A couple of you touched on it just above, but I'd like to highlight the point, that is, that ever since items become bound (typically as a factor of level); camping and slow game play died.
The hunt in the past was not about leveling (at least not for the given character to be enjoyed). Leveling was about proceeding to greater content; this allowed you both to explore new areas, traverse old areas with less risk, and most important of all hunt for powerful items.
Today's games share that in part, but the spirit has shifted. The items that are useful only at high levels mean you end up running out of items for your character -- up until the cash shop or next paid release hits. It's an endless wait on devs and money.
Old games differed in that you sought out powerful items for your main, but also for your alts, your friends, your lower leveled guildies, your pride, etc.
Items mattered well beyond your own character's acquiring of them.
High level characters could even simply buff and help out lower level characters; keep trash mobs cleared etc.
The old scheme of unbound items enabled all of the fun we seek now and do not find.
Why does it not exist?
Idiots complained at first. But then I suspect the devs released that removing these from the game made us much more dependent on them (course they neglect the boredom factor). We must keep buying all the new crap to keep happy or we starve to death.
That's a new insight for me -- connection between bound items and the shift away from cooperative gameplay.
I believe the reason they started binding items was because there were so many of the same item in the game at some point.
It's a bit ironic because now everyone gets the same loot through quests. I prefer the old system, but it's hard to make it work without having some kind of item decay that eventually destroys the item and creates the need for replacing it. It is especially important if crafting is a big part of the game.
People used to randomly give me items in EQ in vanilla before the bind on equip happened. In truth the equipment didn't help all that much due to it having such minor improvements. Often it would be something like 2 AC more, 2 damage more, or a few points of delay faster. Considering how hard the mobs hit it wasn't a whole lot of help in most cases.
I recall discussions along the lines of too many items existing at some point, but of course the answer is not to bind them. The answer is to meaningfully degrade them. And actually them expire. Games have degradation, but they also have bound items (and not just for super-rares either). Every game I've played with item degradation rarely ever mean it.
Keeping track of the number of times an item changes hands and adding a function of that to the degrade rate might have been useful to resolving the problem also. But items should irrovacably break. The do sometimes in DDO (if you are not careful).
Originally posted by Arazale You make it sound like you can't do this in todays mmos when you absolutely can.
Sure you can. I can also grind (which I do) in contemporary games. Guess which is the better way to level and stay competitive or "viable"? Quests.I speak from experience when I say that "experience" in these games is catered toward quests.If one isn't concerned about being of significant level to join your guild mates then sure, it is a non-issue.Another issue is that some of these games make it so that gear is obtained by quests. I found it interesting when last night, in Final Fantasy 14, I made a character that would do as few quests as possible.When it came time for me to upgrade I saw that I "could" buy from npc vendors but I had to level higher in order to use this gear. Whereas, on another character (one that is doing quests) I was able to get decent gear upgrades by the same level.One thing I did notice is that the xp in FF14 is decent while grinding when compared to Aion or Lord of the Rings online where quests still rule the day.
Is that actually true? Why then do most power-levelers (those who hit cap in 24 hrs or so) generally mob grind their way there? At least according to them (they essentially run spin groups). Anyway, this dilemma has always been there, keep up with Jones' or enjoy the game in full, it's really up to you. It's a matter of playing to be competitive (in PVE that really makes no sense) or playing for the "journey". As they say, you can't have your cake and eat it too...ANother issue I have with this statement is, through experience, I really don't see it being that much faster to quest grind, as that requires lots of travel and downtime between XP gain. Mob grinding is a steady non-stop flow of xp gain.
Would you say your example is the norm, or the exception? Should I point to player in GW2 that reached max level by crafting? Should developers base their designs on this singular instance?My point being, pointing to one SMALL group of players playing a specific way (gotta max as quickly as possible!) does not negate what Sovrath said. MOST of us players will choose the easiest path. If killing 5 Orcs gives you 25XP and maybe some loot and doing one quest gives 100XP (PLUS the XP for any mobs killed) AND specific gear upgrades, guess which path "most of us" will take?In today's "fast paced MMOs", camping is just not a very "efficient" way to play the game. Sure, it can be done. But when one camp pull gives you 1 level, what's the point of "camping" it?
Uhhh yes the fuck it does. It negates what he said pretty fucking directly. The guy you quoted even highlighted the part where it directly negates what he said in red. His claim was questing was the best way to level and stay competitive and viable. That's obviously not true when in most games ignoring quests and grinding on mobs or in GW2's case, crafting, is the best way to level.Seriously, how the fuck did you even sit there and type with a straight face that it doesn't negate what Sovrath said? Also, you don't need loot while questing. And if you really wanted it, 1-2 dungeon run every 10 levels is enough. Also you're completely forgetting the fact that in your little scenario, while the quest may give as much xp as 4 mobs killed plus the mobs you had to kill to do the quest, you have to take the time to actually run to the quest npc, accept the quest, then run to where the mobs are, do what you could have done right from the very beginning and kill mobs, then run back to the quest npc and turn the quests in.All of that downtime is time that could have been spent killing, which is exactly why in most cases, skipping quests and grinding > doing quests when factoring efficiency. It's the case in a lot of games. Even FFXIV this is true. It's why dungeons are usually the most preferred method because its pretty much the same thing as grinding mobs, except they're elites, in dense packs and thus more difficulty which means more exp. The only thing is dungeons are usually dependant on a decent group otherwise you're better off soloing in the open world mobs.Even fate grinding(which is another form of mob grinding, but with an "event" exp added on top of it that doesn't require you to run to an npc to accept a quest run back to quest area, do quest, then run back to npc to turn it in) is better than questing in FFXIV. The smart people grinded on mobs and did a fate if one just happened to pop near them that didn't require a lot of travel because travel time kills xp efficiency.(granted you have to do the main scenario quests to unlock almost everything in FFXIV)
First off, chill out. Step back, re-read the posts you question with a clear head.
Now, what I underlined and italicized (and re-post here for your convenience) from Distopia is the point: "Why then do most power-levelers (those who hit cap in 24 hrs or so) generally mob grind their way there?" POWER LEVELERS. Then I asked a question, which you neglected to address before you went on your rant, which I also underlined and italicized for you and repeat it here: "Would you say your example is the norm, or the exception?"
