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Does this game have to be quest-based, lol. Seriously, every time Ive looked into the game, theres been something thats really grabbed my attention: the combat system, the art style (which I really dig for some reason). But, I dont know if I could get past the thought of being forced to run through one static quest after another. To me, it looks like the type of game world that I would just want to explore, hunt mobs, practice with the combat system...
Anyway, just thought Id throw that out there in case Im way off or something. Ill definately read up on the game a little more, since it does look more interesting than either WAR or AoC.
Comments
what do want it to be based on then? grind?
I really doubt you are going to be locked in a little room with an NPC, and that you won't be able to get out of the room to fight, explore, etc., until you accept a quest from him.
Well, if the combat system is as good as they claim, Id rather just go out and hunt. When that gets boring, then its time for a quest or two. I thought I read some where that killing mobs doesnt give much xp compared to completing quests. Maybe I misunderstood?
Killing stuff gives personal experience points.
Doing quests is what makes you level up.
I think.
Interesting. Guess Ill have to read into it a little more.
You should definetly do a little more research on the quest system if you are worried.
They have stated that quests will follow mulitple paths that you knowingly and unknowingly chose from. Also, from what I understand, once you fail a quest, you fail a quest. There is no picking it back up. So, the quests will be pretty dynamic, not so much a static quest grind such as WoW.
Also its rumored that there are now a lot of quests that involve exploration and hunting mobs. So basicly you are doing the same thing as grinding but you report to an npc at the end of the line This allows you to go out, kill and explore with a sense of purpose for those that are into that stuff.
From the latest combat video, i dont mind the "quests" that much in TCoS. If it would have been the same old auto attack system i wouldent have cared for this game. But now it seems very fun to actually be able to fight for myself : )
That would be more interesting. Ive been reading around on their site, its just hard to find specific info. Im always sceptical when developers talk about trying to "tell a story" with their MMO. Usually, that means a bunch of scripted, static quests that have no effect on anything. So far, it seems like they have some ideas for this game though...
One thing that I liked that was recently said by the dev that posts on these forums (cant remember his name right off) was that say you have a quest where you have to rescue a guy thats getting hung at dawn. Now, you start off by trying to go in the front gate, get caught and killed by the guards. Now, instead of the quest being over, as you still have some time before dawn, you can still try to rescue the guy. The difference being is that the guards are aware of you now, so you have to change your strategy in completing the quest. If you fail to rescue the guy by dawn, quest over, so sorry, you cant do it again.
I hope they pull this off, it sounds like a lot of fun.
I've been keeping an eye on this game for a couple of years now, and if the quest system is as dynamic as that, then it will certainly be something I'd be interested in.
How is basing it off questing not a grind? DDO bases XP off questing, and believe me that is a grind.
just because one game does questing as a grind does not mean that all games that try to do quest based will be grinds. Yes, pretty much every game so far thats quest based is a grind, but that still doesn't mean anything. I am a little disappointed that it is quest based, but if they are as dynamic as previously stated I will have no problem with it.
Well, it really does depend on their version of the quest system. Something along the lines of LOTRO or WOW would be disappointing. However, they seem pretty enthusiastic about story telling and role playing, so it will be interesting to see if they can pull it off.
Im definately not against story telling or questing, I just think that most MMOs have failed miserably in these two aspects. Running the same static, scripted quests as everyone else is a joke.
Im not sure I like that idea. There are two kinds of players - those who adventurously try the quests without any clues, and those that wait till the answers have been posted to spoiler sites. By making quests permanently fail you are punishing the first group and rewarding the second. I can only think of 2 ways you could solve that problem and both are not good. Either the quests would have to be so simple that they dont need spoiler sites, or there would have to be so many quests that it wouldnt matter if you lost some. One is lame and the other is unfeasable since it would require infinite developer resources.
It depends on how you look at it.
I personally like to think that when they say their quests will be dynamic, that they are kinda pulling from the star wars terminals and adding a bunch of fluff to em.
The way that I picture is that quests will be made on the fly, with a basic idea, and then expanded upon with objectives and what have you. If that makes sense.
They stated somewhere that quests are mostly "instanced" in some way. They said that if 2 people took the same quest, and you invited the other guy into your instance, then it might be totally different from his instance, even though its the same quest.
I apologize for not citing, but Im at work and dont have time to sift through posts.
I really hope they keep the instancing to a minimum though...
I am not going to argue here, but would like to point out that it looks like a lot of misinformation is being spread about TCoS in this thread. I would like to se some pointers that would give any of the statements in this thread some credibilty.
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Delanor
Or another option which kinda gets overlooked as that instead of having answers to the quests, the quests instead take skill to finish. You need a good team and good teamwork to complete the quest and if you don't, well you lose.Im not sure I like that idea. There are two kinds of players - those who adventurously try the quests without any clues, and those that wait till the answers have been posted to spoiler sites. By making quests permanently fail you are punishing the first group and rewarding the second. I can only think of 2 ways you could solve that problem and both are not good. Either the quests would have to be so simple that they dont need spoiler sites, or there would have to be so many quests that it wouldnt matter if you lost some. One is lame and the other is unfeasable since it would require infinite developer resources.
Seeing that this is the way the rest of the game tends to be based I'm guessing this might actually be the way quests are made.
With any luck you will be right Leoj.
I really, really hope I am lol.