I have ran into a few. For example, there is a side mission in the Scorched Sands which requires you to finish a particular main mission. I don't remember the name of it but it required you to examine various fauna contaminated by the Filth. Thankfully the main quest you had to complete in order to unlock the side mission actually brings you to that area but it's possible to wonder there without the main quest also, so I can see how that could be annoying.
A green mission?
The only locked ones I've come across are Red and yellow. So it isn't hard to find them again as they marked on the map.
Yes, it was a green mission. The ones you can have 3 of at any give time. The mission is called "Filthy Science" and it requires you to complete "Demolition Man" in order to unlock it.
I have ran into a few. For example, there is a side mission in the Scorched Sands which requires you to finish a particular main mission. I don't remember the name of it but it required you to examine various fauna contaminated by the Filth. Thankfully the main quest you had to complete in order to unlock the side mission actually brings you to that area but it's possible to wonder there without the main quest also, so I can see how that could be annoying.
A green mission?
The only locked ones I've come across are Red and yellow. So it isn't hard to find them again as they marked on the map.
Yes, it was a green mission. The ones you can have 3 of at any give time. The mission is called "Filthy Science" and it requires you to complete "Demolition Man" in order to unlock it.
That would be the first green mission I saw locked in the game. That being said, you can always mark the postion on the map if you really wanted to.
The quests I did were much better than anything I've done before in any of the WoW ripp-offs. I prefer it the way it is with only one main quest, because it breaks that batch processing routine which ruins the fun for me.
What exactly makes a game a WoW rip off? because WoW really hasnt done anything unique. Most of what it has it got from EQ and mmos that came out after it. Blizzard does nothing but take ideas from other games and implaments them into WoW I get really sick of hearing WoW clone ect ect as if that game created the genre. Calling a game a wow clone because you can tab target is one of the dumbest lines i heard ( and i know you didnt say this im just saying.....its stupid ).
The quests I did were much better than anything I've done before in any of the WoW ripp-offs. I prefer it the way it is with only one main quest, because it breaks that batch processing routine which ruins the fun for me.
I'm in agreement with this. While it lowers efficiency, it's much improved my QoL when simply playing the game. It's one of those 'stop and smell the roses' changes I've been enjoying in the short time that I've been playing the game.
Zomg a developer did something different, it must be bad bad bad bad /sarc off
My, that's such an intelligent response /sarc off
Just because a developer does something new or different doesn't automatically mean that what they've done is good. MMO's and video games in general are full of all sorts of things that are done 'differently' than others, but that doesn't mean they've improved the game by adding such a feature.
It also doesn't mean it's automatically bad because it doesn't fit perfectly with a given player's preferences. Other players are perfectly fine with it the way it is. I'm perfectly fine with it the way it is.
TSW is not your typical "race through the low/mid levels and get to end-game 'cause that's all that matters and everything else useless fluff" theme-park affair. That much is apparent simply through the pacing and structure of the game. If someone is intent on shoe-horning their typical theme-park playstyle into the game and find it's not working for them... well... that's their problem, not Funcom's.
If you like the quest system in TSW that's fine, but myself if I have a list of errands that include grocery shopping, picking up a parcel at the post office, and filling up the car with gas I don't drive past the post office to the grocery store, then drive home, then drive to the post office, then drive back home then drive to the gas station, I do it all in one trip.
If you knew you had all those things to do when you left the house, then of course not. But you don't have to do that in TSW either. If you have your active story mission, plus 3 side missions, you can do all those in one trip as well. You can phone in the missions so you don't even have to go back to the NPC 'til you're ready to.
In your scenario, it would be more like being out to do your errands and, on the way home with a car full of groceries, you pass a hardware store and remember that you needed to go there to shop for some hardware too. Well, you have these groceries in the car and you don't want the perishables to spoil.. So you go home, unload the groceries, then hop back in your car and go back to the hardware store.
It sounds to me like people are trying to shoe-horn the whole typical theme-park style of gameplay where it's all about "getting as much done as possible as quickly as possible for maximum efficiency!!"
