Azryil wrote: » When I think quest chains become a problem is when theirs an overarching quest chain that holds your hand and leads you through the leveling experience.
tugowar wrote: » Azryil wrote: » When I think quest chains become a problem is when theirs an overarching quest chain that holds your hand and leads you through the leveling experience. Why is that a problem? (I assume we're talking theme park versus sandbox, but just clarifying.). That being said, I understand AOC was going to have "narratives" or something that were effectively theme park like.
mikechella wrote: » I don't have a problem at all with connected narratives and there's absolutely a place for them in the game, but I'll be pretty disappointed if there aren't equally viable and efficient ways to progress your character. Whether that's solo content (grinding mobs out in the forest, solo class quests), pvp content (raiding/defending caravans, faction conflict), or something else entirely. I just don't want to feel like my character's path has already been chosen for them or that my character will have the exact same experience as other characters.
Atama wrote: » mikechella wrote: » I don't have a problem at all with connected narratives and there's absolutely a place for them in the game, but I'll be pretty disappointed if there aren't equally viable and efficient ways to progress your character. Whether that's solo content (grinding mobs out in the forest, solo class quests), pvp content (raiding/defending caravans, faction conflict), or something else entirely. I just don't want to feel like my character's path has already been chosen for them or that my character will have the exact same experience as other characters. I’d also like it if crafting could advance you as well, maybe. I’m not sure if I like the idea that you can become a better warrior or spell caster by baking pies and sewing dresses. But I like gameplay variety. I could also see that crafting is a parallel form of advancement, which would also be good.
noaani wrote: » Atama wrote: » mikechella wrote: » I don't have a problem at all with connected narratives and there's absolutely a place for them in the game, but I'll be pretty disappointed if there aren't equally viable and efficient ways to progress your character. Whether that's solo content (grinding mobs out in the forest, solo class quests), pvp content (raiding/defending caravans, faction conflict), or something else entirely. I just don't want to feel like my character's path has already been chosen for them or that my character will have the exact same experience as other characters. I’d also like it if crafting could advance you as well, maybe. I’m not sure if I like the idea that you can become a better warrior or spell caster by baking pies and sewing dresses. But I like gameplay variety. I could also see that crafting is a parallel form of advancement, which would also be good. Archeage did this, and I wasn't a fan. I had crafting alts that had never attacked anything, still had their starter gear in, yet were max level. More to the point, I had combat classes at max level that I had no idea at all how to use effectively (not that this was hard in Archeage, but in other games it would be an issue). I like the idea of it, but I didn't like it in practice.
Caeryl wrote: » noaani wrote: » Atama wrote: » mikechella wrote: » I don't have a problem at all with connected narratives and there's absolutely a place for them in the game, but I'll be pretty disappointed if there aren't equally viable and efficient ways to progress your character. Whether that's solo content (grinding mobs out in the forest, solo class quests), pvp content (raiding/defending caravans, faction conflict), or something else entirely. I just don't want to feel like my character's path has already been chosen for them or that my character will have the exact same experience as other characters. I’d also like it if crafting could advance you as well, maybe. I’m not sure if I like the idea that you can become a better warrior or spell caster by baking pies and sewing dresses. But I like gameplay variety. I could also see that crafting is a parallel form of advancement, which would also be good. Archeage did this, and I wasn't a fan. I had crafting alts that had never attacked anything, still had their starter gear in, yet were max level. More to the point, I had combat classes at max level that I had no idea at all how to use effectively (not that this was hard in Archeage, but in other games it would be an issue). I like the idea of it, but I didn't like it in practice. What I'm hoping for Ashes is a system similar to FFXIV, where crafting skills are leveled entirely separately from combat skills. I believe that's how they've described it working in the past with your Adventuring Class vs your Artisan Class.
noaani wrote: » The game did, however, offer up specific quests for crafters - initially limited to crafting tasks, but eventually they introduced a few actual questlines that could be completed by a pure crafting character.
afar wrote: » Long essay ahead, ironically when OP said he doesn't want essays. Sorry
tugowar wrote: » Remember when SWTOR had not revealed how to become a jedi, and the first jedi unlocked when they had mastered every crafting class? That was pretty sweet...