Can you now see how I came to back Sovrath's post, yet, or are your eyes still bleeding from bursting veins?
- 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
Originally posted by Quirhid Some of the worst gameplay you could find in an MMORPG.
Yes, why would anyone want community building activities in an MMO.
There are other ways to do it, instead of wasting hours upon hours in a static position.
People only miss it because of the "social" chat. Personally, i'd rather be doing something else which is more interactive and mobile, instead of chatting about dinner, kids, or what kind of flavor bubblegum someone likes.
MMOs should, IMO, have a solo level 1-50 and then tier 1-3 loot progression,
and a group only level 1-50 and then tier 1-3 loot progression.
FACT: Social players will play with each other even if it is JUST as efficient to play solo.
People who want group gamplay, don't just want it for a reason to group. They want group gameplay because they want a harder game. Trying to please both crowds at the same time is futile because if you make the game hard enough to encourage grouping, it will prevent soloing. If you make a solo path, people take the express way and people grouping are left behind.
You need different types of games. Trying to create a game that appeals to everyone is what got us in this mess to begin with.
Doing both solo and group forced and having them be "equal" would probably make the people who only group to get something only play solo, that is true.
But people who actually enjoy playing with friends and/or guild mates etc. will continue to do so.
It's not about difficulty. You can make difficult solo content, and easy group content, and vice versa.
The added "difficulty" inherent in group play is either artificially created by manipulating the numbers to make enemies hit harder, so you then need a tank + healer etc. or it is a natural barrier based on communication and coordination - you are reliant upon others. When they fail, you fail.
But when you play with friends / guild mates you know and are comfortable with and mesh well together - you completely remove the natural barrier.
Originally posted by Arazale You make it sound like you can't do this in todays mmos when you absolutely can.
Sure you can. I can also grind (which I do) in contemporary games. Guess which is the better way to level and stay competitive or "viable"? Quests.
I speak from experience when I say that "experience" in these games is catered toward quests.
If one isn't concerned about being of significant level to join your guild mates then sure, it is a non-issue.
Another issue is that some of these games make it so that gear is obtained by quests. I found it interesting when last night, in Final Fantasy 14, I made a character that would do as few quests as possible.
When it came time for me to upgrade I saw that I "could" buy from npc vendors but I had to level higher in order to use this gear. Whereas, on another character (one that is doing quests) I was able to get decent gear upgrades by the same level.
One thing I did notice is that the xp in FF14 is decent while grinding when compared to Aion or Lord of the Rings online where quests still rule the day.
Is that actually true? Why then do most power-levelers (those who hit cap in 24 hrs or so) generally mob grind their way there? At least according to them (they essentially run spin groups). Anyway, this dilemma has always been there, keep up with Jones' or enjoy the game in full, it's really up to you. It's a matter of playing to be competitive (in PVE that really makes no sense) or playing for the "journey". As they say, you can't have your cake and eat it too...
ANother issue I have with this statement is, through experience, I really don't see it being that much faster to quest grind, as that requires lots of travel and downtime between XP gain. Mob grinding is a steady non-stop flow of xp gain.
Would you say your example is the norm, or the exception? Should I point to player in GW2 that reached max level by crafting? Should developers base their designs on this singular instance?
My point being, pointing to one SMALL group of players playing a specific way (gotta max as quickly as possible!) does not negate what Sovrath said. MOST of us players will choose the easiest path. If killing 5 Orcs gives you 25XP and maybe some loot and doing one quest gives 100XP (PLUS the XP for any mobs killed) AND specific gear upgrades, guess which path "most of us" will take?
In today's "fast paced MMOs", camping is just not a very "efficient" way to play the game. Sure, it can be done. But when one camp pull gives you 1 level, what's the point of "camping" it?
Uhhh yes the fuck it does. It negates what he said pretty fucking directly. The guy you quoted even highlighted the part where it directly negates what he said in red. His claim was questing was the best way to level and stay competitive and viable. That's obviously not true when in most games ignoring quests and grinding on mobs or in GW2's case, crafting, is the best way to level.
Seriously, how the fuck did you even sit there and type with a straight face that it doesn't negate what Sovrath said? Also, you don't need loot while questing. And if you really wanted it, 1-2 dungeon run every 10 levels is enough. Also you're completely forgetting the fact that in your little scenario, while the quest may give as much xp as 4 mobs killed plus the mobs you had to kill to do the quest, you have to take the time to actually run to the quest npc, accept the quest, then run to where the mobs are, do what you could have done right from the very beginning and kill mobs, then run back to the quest npc and turn the quests in.
All of that downtime is time that could have been spent killing, which is exactly why in most cases, skipping quests and grinding > doing quests when factoring efficiency. It's the case in a lot of games. Even FFXIV this is true. It's why dungeons are usually the most preferred method because its pretty much the same thing as grinding mobs, except they're elites, in dense packs and thus more difficulty which means more exp. The only thing is dungeons are usually dependant on a decent group otherwise you're better off soloing in the open world mobs.
Even fate grinding(which is another form of mob grinding, but with an "event" exp added on top of it that doesn't require you to run to an npc to accept a quest run back to quest area, do quest, then run back to npc to turn it in) is better than questing in FFXIV. The smart people grinded on mobs and did a fate if one just happened to pop near them that didn't require a lot of travel because travel time kills xp efficiency.(granted you have to do the main scenario quests to unlock almost everything in FFXIV)
First off, chill out. Step back, re-read the posts you question with a clear head.
Now, what I underlined and italicized (and re-post here for your convenience) from Distopia is the point: "Why then do most power-levelers (those who hit cap in 24 hrs or so) generally mob grind their way there?" POWER LEVELERS. Then I asked a question, which you neglected to address before you went on your rant, which I also underlined and italicized for you and repeat it here: "Would you say your example is the norm, or the exception?"
Can you now see how I came to back Sovrath's post, yet, or are your eyes still bleeding from bursting veins?
I thought i made it obvious it was the norm. If WoW and FFXIV are doing it, it was the fucking norm and not some rare exception that you're so fucking blind to see that it's been in front of you this entire time.
