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QuestsFollow

#1 Nov 27 2010 at 6:45 PM Rating: Decent
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Considering how many people play MMOs, and how large the worlds are, there are usually a lot of quests. But all seem to follow the same paradigms: Kill this many of this monster, Escort this guy to this place, Gather this many of this item, Go to this one place and talk to this one guy, Slay this one epic creature. There is rarely any sense of originality; every quest might as well be the same. So why isn't there ever anything new? Why can nobody ever come up with another type of quest?
#2 Nov 29 2010 at 11:14 AM Rating: Decent
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All quests require some type of 'flag' signaling a completion of a goal.

I have played games where you are required to solve a puzzle in order to advance. There are also progressive quests which are multiphased (sometimes referred to series quests, heroic quests, epic quests, etc).

What type of quests are you invisioning in particular?

Remember that no one person is capable or envisioning every scenario so if you post a good method that they can incoporate into this game (or possilby another) then you might be surprised to see your idea developed.
#3 Nov 29 2010 at 12:04 PM Rating: Decent
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The problem is that there really isn't anything new. Anything you try to do will have been done in some form before. The trick is to make the quests appear fun rather than appear to be a grind. Give you a reason to kll X, rather than just kill X.
#4 Nov 29 2010 at 12:12 PM Rating: Decent
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I'd love to hear any new ideas you have. But asking for originality for the sake of you wanting something new is asking a but much I think.

Personally, I enjoy the standard MMO quest formats. Often originality falls flat on its face and ends up just not being fun. Thankfully, Rift seems focused on making the game fun.
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#5 Nov 30 2010 at 3:53 PM Rating: Decent
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I think it is more do what works now and then implement creativity later. I am sure you will see different quest with updates and expansions.
#6 Nov 30 2010 at 4:01 PM Rating: Decent
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I have thought of this before, but never came up with a better idea myself.

One could be creative with quest design, but would you want all your quests to be more complicated than necessary for the sake of creativity?

Also, it works. I wouldn't change it much.

Edited, Nov 30th 2010 5:03pm by DeadlockX
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#7 Nov 30 2010 at 4:16 PM Rating: Decent
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If I had to design a quest I would love to have one in a solo instance (no flames please hear me out) that tests a player's abilities and understanding of what is possible with the class. One that is not so much gear based but an adaptive quest that looks at the player's general build and level and pushes the player to advance their understanding and mastery of the class. To simplify the quest design it would have multiple options to pass certain obstacles. The reward for such a quest would be simply unlock a title or some small token as a sign of recognition but would not be unbalancing so that someone was required to complete the quest in order to continue on with the game.

So if you had to come up with the premise of your ideal quest what would you like to see?
#8 Nov 30 2010 at 4:20 PM Rating: Decent
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This is one of the sinkholes of the genre that is difficult to overcome. I think what ends up happening is more focus is put onto making the grind of escorts, kill random npc or find random necklace etc simpler by making everything easier to access and provide a combat system that is constantly challenging and entertaining.
#9 Nov 30 2010 at 5:19 PM Rating: Decent
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DaveBowers wrote:
If I had to design a quest I would love to have one in a solo instance (no flames please hear me out) that tests a player's abilities and understanding of what is possible with the class. One that is not so much gear based but an adaptive quest that looks at the player's general build and level and pushes the player to advance their understanding and mastery of the class. To simplify the quest design it would have multiple options to pass certain obstacles. The reward for such a quest would be simply unlock a title or some small token as a sign of recognition but would not be unbalancing so that someone was required to complete the quest in order to continue on with the game.

So if you had to come up with the premise of your ideal quest what would you like to see?


I Do like this idea. It reminds me of the Hunter quest for Lok'Delar and the Priest quest for Anathema/Benediction in wow. Those quests seemed to push you to be as creative and clever as possible to complete them, and in return you got a pretty decent(at the time) reward.

I would love epicly hard quests that pushed me to my limits as a player. It could go farther than my soul. It could look at my calling, and set up several situations and I'm required to figure out what souls would be best to do the required job. End result would be a title or something else cool.
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