric design, with chain quests being a large offender do exactly that, making it difficult to group, especially with specific friends.

    Toss in some personal phasing like ESO does, and becomes impossible. Last night was a great example, I get a quest to go inside a temple to kill a necromancer. Temple is surrounded be deadly skelteons. Go inside, complete quest, come outside, all skellys are gone, for me and anyone who had done the quest, but for others, they see the world differently. Just wrong on so many levels.

    In a virtual world all should see the same, and be able to interact the same. If you have stories and chains, design it so players can team up with each other at any time, don't make it so each needs to be on the same step to gain any reward.

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  • ariestearieste Member UncommonPosts: 3,309
    Originally posted by delete5230

     I'll admit I'm new to ESO and don't know much but the classics like EQ1 and EQ2, Vanilla WoW and so many others got it right by having quest hubs

    EQ2 and other games have plenty of quest chains.  The difference is that you can do them friends.   Which seems to be what you want, rather than to get rid of quest chains altogether.

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  • Just let people join in the middle of the chain and get appropriate rewards. If they later want to do the whole chain, let them but sans the rewards they already gained from any completed parts. Of course the phasing crap that MMOs are so adamant about using these days complicates things needlessly.

  • dontadowdontadow Member UncommonPosts: 1,005
    Originally posted by DamonVile

    I know the feeling OP. chain quests are good for story telling but they're bad from group dynamics as they are. They need better ways to allow people to join those chains than what most mmos have implemented right now.

    Like most things in mmos, grouping always seems to be an after thought.

    This is the real problem.  I hate quest hubs, they make quests chores that no one cares about.  That said, there needs to be a way i can jump into a gam, party with someone and auto catch up with their quest or phase into their level of the chain. This was my problem with other games.

     

    The basic problem is that no one has figured out how to implement things right. I think the minute a game company stops thinking of mmo as a hard coded guide with rules, and more of an adjective, we'll get ne winnovaations. 

     

    Of course, this problem leads back to "the end game".  Because this is the focus of the game, no one wants anyone else to level faster than others or what not, so they have been afraid to experiment with allowing players to skip or leap into parts of quest.  

     

  • otacuotacu Member UncommonPosts: 547
    Originally posted by Wizardry

    There is an easy fix ,allow outside access,allow anyone to join at anytime and do NOT make lock outs,that is just dumb and has no realism to it.An RPG should act like an rpg,you are role playing a character as it would be in those times,there would not be lockouts and the world would not stop and start  it would continue on forward.

    Example if you uncovered some secrets or information to advance in the quest,a friend could join right in and be considered at the same point if so desired.If you were in a real world and all a sudden met up with some friends,it wouldn't be a case of ,oh no you can't come with us you have not unlocked this area,it really is a ridiculous mechanic devs have been using for far too long.

    +1 .... all the instancing in ESO feels cheap and poor quality rpg

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