People don't do it in WoW or other games(even though it gives them the best exp/hr) for much the same reason we were given other ways to level up. Because the MAJORITY HATED IT. Just because questing is more prevalent, doesn't mean we've done away with camping for xp. Camping for xp remains the BEST way to gain exp in most games out nowadays, but it doesn't mean people want to do it, even if it is the best because to them its boring, which is why you don't see it as forced as it once was.
And when will you open your eyes and realize Sovrath genuinely believed that questing was BETTER for exp than grinding mobs. This is a legit false statement. It's a fact its not true.
Originally posted by Arazale You make it sound like you can't do this in todays mmos when you absolutely can.
Sure you can. I can also grind (which I do) in contemporary games. Guess which is the better way to level and stay competitive or "viable"? Quests.
I speak from experience when I say that "experience" in these games is catered toward quests.
If one isn't concerned about being of significant level to join your guild mates then sure, it is a non-issue.
Another issue is that some of these games make it so that gear is obtained by quests. I found it interesting when last night, in Final Fantasy 14, I made a character that would do as few quests as possible.
When it came time for me to upgrade I saw that I "could" buy from npc vendors but I had to level higher in order to use this gear. Whereas, on another character (one that is doing quests) I was able to get decent gear upgrades by the same level.
One thing I did notice is that the xp in FF14 is decent while grinding when compared to Aion or Lord of the Rings online where quests still rule the day.
Is that actually true? Why then do most power-levelers (those who hit cap in 24 hrs or so) generally mob grind their way there? At least according to them (they essentially run spin groups). Anyway, this dilemma has always been there, keep up with Jones' or enjoy the game in full, it's really up to you. It's a matter of playing to be competitive (in PVE that really makes no sense) or playing for the "journey". As they say, you can't have your cake and eat it too...
ANother issue I have with this statement is, through experience, I really don't see it being that much faster to quest grind, as that requires lots of travel and downtime between XP gain. Mob grinding is a steady non-stop flow of xp gain.
Would you say your example is the norm, or the exception? Should I point to player in GW2 that reached max level by crafting? Should developers base their designs on this singular instance?
My point being, pointing to one SMALL group of players playing a specific way (gotta max as quickly as possible!) does not negate what Sovrath said. MOST of us players will choose the easiest path. If killing 5 Orcs gives you 25XP and maybe some loot and doing one quest gives 100XP (PLUS the XP for any mobs killed) AND specific gear upgrades, guess which path "most of us" will take?
In today's "fast paced MMOs", camping is just not a very "efficient" way to play the game. Sure, it can be done. But when one camp pull gives you 1 level, what's the point of "camping" it?
Uhhh yes the fuck it does. It negates what he said pretty fucking directly. The guy you quoted even highlighted the part where it directly negates what he said in red. His claim was questing was the best way to level and stay competitive and viable. That's obviously not true when in most games ignoring quests and grinding on mobs or in GW2's case, crafting, is the best way to level.
Seriously, how the fuck did you even sit there and type with a straight face that it doesn't negate what Sovrath said? Also, you don't need loot while questing. And if you really wanted it, 1-2 dungeon run every 10 levels is enough. Also you're completely forgetting the fact that in your little scenario, while the quest may give as much xp as 4 mobs killed plus the mobs you had to kill to do the quest, you have to take the time to actually run to the quest npc, accept the quest, then run to where the mobs are, do what you could have done right from the very beginning and kill mobs, then run back to the quest npc and turn the quests in.
All of that downtime is time that could have been spent killing, which is exactly why in most cases, skipping quests and grinding > doing quests when factoring efficiency. It's the case in a lot of games. Even FFXIV this is true. It's why dungeons are usually the most preferred method because its pretty much the same thing as grinding mobs, except they're elites, in dense packs and thus more difficulty which means more exp. The only thing is dungeons are usually dependant on a decent group otherwise you're better off soloing in the open world mobs.
Even fate grinding(which is another form of mob grinding, but with an "event" exp added on top of it that doesn't require you to run to an npc to accept a quest run back to quest area, do quest, then run back to npc to turn it in) is better than questing in FFXIV. The smart people grinded on mobs and did a fate if one just happened to pop near them that didn't require a lot of travel because travel time kills xp efficiency.(granted you have to do the main scenario quests to unlock almost everything in FFXIV)
First off, chill out. Step back, re-read the posts you question with a clear head.
Now, what I underlined and italicized (and re-post here for your convenience) from Distopia is the point: "Why then do most power-levelers (those who hit cap in 24 hrs or so) generally mob grind their way there?" POWER LEVELERS. Then I asked a question, which you neglected to address before you went on your rant, which I also underlined and italicized for you and repeat it here: "Would you say your example is the norm, or the exception?"
Can you now see how I came to back Sovrath's post, yet, or are your eyes still bleeding from bursting veins?
I thought i made it obvious it was the norm. If WoW and FFXIV are doing it, it was the fucking norm and not some rare exception that you're so fucking blind to see that it's been in front of you this entire time.
Reminds me of the days of camping... about now one or the other would run around the camp and agro everything they could find...then FD, evac, or hit Ctrl-Q. Ahhh those were the days!
MMOs should, IMO, have a solo level 1-50 and then tier 1-3 loot progression,
and a group only level 1-50 and then tier 1-3 loot progression.
FACT: Social players will play with each other even if it is JUST as efficient to play solo.
People who want group gamplay, don't just want it for a reason to group. They want group gameplay because they want a harder game. Trying to please both crowds at the same time is futile because if you make the game hard enough to encourage grouping, it will prevent soloing. If you make a solo path, people take the express way and people grouping are left behind.
You need different types of games. Trying to create a game that appeals to everyone is what got us in this mess to begin with.
Doing both solo and group forced and having them be "equal" would probably make the people who only group to get something only play solo, that is true.
But people who actually enjoy playing with friends and/or guild mates etc. will continue to do so.
It's not about difficulty. You can make difficult solo content, and easy group content, and vice versa.
The added "difficulty" inherent in group play is either artificially created by manipulating the numbers to make enemies hit harder, so you then need a tank + healer etc. or it is a natural barrier based on communication and coordination - you are reliant upon others. When they fail, you fail.
But when you play with friends / guild mates you know and are comfortable with and mesh well together - you completely remove the natural barrier.
The difficulty in any game is artificial. You give more dmg or hp to a mob. Even if you increase the AI and give them a wider variety of abilities, its artificial (hence AI).
