See, always been on a quest or a mission is kinda cool, but if you always do it, it lose it aspect, it is the norm. Always = Never. In old EQ, when I was doing a quest, it was important.
Maybe it is time to developp the genre into having generic quest, ala CoV, where you always follow the headlines...and having open quests...which are..."hiden" in the game for you to find them and understand what they means, without any pointer or whatever. See, having a "pointer" as in CoV is great, for everyday grouping, for what I do all the time. It give me a goal, an objective, some pointers.
But it shouldn't prevent the devs from making quests which have no pointers, you read, you either understand it, or not. No journal, nothing for these other quests.
- "If I understand you well, you are telling me until next time. " - Ren
Doing quests which seems never ending in a game is something very tedious and boring, which is also an important fact which makes a game loses its players, for their quests can't attract people. Though I like completing quest in EQ, different to others, they are full of interests and challenge, make everything amazing.
The quests in runescape are really great aswell. In these quests you don't just have to kill 10 giants. You have to search the daughter of the mayor who is kept trapped in a haunted mansion. You will have to make your own key from a malt you found... If you play this quests without using a site they really own because you have to think about these quests !
I don't understand why devs don't allow for player created quests or contracts. NPC quests are boring and take a lot of valuable time to write and implement. If devs spent this time on building systems for player-run content, they would easily increase the life-span of their game. Players could hire each other for different tasks, such as protecting a miner in hostile areas or ordering the assassination of another player.
=========== The Guild is all about making MMORPGs more immersive, and more importantly, more fun! Join us! The Guild.
Player driven quest handling would require a no level system so that currency has the same value to all players. Many developers probably think that this is a gamble, not many would want to gamble on something like this.
The previous comment is NOT entirely true. WoW had this implemented a while back through a MOD. As long as people had "PlayerQuest" you could make your own quests and anyone with the MOD could see your quest.
Unfortunately, Blizz decided that this MOD violated their bounds and shut it down. Never once did it interfere with the Leveling System. Not to mention it was a great way to have people rank in the guild. Find an officer and click the quest. Complete the quest and your reward was a promotion to certain rank. The guild loved it till the MOD went bye-bye.
It depends on what you're looking for in a quest system. Anarchy Online had a fantastic way of generating missions by allowing the players to decide certain factors such as location, whether the rewards are money or items, difficulty. All in all it was great. To a point.
If you're just looking for instant action, blowing things up with friends, then Tabula Rasa may be your cup of tea.
If you're looking for a quest system where you are involved in a story plot which unfolds as you go, then WoW did this fairly well. The Foresaken quests were very amusing in parts (e.g. being asked by a sick Tauren in the Undercity to help you cure her, you give an undead apocathery the ingredients, he mixes the potion and the Tauren drops down dead whilst the undead laughs his head off). I'm not saying that other games didn't do something similar, it's just WoW sticks in my mind right now.
I don't understand why devs don't allow for player created quests or contracts. NPC quests are boring and take a lot of valuable time to write and implement. If devs spent this time on building systems for player-run content, they would easily increase the life-span of their game. Players could hire each other for different tasks, such as protecting a miner in hostile areas or ordering the assassination of another player.
Funny you should say that, Eve Online has a Contract system.
I don't understand why devs don't allow for player created quests or contracts. NPC quests are boring and take a lot of valuable time to write and implement. If devs spent this time on building systems for player-run content, they would easily increase the life-span of their game. Players could hire each other for different tasks, such as protecting a miner in hostile areas or ordering the assassination of another player.
Funny you should say that, Eve Online has a Contract system.
EvE does have a contract system but you cant realy post a hire control,but other corps do hire merc corps for protection,escort or even to attack their enemys.I once got payed 50mil to scout 10 0.0 systems,most games cant offer this type of player agrement because of their gameplay mechanics.
I don't understand why devs don't allow for player created quests or contracts. NPC quests are boring and take a lot of valuable time to write and implement. If devs spent this time on building systems for player-run content, they would easily increase the life-span of their game. Players could hire each other for different tasks, such as protecting a miner in hostile areas or ordering the assassination of another player.
Funny you should say that, Eve Online has a Contract system.
Yes, it does, but I'd love to see it on a scale that might fit a fantasy setting. Contracts in EVE usually consist of vast amounts of money and large groups of people. I'd like to see it viable for as little as one person or as much as 100 or more.
=========== The Guild is all about making MMORPGs more immersive, and more importantly, more fun! Join us! The Guild.
