r a wrote: » Content or ability to progress that is locked behind hours of story mode. I really hated it when I had to suffer for so many days in some games doing the main storyline just to be able to progress/unlock something as it was the only way to obtain that specific thing. I think there should be some alternative to that. Not everyone likes to do storyline (so-called main quests) in games.
Dygz wrote: » Ghoosty wrote: » @Dygz Archeage is a sandbox MMO. Even it has a main storyline. If AoC has more theme-park element, we should expect for a main storyline as well. You really didn’t address what you said. What I’m responding to is the notion of “doing the main storyline to unlock something” in a game where the primary focuses are Node progression, Religious progression, Social Org progression, Caravan runs and Sieges. I’m not aware of ArcheAge having those features.
Ghoosty wrote: » @Dygz Archeage is a sandbox MMO. Even it has a main storyline. If AoC has more theme-park element, we should expect for a main storyline as well.
mcstackerson wrote: » Ghoosty wrote: » @Dygz Archeage is a sandbox MMO. Even it has a main storyline. If AoC has more theme-park element, we should expect for a main storyline as well. I wouldn't call archeage strictly a sandbox as the lead designer's goal for Archeage was to make it a sandpark. He wanted to combine the two so you had a sandbox game with some themepark elements to help guide players through the game. Ashes seems to be doing something similar and i believe they have used the sandpark/themebox term before, I just think it's wrong to try to say ashes should have a story because AA has a story and it's a sandbox.
Dygz wrote: » Ghoosty wrote: » @Dygz Archeage is a sandbox MMO. Even it has a main storyline. If AoC has more theme-park element, we should expect for a main storyline as well. You really didn’t address what I said. What I’m responding to is the notion of “doing the main storyline to unlock something” in a game where the primary focuses are Node progression, Religious progression, Social Org progression, Caravan runs and Sieges. I’m not aware of ArcheAge having those features.
noaani wrote: » Dygz wrote: » Ghoosty wrote: » @Dygz Archeage is a sandbox MMO. Even it has a main storyline. If AoC has more theme-park element, we should expect for a main storyline as well. You really didn’t address what I said. What I’m responding to is the notion of “doing the main storyline to unlock something” in a game where the primary focuses are Node progression, Religious progression, Social Org progression, Caravan runs and Sieges. I’m not aware of ArcheAge having those features. This isn't the first time you've seen a game system and made an assumption to an unrelated system based on that first system. I mean, just because Ashes has nodes, religion and social entities, doesn't mean it won't have major quest lines. In fact, I'd happily wager that religions and social organisations will have their own major quest lines associated with them - and if the Intrepid team are even remotely good at story telling, there will be connecting threads between all of those stories.
Magic Man wrote: » noaani wrote: » Dygz wrote: » Ghoosty wrote: » @Dygz Archeage is a sandbox MMO. Even it has a main storyline. If AoC has more theme-park element, we should expect for a main storyline as well. You really didn’t address what I said. What I’m responding to is the notion of “doing the main storyline to unlock something” in a game where the primary focuses are Node progression, Religious progression, Social Org progression, Caravan runs and Sieges. I’m not aware of ArcheAge having those features. This isn't the first time you've seen a game system and made an assumption to an unrelated system based on that first system. I mean, just because Ashes has nodes, religion and social entities, doesn't mean it won't have major quest lines. In fact, I'd happily wager that religions and social organisations will have their own major quest lines associated with them - and if the Intrepid team are even remotely good at story telling, there will be connecting threads between all of those stories. Yes, that is true. However, not all the point. The question isn't the number of quest lines, it is how reliant players will be on them in order to progress. i.e how much of progress/content will be locked behind quests which will be my next Q&A question
noaani wrote: » This isn't the first time you've seen a game system and made an assumption to an unrelated system based on that first system. I mean, just because Ashes has nodes, religion and social entities, doesn't mean it won't have major quest lines. In fact, I'd happily wager that religions and social organisations will have their own major quest lines associated with them - and if the Intrepid team are even remotely good at story telling, there will be connecting threads between all of those stories.
Magic Man wrote: » Yes, that is true. However, not all the point. The question isn't the number of quest lines, it is how reliant players will be on them in order to progress. i.e how much of progress/content will be locked behind quests which will be my next Q&A question
Ghoosty wrote: » Progression can mean lot of things. Reputation farm like wow is also a kind of progression. Nobody said that the religious and social org progression is a primary focus. Node progression is OK, it is really a main focus, but you do not have to be citizen in any node. If they think about it as a enjoyable possibility they must provide something to them as well. I do not see why these functions should exclude the main story possibility even the unlocking part of it. Just a fast thoughts: We start to repopulate the new world. But the main enemy is the corruption. Corruption can be lead by an entity. This entity can have leaders, solders. The quests can be elastic so the first lvl4 node trigger a main story-line continuity. For example somewhere a corruption lieutenant appeared, but only the most devoted warriors can resists him. So you have to do a quest to prove your devotion. Unless that, the NPCs do not let you in a place where this lieutenant can be find. Other thing is that there will be instanced content. The main focus is the open world, but there will be instanced content as well. For instanced content you can do any personal restriction for any reason. Hopefully they do not do these, but the node progression as main focus does not exclude the possibility.
