Jester Flame wrote: » Have you considered helping us Completionists out by having an outspoken design of that anything obtained in quests can also be obtained somehow via grinding? Is there a place and alternative in this game for us who cannot stand questing and rather grind hardcore where we please? [/b]
Jester Flame wrote: » For some questing gives the feeling of freedom ... but for some, the freedom from not having to be a slave to the quests gives the feeling of freedom.
Ulf wrote: » Jester Flame wrote: » Have you considered helping us Completionists out by having an outspoken design of that anything obtained in quests can also be obtained somehow via grinding? Is there a place and alternative in this game for us who cannot stand questing and rather grind hardcore where we please? [/b] Hello! I'm not a member of the AoC Team, but that in particular caught my eye. I like both questing and grinding, there is place for both, but I do think that there should be quest specific items, but not NECESSARY TO LIVE specific quest items. And the person to judge that, should be the player. What do i do... do i grind these mobs, to get hunting certs and maybe a good drop, or do i take this quest that gives me... sort of the same but takes more time.. etc. Humble opinion.. it is a good thread Have a nice day ! Ulf
noaani wrote: » Jester Flame wrote: » For some questing gives the feeling of freedom ... but for some, the freedom from not having to be a slave to the quests gives the feeling of freedom. The freedom you seek won't come from changes in game design, as you will find something else to be a slave to. This is especially true in a game like Ashes where every change to node state means different NPC's are opened up, which may result in different quests being available, The only way you will find that freedom you want is to learn to let go.
Jester Flame wrote: » that specific quest when you were in the level 20-30 range
noaani wrote: » Jester Flame wrote: » that specific quest when you were in the level 20-30 range Games with good designers don't restrict quests in this manner.
Jester Flame wrote: » WoW being one example of that.
noaani wrote: » Jester Flame wrote: » WoW being one example of that. When I said games with good designers don't restrict quests in this manner, I was fully aware there are quests with these restrictions in WoW. There is an inference there for you to make about my opinions on WoW developers abilities. The fact that they had to consult the Diablo 3 team on design decisions of their new expansion, at a point in time where Diablo 3 is getting wrecked in the ARPG market by a free to play game says just how bad those developers actually are.
Magic Man wrote: » Ah I'm so glad someone else feels the same way 💚 I totally agree with your thread. Me and my friends have been talking about this for a looong time. I personally like the idea of quests as long as they are challenging and feel like actual adventures rather than ''artificial'' ones. I like when things happen naturally - or the game gives you that feeling (some single player RGPs do this well). So, I asked about this indirectly many times to Steven and Jeffrey. Unfortunately, from what I've understood over the years, Ashes will be a very quest-driven game rather than achieving things through alternative methods. Things will be locked behind quests. But also,
Jester Flame wrote: » Daily quest that are clearly the "optimal" to do in terms of reward for time spent. These result in the MMORPG more feeling like going to work or having a nagging spouse telling you to do this and that rather than progressing freely with your MMORPG character.
RahkstarRPG wrote: » The problem is, in the end, there will always be a most efficient way to do things in an MMO. It's completely unavoidable. It may not take the form of daily quests, but it will be there.
RahkstarRPG wrote: » If you spend all of your time worrying and doing things in the most efficient manner instead of enjoying the game you're playing... why are you even playing, really? The game is causing you more stress than fun.
RahkstarRPG wrote: » That's something I had to ask myself quite a few times until I finally broke that habit/mentality, and it's done wonders for my ability to enjoy MMOs in general.
phdmonster wrote: » I am confused. Is the problem that the game will have too much to do, or too little?
ninfosho wrote: » noaani wrote: » Jester Flame wrote: » For some questing gives the feeling of freedom ... but for some, the freedom from not having to be a slave to the quests gives the feeling of freedom. The freedom you seek won't come from changes in game design, as you will find something else to be a slave to. This is especially true in a game like Ashes where every change to node state means different NPC's are opened up, which may result in different quests being available, The only way you will find that freedom you want is to learn to let go. Exactly. What OP suggests only adds to his problem, imagine having several ways to complete a quest, now not only you have to worry about reading the wiki but also worry which way is the most efficient/easier to complete it which leads to even more reading and enslaving and less gaming Players will always seek for the way of least resistance (the meta) and that's the root of the problem, as long as they're aware that there might be an easier way to complete the task they will always feel uncomfortable and question their decisions on how they're playing the game What you hope for is that the player should know what's best for him but unfortunately that's not always the case specially for majority of the players that come after the meta has formed The beautiful thing in AoC that the meta hold only for the vertical progression, once you hit 50 the real game begins and hopefully it is one of constant change driven by the players which is impossible to pin down to a specific way of playing, people always change and want different things, people come and go and a natural flow and cycles can potentially exist At least that's the promise...
Jester Flame wrote: » What I'm arguing for is that both methods (Quest-grinding and Mob/Spawn Grinding) should be viable. Some players do enjoy progressing with there characters following the process of "accept quest" --> "Complete Quest" --> "Receive Quest reward" ... but a substantial part of MMORPG player prefer the process of "Stock up on supplies" ---> "Travel to a specific favorite grind spot" --> "repetitiously grind this port for 12h straight" ---> "Travel back to town with loot".
noaani wrote: » Each of these activities should result in different rewards, not the same reward. If they offered the same reward, that would mean the player that gets the quest reward has no value in grinding. Since grinding is a perpetual activity, and quests are one offs, the rewards appropriate for each activity are kind of pre-determined.
noaani wrote: » Again, the solution to your issue is for you to not play WoW.
Jester Flame wrote: » What I'm arguing for is not that Quest-Grinding and Mob/Spawn-Grinding must be precisely equally as "effective". My argument is simply that both methods of progression (Quest-Grinding and Mob/Spawn-Grinding) are viable, so as to also accommodate players who dislike the process of "accept quest" --> "Complete Quest" --> "Receive Quest reward" ... and instead prefers reaching max level via the process of "Stock up on supplies" ---> "Travel to a specific favorite grind spot" --> "repetitiously grind this port for 12h straight" ---> "Travel back to town with loot".
Yes. And also pray for that Ashes do not become like WoW. This is why I'm writing this post from my heart.