Originally posted by kartana There are many quests where you have to go back to the quest giver to do something there and then phone in the quest while standing right next to the npc that gave you the quest, which is also a bit idiotic.
You are never having to phone the NPC while standing right next to them because it's not the NPC you're phoning. It's your Faction HQ you're calling. The ones that require you to return to a location have you place items in a location of some kind, or something along those lines.
If you've been running back to a NPC and then calling the mission in, you've been doing it wrong.
Originally posted by BigRock411I think it works fantastic, the whole quest system is genius imo...at least for a game like this.Yeah we are all use to crappy storyline and 15 quests per hub, in those games this system would be terrible.In this game however, it keeps you focused, if your stumped or see something so exciting you have to do it now nothing is stopping you from taking that mission and then comming back to the one you were on.Years of conditioning make it hard to adapt to chage for some.
I don't agree. The voice overs are very nice but it's the same as Swtor... It's just a fancy way to tell you to go fetch some body parts or deliver something or kill mob xyz.
Have you done any of the investigation quests yet?
Originally posted by BigRock411I think it works fantastic, the whole quest system is genius imo...at least for a game like this.Yeah we are all use to crappy storyline and 15 quests per hub, in those games this system would be terrible.In this game however, it keeps you focused, if your stumped or see something so exciting you have to do it now nothing is stopping you from taking that mission and then comming back to the one you were on.Years of conditioning make it hard to adapt to chage for some.
I don't agree. The voice overs are very nice but it's the same as Swtor... It's just a fancy way to tell you to go fetch some body parts or deliver something or kill mob xyz.
Have you done any of the investigation quests yet?
They are by far the least numerous quests in the game. Kingsmouth has 5, Savage Coast has 1. Blue Mountain has 1. Scorched Sands has 3-4, I don't exactly remember, and I haven't found any in the City of the Sun God yet. Didn't get to the last 2 zones yet either.
My point is that while those quests are pretty cool, they are such a small minority that they aren't even a factor. Not to mention that they are completely optional anyway. Also, the fact that some of them are bugged kind of puts a hamper on the whole thing.
I am a fan of this game if you would but I see people will not fault it no matter what in most cases. Quest limit "O" thats a good thing quest will eventually lead you back to the first for the second. Than I hear it's all about exploring yet all quest except the side quest are marked on your map from jump. The limit keeps me focused on what I'm doing until I have to walk all over to check for missing quest but thats good exploration and great fun fine combing areas I've already been through more than enough to want to avoid as much combat as I can because the combat is still kinda sucky. Once I get to the ten percent of the game thats interesting as well as frustrating it just kills ... And emersion all this equals emersion because it keeps you on quest that you can PAUSE to do others but somehow pausing will keep the objectives fresh while multi questing equals boring and I forgot why I was even killing 10 villagers which is the majority of this game though a lot of people will have you believe it is the minority.
That may sound a bit negative but there has to be some honesty applied here and not just justification of investment. With all that said I have bought the game and played pretty extensively and as much or more than most except closed beta heads but take my oppinion with a grain of what ever spice you like.
The only locked ones I've come across are Red and yellow. So it isn't hard to find them again as they marked on the map.
Yes, it was a green mission. The ones you can have 3 of at any give time. The mission is called "Filthy Science" and it requires you to complete "Demolition Man" in order to unlock it.
So anyways. The locked quest you are talking about is opened by the quest that ends literally right beside it. Which is probably the only way you are going to discover the quest anyways.
I'm starting to think you are nitpicking at this point.
Another note about the active quests.. most active quests that you do have 2-7 Tiers. Each Tier is more or less a quest in itself. It also remembers the Tier you're on if you pause it.
If you could simply unpause any mission at any time, you could still grab every mission you see, complete the one currently active and un-pause it in the field. It would create the same grocery list system that Fucom doesn't want.
The only locked ones I've come across are Red and yellow. So it isn't hard to find them again as they marked on the map.
Yes, it was a green mission. The ones you can have 3 of at any give time. The mission is called "Filthy Science" and it requires you to complete "Demolition Man" in order to unlock it.