The point is, if its viable to solo it trivializes the game. It removes the feeling of a dangerous world. I don't care if games with soloing exist, but I don't want it as a viable means of progression in the game I play. Especially if people are capable of achieving the same goals regardless of whether they group or solo.
At least Pantheon gets it. Yes, you will be able to do some soloing, but eventually you will need better gear, and better gear requires a group. Then every 10 levels you have class trials that generally require a group. Until they are completed, you wont even be able to continue leveling up. Point is, we need both types of games. Sure you can group out in the world in WoW, but people don't do it for a reason. I can't tell you how many hundreds of times I've messaged people in games in the last decade to group and they've simply ignored it because they were too busy soloing.
If I started out in a game with limited quests or not quests there is no telling what I might do next. I might go around talking to NPCs and seeing what they had for sale. I might go off in one direction and see what is at a certain area. I might continue on to try and see what's beyond and how to get to another city. I might try out different zones to see what they have to offer in terms of mobs, loot, and scenery.
In terms of questing how much of the zones do you actually use? Probably just the parts where you are told to go. This is where you theory kind of proves false IMO. Questing is becoming more and more linear. Especially with GPS mechanics. There are less and less starting areas and each have a definitive path from start to finish. During the course of this path there isn't much challenge to be had and it's designed that way intentionally. There may be a number of different quests, but they all consist of clicking on this, following that, and clicking on this. There may be a few different orders to the that path, but it's more or less like that in most MMOs.
In older MMOs you would likely go out, explore, and try many different areas in zones until you found a spot you were comfortable with. If you were adventurous then you might even try some dungeons with a group of other people. If you were way of above x dungeons level you might try to camp something solo.
There is generally more options in a game that allows you to choose your own path. A questing game doesn't allow you to choose your own path. If we were to take a modern day single player game example it might be like saying Gears of War has more variety then something like Dark Souls or Grand Theft Auto because the variation in your linear path is faster and has a variety of different click combinations.
Yes, I can prove it because the conversation is conveniently focused on progression:
In games without quests, you end up...
killing mobs for XP
In games with quests, you end up...
Kililng mobs for XP
Doing a bombing run for XP
Playing Plants vs. Zombies for XP
Planting crops (and harvesting them) for XP
Torturing captives for XP
Freeing slaves for XP
Setting fire to oil production for XP
Rolling explosive barrels down a hill into mobs for XP
...etc.
So in games without quests you might be able to do a lot of things but (a) only one of them relates to progression and (b) any of those things you imagine doing that don't relate to progression could also be done in a game with quests.
Quests do tend to use up every part of a zone in a quest-based game, so (a) you're not really making a point here, and (b) even if the entire zone wasn't consumed via quest content, what would that even prove? Additionally even very linear questing systems allow for a good deal of free-form hub-hopping, if that's even particularly important (it's only really relevant for replayability and doesn't speak to the fun of the game on first playthrough -- after all, first thing's first: make the game fun enough to play through the first time! Games aren't measured by a count of the starting areas, they're measured by whether the gameplay is fun.)
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
I think it's important note that those people who do "mob grind" carefully plan out, within the games that support it, each area, what mobs they need to kill for how long.
It's not really "the norm". You get someone in game and tell them to mob grind you will see it doesn't work.
I was doing this in Aion and for the heck of it did a quest and it was faster to kill the 10 mobs and get the quest experience for the amount of xp I got for the quest.
Same in Lord of the Rings Online.
I know that someone has figured out a way to do it in ESO without questing but you need to know this exists and you need to follow it.
It's possible such a thing exists in Aion and LOTRO but I've never heard of it. His question was legitimate.
Your response was a bit overkill no?
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
If I started out in a game with limited quests or not quests there is no telling what I might do next. I might go around talking to NPCs and seeing what they had for sale. I might go off in one direction and see what is at a certain area. I might continue on to try and see what's beyond and how to get to another city. I might try out different zones to see what they have to offer in terms of mobs, loot, and scenery.
In terms of questing how much of the zones do you actually use? Probably just the parts where you are told to go. This is where you theory kind of proves false IMO. Questing is becoming more and more linear. Especially with GPS mechanics. There are less and less starting areas and each have a definitive path from start to finish. During the course of this path there isn't much challenge to be had and it's designed that way intentionally. There may be a number of different quests, but they all consist of clicking on this, following that, and clicking on this. There may be a few different orders to the that path, but it's more or less like that in most MMOs.
In older MMOs you would likely go out, explore, and try many different areas in zones until you found a spot you were comfortable with. If you were adventurous then you might even try some dungeons with a group of other people. If you were way of above x dungeons level you might try to camp something solo.
There is generally more options in a game that allows you to choose your own path. A questing game doesn't allow you to choose your own path. If we were to take a modern day single player game example it might be like saying Gears of War has more variety then something like Dark Souls or Grand Theft Auto because the variation in your linear path is faster and has a variety of different click combinations.
Yes, I can prove it because the conversation is conveniently focused on progression:
In games without quests, you end up...
killing mobs for XP
In games with quests, you end up...
Kililng mobs for XP
Doing a bombing run for XP
Playing Plants vs. Zombies for XP
Planting crops (and harvesting them) for XP
Torturing captives for XP
Freeing slaves for XP
Setting fire to oil production for XP
Rolling explosive barrels down a hill into mobs for XP
...etc.
So in games without quests you might be able to do a lot of things but (a) only one of them relates to progression and (b) any of those things you imagine doing that don't relate to progression could also be done in a game with quests.
Quests do tend to use up every part of a zone in a quest-based game, so (a) you're not really making a point here, and (b) even if the entire zone wasn't consumed via quest content, what would that even prove? Additionally even very linear questing systems allow for a good deal of free-form hub-hopping, if that's even particularly important (it's only really relevant for replayability and doesn't speak to the fun of the game on first playthrough -- after all, first thing's first: make the game fun enough to play through the first time! Games aren't measured by a count of the starting areas, they're measured by whether the gameplay is fun.)
Basically that is summed up in click on x follow y as I said before. It is not proof to me. Those all add up to the same thing in the end. Few people even both to read the quest text because they don't have to do so. Basically quests are a linear path quickly from level 0 to max level alone. Grinding mobs in a slow path where you have the choice to go anywhere in the game and enjoy all parts of the game with many other people.
