hartwell wrote: » noaani wrote: » hartwell wrote: » I dislike quests that can be easily sabotaged by another player or are a player bottleneck, but are also part of a larger chain quest and are too important to skip. Completely agree. And a few quests - from a few different games - come to mind immediately. Sadly though, I do see this sort of thing happening in Ashes and Intrepid being OK with it (player agency and all that). To me, an acceptable (even if not ideal) situation if such quests are to be in a game is if the quest journal lets you know others will be able to sabotage your progress at some point in the quest or quest chain. At least with that, players know what they are getting themselves in to before they invest too much time. I feel that the word "easily" needs to be emphasized. I'm talking so easy to sabotage that there is no method of recourse for the average player. It doesn't even need to be PvP sabotage. There have been times in games where all a player had to do was body block access to something in a town around NPC guards or within safe zones.
noaani wrote: » hartwell wrote: » I dislike quests that can be easily sabotaged by another player or are a player bottleneck, but are also part of a larger chain quest and are too important to skip. Completely agree. And a few quests - from a few different games - come to mind immediately. Sadly though, I do see this sort of thing happening in Ashes and Intrepid being OK with it (player agency and all that). To me, an acceptable (even if not ideal) situation if such quests are to be in a game is if the quest journal lets you know others will be able to sabotage your progress at some point in the quest or quest chain. At least with that, players know what they are getting themselves in to before they invest too much time.
hartwell wrote: » I dislike quests that can be easily sabotaged by another player or are a player bottleneck, but are also part of a larger chain quest and are too important to skip.
T Elf wrote: » The kind I hate are the questchains that start out as single player ones but to finish you need a group. Make then either single all the way or group all the way, but not a mix.
noaani wrote: » In terms of blocking access, I would assume Intrepid would take a similar approach to what Trion took with Archeage - if you are physically blocking another players path to somewhere, that player can report you and you will (eventually) be despawned.
noaani wrote: » Sounds like a fun quest, reminds me of the Archeage chain that results in the "Friend of Giants" title. I did that on every character I made in that game, just because the title was rare back when I played.
HumblePuffin wrote: » My biggest pet peeve with quests is when it’s meant to be this solo or your group experience and there’s a billion other people around the quest giver/quest area.
Hydrilla wrote: » HumblePuffin wrote: » My biggest pet peeve with quests is when it’s meant to be this solo or your group experience and there’s a billion other people around the quest giver/quest area. I agree with this, I find it very frustrating to wait in line to complete quests. I especially hate when you have to kill one particular guy and there are five of him lying around dead.
Reddo wrote: » "Hi, my name is XXXX and i need your help: i need you to deliver this peach donut to my uncle, kill 56 wild wolfs and buy 1 apple from his shop" "i will give you some silver and a dagger"
T Elf wrote: » The kind of quests you dislike:https://www.youtube.com/watch?v=ykVOo1z0_gM
Birdie wrote: » Those quests that ask you to "Kill this mob and gather 100 of that item" and you get 1 item every 30 mobs slain.
Varkun wrote: » Birdie wrote: » Those quests that ask you to "Kill this mob and gather 100 of that item" and you get 1 item every 30 mobs slain. Yes one kill one quest item is how it should be, or better yet you get the item or credit for the kill before you get the quest while you just happen to kill the mobs on your journey. Oh you have been killing those boars I see you want to sell me those tusks you have or if you could kill a few more am willing to pay.
Ventharien wrote: » noaani wrote: » In terms of blocking access, I would assume Intrepid would take a similar approach to what Trion took with Archeage - if you are physically blocking another players path to somewhere, that player can report you and you will (eventually) be despawned. They've said in a recent live stream there would be a sort of "push" mechanic on characters. How that gets implemented and weighed idk.
tinukeda wrote: » noaani wrote: » Sounds like a fun quest, reminds me of the Archeage chain that results in the "Friend of Giants" title. I did that on every character I made in that game, just because the title was rare back when I played. That one was at least fun, and only minorly confusing by being unexplained (when/where do Evenbards even spawn??). AA had much much worse. Dream Ring, Ayanad Earring (original version) not to mention the collectable book ones (Iyor, Rudal and Alecto).
Birdie wrote: » Varkun wrote: » Birdie wrote: » Those quests that ask you to "Kill this mob and gather 100 of that item" and you get 1 item every 30 mobs slain. Yes one kill one quest item is how it should be, or better yet you get the item or credit for the kill before you get the quest while you just happen to kill the mobs on your journey. Oh you have been killing those boars I see you want to sell me those tusks you have or if you could kill a few more am willing to pay. But that could lead to people selling the quest items for gold, which would lead to people farming the quest monsters just to sell the Q items. Maybe if the items were bound to your character. Hmm
wolfwood82 wrote: » All of them. Quests use to do things that lead you on prolonged multi-staged epic journeys. Now every farmer has one and it's your primary source of experience gain through out any given MMO. So I've decided all quests suck now. Unless it takes an hour or two to complete (and preferably require a group), it shouldn't be a quest. It should be a "task" which is just "go kill some of those things and I'll pay you for their pelts" with no specified number and no experience gain just for doing a deed. Use tasks to direct players to where certain creatures are, and to direct them to where they can get paid to kill those creatures.