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Used to be a man could find himself an overpowered weapon and a field of rats, and just start goin to town.
Now you have to speak with the captain at the barricade to help fight back the invading orcs.
Who then tells you to seek out the commander at the outpost.
Who asks you to help deal with the encroaching undead population.
But don't forget to talk to the general in the guard tower about collecting a bag of undead-orc anuses first.
Whatever happened to the simplicity of bashing in rat skulls for hours at a time. I'd personally rather level through a test of rat bashing endurance than be some lacky for a quest spewing army of tedium.
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TOTALLY agree, a mmo wasn't about a story it was about leveling up in a free world. Quests were a side distraction, now the games have become total quest lines.
I'm so sick and tired of collecting undead-orc anuses
I'm actually a fan of this, I never liked questing in mmorpgs but it seems..."Popular" with most people.
The issue is people got fed up with the "Grind" of killing mobs for xp and now every company avoids mob grinding like the plague.
To my surprise wildstar actually yields quite a bit of experience killing mobs (i grinded up to 22 on mobs) but still requires you to quest occasionally to progress (like in the tutorial).
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Don't you know your not playing a game to enjoy your self, your playing in our world we built so we could tell you a story, and make sure you do the things we want you to do when we want you to.
Sure we blow smoke up your asses telling you it's about you, but really... who are we kidding here, we build these worlds for us, trick you into buying into them, get what we can, then move on to the next world. we can try to con you into buying into.
+1 to more freedom, less hand holding.
#bestthread2014.
I couldn't agree more OP. What makes it even better is when you can see someone else around killing those rats and then some social interaction ensues. Eventually BAM, you have a good old fashioned Orc hill group formed.
Grind became a negative thing over time as more single player people entered the fray.
I still get on my full raid geared lvl 70 monk to play with people leveling up when I'm bored. Walls of slaughter ftw.
Quests are perfectly fine ,the problem i have is they should not offer experience towards becoming a better Warrior or Mage or whatever.Experience is also not just about the killing but the use of your weapon.just like in any sport of profession,the more you use your tools the more experienced you become.
It becomes even more cheapened when games start handing out xp for discovering new areas.If you want to go that route,it should be exploration experience and NOT Warrior or Mage experience because it has nothing to do with becoming a better Warrior or Mage.
I would like to bring back MUCH harsher penalties for dying because it adds realism.If you are constantly dying how does that equate to being a better more experienced Warrior,it does not,it actually means you are a less skilled Warrior or mage and the Xp should dictate it as such.
Then of course we need to lose the Wow mentality that challenge should only happen inside instances at end game and only on bosses,challenge should happen throughout the game even on normal mobs.
What game already did all of this correctly??FFXI "vanilla" of course the game so many people never played.Pretty sad when Square Enix wanted to join the money maker "Blizzard" and make their game as easy which they did by changing the xp and soloing abilities.
Gaming has become more about levels and less about the rp aspect than ever before.That is why so many terrible devs just call their games a MMO.
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Like OP , i don't see point give reward mass among of EXP after finish the quests.
I mean , on way you solve the quest , you kill target mobs, you collect item (basically another type of killing) and you get EXP from those action,
the exp reward from quests just a cheap carrots trick to keep player chase after quests.
If not for large among of exp reward , over half of player will never touch those copy paste tasks.
I don't ask to remove quests , they can stay as they are .
But please no more exp reward from them .
I don't see the point to argue about it because it not step on anyone's right.
Unless those are trolls.
As you see ,
IF QUESTS DON'T REWARD EXP
-you simple kill 200 mobs to level up by your own will.
-You kill 200 target mobs while doing tasks give by NPC
You see there are 2 way to level up , and the long are same.
IN THE CURRENT QUESTS REWARD EXP GAMES
-You have to kill 1000 mobs to level up by your own will.
-You only need to kill 200 target mobs and the quests reward you 800 mob worth EXP.
IMO , it time for that kind of unbalance design disappear .
No more EXP reward from quests .
Gold , item is fine , but no EXP.
In any new mmo questing will be faster. Yes you can still grind. The problem is there's no challenge or incentive to.
The difference in mob exp is minuscule. No reason to kill anything that's not slightly weaker than you. No risk and reward or group presence needed for it. The pace at which you level from it is set.
Everquest on the other hand... Harder zones and mobs gave significantly more exp. There was actually an incentive to take on challenging mobs. You had to charm kite, swarm, root, group. It took skilled pullers and tanks to even survive. Mobs would one shot you if weren't careful.
To me the leveling in EQ was more challenging and interesting a quest than any I've done in a new mmo.