<blockquote><i>Originally posted by nightwing70</i> <br><b><p>Which mmorpg has the best quests?</p></b></blockquote> <br>
DDO because the quests actually seem like quests and not FedEx quests or "go to that field over there and kill 20 chickens" quests. WoW has some good quests, but they're often buried under a pile of lame ones or pretty much require you to be in an elite guild to ever see them. EQ2 quests remind me of WoW quests but harder.
I think nearly every quest in City of Heroes is "seek and destroy."
It depends on what you're looking for in a quest system. Anarchy Online had a fantastic way of generating missions by allowing the players to decide certain factors such as location, whether the rewards are money or items, difficulty. All in all it was great. To a point.
If you're just looking for instant action, blowing things up with friends, then Tabula Rasa may be your cup of tea.
If you're looking for a quest system where you are involved in a story plot which unfolds as you go, then WoW did this fairly well. The Foresaken quests were very amusing in parts (e.g. being asked by a sick Tauren in the Undercity to help you cure her, you give an undead apocathery the ingredients, he mixes the potion and the Tauren drops down dead whilst the undead laughs his head off). I'm not saying that other games didn't do something similar, it's just WoW sticks in my mind right now.
i agree..meanswhile, i think the quests of SOL are so suitable for me.they are so many many and let me want to finish all...just go on...i want to get the last quest....
Many games allow the players to design the quest even the characters, many people don't think it's a good idea. but I think this idea could stimulate the interesting of players.
After a slow start, I kinda liked the quest ("mission") system in City of Villains. What I enjoyed most is that you were almost always following a single story-arc at a time, rather than just accepting and completing quests by the dozen. I'm not going to bother reading the quests when they're offered to me 20 at a time. City of Villains made me do my 'quests' one at a time. Gamewise, the quests weren't that interesting though.
There's been a lot of praise for Age of Conan's quests, but since the game isn't out yet...
It depends on what you're looking for in a quest system. Anarchy Online had a fantastic way of generating missions by allowing the players to decide certain factors such as location, whether the rewards are money or items, difficulty. All in all it was great. To a point.
Yes, to a point. As nice as it is to pick what kind of missions you want to do, in the end there are only so many variations on a theme. How many times can you "kill this person" or "bring X item back here" or "heal this person"? It's great for generating XP and credits, but none of it really means anything.
I agree, there should be some form of player-created missions, maybe clan missions to kill Omni or Omni missions to kill clan or something along those lines. At least it would go a ways toward actual ROLEPLAYING!
I don´t like quests in MMOs at all. I would prefer some kind of virtual world, where your character just lives, has a job, goes to the pub ... Not like second life, but a medieval or fantasy world and role-played or at least with a rp-server. Of course it should be possible to do some adventuring, but one should not have to do it, to level a character. I don´t like this enforced adventuring.
I don´t like quests in MMOs at all. I would prefer some kind of virtual world, where your character just lives, has a job, goes to the pub ... Not like second life, but a medieval or fantasy world and role-played or at least with a rp-server. Of course it should be possible to do some adventuring, but one should not have to do it, to level a character. I don´t like this enforced adventuring.
In a perfect world, that's how things would work, but you have a lot of players who are incapable or uncomfortable coming up with their own goals and measures of success in a game (thus the utter lack of actual roleplaying in most games), they want to have a path laid out for them to be dragged by the nose down.
If you want to spend your life at the equivalent of level 1 doing farming (and I mean actual planting crops farming), you should be able to. If you want to go out and do epic quests and make a name for yourself, you should be able to. The option should be the player's, not the developers.
I think it´s one of the developers myths. Of course it would work, because not all the people interested in games are just stupid and dependent on the devs ideas. Only most players nowadays are used to such linear level games, because all the games are like this.
And of course a game gets the players it is developed for. People who do not like it, don´t play it. There are many more people in this world, who do NOT play games like WoW than there are actual gamers. Most own a computer and internet connection. Do the devs ever ask themselfs, why those people don´t play their games ?
The quests in runescape are really great aswell. In these quests you don't just have to kill 10 giants. You have to search the daughter of the mayor who is kept trapped in a haunted mansion. You will have to make your own key from a malt you found... If you play this quests without using a site they really own because you have to think about these quests !
Greeetz2Z
I have to disagree. I dreaded the quests on runescape. I hated looking for stupid items around the world to kill one monster and then get a reward that is not worth the time. The bad graphics mad the world annoying to travel around . Oh and the worst quests were the puzzles, oh how much I hate puzzles.