I think it's important note that those people who do "mob grind" carefully plan out, within the games that support it, each area, what mobs they need to kill for how long.
It's not really "the norm". You get someone in game and tell them to mob grind you will see it doesn't work.
I was doing this in Aion and for the heck of it did a quest and it was faster to kill the 10 mobs and get the quest experience for the amount of xp I got for the quest.
Same in Lord of the Rings Online.
I know that someone has figured out a way to do it in ESO without questing but you need to know this exists and you need to follow it.
It's possible such a thing exists in Aion and LOTRO but I've never heard of it. His question was legitimate.
Your response was a bit overkill no?
Except you're wrong. You don't need to plan anything out. It's as simple as always fight mobs at least x levels above your level. That's it.
Sure, it helps if you know ahead of time where "caster mobs" are in the level range you want ahead of time, but its not like its some EVE Online level planning that takes more than a moments thought which you can easily think while you're grinding away at w/e current mobs you're fighting.
Originally posted by Quirhid Some of the worst gameplay you could find in an MMORPG.
Yes, why would anyone want community building activities in an MMO.
You can still do it, it just is not forced anymore.
And now that it isn't forced, very few do it. Sort of makes you wonder how popular it really is.
As to community building... those same games where there was forced spawn camping, had great communities not because of the forced camping, but just because it was 2001 and the people who played MMOs back then were a tighter community of MMO fans who had a common interest. No so much these days
You can not force people to not hack or bot either. Maybe we should just stop trying with those too.
Little forum boys with their polished cyber toys: whine whine, boo-hoo, talk talk.
You can have mob grinding level as fast as quest. Personally I think usage based gains that allow you to simply do what you want plus optional questing is the way to go.
I think it's important note that those people who do "mob grind" carefully plan out, within the games that support it, each area, what mobs they need to kill for how long.
It's not really "the norm". You get someone in game and tell them to mob grind you will see it doesn't work.
I was doing this in Aion and for the heck of it did a quest and it was faster to kill the 10 mobs and get the quest experience for the amount of xp I got for the quest.
Same in Lord of the Rings Online.
I know that someone has figured out a way to do it in ESO without questing but you need to know this exists and you need to follow it.
It's possible such a thing exists in Aion and LOTRO but I've never heard of it. His question was legitimate.
Your response was a bit overkill no?
Except you're wrong. You don't need to plan anything out. It's as simple as always fight mobs at least x levels above your level. That's it.
Sure, it helps if you know ahead of time where "caster mobs" are in the level range you want ahead of time, but its not like its some EVE Online level planning that takes more than a moments thought which you can easily think while you're grinding away at w/e current mobs you're fighting.
I don't believe I'm wrong at all. since my first instinct is to grind mobs my experience with the games that I play is that questing is a lot faster.
So there's got to be more to it than that. The only recent exception, at lower levels, is final fantasy 14 which I noted had a decent progression.
As a point of note, I tried it in wow at lower levels and questing was faster. Upper levels? Can't say I don't have experience with that but that would just point to it being for specific and special cases.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
I think it's important note that those people who do "mob grind" carefully plan out, within the games that support it, each area, what mobs they need to kill for how long.
It's not really "the norm". You get someone in game and tell them to mob grind you will see it doesn't work.
I was doing this in Aion and for the heck of it did a quest and it was faster to kill the 10 mobs and get the quest experience for the amount of xp I got for the quest.
Same in Lord of the Rings Online.
I know that someone has figured out a way to do it in ESO without questing but you need to know this exists and you need to follow it.
It's possible such a thing exists in Aion and LOTRO but I've never heard of it. His question was legitimate.
Your response was a bit overkill no?
Of course you have to know where and what to camp, its SAME as old school games. Its not the norm since vast majority of people find it mind numbing and prefer other methos over "best" one.
grinding mobs to reach max level was norm in early LOTRO. i dont know when you played it, but they had to add actual content because people crapped all over that little fact that there was no content just mob grind in Angmar.
And there were also grind spots for lower levels, that was true well beyond it went free to play. Dont mention LOTRO since you could grind mobs for leveling just fine.
Games aren't built for grinding anymore basically. Exp bonuses for mobs not tied to quests, exp bonuses for mobs that have been alive for a long time. Rare drops tied into non quest mobs instead of itemization being a boring quest trek. Areas with procedural content not tied to quests etc. You could make a grind friendly game where it was fun to just explore around and kill stuff at random.
A game like GW2 where you kill something and it instantly respawns in the same place so you kill it again over and over and over again just aren't built for grinding to be fun.
The best way to level in WoW was always to grind from quest to quest, you did a combination of both. Well at least after release, in beta the best XP was doing dungeons but they nerfed that unfortunately.
I think it's important note that those people who do "mob grind" carefully plan out, within the games that support it, each area, what mobs they need to kill for how long.
It's not really "the norm". You get someone in game and tell them to mob grind you will see it doesn't work.
I was doing this in Aion and for the heck of it did a quest and it was faster to kill the 10 mobs and get the quest experience for the amount of xp I got for the quest.
Same in Lord of the Rings Online.
I know that someone has figured out a way to do it in ESO without questing but you need to know this exists and you need to follow it.
It's possible such a thing exists in Aion and LOTRO but I've never heard of it. His question was legitimate.
Your response was a bit overkill no?
And there were also grind spots for lower levels, that was true well beyond it went free to play. Dont mention LOTRO since you could grind mobs for leveling just fine.
Haha, WHAT?
I tried to play LotRO 5 different times (because I had invested so much heart into it back when it was a sandbox game, and not linear WoW clone garbage).
Each time I played I did my best to avoid the cookie cutter time wasting hand holding quests.
It is NOT POSSIBLE and NOT ENCOURAGED in LotRO to mob grind. Someone doing quests will get about 10x more money, xp, and loot in about 1/4 the time, than someone trying to mob grind.
And a huge part of the appeal of mob grinding (not camping, that's a whole different issue that it seems only EQ1 people fondly remember), is how social it was. Sharing dungeons and spawns and forming groups so you can kill faster and harder... that's not possible in LotRO because it's almost entirely a solo game through and through. The quests actively discourage grouping, and other than quests, there's nothing else to really do in LotRO, or most other modern MMOs.