So anyways. The locked quest you are talking about is opened by the quest that ends literally right beside it. Which is probably the only way you are going to discover the quest anyways.
I'm starting to think you are nitpicking at this point.
The question was if there are locked side quests and I provided an example of one. I specifically stated in my original post that you unlock this quest by finishing a quest that sends you to that area in the first place.
Less jumping on other people's backs and more enjoying the game.
Originally posted by BigRock411I think it works fantastic, the whole quest system is genius imo...at least for a game like this.Yeah we are all use to crappy storyline and 15 quests per hub, in those games this system would be terrible.In this game however, it keeps you focused, if your stumped or see something so exciting you have to do it now nothing is stopping you from taking that mission and then comming back to the one you were on.Years of conditioning make it hard to adapt to chage for some.
I don't agree. The voice overs are very nice but it's the same as Swtor... It's just a fancy way to tell you to go fetch some body parts or deliver something or kill mob xyz.
Have you done any of the investigation quests yet?
They are by far the least numerous quests in the game. Kingsmouth has 5, Savage Coast has 1. Blue Mountain has 1. Scorched Sands has 3-4, I don't exactly remember, and I haven't found any in the City of the Sun God yet. Didn't get to the last 2 zones yet either.
My point is that while those quests are pretty cool, they are such a small minority that they aren't even a factor. Not to mention that they are completely optional anyway. Also, the fact that some of them are bugged kind of puts a hamper on the whole thing.
I was responding to kartana's comment, which only addresses other quests. I was asking if he'd done any of the others, especially considering, as I recall, he claimed earlier in the thread that the kill and fetch quests are "all the game has" as well. However many or few of each type the game has is not the point. The point is, he's repeatedly failing to acknowledge that other content even exists. I was calling his attention to it.
You, in your own way are doing the same thing. You acknowledge they exist, but then immediately dismiss them as "being a non factor". So let's clear this up, too. To you they're a non factor. To me they're quite engrossing, challenging and enjoyable. Others have expressed the same opinion. I think the game is all the better for having them.
As for them being optional... Plenty other side missions of other types are as well. There's a number I haven't done and it hasn't impeded my progress at all. And anyway, what's your point of saying that? Are they only worthwhile to you if they're mandatory?
I won't say you're wrong for your opinion, Heartless. If you're not crazy about it, then you're not crazy about it. But, to agree with someone else in this thread, you are definitely nit-picking. Your arguments seem to use selective judgment. You're focusing on what supports your narrative, while ignoring or dismissing what doesn't.
Each quest is given its own focus and importance, with an interesting back-story to go with it. I realize for some, story doesn't matter and they just "Esc Key" through everything. But that's their problem. Not FC's. You don't like the questing system in TSW. Fine. Others don't like it. Fine. Still others enjoy it just fine. No one's ever going to please everyone, and it would be folly to try.
For myself, I love the pacing. For once I don't feel like I'm being loaded down with dozens of quests everywhere I go, or rushed from one quest-hub to the next along a blatantly linear path with every little detail being spelled out for me. I don't mind having to backtrack because I love the world, the environments, the lore and the setting. Each time I go down a street, I'm seeing some new detail or nuance that I missed before. I'm in no hurry to get anywhere.
How many missions I can have at once, or whether I have to run around a lot to do them hasn't even occurred to me because I've been enjoying the experience so much. I'm pretty sure that's kind of the point of partaking in any hobby-like activity; to enjoy the experience rather than worry about quickly and "efficiently" you're getting through it. But that's just me.
I understand there's a number of people who feel there's "only one right way" to create a MMO, where the emphasis is on "min/maxing", "maximum efficiency", "rapid progress" and "optimization", where "getting to end game is all that matters", and all that. I can see how a game like TSW whose pacing and structure don't quite cater to that playstyle would be upsetting to such people. However, I just think that's their problem, not FC's.
When it comes to games where you have lots of active quests, its not a problem for games such as skyrim, mass effect, witcher or any other rpg. The real issue with wow+clones is that questing has been dumbed down so much that you no longer have to think and walk from hub to hub and not the list itself.