WoW has some excellent quests, but as someone else mentioned, they are outnumbered by the lame ones.
DDO has a lot of excellent quests if you can stomach the rest of the game. (For the record, "kill 50 XXX" quests DO exist in DDO, but they are not nearly as common as in other MMOs.)
LotRO has a decent variety of quest styles, and I'd say most of them are well-written and creatively implemented, even the FedEx ones.
Comments
I will sound silly.
But quest-wise, for me it was EQ.
See, always been on a quest or a mission is kinda cool, but if you always do it, it lose it aspect, it is the norm. Always = Never. In old EQ, when I was doing a quest, it was important.
Maybe it is time to developp the genre into having generic quest, ala CoV, where you always follow the headlines...and having open quests...which are..."hiden" in the game for you to find them and understand what they means, without any pointer or whatever. See, having a "pointer" as in CoV is great, for everyday grouping, for what I do all the time. It give me a goal, an objective, some pointers.
But it shouldn't prevent the devs from making quests which have no pointers, you read, you either understand it, or not. No journal, nothing for these other quests.
- "If I understand you well, you are telling me until next time. " - Ren
Doing quests which seems never ending in a game is something very tedious and boring, which is also an important fact which makes a game loses its players, for their quests can't attract people. Though I like completing quest in EQ, different to others, they are full of interests and challenge, make everything amazing.
Hi,
The quests in runescape are really great aswell. In these quests you don't just have to kill 10 giants. You have to search the daughter of the mayor who is kept trapped in a haunted mansion. You will have to make your own key from a malt you found... If you play this quests without using a site they really own because you have to think about these quests !
Greeetz2Z
I don't understand why devs don't allow for player created quests or contracts. NPC quests are boring and take a lot of valuable time to write and implement. If devs spent this time on building systems for player-run content, they would easily increase the life-span of their game. Players could hire each other for different tasks, such as protecting a miner in hostile areas or ordering the assassination of another player.
===========
The Guild is all about making MMORPGs more immersive, and more importantly, more fun! Join us!
The Guild.
Player driven quest handling would require a no level system so that currency has the same value to all players. Many developers probably think that this is a gamble, not many would want to gamble on something like this.
The previous comment is NOT entirely true. WoW had this implemented a while back through a MOD. As long as people had "PlayerQuest" you could make your own quests and anyone with the MOD could see your quest.
Unfortunately, Blizz decided that this MOD violated their bounds and shut it down. Never once did it interfere with the Leveling System. Not to mention it was a great way to have people rank in the guild. Find an officer and click the quest. Complete the quest and your reward was a promotion to certain rank. The guild loved it till the MOD went bye-bye.
It depends on what you're looking for in a quest system. Anarchy Online had a fantastic way of generating missions by allowing the players to decide certain factors such as location, whether the rewards are money or items, difficulty. All in all it was great. To a point.
If you're just looking for instant action, blowing things up with friends, then Tabula Rasa may be your cup of tea.
If you're looking for a quest system where you are involved in a story plot which unfolds as you go, then WoW did this fairly well. The Foresaken quests were very amusing in parts (e.g. being asked by a sick Tauren in the Undercity to help you cure her, you give an undead apocathery the ingredients, he mixes the potion and the Tauren drops down dead whilst the undead laughs his head off). I'm not saying that other games didn't do something similar, it's just WoW sticks in my mind right now.
Top 10 Most Misused Words in MMO's
Funny you should say that, Eve Online has a Contract system.
Top 10 Most Misused Words in MMO's
Funny you should say that, Eve Online has a Contract system.
EvE does have a contract system but you cant realy post a hire control,but other corps do hire merc corps for protection,escort or even to attack their enemys.I once got payed 50mil to scout 10 0.0 systems,most games cant offer this type of player agrement because of their gameplay mechanics.
Funny you should say that, Eve Online has a Contract system.
Yes, it does, but I'd love to see it on a scale that might fit a fantasy setting. Contracts in EVE usually consist of vast amounts of money and large groups of people. I'd like to see it viable for as little as one person or as much as 100 or more.
===========
The Guild is all about making MMORPGs more immersive, and more importantly, more fun! Join us!
The Guild.
<blockquote><i>Originally posted by nightwing70</i>
<br><b><p>Which mmorpg has the best quests?</p></b></blockquote>
<br>
DDO because the quests actually seem like quests and not FedEx quests or "go to that field over there and kill 20 chickens" quests. WoW has some good quests, but they're often buried under a pile of lame ones or pretty much require you to be in an elite guild to ever see them. EQ2 quests remind me of WoW quests but harder.