I think it's important note that those people who do "mob grind" carefully plan out, within the games that support it, each area, what mobs they need to kill for how long.
It's not really "the norm". You get someone in game and tell them to mob grind you will see it doesn't work.
I was doing this in Aion and for the heck of it did a quest and it was faster to kill the 10 mobs and get the quest experience for the amount of xp I got for the quest.
Same in Lord of the Rings Online.
I know that someone has figured out a way to do it in ESO without questing but you need to know this exists and you need to follow it.
It's possible such a thing exists in Aion and LOTRO but I've never heard of it. His question was legitimate.
Your response was a bit overkill no?
And there were also grind spots for lower levels, that was true well beyond it went free to play. Dont mention LOTRO since you could grind mobs for leveling just fine.
Haha, WHAT?
I tried to play LotRO 5 different times (because I had invested so much heart into it back when it was a sandbox game, and not linear WoW clone garbage).
Each time I played I did my best to avoid the cookie cutter time wasting hand holding quests.
It is NOT POSSIBLE and NOT ENCOURAGED in LotRO to mob grind. Someone doing quests will get about 10x more money, xp, and loot in about 1/4 the time, than someone trying to mob grind.
And a huge part of the appeal of mob grinding (not camping, that's a whole different issue that it seems only EQ1 people fondly remember), is how social it was. Sharing dungeons and spawns and forming groups so you can kill faster and harder... that's not possible in LotRO because it's almost entirely a solo game through and through. The quests actively discourage grouping, and other than quests, there's nothing else to really do in LotRO, or most other modern MMOs.
You see, thats what happens when you talk about something you know nothing about.
LOTRO is now pretty much solo game because they HAD to change it. At launch and afterwards large portions of maps were group areas with elites and super fast respawns.
But hey, harp on, baseless/clueless rants are fun...for some people at least.
I think it's important note that those people who do "mob grind" carefully plan out, within the games that support it, each area, what mobs they need to kill for how long.
It's not really "the norm". You get someone in game and tell them to mob grind you will see it doesn't work.
I was doing this in Aion and for the heck of it did a quest and it was faster to kill the 10 mobs and get the quest experience for the amount of xp I got for the quest.
Same in Lord of the Rings Online.
I know that someone has figured out a way to do it in ESO without questing but you need to know this exists and you need to follow it.
It's possible such a thing exists in Aion and LOTRO but I've never heard of it. His question was legitimate.
Your response was a bit overkill no?
And there were also grind spots for lower levels, that was true well beyond it went free to play. Dont mention LOTRO since you could grind mobs for leveling just fine.
Haha, WHAT?
I tried to play LotRO 5 different times (because I had invested so much heart into it back when it was a sandbox game, and not linear WoW clone garbage).
Each time I played I did my best to avoid the cookie cutter time wasting hand holding quests.
It is NOT POSSIBLE and NOT ENCOURAGED in LotRO to mob grind. Someone doing quests will get about 10x more money, xp, and loot in about 1/4 the time, than someone trying to mob grind.
And a huge part of the appeal of mob grinding (not camping, that's a whole different issue that it seems only EQ1 people fondly remember), is how social it was. Sharing dungeons and spawns and forming groups so you can kill faster and harder... that's not possible in LotRO because it's almost entirely a solo game through and through. The quests actively discourage grouping, and other than quests, there's nothing else to really do in LotRO, or most other modern MMOs.
You see, thats what happens when you talk about something you know nothing about.
LOTRO is now pretty much solo game because they HAD to change it. At launch and afterwards large portions of maps were group areas with elites and super fast respawns.
But hey, harp on, baseless rants are fun.
I was in LotRO Alpha back when it was still called Middle Earth Online.
I was in LotRO alpha when it was called LotRO.
I was in the beta. I was there at launch. I was there for the first expansion.
It was always an almost entirely solo game where the only way to progress was by doing quests. The difference is, many of those quests lines used to have a very jarring final step that FORCED you to group with people.
What would people do? End up standing around doing nothing waiting for a group to form for that one step, do it quickly, then disband and never speak again, because it wasn't possible to advance in the game doing anything else, and the population had been conditioned to play alone.
I think it's important note that those people who do "mob grind" carefully plan out, within the games that support it, each area, what mobs they need to kill for how long.
It's not really "the norm". You get someone in game and tell them to mob grind you will see it doesn't work.
I was doing this in Aion and for the heck of it did a quest and it was faster to kill the 10 mobs and get the quest experience for the amount of xp I got for the quest.
Same in Lord of the Rings Online.
I know that someone has figured out a way to do it in ESO without questing but you need to know this exists and you need to follow it.
It's possible such a thing exists in Aion and LOTRO but I've never heard of it. His question was legitimate.
Your response was a bit overkill no?
And there were also grind spots for lower levels, that was true well beyond it went free to play. Dont mention LOTRO since you could grind mobs for leveling just fine.
Haha, WHAT?
I tried to play LotRO 5 different times (because I had invested so much heart into it back when it was a sandbox game, and not linear WoW clone garbage).
Each time I played I did my best to avoid the cookie cutter time wasting hand holding quests.
It is NOT POSSIBLE and NOT ENCOURAGED in LotRO to mob grind. Someone doing quests will get about 10x more money, xp, and loot in about 1/4 the time, than someone trying to mob grind.
And a huge part of the appeal of mob grinding (not camping, that's a whole different issue that it seems only EQ1 people fondly remember), is how social it was. Sharing dungeons and spawns and forming groups so you can kill faster and harder... that's not possible in LotRO because it's almost entirely a solo game through and through. The quests actively discourage grouping, and other than quests, there's nothing else to really do in LotRO, or most other modern MMOs.
You see, thats what happens when you talk about something you know nothing about.
LOTRO is now pretty much solo game because they HAD to change it. At launch and afterwards large portions of maps were group areas with elites and super fast respawns.
But hey, harp on, baseless rants are fun.
I was in LotRO Alpha back when it was still called Middle Earth Online.
I was in LotRO alpha when it was called LotRO.
I was in the beta. I was there at launch. I was there for the first expansion.
It was always an almost entirely solo game where the only way to progress was by doing quests. The difference is, many of those quests lines used to have a very jarring final step that FORCED you to group with people.
