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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Dev Discussion #1 - Memorable Content
LieutenantToast
Member, Alpha One, Alpha Two, Early Alpha Two
Greetings all and welcome to our new forum series, Dev Discussion! Dev Discussion topics are kind of like a "reverse Q&A" - rather than you asking us questions about Ashes of Creation, we want to ask YOU what your thoughts are.
Our design team has compiled a list of burning questions we'd love to get your feedback on regarding gameplay, your past MMO experiences, and more. Join in on the Dev Discussion and share what makes gaming special to you!
Dev Discussion #1 - Memorable Content
What makes a quest memorable? Are there any raids or events that you'll never forget? What made them unforgettable?
Keep an eye out for our next Dev Discussion topic, Solo Progression!
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Comments
He's a phantom | twitch.tv/dphantomtv
Sometimes its the long and dull ones that you will always remember ;D
I loved SRO. The movements you could do when performing skills, the caravan system. If this games caravan system is in any way similar it would be great. The rush of being a thief and hiding or being a trader / hunter and protecting your goods... I will always remember that.
As others said, it's okay to have extremely grinding quests as long as there's a good reward. Killing 5k of the same mobs so you can get something special, only available from those... sure!
Checkmate Leader | EU | The Ashes Post
50 Man Normal Defence
100 man Epic Defence with increased Difficulty
200 man/woman guild Defence now this would blow my mind ^_^
use to love this system in L.o.t.r.o but it was a lot smaller player based
I'm not a huge fan of quest chains unless there is some worthwhile reward at the end; I find that doing chains of quests boring and almost a waste of time. I don't want to click through dialog that nobody reads and talk to countless people just to get a simple item, when I could be doing a raid and actually playing the game. *imo*
Good times
I remember doing The Royal City of Rabanastre and The Ridorana Lighthouse blind-runs with random matchmade players when they were released - it was so much fun. The entire 3 squads of players had to figure out all the mechanics and work together to complete the raids, wiping and trying over and over again.
Bonus (quests), serverwide announcement of achivements for server firsts of diffrent things. which allow hardcode people to compete of these achivements. (like server first max level, server first weaponsmith max level, ect)
No-go quest: escort quest.
For raids it's really fun when you have a boss which required simultaneous coordination on 2 diffrent abillties in 2 diffrent places. the abillties should be clear what is expected of you but still be pushing if you do not do these abillties correctly.
No-go raid mechanics?, random 1 shot abillties without warnings.
And try to avoid long runbacks after a wipe ^^
Events: i particularly enjoy'd the PvE event of Opening the Gate of ahn'qiraj in world of warcraft. server wide gathering materials and awarding achivements for the most hardcode farmers.
This also lead to some world pvp for the pvp'ers to come PK the farmes of the other faction
Ha, I love that you included "no go" examples as well as memorable ones! I personally would also nuke every escort quest from orbit, especially if your escortee moves at a speed that's not quite a walk and not quite a run. Just my personal opinion though
For one main reason:
* It was difficult! Listen, I don't wanna rage-quit just as much as the next guy, but I also don't want to beat something in my first try. Which means, I love failing because it gives me a chance to strategize and feel as though I'm getting better at the game, and my character's mechanics (when I finally and inevitably succeed). In FFXIV BCoB Turn 5, there were many "stages" of the fight that players had to memorize boss-mechanics and react to; this is all part of having an immersive and interactive experience. Additionally, every class had their role to play in the fight, making everyone embrace their class' play style instead of just trying to DPS shit down ASAP. For instance, tank and off-tank were very well defined. There were parts of the fight that one solo tank just simply *couldn't* solo, so off-tank felt needed and integral to the fight when an aggro trade was inevitable. Healers had to remain constantly alert because players could take large amounts of damage very quickly, but spamming heals would run you out of mana, so you had to be tactical. DPS needed to move the fight along quickly into the next stage so as not to deplete the rest of the party of their resources. Utility classes focused on restoring resources if the fight *did* drag on longer than expected, and much needed buffing/off-healing/debuffing, ect.
I've yet to experience boss battles/dungeon mechanics like those of FFXIV, but if you're looking to mimic engaging fight-content, start your search there!
AION's Beshmundir Temple was the best dungeon I ever been, also i was loving to raid AION's Sunayaka, Ragnarok & Omega. (Yeah AION lover, a long time ago...now mmorpgs are dark and full of terrors. :P )
What makes them unforgettable? I cant say, cant explain...its up to you to give us an unforgettable mmo!
Yea general problem with escort quest is
1. They often move really slow.
2. You can't just go afk in the middle of the quest if something comes up or the quest will "reset" or bug or something and you have to start over again, (maybe the door ring or you spill a glas of water)
3. You can't do the quest at your own speed as often you have to wait for "attackers" to spawn" then some monolog, then we start moving again.
In Guild Wars 2, there's a quest where you try to deliver a deliver a package through a snowy mountain trail; but bunnies roaming along the path hop up, kick you in the chest, and send you into a nearby snow drift, slowing you down. It's a little outlandish, but quite funny!
Angry Joe, a popular game reviewer, actually added the quest into his GW2 review, highlighting how it added a fun and creative twist to an otherwise traditional quest! He ended up giving GW2 a 10/10 review.
https://youtu.be/ Ax-_06Acj8Y?t=244
Another example of a silly quest that became really popular among fans is the "Shoot Me in the Face" guy from Borderlands 2, in which an NPC enemy rants in a hilarious monologue at the player to shoot them in the face. That's the whole quest. Shoot the guy in the face.
https://www.youtube.com/watch?v=bnAOH8wXogw
Edit: Split the first YT link because it removed the timestamp.
Definitely lost in Verra.. somewhere.
but also, I can remember going through almost every single quest in runescape, even ones I completed 10 years ago.
Invincible Tank
Unrivalled Dps
Queen of Growlgate
Kraken Tamer
Super Cutie
H8 me cuz u ain't me
Real rewards for completing challenging content. Outside of that, I've always preferred quests that feel as though you are doing something that a regular old strong dude couldn't do, so things like tracking a large threat as a ranger or dispelling a curse as a wizard rather than collecting 6 carrots or killing 10 pests. Massive props if puzzles are involved; real puzzles without keys hidden in the game world or obvious placards on walls to tell you the answer.
Are there any raids or events that you'll never forget? What made them unforgettable?
I'll never forget the raids that were totally lore-changing in game world, but even more importantly, that were actually difficult or rarer to encounter. Avatus from Wildstar comes to mind in this vein. Also, punishing raids like Venril Sathir from EQ who dropped a single legendary item each kill (it was a dream to be the one to grab that item). Or even Algalon from WoW with it's limited availability and difficulty. Working together with friends to complete these difficult/rare bosses is the highlight of my MMO experience to this day.