Dygz wrote: » Magic Man wrote: » Yes, that is true. However, not all the point. The question isn't the number of quest lines, it is how reliant players will be on them in order to progress. i.e how much of progress/content will be locked behind quests which will be my next Q&A question Yep. I haven’t had time to get back around to exploring your vision of this. When I played vanilla EQ, I mostly ignored quests. I found those quests to be too tedious and preferred to grind. In the early days of EQ2 someone mentioned gathering up the quests in the local area and I realized that those quests gave me considerably more xp and more rewards for stuff I was already doing, like gathering resources and killing mobs. Plus, stories were attached that provided details about what was happening in the area and I could learn about the interests and concerns of individual NPCs - which helps with emersion. What is your hope of what players will be doing and (might want to be doing) to progress that doesn’t rely on quests?? How do you hope we will progress without quests?
Dygz wrote: » "in a game where the primary focuses are Node progression, Religious progression, Social Org progression"
Dygz wrote: » "No one has said that there is any primary progression focus in Ashes. "
Tsukasa wrote: » Nagash wrote: » ferryman wrote: » Nagash wrote: » ferryman wrote: » @UndeadCanadianGamer Yes I have red the information behind the races, nothing special there, and with generic races I referred for humans, elfs, dwarfs and Orcs. All seen too many times in too many games already. It was good you remind me we are not in Alpha 1 yet, I had forgotten that already... *sigh* The most used (and worst) argument in these forums for everything. *facepalm* I do wish games would expand into other races or at least have their own unique races Yeah that could be one option and will hopefully also happen with future expansions. Still it would be nice to have something less used or unique, and straight from the start, but I understand it may be too late to demand such a thing. I guess you had something like skaven or undead in your mind? not many games let you play as undead but what I had in mind was races like naga or demons you know something you only see as npcs While doing it I realized that both concept arts have same upperbody pose "charging energy". You could actually merge them into a more realistic look.
Nagash wrote: » ferryman wrote: » Nagash wrote: » ferryman wrote: » @UndeadCanadianGamer Yes I have red the information behind the races, nothing special there, and with generic races I referred for humans, elfs, dwarfs and Orcs. All seen too many times in too many games already. It was good you remind me we are not in Alpha 1 yet, I had forgotten that already... *sigh* The most used (and worst) argument in these forums for everything. *facepalm* I do wish games would expand into other races or at least have their own unique races Yeah that could be one option and will hopefully also happen with future expansions. Still it would be nice to have something less used or unique, and straight from the start, but I understand it may be too late to demand such a thing. I guess you had something like skaven or undead in your mind? not many games let you play as undead but what I had in mind was races like naga or demons you know something you only see as npcs
ferryman wrote: » Nagash wrote: » ferryman wrote: » @UndeadCanadianGamer Yes I have red the information behind the races, nothing special there, and with generic races I referred for humans, elfs, dwarfs and Orcs. All seen too many times in too many games already. It was good you remind me we are not in Alpha 1 yet, I had forgotten that already... *sigh* The most used (and worst) argument in these forums for everything. *facepalm* I do wish games would expand into other races or at least have their own unique races Yeah that could be one option and will hopefully also happen with future expansions. Still it would be nice to have something less used or unique, and straight from the start, but I understand it may be too late to demand such a thing. I guess you had something like skaven or undead in your mind?
Nagash wrote: » ferryman wrote: » @UndeadCanadianGamer Yes I have red the information behind the races, nothing special there, and with generic races I referred for humans, elfs, dwarfs and Orcs. All seen too many times in too many games already. It was good you remind me we are not in Alpha 1 yet, I had forgotten that already... *sigh* The most used (and worst) argument in these forums for everything. *facepalm* I do wish games would expand into other races or at least have their own unique races
ferryman wrote: » @UndeadCanadianGamer Yes I have red the information behind the races, nothing special there, and with generic races I referred for humans, elfs, dwarfs and Orcs. All seen too many times in too many games already. It was good you remind me we are not in Alpha 1 yet, I had forgotten that already... *sigh* The most used (and worst) argument in these forums for everything. *facepalm*
Dygz wrote: » I have spoken directly with the game devs several times.
Dygz wrote: » I'm not really sure what "main storyline" means when we will primarily be focused on progressing regions and Nodes and Religious and Social organizations.