What would people do? End up standing around doing nothing waiting for a group to form for that one step, do it quickly, then disband and never speak again, because it wasn't possible to advance in the game doing anything else, and the population had been conditioned to play alone.
Well, few of my characters would disagree, and i had every class at 50 quite a while before MoM.
Basically that is summed up in click on x follow y as I said before. It is not proof to me. Those all add up to the same thing in the end. Few people even both to read the quest text because they don't have to do so. Basically quests are a linear path quickly from level 0 to max level alone. Grinding mobs in a slow path where you have the choice to go anywhere in the game and enjoy all parts of the game with many other people.
It's proof of variety.
The variety I'm describing is gameplay variety. This is by far the most meaningful variety because it changes what you do.
The variety you're describing is just location and mob art. It changes what you see, but not what you do, and so is a much weaker form of variety. (At least in the context of early MMORPGs where the mobs you were grinding usually weren't meaningfully different from one another.)
I wasn't even counting quest text as variety. That's varied too, but also isn't gameplay variety. (Except occasionally in TOR where the story involves gameplay.)
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
Basically that is summed up in click on x follow y as I said before. It is not proof to me. Those all add up to the same thing in the end. Few people even both to read the quest text because they don't have to do so. Basically quests are a linear path quickly from level 0 to max level alone. Grinding mobs in a slow path where you have the choice to go anywhere in the game and enjoy all parts of the game with many other people.
It's proof of variety.
The variety I'm describing is gameplay variety. This is by far the most meaningful variety because it changes what you do.
The variety you're describing is just location and mob art. It changes what you see, but not what you do, and so is a much weaker form of variety. (At least in the context of early MMORPGs where the mobs you were grinding usually weren't meaningfully different from one another.)
I wasn't even counting quest text as variety. That's varied too, but also isn't gameplay variety. (Except occasionally in TOR where the story involves gameplay.)
I understand what you are saying and you might have a point if there were no GPS and tutorials in games. Once the GPS is added that variety just turns into following a linear pathway from the start of the game to the end of the game. You barely get to enjoy a zone before you are done with it and moving on to the next. It doesn't really matter if the quests contain variation of minor differences if they are almost exactly the same and all be completed just by following the GPS around and doing what exactly what they are told to do.
What I miss the most in mmorpg's is the ability to sit for hours with three other people and camp xp mobs. Where is the new games with this in it?
Is this a thing of the past and never to be found again?
It's still in Dark Age of Camelot...but yes. This built community because instead of saying by to your pals and everyone whisking away to a quest line, you had to work with other folks and grind the day away. For extra xp you could farm mobs in a pvp zone, and risk getting rolled by 2 different realms.
Epic EPIC fun. Sadly, quests destroyed this concept in mmorpgs and everyone just does there own thing until some end game results ... usually in more quests called: dailies, lol.
Comments
I recall discussions along the lines of too many items existing at some point, but of course the answer is not to bind them. The answer is to meaningfully degrade them. And actually them expire. Games have degradation, but they also have bound items (and not just for super-rares either). Every game I've played with item degradation rarely ever mean it.
Keeping track of the number of times an item changes hands and adding a function of that to the degrade rate might have been useful to resolving the problem also. But items should irrovacably break. The do sometimes in DDO (if you are not careful).
Now, what I underlined and italicized (and re-post here for your convenience) from Distopia is the point:
"Why then do most power-levelers (those who hit cap in 24 hrs or so) generally mob grind their way there?"
POWER LEVELERS. Then I asked a question, which you neglected to address before you went on your rant, which I also underlined and italicized for you and repeat it here:
"Would you say your example is the norm, or the exception?"
Can you now see how I came to back Sovrath's post, yet, or are your eyes still bleeding from bursting veins?
- 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
There are other ways to do it, instead of wasting hours upon hours in a static position.
People only miss it because of the "social" chat. Personally, i'd rather be doing something else which is more interactive and mobile, instead of chatting about dinner, kids, or what kind of flavor bubblegum someone likes.
Doing both solo and group forced and having them be "equal" would probably make the people who only group to get something only play solo, that is true.
But people who actually enjoy playing with friends and/or guild mates etc. will continue to do so.
It's not about difficulty. You can make difficult solo content, and easy group content, and vice versa.
The added "difficulty" inherent in group play is either artificially created by manipulating the numbers to make enemies hit harder, so you then need a tank + healer etc. or it is a natural barrier based on communication and coordination - you are reliant upon others. When they fail, you fail.
But when you play with friends / guild mates you know and are comfortable with and mesh well together - you completely remove the natural barrier.
I thought i made it obvious it was the norm. If WoW and FFXIV are doing it, it was the fucking norm and not some rare exception that you're so fucking blind to see that it's been in front of you this entire time.
People don't do it in WoW or other games(even though it gives them the best exp/hr) for much the same reason we were given other ways to level up. Because the MAJORITY HATED IT. Just because questing is more prevalent, doesn't mean we've done away with camping for xp. Camping for xp remains the BEST way to gain exp in most games out nowadays, but it doesn't mean people want to do it, even if it is the best because to them its boring, which is why you don't see it as forced as it once was.
And when will you open your eyes and realize Sovrath genuinely believed that questing was BETTER for exp than grinding mobs. This is a legit false statement. It's a fact its not true.
Reminds me of the days of camping... about now one or the other would run around the camp and agro everything they could find...then FD, evac, or hit Ctrl-Q. Ahhh those were the days!
The difficulty in any game is artificial. You give more dmg or hp to a mob. Even if you increase the AI and give them a wider variety of abilities, its artificial (hence AI).
The point is, if its viable to solo it trivializes the game. It removes the feeling of a dangerous world. I don't care if games with soloing exist, but I don't want it as a viable means of progression in the game I play. Especially if people are capable of achieving the same goals regardless of whether they group or solo.
At least Pantheon gets it. Yes, you will be able to do some soloing, but eventually you will need better gear, and better gear requires a group. Then every 10 levels you have class trials that generally require a group. Until they are completed, you wont even be able to continue leveling up. Point is, we need both types of games. Sure you can group out in the world in WoW, but people don't do it for a reason. I can't tell you how many hundreds of times I've messaged people in games in the last decade to group and they've simply ignored it because they were too busy soloing.
