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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Questing thoughts
The questing system can make or break an MMO for me personally. I found that Guild Wars 2 had an extremely interesting take on that, letting you explore the world moving from one place to the other, rarely talking to NPCs and taking in the beauty of the scenery. Now, given that AoC uses the Unreal Engine, the world will probably look magnificent, and I couldn't help but think that it would benefit from something along those lines. It makes for a more memorable world and encourages player exploration and consequently, immersion. Those are my thoughts at least.
P.S I recently joined the forums and I didn't find a discussion concerning quests. Maybe i'm just bad at looking, but I'd like to hear some opinions from you guys about this.
P.S I recently joined the forums and I didn't find a discussion concerning quests. Maybe i'm just bad at looking, but I'd like to hear some opinions from you guys about this.
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Also they do not want to write whole stories that the majority doesn't even read.
They haven't said exactly how they want to give it form, but at least these things they have said.
The areas you do these activities in will be measured by the game and nodes will develop, as these nodes develop, NPCs will start existing and new quests will open up as civilisation grows. I very much doubt there will be quest markers over NPC's heads it will be up to you to seek out these quests.
I for one am extreamly excited by the whole idea. Hope it sounds good to you too.
I believe thay can make it more interesting in AoC :P.
I'm hoping AoC will make a true sandbox where you only do what you want to do. I get the impression this is what they want to deliver.
The areas you do these activities in will be measured by the game and nodes will develop, as these nodes develop, NPCs will start existing and new quests will open up as civilisation grows. I very much doubt there will be quest markers over NPC’s heads it will be up to you to seek out these quests.
I for one am extreamly excited by the whole idea. Hope it sounds good to you too.
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I wouldn't be surprised if they add some quest givers at the start. Maybe some "Holy crap a million wolves are attacking us, want to help with the effort?" or "We need wood, noooow!". But what do I know, lol. No quests at all would be interesting
quest 1. kill 100 level 5 monsters-100exp.-easy quest, allows a low level to get a leg up and try the other quests.
quest 2.-find and destroy lvl 50 boss-100,000 exp- obviously a much harder quest, which lower level players would have a fairly tough time. also, having to locate the boss means it isn't just a drill. you have to go out and explore.
3. create (high-level material)*100-100,000exp- it takes the material crafted from quest 1 to craft this material, and it also allows people who are not duelers to use the quest chains effectively.
Well, this is how I'd apply it. probably full of flaws, I know.
quest 1. kill 100 level 5 monsters-100exp.-easy quest, allows a low level to get a leg up and try the other quests.
quest 2.-find and destroy lvl 50 boss-100,000 exp- obviously a much harder quest, which lower level players would have a fairly tough time. also, having to locate the boss means it isn’t just a drill. you have to go out and explore.
3. create (high-level material)*100-100,000exp- it takes the material crafted from quest 1 to craft this material, and it also allows people who are not duelers to use the quest chains effectively.
Well, this is how I’d apply it. probably full of flaws, I know.
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The first thing is, if I get a quest "kill 100 lvl x monsters" the first thing I'll do is quit and never come back :P.
But I get your idea.
To be quite honest I love dungeons way more than traditional quests.
I also love puzzles and mini-games. Puzzles should be everywhere!
Traditional puzzles, jumping puzzles, riddles, walking your friend through a jumping puzzles when only you can see the tiles he's jumping on and he cannot see them etc.
It's all so much fun! I hope they do include lot's of these around the world.
Was there anything mentioned about it?
To be quite honest I love dungeons way more than traditional quests.
I also love puzzles and mini-games. They should be everywhere! :D
Traditional puzzles, jumping puzzles, riddles, walking your friend through a jumping puzzles when only you can see the tiles he's jumping on and he cannot see them etc.
It's all so much fun! I hope they do include lot's of these around the world. The easy ones and the hard ones.
Was there anything mentioned about it?
This would give player a more liberal exploration possibility without giving him a feel that he is obligated to go to zone A the B then A then C then B again, because quests require him so.
More liberal exploration and progression just feels somehow better (again for me personally, I realize not all may think so).
now @ironbot 100 mobs Ugh the grind :D lol
I like quests to a Degree Quest that make you go to Point A - B Back to A then C are like ugh!! I played WOW for 11 years I mainly just Dungeon my way to top lvl personally because questing was meh!