I hate the limitation with only one active quest where you either have to complete or abandon the quest to work on a different quest and I would really prefer to work on different quests at same time, especially if I find myself stuck with an investigation mission.
Why is everyone stuck on the idea that it's either 1 or 30?
Perhaps 2 or 3 "important" quests would make a lot of sense for this game. I think most people would be very capable of undertanding and staying on track with a few different "important" quests at a time. And I don't think it would take anything from the experience.
When it comes to games where you have lots of active quests, its not a problem for games such as skyrim, mass effect, witcher or any other rpg. The real issue with wow+clones is that questing has been dumbed down so much that you no longer have to think and walk from hub to hub and not the list itself.
I hate the limitation with only one active quest where you either have to complete or abandon the quest to work on a different quest and I would really prefer to work on different quests at same time, especially if I find myself stuck with an investigation mission.
You already can. You can have the main Mission and then 3 or 4 side missions. I'm working on missions everytime I'm playing, and it's not always "just the story mission".
They implemented this system for one reason and one reason only. To make you run around and waste time. I can't count how often I ended up on the other side of the map just to run all the way back to complete the final step while passing countless other quests which I could have completed on the way back. I thought we were past this shit?!And don't tell me they did this so you can concentrate more on the quests... it's the same old 'kill x' or 'fetch this' type 90% of the time.
Look on the bright side. If you could take a bunch of quests at once and do them together you would be in combat much more regularly and the pain of the combat system would be much more apperant. TSW is one of the few games I have played where running around is preferable to fighting.
Personally, I love investigation quests. They are, in my eyes, this game's only saving grace. The Solomon Island zones as well. With that being said, the simple fact that there is a handful of these quests in the game and the rest of are the same old "kill and deliver" variety, that get more grindly as your advance through zones, makes investigations virtually a non-factor in the grand scheme of things. In my opinion, at least. I mean, you have zones with 1 investigation out of 50 or so quests.
The game relies too much on old conventions while trying to introduce new ones. The zones are packed with relentless mobs, mobs that will chase you across the map, forcing you to fight your way through a lot of quests. Moreover, you're not invicible during cutscenes and it's very possible to die if you're not careful. Investigations are incredibly tiny in number compared to the regular "map marker" quests. And the regular quests get even worse once you get to Egypt. The "kill x" side missions get absolutely bananas! For example, in the City of the Sun God you get a mission to destroy 7 locust nests. Each locust nest spawns 6 mobs through out the fight. That's 42 mobs you have to kill, besides the 7 nests themselves. Let me mention that I really hate the Egypt zones. Solomon Island zones were absolutely amazing, while Egypt is bland in not only scenery but stories and quests themselves. You can almost see the quality of writing and the quests curve downward as you progress through Egypt... But I digress.
As far as the whole number of quests thing. I can understand not being able to accept multiple missions from the same quest giver, since most of them make sense if you do them in order. But I don't see an issue with having multiple main missions active from different quest givers. It just doesn't make sense to me that I can't kill a few cultists while I'm out looking for magical artifacts.
. Solomon Island zones were absolutely amazing, while Egypt is bland in not only scenery but stories and quests themselves. You can almost see the quality of writing and the quests curve downward as you progress through Egypt... But I digress.
That's your opinion. I loved Egypt.
I thought Said, Shani and Nassir all stood out. Even the ambigiously gay duo wasn't bad.
For me what I really loved about the zone were the cultists and the things they were chanting. I thought it was a great touch.
"See how your grace burns my skin, I am blessed."
It's obvious this wasn't your type of game though. Personally it's the best story I've seen in an mmo. It's written for adults and isn't the same regurgitated crap we've been shoveled from every fantasy mmo released.
I guess you will be really upset when you realise that to pick up some (side) missions you need to be on main mission leading you there, and more upset when you realise that to even be able to do some (side) mission you need another main quest to be able to do it.