Yes, I can prove it because the conversation is conveniently focused on progression:
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
I think it's important note that those people who do "mob grind" carefully plan out, within the games that support it, each area, what mobs they need to kill for how long.
It's not really "the norm". You get someone in game and tell them to mob grind you will see it doesn't work.
I was doing this in Aion and for the heck of it did a quest and it was faster to kill the 10 mobs and get the quest experience for the amount of xp I got for the quest.
Same in Lord of the Rings Online.
I know that someone has figured out a way to do it in ESO without questing but you need to know this exists and you need to follow it.
It's possible such a thing exists in Aion and LOTRO but I've never heard of it. His question was legitimate.
Your response was a bit overkill no?
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Basically that is summed up in click on x follow y as I said before. It is not proof to me. Those all add up to the same thing in the end. Few people even both to read the quest text because they don't have to do so. Basically quests are a linear path quickly from level 0 to max level alone. Grinding mobs in a slow path where you have the choice to go anywhere in the game and enjoy all parts of the game with many other people.
Except you're wrong. You don't need to plan anything out. It's as simple as always fight mobs at least x levels above your level. That's it.
Sure, it helps if you know ahead of time where "caster mobs" are in the level range you want ahead of time, but its not like its some EVE Online level planning that takes more than a moments thought which you can easily think while you're grinding away at w/e current mobs you're fighting.
You can not force people to not hack or bot either. Maybe we should just stop trying with those too.
Little forum boys with their polished cyber toys: whine whine, boo-hoo, talk talk.
nah, it would be HARD. And a lot of down time of course. Cant have "proper" experience without lot of downtime.
6 players*5$ is better than 1*5$
I don't believe I'm wrong at all. since my first instinct is to grind mobs my experience with the games that I play is that questing is a lot faster.
So there's got to be more to it than that. The only recent exception, at lower levels, is final fantasy 14 which I noted had a decent progression.
As a point of note, I tried it in wow at lower levels and questing was faster. Upper levels? Can't say I don't have experience with that but that would just point to it being for specific and special cases.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Of course you have to know where and what to camp, its SAME as old school games. Its not the norm since vast majority of people find it mind numbing and prefer other methos over "best" one.
grinding mobs to reach max level was norm in early LOTRO. i dont know when you played it, but they had to add actual content because people crapped all over that little fact that there was no content just mob grind in Angmar.
And there were also grind spots for lower levels, that was true well beyond it went free to play. Dont mention LOTRO since you could grind mobs for leveling just fine.
Games aren't built for grinding anymore basically. Exp bonuses for mobs not tied to quests, exp bonuses for mobs that have been alive for a long time. Rare drops tied into non quest mobs instead of itemization being a boring quest trek. Areas with procedural content not tied to quests etc. You could make a grind friendly game where it was fun to just explore around and kill stuff at random.
A game like GW2 where you kill something and it instantly respawns in the same place so you kill it again over and over and over again just aren't built for grinding to be fun.
The best way to level in WoW was always to grind from quest to quest, you did a combination of both. Well at least after release, in beta the best XP was doing dungeons but they nerfed that unfortunately.
Haha, WHAT?
I tried to play LotRO 5 different times (because I had invested so much heart into it back when it was a sandbox game, and not linear WoW clone garbage).
Each time I played I did my best to avoid the cookie cutter time wasting hand holding quests.
It is NOT POSSIBLE and NOT ENCOURAGED in LotRO to mob grind. Someone doing quests will get about 10x more money, xp, and loot in about 1/4 the time, than someone trying to mob grind.
And a huge part of the appeal of mob grinding (not camping, that's a whole different issue that it seems only EQ1 people fondly remember), is how social it was. Sharing dungeons and spawns and forming groups so you can kill faster and harder... that's not possible in LotRO because it's almost entirely a solo game through and through. The quests actively discourage grouping, and other than quests, there's nothing else to really do in LotRO, or most other modern MMOs.
You see, thats what happens when you talk about something you know nothing about.
LOTRO is now pretty much solo game because they HAD to change it. At launch and afterwards large portions of maps were group areas with elites and super fast respawns.
But hey, harp on, baseless/clueless rants are fun...for some people at least.
I was in LotRO Alpha back when it was still called Middle Earth Online.
I was in LotRO alpha when it was called LotRO.
I was in the beta. I was there at launch. I was there for the first expansion.
It was always an almost entirely solo game where the only way to progress was by doing quests. The difference is, many of those quests lines used to have a very jarring final step that FORCED you to group with people.
What would people do? End up standing around doing nothing waiting for a group to form for that one step, do it quickly, then disband and never speak again, because it wasn't possible to advance in the game doing anything else, and the population had been conditioned to play alone.
Well, few of my characters would disagree, and i had every class at 50 quite a while before MoM.
try harder next time.
It's proof of variety.
The variety I'm describing is gameplay variety. This is by far the most meaningful variety because it changes what you do.
The variety you're describing is just location and mob art. It changes what you see, but not what you do, and so is a much weaker form of variety. (At least in the context of early MMORPGs where the mobs you were grinding usually weren't meaningfully different from one another.)
I wasn't even counting quest text as variety. That's varied too, but also isn't gameplay variety. (Except occasionally in TOR where the story involves gameplay.)
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
I understand what you are saying and you might have a point if there were no GPS and tutorials in games. Once the GPS is added that variety just turns into following a linear pathway from the start of the game to the end of the game. You barely get to enjoy a zone before you are done with it and moving on to the next. It doesn't really matter if the quests contain variation of minor differences if they are almost exactly the same and all be completed just by following the GPS around and doing what exactly what they are told to do.
The is no tech so primitive that it cannot find proponents on this website.
"Remember when you had to bash Grog with a rock for xp? Great community-builder, too bad about Grog."
It's still in Dark Age of Camelot...but yes. This built community because instead of saying by to your pals and everyone whisking away to a quest line, you had to work with other folks and grind the day away. For extra xp you could farm mobs in a pvp zone, and risk getting rolled by 2 different realms.
Epic EPIC fun. Sadly, quests destroyed this concept in mmorpgs and everyone just does there own thing until some end game results ... usually in more quests called: dailies, lol.
Rest in Peace (fun, that is).