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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.
Comments
I'm not opposed to Icons over NPC heads but a ping on the map takes away from how immersive the experience can be.
I feel like currently I just mindlessly complete quests in order to get to more content instead of quests being actual content or even giving useful rewards.
Players could also post quests there for other players to do, and your level in the AG would dictate how complex or how many quests a player could post.
This mechanic could start out as just a tent in a level 1 node and increase in size and complexity as the node levels up, so that only AGs in level 6 nodes have epic raid quests and what not.
For the breadcrumbs I'll prefer to see them in the quest text rather than on the map.
It's more work but more fun in the end.
At most if the quest is far from the quest giver , a starting point on the map would fine , just to know that the clue in the text are relevant from this point.
Now in Runescape players have a choice to keep trying to figure out quest or google it. I figure, if I am 30 min into a quest and no progress has been made then good time to google. Quests are meant to be fun and progressive not long and tedious although must say I have more of a satisfaction when I do not google quests.
But really there is little difference between looking it up on the interneet and getting in game help. So if players had the option to turn Bread Crumbs off and give them the option to get additional help by clicking in game icon if they needed it think that would be alright.
But if instead you force bread crumbs on every one then you are robbing some players of a better questing experience depending on how they view the game. So all you have to do is have a feature that turns bread crumbs on and off.
As far as target location ounce again if target is a little to hard to find then well there is Google. So Google kind of has your hands tied. Now if targets were at lets say random lacations then that would make it more interesting but think that would require a lot more coding on your part.
Another thing I want to mention is that Runescape quests go something like this
1. Find quest by looking it up in quest log go get quest and after that you go to point
2. A....then B.....Then C............D............E and then back quest giver.
3. In most MMOs it is more like Go to point A..then back to quest giver.
So in a lot of MMOs you are pretty much just going back and forth between two points A and B which make it fell more like you are running errands instead of actually questing in some storyline like in Runescape.
Also you could have standard quests which are not to difficult and then other quests that are longer and have more of a story line. Could call them Adventures and / or Grand adventure which would be more like solo content but could require a group or group recommended.
But really the main factor here is Google.
Just my two cents
Too little: You have to click every NPC, allways in fear you missed one hiding behind a log pile.
NPC could call you out, doing emotes,... subtle icon on minimap, or pulsing minimap if you near an
interesting person,... I would prefer something along those lines.
Whatever you design, players will look it up on the web. Even the most difficult and hidden quests will be there, maybe this is another problem. To protect the feeling of secrecy for the most hidden of quests, there may be a completion cap. For example, when 10 players completes them, the quests will disappear. This can add dynamism to the game, but it means a lot of work for designers.
Quest givers in the open world are, of course a little bit different to handle. But since you have to look for them anyway, it seems ok to not have a quest board for all of them (some may be part of a node quest board). It may be good to see whether some NPC in the world is a quest given by selecting them and seeing a Icon (like a buff). That way you do not have to approach them and start to talk to them to see whether they give quests or not.
Regarding quest descriptions in general, I would like to have hyperlinks (toggle-able) in the quest description that would open the map on click to show you an outline of the area where you can find said object/location until it fades away (this could also includes the NPC names on the quest board). That way players can always get location information about quests they have in their in their quest log. But it does not spam the map with symbols.
I do not like the glowing path approach at all. People should be able to see the location on the map and find their own way there. This also furthers the players knowledge of an area, including its dangers. And since the world changes with node levels, they might even find new things on the way they did not notice before.
I always like NPC calling me, or some other additional way of making me notice them. And town cries could be used to announce especially important quests. Although both methods can become annoying when overdone.
In general: if you add visual aids, they should always be able to be turned off. Although if they are there most people will be end up activating them anyway, even if they initially don't want to. But that is no reason to deny them to other players that like them.
In other words there should a mixture of quality and quantity of crumbs.
So hunter wants me to kill raptors, he knows where raptors are so he tells me so I would then have a highlight on my map showing me where to go.
But if the hunter isn't sure what killed the livestock he points you to where to find clues and the quest would update in stages.
Drops could start quests. As could entering an area. A distinct sparkle in a item/object that is quest related is fine, but a giant compass arrow or a glitter trail leading right to the objective is too much.
As far as quest giver NPCs I'm perfectly fine with the ! And ? System. This isn't the 90s and I don't want to spend all day talking to every NPC in the region. Especially for turn ins.
For example If the quest is to gather 10 iron so 10 iron should be like this
This way you could have both rich and easy to digest quest logs
Those who want to immerse themselves in the story would read everything and those who don't care as much or don't have the time could understand quickly what needs to be done
I also am a huge fan of the idea that some quests should be ones that require you to deduce or learn about the world and will have unique rewards as they perhaps can only be completed once certain nodes are unlocked.
I think its important that a range exist especially if leveling will be a challenge and will take time. I also think there needs to be a variety with your questing at certain big levels 10,20,30 etc might unlock the potential for a class, profession, religion, character focused quest line that could be a different path and will provide little to no guidance. The point being that those quests if you decide to do them will take your character on a different path because of choices that you are making without even knowing it.
Overall personally I dislike:
- having an overwhelming amount of quest markers when entering a new area
- having an overwhelming amount of quest objectives on the map (to the point I cant see the map anymore)
- running from one quest to another (I dont really need a quest to gather materials/ gold for my player housing or to explore or even hunt if these activities in itself have a reward. If most of the profit comes from quest rewards rather than from the activity, I feel forced to quest at all times)
- not having ANY idea on what to do (Some games have quest that have no clue and require one to use a specific not mentioned item in a not mentioned spot at a not mentioned time ...) There should be at least some clues
- not having to think at all ever
I can see most players newer to MMOs finding this pretty time consuming, compared to just grabbing the quest, following the guide to the marker on your map, and finishing whatever requirements of the quest is; but I think it would fit with what the game is all about: player interactions. It also feels more rewarding to figure out these things as you go, than just being pointed to point A to point B.
Narrative quests should be more involved and "bread crumby" it makes these quests much more immersive. I like having to read the journal entry, use items to discover the proper path, or finding the hermit in a cave by exploring.
As for NPC Icons have a toggle setting for an obvious WoW style icon over their head, a subtle glow or mouse icon, and off.
No icons is a lot better, and rewords more the better player. Maybe the player can tag a npc , i will allow this.
If someone doesn't like to talk with people and find the quest by himself then there is the Free exp farming outside or maybe dungeons.
This makes harder for people to get all the quest, making some variety and social interaction come alive.
The breadcrumbs quests are rly important ... i don't get why you wrote the noob cheats in parentheses after breadcrumbs ...
I think that all the games need more of this type of quest, to help the player reach certain zones and be informed more.
No noob cheats is better. An alternative can be to put notes into the map, and points, so you can help yourself while doing quests.
It will improve the exploration and fun of the game.
I guess that this is extra code that doesn't need to exist.
How about a custom color preference of the Future Breadcrumb system. Possibly cosmetic alternatives, flame orbs, stars, or other creative icons to act as the trail or above head icon.
Just an idea.
Besides that : the less hand-holding the better.
When you need to understand where to go based on what NPCs are telling you, then you need to pay attention so that you understand what they mean.