You are in for a real treat there.
i have yet to run into any side mission that required me to have anything.. or should I say I have yet to run into a side mission a could not take so no clue what you are talking about
Then can assume that you have not done every quest.
From the obvious missions that are locked if you have not done a quest earlier, which in turn not always end in the same area as the mission is done in/take part in. For instance "Something Wicked" in Kingsmouth unlocks a mission in Savage Coast.
I have up until now picked up two side missions from solo instances that are opened form an active main mission. Hence making it only possible to take those missions if you are on that particular main mission.
One mission that you can't resolve is the "Tango and Cash" mission from the Scrapyard in Kingsmouth. Now it may be resolved as others are starting the event that enables you to complete the side mission, if not you have to take the main mission to start the attack on the scrapyard.
. Solomon Island zones were absolutely amazing, while Egypt is bland in not only scenery but stories and quests themselves. You can almost see the quality of writing and the quests curve downward as you progress through Egypt... But I digress.
That's your opinion. I loved Egypt.
I thought Said, Shani and Nassir all stood out. Even the ambigiously gay duo wasn't bad.
For me what I really loved about the zone were the cultists and the things they were chanting. I thought it was a great touch.
"See how your grace burns my skin, I am blessed."
It's obvious this wasn't your type of game though. Personally it's the best story I've seen in an mmo. It's written for adults and isn't the same regurgitated crap we've been shoveled from every fantasy mmo released.
I never claimed it otherwise. The only momorable character in Egypt was the guy on the roof of the hotel and even then, you only did 2 quests for him. The zones and the stories are bland, especially considering the absolute awsomeness we experienced in Solomon Island. In my opinion, of course.
I never claimed it otherwise. The only momorable character in Egypt was the guy on the roof of the hotel and even then, you only did 2 quests for him. The zones and the stories are bland, especially considering the absolute awsomeness we experienced in Solomon Island. In my opinion, of course.
And what type of a game is this exactly?
If we are talking about bland stories, then I think of GW2.
I never claimed it otherwise. The only momorable character in Egypt was the guy on the roof of the hotel and even then, you only did 2 quests for him. The zones and the stories are bland, especially considering the absolute awsomeness we experienced in Solomon Island. In my opinion, of course.
And what type of a game is this exactly?
If we are talking about bland stories, then I think of GW2.
Comments
Yes, it was a green mission. The ones you can have 3 of at any give time. The mission is called "Filthy Science" and it requires you to complete "Demolition Man" in order to unlock it.
Uh oh, someone's colourblind. :P
That would be the first green mission I saw locked in the game. That being said, you can always mark the postion on the map if you really wanted to.
What exactly makes a game a WoW rip off? because WoW really hasnt done anything unique. Most of what it has it got from EQ and mmos that came out after it. Blizzard does nothing but take ideas from other games and implaments them into WoW I get really sick of hearing WoW clone ect ect as if that game created the genre. Calling a game a wow clone because you can tab target is one of the dumbest lines i heard ( and i know you didnt say this im just saying.....its stupid ).
I'm in agreement with this. While it lowers efficiency, it's much improved my QoL when simply playing the game. It's one of those 'stop and smell the roses' changes I've been enjoying in the short time that I've been playing the game.
You are never having to phone the NPC while standing right next to them because it's not the NPC you're phoning. It's your Faction HQ you're calling. The ones that require you to return to a location have you place items in a location of some kind, or something along those lines.
If you've been running back to a NPC and then calling the mission in, you've been doing it wrong.
Have you done any of the investigation quests yet?
They are by far the least numerous quests in the game. Kingsmouth has 5, Savage Coast has 1. Blue Mountain has 1. Scorched Sands has 3-4, I don't exactly remember, and I haven't found any in the City of the Sun God yet. Didn't get to the last 2 zones yet either.
My point is that while those quests are pretty cool, they are such a small minority that they aren't even a factor. Not to mention that they are completely optional anyway. Also, the fact that some of them are bugged kind of puts a hamper on the whole thing.
