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In what way(S) would you like to see...

DistopiaDistopia Member EpicPosts: 21,183
The team step out of the proverbial box that has been MMORPG game-play?

I think it's a given most don't really want to see them go down a quest oriented progression route, what are some ideas that you would like to see in terms of what makes for interesting content as well as challenges?

I personally would like to see investigation as well as discovery (both exploration based as well as information based). Take some kind of shape in an MMORPG, I never really played TSW but I've heard they bring some of this into their game in a meaningful way.

I'd also like to see some improvements to player vs environment interaction, an example being the way in which divinity OS brought innovation into the CRPG. Where elements can be used realistically with the environment to intensify or even mutate their effects. When combined with co-op play this can bring a whole new experience in terms of working together to bring strategy to the forefront of combat.

Any other ideas?

For every minute you are angry , you lose 60 seconds of happiness."-Emerson


Comments

  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    edited January 2016
    Well, I think you really need to define what you mean by "quest oriented" The reason I say that is because for years, what we have been told are quests in MMORPGs are really errands. "I have a quest to go deliver a crate of supplies". "I have a quest to go kill 10 wolves". "I have a quest to collect 10 rat tails" These are not quests.

    But what would a true quest look like in an MMORPG? I like how SPRPGs do them....I'm not talking about SP functionality, but the way they built the quests. Such as a singular objective that is rather massive. But broken down into smaller bits.

    The problem is, how to not make it little more than a series of errands that feel just like what we've known.

    Look at Skyrim. You start off as a prisoner, the next thing you know, you survived an ordeal and need to deliver a message. OK, yeah, here we go again with the errands, but that message leads to a dungeon that leads to a boss fight that leads to a major discovery about who this character we are playing really is along Which leads to a revelation of a major destiny........That's a quest.

    What about taking that concept and building it so that an entire guild could work towards it? Incorporating both singular and group activities that would all be necessary?
  • AmatheAmathe Member LegendaryPosts: 7,630
    I want what I used to have back (in a lot of ways), but for purposes of this thread I would like for there to be  meaningful consequence to alignment (chaotic good, lawful neutral, etc), deity selection and faction

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • fs23otmfs23otm Member RarePosts: 506
    I want to see group play advanced... and stressed upon.

    I want benefits for playing and grouping with long time friends... like a team exp meter ... and team leveling... and team combos...

    Basically anything to promote grouping and socializing... 
  • DistopiaDistopia Member EpicPosts: 21,183
    edited January 2016
    Well, I think you really need to define what you mean by "quest oriented" The reason I say that is because for years, what we have been told are quests in MMORPGs are really errands. "I have a quest to go deliver a crate of supplies". "I have a quest to go kill 10 wolves". "I have a quest to collect 10 rat tails" These are not quests.

    But what would a true quest look like in an MMORPG? I like how SPRPGs do them....I'm not talking about SP functionality, but the way they built the quests. Such as a singular objective that is rather massive. But broken down into smaller bits.

    The problem is, how to not make it little more than a series of errands that feel just like what we've known.

    Look at Skyrim. You start off as a prisoner, the next thing you know, you survived an ordeal and need to deliver a message. OK, yeah, here we go again with the errands, but that message leads to a dungeon that leads to a boss fight that leads to a major discovery about who this character we are playing really is along Which leads to a revelation of a major destiny........That's a quest.

    What about taking that concept and building it so that an entire guild could work towards it? Incorporating both singular and group activities that would all be necessary?
    I don't disagree that the overall genre has had some sorry excuses for quests over the years, some games have handled it better than others though. You could even use ESO to exemplify your point above about how devs could intertwine tasks into the overall major quests better, as well as promote some form of exploration with those tasks. Although I should point out when I was saying "most don't want a questing system" to be the mainstay, I meant most of those who discuss this game, not the average MMORPG player.

