Noaani wrote: » Dolyem wrote: » I mean...youre also talking about things as you would prefer. Indeed I am. However, the question I have posed to others is - why should the systems be separate? The only answers presented all amount to "because I prefer it that way". Needing to kill 10,000 of a specific enemy seems perfectly fine as a quest, to me. Not entirely out of line with games I have played (Archeage making you run two instances 100 times each is an example that comes to mind that is far above killing 10k of one mob). As to your point about quests - you are basically saying that all quests need to be world building, character building, story telling masterpieces, every time. While I agree that quests in general should do all of these things, no one quest needs to do them all, and indeed some quests can do none if the above and still be good additions to the game (I've seen games with short quest chains that are essentially all just a setup for a joke with the last quest - well worth the time and effort from both developer and player perspectives). I mean, quests are a games main story telling tool (other than perhaps in game literature), and developers should use quests to tell stories. But that doesn't mean every quest.
Dolyem wrote: » I mean...youre also talking about things as you would prefer.
Kai37 wrote: » When you asked me to answer the question of why they can't be the same I certainly answered it from my perspective but let me ask, would you prefer quests to be a big logbook of to dos with some to dos being more important than others or would you prefer a super in depth questing experience that was 100% committed to story and development?
Dolyem wrote: » Edit: Also think of how much time they can spend on other things if they arent making up quest scripts just for clearing some more mobs again. They put that as just a background tracker and they have more time for other assets.
Your point about Intrepid trying to revolutionize the genre is one I have come up against in a number of threads. The thing I find interesting about this point is that it is always used by someone arguing that Intrepid - the company trying to revolutionize the genre - should stick to the status quo of what ever is being discussed.
Quests used specifically to inform the player about game systems and such are not just important, some would say they are crucial to MMO's being successful. While it is indeed possible to try and tie in some world or character building to these quests, they are generally best - and most successful at their actual role - if no such attempt is made.
Noaani wrote: » Dolyem wrote: » Edit: Also think of how much time they can spend on other things if they aren't making up quest scripts just for clearing some more mobs again. They put that as just a background tracker and they have more time for other assets. If they are creating achievements in the game using the games existing quest mechanics, why do they need to write a script?
Dolyem wrote: » Edit: Also think of how much time they can spend on other things if they aren't making up quest scripts just for clearing some more mobs again. They put that as just a background tracker and they have more time for other assets.
Kai37 wrote: » Regarding this point. I think Dolyem is saying what I said earlier, which is that quests in any meaningful capacity would take more time to implement than achievements and if combined the Devs time would be stretched.
Kai37 wrote: » Noaani wrote: » Dolyem wrote: » Edit: Also think of how much time they can spend on other things if they aren't making up quest scripts just for clearing some more mobs again. They put that as just a background tracker and they have more time for other assets. If they are creating achievements in the game using the games existing quest mechanics, why do they need to write a script? Regarding this point. I think @Dolyem is saying what I said earlier, which is that quests in any meaningful capacity would take more time to implement than achievements and if combined the Devs time would be stretched. Instead, a two systems method would likely result in achievements being very simple and quick to implement, likely not even requiring server downtime, while actual quests could receive the attention they deserve. Quests are more in depth, or at least should be if you want the game to be good, and handcuffing the Devs to a single system that requires more input, even for petty implementations like kill 1000 of blah, would require more time and effort. The inevitable outcome is that their time would be spent doing this instead of perhaps implementing more meaningful content. Correct me if I'm wrong @Dolyem
Noaani wrote: » Kai37 wrote: » Regarding this point. I think Dolyem is saying what I said earlier, which is that quests in any meaningful capacity would take more time to implement than achievements and if combined the Devs time would be stretched. Why would it take more time? All you need to do is set the task, give it a name, and apply a reward to it if that is what you want to do. The work involved is the same whether you are doing this using a quest system in a game, or using an achievement system in a game. Now sure, if you wanted to write a backstory, add in some NPC's or what ever else, it would take more work. But this is now basically just turning achievements in to quests, which is not what I have been suggesting at all. If you want to cut back on developer time, there is no question at all that what I am suggesting would lower it. Literally no question at all. To think otherwise is to not have a grasp on what I am saying at all.
Noaani wrote: » Kai37 wrote: » Regarding this point. I think Dolyem is saying what I said earlier, which is that quests in any meaningful capacity would take more time to implement than achievements and if combined the Devs time would be stretched. Now sure, if you wanted to write a backstory, add in some NPC's or what ever else, it would take more work. But this is now basically just turning achievements in to quests, which is not what I have been suggesting at all.
Kai37 wrote: » Then you and I don't agree on what quests are or what they should be...
Noaani wrote: » Kai37 wrote: » Then you and I don't agree on what quests are or what they should be... I don't think you are in any position to make that assumption. I am not arguing for achievements to be called quests - I am suggesting they should use the same back end system as quests. In terms of separation, that is really simple. Have a journal that breaks down in to Quests, Tasks, Errands and Achievements. Allow it to be sorted by region (or node, perhaps) for both where the entry originated from, and where the next update is (having an "unknown" section for any entries where you are unsure of where the next update is). This way, if you are in an area, you can very easily see all the things you have to do in that location, but can very easily distinguish between not just quests and achievements, but also tasks (kill x of y) and errands (take item to z). These last two are as different from quests as achievements are, and so should have their own category here.
Kai37 wrote: » Where this all started was with achievements and quests needing to be managed differently ie. quests coming from NPC's, having dialogue, story and rewards that increased you characters power directly, whereas achievements can just preexist in a logbook waiting for you to get around to if if you feel like it and typically don't reward in the same manner as quests. This has been my singular point the whole time, with little to no focus on the interface aspect.
Kai37 wrote: » I have given multiple reasons for why I think combining them is a bad move, can you explain to me why its a good move @Noaani ?
Kai37 wrote: » Also, I have given a lot of sound reasons for why I believe that handling these two very different pieces of content should be handled separately and am yet to hear why you are so fervent in your belief that combining them would be more ideal. Can you tell me why you would prefer that they are merged?
JustVine wrote: » Just wanted to double check. Noaani is happy with being denegrated and insulted whenever he doesn't understand any of the speakers explanations he isn't grasping due to either missing details, the speakers own incapability at communication, or having unsaid preconceptions most other people don't hold?
truely wrote: » Another idea is particular themed chains of achievements with relative rewards for your efforts. For example if you complete a chain of cleric/healing related achievements then you get a particular cleric related augment or an increase in a cleric stat such as +1 mentality. If you complete some kind of tank chain of achievements you could gain HP or get a tank related augment.
JustVine wrote: » I would not call one persons lack of emotional control 'tense'.