I am a fan of this game if you would but I see people will not fault it no matter what in most cases. Quest limit "O" thats a good thing quest will eventually lead you back to the first for the second. Than I hear it's all about exploring yet all quest except the side quest are marked on your map from jump. The limit keeps me focused on what I'm doing until I have to walk all over to check for missing quest but thats good exploration and great fun fine combing areas I've already been through more than enough to want to avoid as much combat as I can because the combat is still kinda sucky. Once I get to the ten percent of the game thats interesting as well as frustrating it just kills ... And emersion all this equals emersion because it keeps you on quest that you can PAUSE to do others but somehow pausing will keep the objectives fresh while multi questing equals boring and I forgot why I was even killing 10 villagers which is the majority of this game though a lot of people will have you believe it is the minority.
That may sound a bit negative but there has to be some honesty applied here and not just justification of investment. With all that said I have bought the game and played pretty extensively and as much or more than most except closed beta heads but take my oppinion with a grain of what ever spice you like.
So anyways. The locked quest you are talking about is opened by the quest that ends literally right beside it. Which is probably the only way you are going to discover the quest anyways.
I'm starting to think you are nitpicking at this point.
Another note about the active quests.. most active quests that you do have 2-7 Tiers. Each Tier is more or less a quest in itself. It also remembers the Tier you're on if you pause it.
If you could simply unpause any mission at any time, you could still grab every mission you see, complete the one currently active and un-pause it in the field. It would create the same grocery list system that Fucom doesn't want.
In the end it works perfectly for the game.
The question was if there are locked side quests and I provided an example of one. I specifically stated in my original post that you unlock this quest by finishing a quest that sends you to that area in the first place.
Less jumping on other people's backs and more enjoying the game.
I was responding to kartana's comment, which only addresses other quests. I was asking if he'd done any of the others, especially considering, as I recall, he claimed earlier in the thread that the kill and fetch quests are "all the game has" as well. However many or few of each type the game has is not the point. The point is, he's repeatedly failing to acknowledge that other content even exists. I was calling his attention to it.
You, in your own way are doing the same thing. You acknowledge they exist, but then immediately dismiss them as "being a non factor". So let's clear this up, too. To you they're a non factor. To me they're quite engrossing, challenging and enjoyable. Others have expressed the same opinion. I think the game is all the better for having them.
As for them being optional... Plenty other side missions of other types are as well. There's a number I haven't done and it hasn't impeded my progress at all. And anyway, what's your point of saying that? Are they only worthwhile to you if they're mandatory?
I won't say you're wrong for your opinion, Heartless. If you're not crazy about it, then you're not crazy about it. But, to agree with someone else in this thread, you are definitely nit-picking. Your arguments seem to use selective judgment. You're focusing on what supports your narrative, while ignoring or dismissing what doesn't.
Each quest is given its own focus and importance, with an interesting back-story to go with it. I realize for some, story doesn't matter and they just "Esc Key" through everything. But that's their problem. Not FC's. You don't like the questing system in TSW. Fine. Others don't like it. Fine. Still others enjoy it just fine. No one's ever going to please everyone, and it would be folly to try.
For myself, I love the pacing. For once I don't feel like I'm being loaded down with dozens of quests everywhere I go, or rushed from one quest-hub to the next along a blatantly linear path with every little detail being spelled out for me. I don't mind having to backtrack because I love the world, the environments, the lore and the setting. Each time I go down a street, I'm seeing some new detail or nuance that I missed before. I'm in no hurry to get anywhere.
How many missions I can have at once, or whether I have to run around a lot to do them hasn't even occurred to me because I've been enjoying the experience so much. I'm pretty sure that's kind of the point of partaking in any hobby-like activity; to enjoy the experience rather than worry about quickly and "efficiently" you're getting through it. But that's just me.
I understand there's a number of people who feel there's "only one right way" to create a MMO, where the emphasis is on "min/maxing", "maximum efficiency", "rapid progress" and "optimization", where "getting to end game is all that matters", and all that. I can see how a game like TSW whose pacing and structure don't quite cater to that playstyle would be upsetting to such people. However, I just think that's their problem, not FC's.