    I think quests would be better served as being long arcs you follow that compliments the experience rather than is the experience, I hope that makes sense. They should also be designed in a manner that acknowledges the other players taking part in the overall living arc happening around that story. Perhaps a system that allows small chunks of the narrative to be opened by the population at large in different ways, which that arc could be delivered in the same manner the load screens in the witcher 3 are, while loading in you get a recap of the story up to that point.. So everyone (who at least wants to know, can be caught up).

    It would serve the purpose story does now, by giving greater meaning toward the overall experience and what's happening in that world, yet it's more or less a sideshow to the way in which players approach the world.

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • delete5230delete5230 Member EpicPosts: 7,081
    edited January 2016

    I have no problems with quest such as :

    - Starting quest to help a new player learn the game.

    - Quest that would bring you into a dangerous areas or caves, but this has to be hard, it could even be lengthy just not chain. 


    Quest like below takes away from the freedom for the players :

    - No story quest.

    - No chain quest, they put players in situations where no one can help if their not on the same part.

    - No " The Secret World " style quest.


    Better yet let the developers decide.

  • acidbloodacidblood Member RarePosts: 878
    edited January 2016
    Depends on your definition of MMORPG, but taking the modern (WoW, FFXIV, ESO, etc.) as a base line I would like to see them:

    • Make EVERYTHING not only doable, but better in a group
      • The more people you have in a group the more options you have... e.g. storm the gates vs. sneak / talk your way in and unlock the back door.
      • Exp rates etc. should be tuned so it's faster in a group (e.g. duo = half the kill time for 90% of the exp = 80% faster than solo)
      • Any quest / task that requires a random drop should be independent for each player so that three people in a group != three times the mobs to kill.
    • Certain areas of the open world (not just dungeons) should be group (at least duo) only.
      • These areas would be next to, or part of, 'soloable' areas so as to encourage the wonder of 'what's over there'... and the occasional daring solo raid :)
      • These areas should not however be necessary, or contain powerful exclusive items, but the drop rates of certain rare items (favoring ingredients over finished items) would be a lot better.. i.e. 2% vs 20%.
      • Mobs could wonder out of these areas (but not too far) so as to enhance the sense of danger and encourage the occasional ad-hoc 'clean up' group.
    • Less, but more epic quests
      • Tutorial quests excepted, and welcome (but FFS keep them short, sweet and to the point)
      • Quests would be designed so that anyone can help / complete any step at any stage even if they aren't up to it, or have already completed it. i.e. if you need X item from Y boss, the item drops for everyone that kills the boss regardless of the quest. Likewise, kill credit is given regardless of the quest and the quest text changed to reflect the fact.
      • Quests are NOT marked on the map, but sufficient description given in the journal to identify and locate your objectives. NPC names, places, etc. are recorded (so they can be relocated later) and 'more information' can be asked for.
      • Edit: I am NOT, and do not, want to be 'the chosen one'... along with every other 'chosen one', Heroic quests are OK, but in an MMO they should be about being A hero, not THE hero.
    • There should be no such thing as an automatic dungeon finder!
      • A well designed looking for party notice board or tool (similar to FFXIV party finder) where players can manually post, look for and join parties so players don't have to spam chat is welcome though.
    • Any sort of gear inflation should be kept to a minimum with the focus placed on fun mechanics, challenging content (that isn't just a DPS check), and the social aspects of the game.
      • A good item should last you a long time, even if it's not 'the best'. e.g. 1 hour to acquire = at least 20 hours of use.
      • 'The best' should be subjective, somewhat situation dependent, and not so much better than 'the rest' that it is absolutely needed. e.g. BIS item = +10 stats, second best (of which there should be a few) = +9 stats.

  • ThebeastttThebeasttt Member RarePosts: 1,130
    -Soloing should be far worse then grouping 95% of the time
    -LFG tools should be among the best, no dungeon finder
    -Finding an item should be a big deal, not something you upgrade every day.
    -Should be immersive(aka we're in their world now, race wars, no teleports everywhere, no F2P)
    -Exploring should matter
    -Slow advancement is ok but shouldn't replace content
    -Old school not used as an excuse to be subpar, EQ AI and class balance was atrocious for instance.


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