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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.
Content being the reward is key in MMORPGs
Felautumn
Member
Some older games remain successful in the way they handle player progression, by providing players with unlockable content rather than just flat out gear.
One of the great quests I got to unlock and enjoy was the Benediction quest line in WoW. In order to get this quest, you need to get a drop from a mob in a raid. Instead of just dropping the staff, you have to progress through some challenging quests with challenging enemies.
The success and growth of OSRS has been largely due to this core design philosophy, managing to keep players hooked on a simple game, even though games with better combat systems exist.
To get the best in slot melee gloves, you had to complete the Recipe for Disaster quest line. Split into sub quests in which themselves, had several skill/profession requirements, as well as, other quest requirements.
You would see; ok, Desert treasure has a requirement of 53 thieving in order to picklock a poison trapped chest in a small section in the middle of the quest. You end up training the skill and upon reaching 53 thieving, you also have the level 50 requirement for Legends quest. So you complete Desert and have a new spellbook and the ability to equip certain staves.
Every task finishes with the addition of more tasks to complete in different areas of the game.
I would love to see quest lines in Ashes specifically made to be story driven and unlock more quests or tasks to complete, rather than simple experiences/cash rewards.
Imagine having to do a Master craftsmen quest line to learn how to forge damascus (just an example) in which you have to start off by running smaller errands for the Master, in order to prove yourself to have the drive needed to learn.
So you go deliver a package to a wealthy knight in a mansion, which unlocks the possibility of a quest from the Knight, who lost his family ring.
You can continue with the Craftsmen quest lines or go off and run through another quest or quest line, unlocked off this one simple delivery interaction quest.
So the family ring is returned and the knight succumbs to a peaceful sudden death in his sleep before you return, his partner lets you keep the ring for your efforts. Lets say the ring when equipped, can make visible, hidden ladders or entrances to a secret mine, dungeon or area in which you can do mob farming.
Another twist, a completely unrelated questline from that same node would have a step which seems vague and impossible to complete. You just can't find the tomb to go find a hidden book of knowledge in which a scholar has entrusted you to go and search for. Having the ring makes the dungeon entrance appear like a strange portal on a random ancient looking stone in the mountains you were told to search.
Quest lines should not just be for xp and cash. They should reward items which provide unique gameplay features, unlock quests and put the player through and adventure which connects them to the world/nodes they inhabit.
Maybe even to gain the favour of an NPC which doesn't trust anyone, until you prove yourself, providing a vendor in which useful items can be bought.
What are your thoughts?
One of the great quests I got to unlock and enjoy was the Benediction quest line in WoW. In order to get this quest, you need to get a drop from a mob in a raid. Instead of just dropping the staff, you have to progress through some challenging quests with challenging enemies.
The success and growth of OSRS has been largely due to this core design philosophy, managing to keep players hooked on a simple game, even though games with better combat systems exist.
To get the best in slot melee gloves, you had to complete the Recipe for Disaster quest line. Split into sub quests in which themselves, had several skill/profession requirements, as well as, other quest requirements.
You would see; ok, Desert treasure has a requirement of 53 thieving in order to picklock a poison trapped chest in a small section in the middle of the quest. You end up training the skill and upon reaching 53 thieving, you also have the level 50 requirement for Legends quest. So you complete Desert and have a new spellbook and the ability to equip certain staves.
Every task finishes with the addition of more tasks to complete in different areas of the game.
I would love to see quest lines in Ashes specifically made to be story driven and unlock more quests or tasks to complete, rather than simple experiences/cash rewards.
Imagine having to do a Master craftsmen quest line to learn how to forge damascus (just an example) in which you have to start off by running smaller errands for the Master, in order to prove yourself to have the drive needed to learn.
So you go deliver a package to a wealthy knight in a mansion, which unlocks the possibility of a quest from the Knight, who lost his family ring.
You can continue with the Craftsmen quest lines or go off and run through another quest or quest line, unlocked off this one simple delivery interaction quest.
So the family ring is returned and the knight succumbs to a peaceful sudden death in his sleep before you return, his partner lets you keep the ring for your efforts. Lets say the ring when equipped, can make visible, hidden ladders or entrances to a secret mine, dungeon or area in which you can do mob farming.
Another twist, a completely unrelated questline from that same node would have a step which seems vague and impossible to complete. You just can't find the tomb to go find a hidden book of knowledge in which a scholar has entrusted you to go and search for. Having the ring makes the dungeon entrance appear like a strange portal on a random ancient looking stone in the mountains you were told to search.
Quest lines should not just be for xp and cash. They should reward items which provide unique gameplay features, unlock quests and put the player through and adventure which connects them to the world/nodes they inhabit.
Maybe even to gain the favour of an NPC which doesn't trust anyone, until you prove yourself, providing a vendor in which useful items can be bought.
What are your thoughts?
Felautumn - OCE hee hee
"He who has a why to live can bear almost any how"
Friedrich Nietzsche
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