When it comes to games where you have lots of active quests, its not a problem for games such as skyrim, mass effect, witcher or any other rpg. The real issue with wow+clones is that questing has been dumbed down so much that you no longer have to think and walk from hub to hub and not the list itself.
I hate the limitation with only one active quest where you either have to complete or abandon the quest to work on a different quest and I would really prefer to work on different quests at same time, especially if I find myself stuck with an investigation mission.
Why is everyone stuck on the idea that it's either 1 or 30?
Perhaps 2 or 3 "important" quests would make a lot of sense for this game. I think most people would be very capable of undertanding and staying on track with a few different "important" quests at a time. And I don't think it would take anything from the experience.
You already can. You can have the main Mission and then 3 or 4 side missions. I'm working on missions everytime I'm playing, and it's not always "just the story mission".
Yep it's a time sink... but so? When did MMOs become about how fast you can "finish" them? Not like your slow or that the world is ugly.
I will not play a game with a cash shop ever again. A dev job should be to make the game better not make me pay so it sucks less.
Personally, I love investigation quests. They are, in my eyes, this game's only saving grace. The Solomon Island zones as well. With that being said, the simple fact that there is a handful of these quests in the game and the rest of are the same old "kill and deliver" variety, that get more grindly as your advance through zones, makes investigations virtually a non-factor in the grand scheme of things. In my opinion, at least. I mean, you have zones with 1 investigation out of 50 or so quests.
The game relies too much on old conventions while trying to introduce new ones. The zones are packed with relentless mobs, mobs that will chase you across the map, forcing you to fight your way through a lot of quests. Moreover, you're not invicible during cutscenes and it's very possible to die if you're not careful. Investigations are incredibly tiny in number compared to the regular "map marker" quests. And the regular quests get even worse once you get to Egypt. The "kill x" side missions get absolutely bananas! For example, in the City of the Sun God you get a mission to destroy 7 locust nests. Each locust nest spawns 6 mobs through out the fight. That's 42 mobs you have to kill, besides the 7 nests themselves. Let me mention that I really hate the Egypt zones. Solomon Island zones were absolutely amazing, while Egypt is bland in not only scenery but stories and quests themselves. You can almost see the quality of writing and the quests curve downward as you progress through Egypt... But I digress.
As far as the whole number of quests thing. I can understand not being able to accept multiple missions from the same quest giver, since most of them make sense if you do them in order. But I don't see an issue with having multiple main missions active from different quest givers. It just doesn't make sense to me that I can't kill a few cultists while I'm out looking for magical artifacts.
That's your opinion. I loved Egypt.
I thought Said, Shani and Nassir all stood out. Even the ambigiously gay duo wasn't bad.
For me what I really loved about the zone were the cultists and the things they were chanting. I thought it was a great touch.
"See how your grace burns my skin, I am blessed."
It's obvious this wasn't your type of game though. Personally it's the best story I've seen in an mmo. It's written for adults and isn't the same regurgitated crap we've been shoveled from every fantasy mmo released.
Then can assume that you have not done every quest.
From the obvious missions that are locked if you have not done a quest earlier, which in turn not always end in the same area as the mission is done in/take part in. For instance "Something Wicked" in Kingsmouth unlocks a mission in Savage Coast.
I have up until now picked up two side missions from solo instances that are opened form an active main mission. Hence making it only possible to take those missions if you are on that particular main mission.
One mission that you can't resolve is the "Tango and Cash" mission from the Scrapyard in Kingsmouth. Now it may be resolved as others are starting the event that enables you to complete the side mission, if not you have to take the main mission to start the attack on the scrapyard.
I'm so broke. I can't even pay attention.
"You have the right not to be killed"
I never claimed it otherwise. The only momorable character in Egypt was the guy on the roof of the hotel and even then, you only did 2 quests for him. The zones and the stories are bland, especially considering the absolute awsomeness we experienced in Solomon Island. In my opinion, of course.
And what type of a game is this exactly?
If we are talking about bland stories, then I think of GW2.
And we're done here.