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I know you!

I can't tell you how much it means to me to see an NPC I saved or killed have an impact in the world later on in the game. 

If I saved a daughter of a farmer, maybe I get invited to her wedding later on in the game? 

If I decided that the bad guy does not get to live at the end of a quest, maybe a ally of his or a group he belonged to tries to get revenge on me.  Maybe his ghost haunts me?

If I get a family heirloom back from a dungeon, maybe it was cursed and the family needs saving again from the item. 

There are so many things that enrich a game.  This attention to detail makes a game feel much richer.

Thanks!  :) 

Comments

  • Yes these sort of encounters/events are what really makes the world feel alive, I would be very happy with this type of thing, also the lore of the past having impact on current relations between tulnar and the other races would be great. One of the reasons I stuck to swtor was because compared to a lot of mmo's it had amazing story telling .w.
  • rigamorti said:
    There are so many things that enrich a game.  This attention to detail makes a game feel much richer.

    I could not agree more. Quests these days are stale. Go kill me 10,000 wolfs, Go Collect 10,000 buttercups. Go take this parcel to the npc next to you. Then you have to travel half the map swapping parcels.

    I like the idea that you saved the farmers daughter and later on you get invited to her wedding. But you see that the person she is going to marry is a known assassin. Now do you wish them well, tell her who he is, tell him we know who you are or kill him before or after the wedding just to be evil.
    This would be a better quest line as it has so many possible endings.
  • rigamorti said:
    There are so many things that enrich a game.  This attention to detail makes a game feel much richer.

    I could not agree more. Quests these days are stale. Go kill me 10,000 wolfs, Go Collect 10,000 buttercups. Go take this parcel to the npc next to you. Then you have to travel half the map swapping parcels.

    I like the idea that you saved the farmers daughter and later on you get invited to her wedding. But you see that the person she is going to marry is a known assassin. Now do you wish them well, tell her who he is, tell him we know who you are or kill him before or after the wedding just to be evil.
    This would be a better quest line as it has so many possible endings.
    With this being more open world with less instances I wonder how multiple divisions in quests will be able to work. 
  • I was going to add it to my list.
    Maybe if you gained enough "reputation" in one town, the people in another town could have heard about your deeds and greet or whisper about you differently.
  • Lufia said:
    I was going to add it to my list.
    Maybe if you gained enough "reputation" in one town, the people in another town could have heard about your deeds and greet or whisper about you differently.
    This happens in ESO, to give them credit. 

     However, we can wear costumes in ESO, yet they still seem to know who you are.  I hope that is not the case in Ashes.  :)
  • rigamorti said:
    There are so many things that enrich a game.  This attention to detail makes a game feel much richer.

    I could not agree more. Quests these days are stale. Go kill me 10,000 wolfs, Go Collect 10,000 buttercups. Go take this parcel to the npc next to you. Then you have to travel half the map swapping parcels.

    I like the idea that you saved the farmers daughter and later on you get invited to her wedding. But you see that the person she is going to marry is a known assassin. Now do you wish them well, tell her who he is, tell him we know who you are or kill him before or after the wedding just to be evil.
    This would be a better quest line as it has so many possible endings.
    Very nice twist.  :)
  • ArchivedUserArchivedUser Guest
    edited November 2018
    Sintu said:
    rigamorti said:
    There are so many things that enrich a game.  This attention to detail makes a game feel much richer.

    I could not agree more. Quests these days are stale. Go kill me 10,000 wolfs, Go Collect 10,000 buttercups. Go take this parcel to the npc next to you. Then you have to travel half the map swapping parcels.

    I like the idea that you saved the farmers daughter and later on you get invited to her wedding. But you see that the person she is going to marry is a known assassin. Now do you wish them well, tell her who he is, tell him we know who you are or kill him before or after the wedding just to be evil.
    This would be a better quest line as it has so many possible endings.
    With this being more open world with less instances I wonder how multiple divisions in quests will be able to work. 
    I would hope that if I am in a party with a player that has created a scenario other than what I have done, I would be allowed to go with him and do his quest, simply because I am grouped with him.   I may or may not get the full credit for the quest, depending on the situation, but I would still be able to help my friend atm.  

    If I then want to go do that quest from the start, he would be able to help me in the same manner, based on who the leader is atm or based on quest sharing tools.

    Example would be that I am traveling with my friend and I saved the farmers daughter.  My friend has not saved her, or he let her die in his quest.   Because I have been given a quest to go to a wedding, he could join me simply because he is grouped with me.  

    Yes, that would temporarily change his reality of what happened, but it should be an option so friends can stay together while questing.

  • I am wishing that it is so, that your actions are recognized for good, as well as for evil, that you are stealing and if you get caught the rumor will be heard and you will have less reputation, costing more or less money some objects, that people think about it twice before giving you a mission! How exciting it would be!
  • rigamorti said:
    I can't tell you how much it means to me to see an NPC I saved or killed have an impact in the world later on in the game. 

