Glorious Alpha Two Testers!
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.
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.
A real questing system?
ArchivedUser
Guest
Do any of you recall the original questing system in old school EQ prior to the dummying down trend?
There were no icons over NPCs heads as it should be. You had to engage an NPC to figure out who they were, what they had to offer, and sometimes were unsure if they had a purpose such as being part of a quest line.
In old school EQ conversations with NPCs were dependent on using keywords to continue dialogue and open up new dialogue. Players had to deduce what to say and to whom in order to continue the quest line and eventually solve it. Players had to use their intellect, game world knowledge, and reason; as it should be.
There were no dots on a mini map directing you where to go next as part of a quest line as it should be. Players need to figure that out on their own.
What will AoCs questing be? Will it simply involve an NPC spilling their guts immediately and completely followed by mindless task performing, or will it be deep like old school EQ and require that a player use their brains?
There were no icons over NPCs heads as it should be. You had to engage an NPC to figure out who they were, what they had to offer, and sometimes were unsure if they had a purpose such as being part of a quest line.
In old school EQ conversations with NPCs were dependent on using keywords to continue dialogue and open up new dialogue. Players had to deduce what to say and to whom in order to continue the quest line and eventually solve it. Players had to use their intellect, game world knowledge, and reason; as it should be.
There were no dots on a mini map directing you where to go next as part of a quest line as it should be. Players need to figure that out on their own.
What will AoCs questing be? Will it simply involve an NPC spilling their guts immediately and completely followed by mindless task performing, or will it be deep like old school EQ and require that a player use their brains?
0
Comments
"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)."
Almost how the world we live in could easily have turned into a steampunk world many fantasies imagine instead of one relying on oil. MMO’s took a similar turn and it’d be interesting to see how games would have shaped up had every game been going along this path and all the lessons we’d have learned on making better kinds of games like these.
I’ve personally wanted to see games go this route.
Any thoughts on this idea?
Dont see a problem if they use a template form and generic quest types to pick from.
Your basically doing the job for intrepid in a live organic way rather than pre ordained fashion that might lose its relevance.
IE dragon attack, failure of defeating awakened dragon results in a destroyed city and backward progress, players will rebuild and will eventually come to face said dragon again.
Id like to see a game where the events are actually challenging and failing events can also be made fun.