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PvE and questsFollow

#1 Nov 23 2010 at 6:24 AM Rating: Decent
12 posts
Altho i like PvP too, i am more into pve.
I know most people probably prefer pvp, but for the ones like me, how do you think the pve will be like in this game?

And also, anyone know alittle about the quests?
I like quests with some kinda story and not just kill the same monster 50 or whatnot times.
#2 Nov 23 2010 at 6:31 AM Rating: Decent
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55 posts
I enjoy story driven quest too but it's pretty hard to avoid the kill 10 evil (or angry) beavers type quest. There needs to be a whole lot of content for players to do and those type of kill 10 or collect 10 quest are filler quest. But thats exactly what they should be. Filler quest surrounded by good, epic quest.
#3 Nov 23 2010 at 7:26 AM Rating: Decent
36 posts
I mostly know about quests what was said in a podcast.4
They talked about the following topics:

Quote:
• Quests will be available in solo, group, and raid difficulty.
• Souls will be obtainable through Quests – difficulty will vary
• The new revamp of the starting areas has been designed to draw the player into the story more
• There are multiple ways for people to stay busy once they reach level cap
• Putting the MM back in MMO: The only instances around are the Dungeons.
• Guild Quests: What types? How difficult?
• He also touches on Dynamic Quests, Epic Quests, Daily Quests, Hidden quests, Endgame Content and quite a bit more.

http://www.riftpodcast.com/podcast/2010/10/04/rift-podcast-14-questing-with-simon-dead-simon-ffinch.html


and to me it seems al good. They have a bit of everything and even some epic quests that will take while to complete.
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#4 Nov 23 2010 at 7:40 AM Rating: Decent
12 posts
discosaki wrote:
I mostly know about quests what was said in a podcast.4
They talked about the following topics:

Quote:
• Quests will be available in solo, group, and raid difficulty.
• Souls will be obtainable through Quests – difficulty will vary
• The new revamp of the starting areas has been designed to draw the player into the story more
• There are multiple ways for people to stay busy once they reach level cap
• Putting the MM back in MMO: The only instances around are the Dungeons.
• Guild Quests: What types? How difficult?
• He also touches on Dynamic Quests, Epic Quests, Daily Quests, Hidden quests, Endgame Content and quite a bit more.

http://www.riftpodcast.com/podcast/2010/10/04/rift-podcast-14-questing-with-simon-dead-simon-ffinch.html


and to me it seems al good. They have a bit of everything and even some epic quests that will take while to complete.


Thanks for that, sounds very good so far.

And i know we cant avoid filler quests, and they can be fun sometimes, but in certain games its almost only that, and it gets abit tiresom
#5 Nov 23 2010 at 9:33 AM Rating: Decent
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171 posts
A bit more information on the guild quests... They are the only means to level your guild, a higher level guild is going to mean special active/passive skills that come with the higher guild levels as well as a higher member cap limit.
____________________________
Rift Planes Of Telara
Kinsume - Level 0
Defiant Bahmi Reaver/Paladin/Void Knight Tank
Guild : eXotic Occult
http://www.exoticoccult.com/
#6 Nov 23 2010 at 9:56 PM Rating: Decent
Scholar
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100 posts
From Telarapedia:

The bulk of the quests found in each zone tie in with the story of the zone, usually culminating in a large battle at the end of the questline for that area. The story for each zone, in turn is linked to the overarching story of Telara. The majority of these quests are geared towards solo or small group gameplay.

The storyline of the game is told from the points of view of each player faction - Guardians or Defiant - so certain quests may be specific to particular player factions.

Quests are also used to obtain new souls. When a quest offers a soul as a reward, players are allowed to choose from any soul they do not already have. This allows players to pick up new souls in whichever order they wish.

Other than quests linked to the main story of Telara and quests to obtain souls, there will be many other types of quests, including

* off-story quests for special rewards,
* quests associated with non-player factions,
* "end game" quests,
* quests linked to rifts,
* daily quests automatically given upon entering dungeons,
* hidden quests that are obtainable via items or exploration, and
* quests purely for fun.

Certain quests will require a group to finish, and quests are set up so that several quests can be completed while fighting. Some quests will be part of quest chains with "great stories"

There are "heroic challenge" quests which are miniature raid bosses in instances which act as quest goals.

Trion Worlds has certain guiding principles they abide by in designing quests.

1. No solo instances: Senior Design Director, explained that MMORPGs by definition should promote interaction between players rather than solo gameplay.
2. No access quests: the developers want players to be able to experience dungeons as soon as they are of the required level rather than needing to gain access via a quest. However, they are considering using access quests for future additions of zones.
3. No pop culture references: Ffinch explained that what is funny now may not be funny in several years
4. No quests with multiple endings: since it is more effective to create two quests than to create one quest with two endings

In short, wide variety of quests for a wide variety of interests lol.
#7 Nov 26 2010 at 1:51 PM Rating: Decent
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182 posts
Kinsume wrote:
A bit more information on the guild quests... They are the only means to level your guild, a higher level guild is going to mean special active/passive skills that come with the higher guild levels as well as a higher member cap limit.


Now this i like, hope it means having a long standing/lasting guild in Rift will be a good thing.
____________________________
Member of United By Legend currently a AoC guild.
#8 Nov 27 2010 at 2:14 AM Rating: Decent
12 posts
Vespula wrote:
From Telarapedia:

The bulk of the quests found in each zone tie in with the story of the zone, usually culminating in a large battle at the end of the questline for that area. The story for each zone, in turn is linked to the overarching story of Telara. The majority of these quests are geared towards solo or small group gameplay.

The storyline of the game is told from the points of view of each player faction - Guardians or Defiant - so certain quests may be specific to particular player factions.

Quests are also used to obtain new souls. When a quest offers a soul as a reward, players are allowed to choose from any soul they do not already have. This allows players to pick up new souls in whichever order they wish.

Other than quests linked to the main story of Telara and quests to obtain souls, there will be many other types of quests, including

* off-story quests for special rewards,
* quests associated with non-player factions,
* "end game" quests,
* quests linked to rifts,
* daily quests automatically given upon entering dungeons,
* hidden quests that are obtainable via items or exploration, and
* quests purely for fun.

Certain quests will require a group to finish, and quests are set up so that several quests can be completed while fighting. Some quests will be part of quest chains with "great stories"

There are "heroic challenge" quests which are miniature raid bosses in instances which act as quest goals.

Trion Worlds has certain guiding principles they abide by in designing quests.

1. No solo instances: Senior Design Director, explained that MMORPGs by definition should promote interaction between players rather than solo gameplay.
2. No access quests: the developers want players to be able to experience dungeons as soon as they are of the required level rather than needing to gain access via a quest. However, they are considering using access quests for future additions of zones.
3. No pop culture references: Ffinch explained that what is funny now may not be funny in several years
4. No quests with multiple endings: since it is more effective to create two quests than to create one quest with two endings

In short, wide variety of quests for a wide variety of interests lol.


Thanks for that info, looking really good so far, and i really like the quest chains with "great stories"
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