    If I saved a daughter of a farmer, maybe I get invited to her wedding later on in the game? 

    If I decided that the bad guy does not get to live at the end of a quest, maybe a ally of his or a group he belonged to tries to get revenge on me.  Maybe his ghost haunts me?

    If I get a family heirloom back from a dungeon, maybe it was cursed and the family needs saving again from the item. 

    There are so many things that enrich a game.  This attention to detail makes a game feel much richer.

    Thanks!  :) 
    Story telling, and lore are always very important in MMORPGs I feel that you can judge success of a MMORPG largely based on cohesive story, and its resulting environmental changes. 

    I think one of the neatest developments that has come into the MMORPG universe in the last 10 years is "phasing" (to coin the MTG term, and WoW both lol). 

    This games aspirations to take Phasing to a new level though really puts it ahead of the crowd to me, and hopefully we get to see the fruits of this new evolution soon. 

    Videos like Halloweens Stream where we saw a Spider Demon come out to battle due to the rain having an effect, and the nodal expansion into the graveyard resulting in monsters becoming active in the graveyard are great environmental phasing. 

    Though a little story based NPC phasing would be cool as well. I am excited to see how Intrepid will proceed with quests, common enemies in the world, and the story overall. i think these threads will be as amazing as the environmental phasing we saw this Halloween, and in the original node video when discussing the release of the dragon against the node. 
  • Sintu said:
    rigamorti said:
    There are so many things that enrich a game.  This attention to detail makes a game feel much richer.

    I could not agree more. Quests these days are stale. Go kill me 10,000 wolfs, Go Collect 10,000 buttercups. Go take this parcel to the npc next to you. Then you have to travel half the map swapping parcels.

    I like the idea that you saved the farmers daughter and later on you get invited to her wedding. But you see that the person she is going to marry is a known assassin. Now do you wish them well, tell her who he is, tell him we know who you are or kill him before or after the wedding just to be evil.
    This would be a better quest line as it has so many possible endings.
    With this being more open world with less instances I wonder how multiple divisions in quests will be able to work. 
    I would hope that if I am in a party with a player that has created a scenario other than what I have done, I would be allowed to go with him and do his quest, simply because I am grouped with him.   I may or may not not get the full credit for the quest, depending on the situation, but I would still be able to help my friend atm.  

    If I then want to go do that quest from that start, he would be able to help me in the same manner, based on who the leader is atm or based on quest sharing tools.

    Example would be that I am traveling with my friend and I saved the farmers daughter.  My friend has not saved her, or he let her die in his quest.   Because I have been given a quest to go to a wedding, he could join me simply because he is grouped with me.  

    Yes, that would temporarily change his reality of what happened, but it should be an option so friends can still do stuff together.   Maybe later I can see what happens to him because he let the daughter die.
  • Sintu said:
    rigamorti said:
    There are so many things that enrich a game.  This attention to detail makes a game feel much richer.

    I could not agree more. Quests these days are stale. Go kill me 10,000 wolfs, Go Collect 10,000 buttercups. Go take this parcel to the npc next to you. Then you have to travel half the map swapping parcels.

    I like the idea that you saved the farmers daughter and later on you get invited to her wedding. But you see that the person she is going to marry is a known assassin. Now do you wish them well, tell her who he is, tell him we know who you are or kill him before or after the wedding just to be evil.
    This would be a better quest line as it has so many possible endings.
    With this being more open world with less instances I wonder how multiple divisions in quests will be able to work. 
    I would hope that if I am in a party with a player that has created a scenario other than what I have done, I would be allowed to go with him and do his quest, simply because I am grouped with him.   I may or may not not get the full credit for the quest, depending on the situation, but I would still be able to help my friend atm.  

    If I then want to go do that quest from that start, he would be able to help me in the same manner, based on who the leader is atm or based on quest sharing tools.

    Example would be that I am traveling with my friend and I saved the farmers daughter.  My friend has not saved her, or he let her die in his quest.   Because I have been given a quest to go to a wedding, he could join me simply because he is grouped with me.  

    Yes, that would temporarily change his reality of what happened, but it should be an option so friends can still do stuff together.   Maybe later I can see what happens to him because he let the daughter die.
  • ArchivedUserArchivedUser Guest
    edited November 2018
    I would like to see quests like they have in Runescape.

    Theyre not forced on you but encouraged through perks gained from good reputation,
    they gave you possibility to figure it out on ur own but offered player made guides if u were there only for perks or if u got stuck,
    they had bosses, fights and dangerous paths that werent walkovers if u didnt over level the content,
    often when unexperienced there was an actual chance of dying.

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