Magic Man wrote: » @Dygz I find most quests in MMORPGs tedious as well; they make it feel too 'artificial'. I like the idea of there being quests that reward me for what i plan to do in the first place and yes it is always good to know more about the place and its past etc as long as the story is told in a good way (people say FFXIV is great and all with story telling but i find it too brain dead and dunno how to feel when people say such things ) then they say ''it's a great RPG, just not your thing'' and i'm like...suuuure. As for my ideal progression in an MMO - I'd like to have a pure sandbox with quests that relate to lore and imo they should always remain optional for progression. i.e make everything a player does that ultimately help a node develop (which should be the main goal of all players) rewarding including PvP - it should be a good way to boost XP. This might be too far fetched for Ashes as they want to have quests for everything. You want a license - quest, want to remove your corruption - quest, want to obtain augments - quests, want to launch a mayoral caravan - quests.
Ghoosty wrote: » Dygz wrote: » "in a game where the primary focuses are Node progression, Religious progression, Social Org progression" Dygz wrote: » "No one has said that there is any primary progression focus in Ashes. " I am sorry, I do not want further discussion with you.
noaani wrote: » Lets be clear here, the original person that asked the question said they don't like content locked behind storylines. Not main quests. Not "the main quest". Storylines.
noaani wrote: » In response to a question about content locked behind story lines, you said: "I'm not really sure what "main storyline" means when we will primarily be focused on progressing regions and Nodes and Religious and Social organizations." That amounts to you saying that you do not think that progressing regions and Nodes and Religious and Social organizations will involve stories.
noaani wrote: » All I am saying is that each of those things WILL have a story, a story that is likely interconnected in some way, and that there may or may not be content locked behind those stories. You seem to disagree with that, somehow.
Ghoosty wrote: » @Dygz In that sentence you listed the primary focuses, later you denied that there is any primary focuses. If we extend the list with another primary focus it will not change the the meaning of the sentence.
Dygz wrote: » Magic Man wrote: » @Dygz I find most quests in MMORPGs tedious as well; they make it feel too 'artificial'. I like the idea of there being quests that reward me for what i plan to do in the first place and yes it is always good to know more about the place and its past etc as long as the story is told in a good way (people say FFXIV is great and all with story telling but i find it too brain dead and dunno how to feel when people say such things ) then they say ''it's a great RPG, just not your thing'' and i'm like...suuuure. As for my ideal progression in an MMO - I'd like to have a pure sandbox with quests that relate to lore and imo they should always remain optional for progression. i.e make everything a player does that ultimately help a node develop (which should be the main goal of all players) rewarding including PvP - it should be a good way to boost XP. This might be too far fetched for Ashes as they want to have quests for everything. You want a license - quest, want to remove your corruption - quest, want to obtain augments - quests, want to launch a mayoral caravan - quests. Mmmmn. So.... In vanilla EQ, IIRC, even figuring out the keywords to trigger the quest givers to give you a quest rather than lore was tedious. And then the quests were typically epic quests for some legendary item. EQ2 quests were more like WoW quests. I don't find those quests to be tedious because they just reward significantly more xp than what I would receive via grinding. Grinding is going to be slow because progression in RPG is supposed to be relatively slow. It's not really supposed to be that we reach max level in a 3-6 weeks. For me, I would rather be gathering up NPC related stories in the region where I'm adventuring. I like helping people, so, if I can get a significant amount of xp as a reward for helping an NPC collect resources that I'm going to be grinding in any case, that's great. In Wizard101, players do have to complete main storyline quests in order to gain access to new worlds. Technically, it's possible to ignore the main storyline and still progress, but I don't know why anyone would want to do so in that game. In Wow, I've played the carebear challenge (no killing) by only gathering resources. You basically have to ignore the main storyline to successfully completer the carebear challenge -- reaching max level with no kills. Ashes is a themebox. There will be plenty of progression that is tied to quests and plenty of progression that is not tied to quests. We can progress our characters via exploration or via Caravan runs or Sieges or by erecting specific buildings in towns and cities and metros without those activities being tied to quests. There will likely also be some quests available for those activities. But, Ashes isn't really about an individual player character being required to pursue a specific set of quests in order to progress. If you don't want to participate in a quest to kill the Winter Dragon, you won't have to. Other players will likely kill the Winter Dragon for you. On the other hand, you might want to kill the Winter Dragon - quest or no quest - in order to quickly put an end to the perpetual winter plaguing your town. When Winter Drakelings attack your city, you won't have to go grab a quest to defend your city. And the result of that attack will progress the narrative whether you win that battle or lose. If you win that battle, you will gain significant rewards despite it not being a quest.
Dygz wrote: » Lets be clear that main quests is mentioned and main quests is presented to be synonymous with main storyline.