Agree completely... there are so many meaningless quests.
I don't think the old grinding model is the best there is, but I agree with you on that the current system, the system where are you being handed out all kinds of quests straight from the get-go and generally being treated as a hero who's sole purpose is to save the world, is a bad one.
The problem with starting straight from action is that it doesn't feel realistic. It, in my opinion, tries to make the player feel a little too important at a very low level when they should still be a weak bratling.
It also doesn't feel realistic that starting areas are always in the middle of a war - see, it used to be you'd log into an MMO for the first time and you'd find yourself in a busy city or a quiet town where you'd begin your adventure, but most of the time nowadays you start in the middle of, you guessed it, war or battle.
Now, I have nothing against grinding the same mobs for a long time being an efficient way of gaining XP, but it could from time to time be spiced up a little. Maybe in the starter town there is an NPC that wants something from those rats you're killing: maybe it's a witch who wants their teeth for a spell of some sort, for example. Maybe turning in the rats' teeth to the witch could reward you with a little something (cash, but not XP?), but you wouldn't have to turn the teeth to the witch if you didn't want to. Or maybe it's a guard at the docks who wants you to get rid of rats and bring him their tails as proof.
You know, a little guidance in the right direction doesn't hurt. But the constant feed of yellow exclamation marks and the fact you always jump straight into an epic battle when you begin your journey nowadays I agree are negative things.
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Cant we just have games where multiple means to gain xp are present?
Questing is fun, for a while, then I'd like to do something else for a while until I get back to it, the problem is, when I start doing something else it feels like I am not getting anything done and the progress is gone because I stop getting XP and/or other rewards. Then I soon notice that I log in less and less frequently.
A massive world is useless if I'm pushed to do only one thing in it to feel like I'm getting something done. This was my biggest problem with ESO too (also gating areas by level, and rendering previous areas useless by over leveling them).
15 years ago, Everquest did this damn well. I really MISS those times.
Taking on red mobs to get a full bar of AA XP, but kiting for like 5min and constant fear of screwing up and getting oneshotted. Glorious times.
At least give us the option to skip your boring quest GRIND. I hate quests, it is the same grind, just that i do not learn how to play my toon in the process. While killing challenging stuff i at least use my damn toon and skills. Hell,.. i might even have to... *gasp*,... group up with other individuals! Madness!
ESO did this to the extreme. Anyone noticed how you can hit level 10 without killing more then like 10 mobs total? You just follow the prophet, talk to the prophet, listen to the prophet and then deliver some wet tissue from A to B. You need a lot of time for all of this, beacause you always make great use of the walking simulator when you have to run around for 5 minutes to get to point B of your "epic" quest.
Oh well, always coming back to Everquest (or wow for that matter, grinding instances to level is at least a possible way to skip questing). Miss those times. MMOs moved in the wrong direction, see my sig.
MMOs finally replaced social interaction, forced grouping and standing in a line while talking to eachother.
Now we have forced soloing, forced questing and everyone is the hero, without ever having to talk to anyone else. The evolution of multiplayer is here! We won,... right?
Id much rather have them fight bots then ruin the game for me because they take the easy way out. Really. A game with bots can be cleansed. A game like todays MMOs can not be saved.
MMOs finally replaced social interaction, forced grouping and standing in a line while talking to eachother.
Now we have forced soloing, forced questing and everyone is the hero, without ever having to talk to anyone else. The evolution of multiplayer is here! We won,... right?
I remember there was a time when quests didn't need voiceovers or a level 1 - level 50 narrative in order to have stories to be interesting. EQ had some really fun and engaging quests. I remember working my way up through Qeynos' city guard in ranks. Quests ranged from the simple fetch to the globe trotting variety.
The more in-depth quests required some thought. There were a reason guides were all over the internet. No a days, guides are typically the fastest way to level/get coin/fotm build/etc..
Quest items naturally dropped in the world. They weren't designed specifically for quests. So you could theoretically buy quest items or trade them with players. For more "important" items, the designers would flag stuff as "no-drop" such that you would have to make the kill.
I remember when the draw of the game was the social interactions you had with other players as everyone adventured together. Yes, EQ and older games had their flaws (camping), but they did a much better job of creating that whole adventuring feeling. Zones didn't have a linear progression so there was always something new to see and do.
In FF14 for example, the most social interaction you'll get from your party is to be yelled at for messing up on some mechanic that only partially works due to latency.
whoever claims mmos are not about quests and story, got it wrong, as simple.
DAoC for example was ALL about quests. they just send you to grind mobs. so how can you actually dare to claim "story quests are so not mmo!".
that's plain and simple bullshit.
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