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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Heritage Quests and Guild Quests
Zence
Member, Alpha One, Alpha Two, Early Alpha Two
I personally was a huge fan of EQ2 back in its prime and enjoyed a lot of the systems available from what I at least remember and got to experience.
With that, I wanted to get some input from everyone on their thoughts of certain quest system(s) they would like to see in Ashes while sharing some examples of what I previously enjoyed and wouldn't mind seeing newly created systems of similar things in Ashes.
Heritage Quests in EQ2 were very long and challenging. Normally involving some type of raid tier enemy or enemies , but very rewarding quests that would give players:
Guild Quests in EQ2 involved numerous ways to bring the guild together to explore various content to help the guild progress. Crafting / Killing Writs (having to craft/kill x amount of x in x time) are mainly what I can recall but I feel like there was more. Other games have offered some good - decent guild mission type activities that were great to do together for a goal that benefited everyone, but I didn't want to make some crazy long list..
Now obviously a good community can create various activities to keep their small community engaged with one another, but I don't think it is a negative thing if there are mechanics within the game that influence that to happen naturally through various progression paths beyond dungeons / raids / pvp.
What are your thoughts? What quest systems would you like to see in Ashes? What are some examples of games you played or are currently playing?
With that, I wanted to get some input from everyone on their thoughts of certain quest system(s) they would like to see in Ashes while sharing some examples of what I previously enjoyed and wouldn't mind seeing newly created systems of similar things in Ashes.
Heritage Quests in EQ2 were very long and challenging. Normally involving some type of raid tier enemy or enemies , but very rewarding quests that would give players:
- Alternate Attribute points (skill points to augment your character in various ways)
- Loads of guild experience/reputation
- Some prestigious item based reward like an epic weapon/armor/jewelry - house items etc.
Guild Quests in EQ2 involved numerous ways to bring the guild together to explore various content to help the guild progress. Crafting / Killing Writs (having to craft/kill x amount of x in x time) are mainly what I can recall but I feel like there was more. Other games have offered some good - decent guild mission type activities that were great to do together for a goal that benefited everyone, but I didn't want to make some crazy long list..
Now obviously a good community can create various activities to keep their small community engaged with one another, but I don't think it is a negative thing if there are mechanics within the game that influence that to happen naturally through various progression paths beyond dungeons / raids / pvp.
What are your thoughts? What quest systems would you like to see in Ashes? What are some examples of games you played or are currently playing?
3
Comments
It is one of the things that game really did get right.
one of my favorite was the epic weapon quests you'd do where you got a class unique weapon.
It was a good way to mix challenging content/progression goals and it felt personalized to your own character choices. I remember being pretty excited to finally get the mirage star and various disguise spells for my illusionist
I thought Destiny 2 had some pretty cool ideas with their "guild" system as well, rewarding the entire guild from members completing different types of content, ranging from raids, battlegrounds, and arena.
My perfect system would be a blend of all those options--where guild members are rewarded for a variety of content completed, allowing the guild to be upgraded to further support the organization's goals.
Yes! The AA system was actually very good. It gave you massive diversity and allowed you to take your class that much further, in many different directions. Not all just one cookie cutter build. It was even better in PvP servers. It also gave you something more to grind for and focus on that took you all around the game, exploring and enjoying questlines, and even farming named bosses etc. Named bosses being able to be farmed for rare loot was also something I truly enjoyed in EQ2, especially as you could do it at any tier, which made it that more special imo.