Theses are just my thoughts!! to be honest I think XP will really come from interactions with the caravan and Professions!
Info down below! ( Want to dive into the community join the Discord)
I just posted this in another thread, but it should go here too.
I can’t remember what they called it, but I would love to see the dynamic questing system EQNEXT was going to use before they dropped it before closing down.
there reason I chose like 100 mobs is because you'll gain levels in the grind and also in quest. in higher level it's going to be a drag, so no one will bother the newbies there, there won't be anyone massacring the mob leaving nothing for newbies.
The Secret World has in my opinion the best quests, ranging from simple killing missions to sabotages where you have to remain unseen disarm traps and be careful not to explode, to investigation where you have to use your brain not your brawn
The Secret World has in my opinion the best quests, ranging from simple killing missions to sabotages where you have to remain unseen disarm traps and be careful not to explode, to investigation where you have to use your brain not your brawn
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Yeah, Secret World had missions that had you think waaaayyy outside the box, until that one day you realize there is no box, there never was. That hit me in Egypt while I was learning ancient Hebrew and trying to apply it to Arabic.
Yeah that may be true lvling as you kill, but that will be still a huge grind I mean a 100! lol and we haven't even discussed the hp of the mobs your killing
End game quests are always a pain.... but its end game so yeah! Also they mention they don't want the whole daily's thing repeating the same quests Which is Awesome!
@Enrif that sounds interesting I like puzzles to a certain extent :D
You kill a mob it drops something like a bit of fur or whatever and that fur has a tooltip saying something like
"Scrap of fur" - This is looks like it can be combined with other items from other creatures to create another item which then can
be deployed in an area around the current node which will contribute to the nodes progress?
or simply used for crafting reagent for a leather worker of some sort. Or sold to the Troll in a swamp haha the troll then grants exp and gives a quest after you discovering the hidden quest. Instead of just obtaining a quest completing it and then moving on. i dunno
so i just hope ashes of creation has some kind of unique questing too, even if its just a small part.
the last thing i want is another "kill 10 mobs" or "gather 5 from this" quests.
so i have very minor expactations and just be surprised when the devs show us their system
And explaining the purpose of the materials gathered from that thing would normally be explained by info (aka quest text)
So I dont think you can escape them, but you do need to make them a meaningful quest.
Even if its only a one off tutorial/training dialog.
Its the training/tuition quests that you have to do over....and over....and over....that are bad.
They convey nothing meaningful that you dont already know.
Let me just run around free and gather for my guild and community :D
Something like this would be extra nice if his response changed at the end of the quest based on how many of the 1000 you brought in. For instance if you bring in 30 he could be like, "Looks like you've been busy. I appreciate the help." but say you bring back 300, " You sure must have a grudge against these varmints, what happened did they kill your folks or something?"
"We’re going to be breaking up what is traditionally called ‘questing’ into three different categories: Narratives, Events, and Tasks. We want to avoid going down the path of trying to force narrative into gameplay where it doesn’t really fit (ie: filler stuff that doesn’t really relate to what’s happening in the world), so what you find in the Narratives category is where you’ll find most of what you might call traditional quests. Because we’re jettisoning filler, we’ll have the resources to craft a really excellent story, with gameplay that reflects the scope of that story. Events are where you’ll find your public quests, though these will be scaled to fit local, regional, and global needs. They’ll also have consequences locally, regionally, and globally, for good (if they’re taken care of successfully) or for ill (if a fail condition is reached). Tasks are hyper-local to individual Nodes, and will be centered around developing the Node that they belong to. If you want to go kill five wolves, this is where you’d do it. You can kill five wolves on your own, and that will count toward Node progression, but if a Task is offered to kill five wolves, then both the Node and your character will get bonus XP when that task is completed. Tasks will be numerous and varied, and will reflect the different gameplay styles that players can engage in within Ashes – there will be crafting, exploration, combat, and gathering oriented tasks (among many others)."
<a href="http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life/" target="_blank">My source</a>
<a href="https://youtu.be/hfnxrhap3NM">Grind quest make no sense!</a>
Hopefully, AoC manages to, as VelvetBacon said, divide their quests into the categories well, creating a solid enjoyable experience for different players.
But please, for the love of god, Intrepid, allow mass mobbing. Nothing I can't stand more than only being able to have 5 monsters after you at any given time. (Not relevant to questing, but still)