I think nearly every quest in City of Heroes is "seek and destroy."
Yeah, DDO had not many, but pretty cool quests, I enjoyed them, really
It depends on what you're looking for in a quest system. Anarchy Online had a fantastic way of generating missions by allowing the players to decide certain factors such as location, whether the rewards are money or items, difficulty. All in all it was great. To a point.
If you're just looking for instant action, blowing things up with friends, then Tabula Rasa may be your cup of tea.
If you're looking for a quest system where you are involved in a story plot which unfolds as you go, then WoW did this fairly well. The Foresaken quests were very amusing in parts (e.g. being asked by a sick Tauren in the Undercity to help you cure her, you give an undead apocathery the ingredients, he mixes the potion and the Tauren drops down dead whilst the undead laughs his head off). I'm not saying that other games didn't do something similar, it's just WoW sticks in my mind right now.
i agree..meanswhile, i think the quests of SOL are so suitable for me.they are so many many and let me want to finish all...just go on...i want to get the last quest....
Many games allow the players to design the quest even the characters, many people don't think it's a good idea. but I think this idea could stimulate the interesting of players.
After a slow start, I kinda liked the quest ("mission") system in City of Villains. What I enjoyed most is that you were almost always following a single story-arc at a time, rather than just accepting and completing quests by the dozen. I'm not going to bother reading the quests when they're offered to me 20 at a time. City of Villains made me do my 'quests' one at a time. Gamewise, the quests weren't that interesting though.
There's been a lot of praise for Age of Conan's quests, but since the game isn't out yet...
NeoSteam quest Kill the Bosss
I agree, there should be some form of player-created missions, maybe clan missions to kill Omni or Omni missions to kill clan or something along those lines. At least it would go a ways toward actual ROLEPLAYING!
Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
Relatively Recently (Re)Played: HL2 (all), Halo (PC, all), Batman:AA; AC, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR, Portal 1&2, Blink, Elder Scrolls (all), lots more
Now Playing: None
Hope: None
all quests about the game background story are my love so ..i'm so annoyed with the quests without any meaning...
I don´t like quests in MMOs at all. I would prefer some kind of virtual world, where your character just lives, has a job, goes to the pub ... Not like second life, but a medieval or fantasy world and role-played or at least with a rp-server. Of course it should be possible to do some adventuring, but one should not have to do it, to level a character. I don´t like this enforced adventuring.
i just like the quests about the game background story..otherwise..don't like to do the meaningless quests ..
If you want to spend your life at the equivalent of level 1 doing farming (and I mean actual planting crops farming), you should be able to. If you want to go out and do epic quests and make a name for yourself, you should be able to. The option should be the player's, not the developers.
But we all know it doesn't work that way.
Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
Relatively Recently (Re)Played: HL2 (all), Halo (PC, all), Batman:AA; AC, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR, Portal 1&2, Blink, Elder Scrolls (all), lots more
Now Playing: None
Hope: None
i think it depends on the game itself..game is good enough i don't think its quest system will be worse than others..
I think it´s one of the developers myths. Of course it would work, because not all the people interested in games are just stupid and dependent on the devs ideas. Only most players nowadays are used to such linear level games, because all the games are like this.
And of course a game gets the players it is developed for. People who do not like it, don´t play it. There are many more people in this world, who do NOT play games like WoW than there are actual gamers. Most own a computer and internet connection. Do the devs ever ask themselfs, why those people don´t play their games ?
I have to disagree. I dreaded the quests on runescape. I hated looking for stupid items around the world to kill one monster and then get a reward that is not worth the time. The bad graphics mad the world annoying to travel around . Oh and the worst quests were the puzzles, oh how much I hate puzzles.
__________________________
Played:WoW, Darkfall, Warhammer, Shadowbane, Anarchy Online, Last Chaos, Runescape, Maplestory, Planeshift
Loved: Guild Wars, Eve, Darkfall
Playing:(none)
Waiting for: I don't know
WoW has some excellent quests, but as someone else mentioned, they are outnumbered by the lame ones.
DDO has a lot of excellent quests if you can stomach the rest of the game. (For the record, "kill 50 XXX" quests DO exist in DDO, but they are not nearly as common as in other MMOs.)
LotRO has a decent variety of quest styles, and I'd say most of them are well-written and creatively implemented, even the FedEx ones.