Noaani wrote: » 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? I literally gave you a reason in the post above this. Do you need bright flashing lights to guide you? Consider this a bright flashing light.
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?
Noaani wrote: » 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. The problem with this is that it is limiting. There is literally no reason at all that quests need to have story or dialogue. These things are preferable, but not strictly necessary. There are reasons why you may want quests with no story or dialogue, and almost all games have such quests. Basically, what your argument is doing is boxing off quests and saying "this is all they can be", and boxing off achievements and saying "this is all they can be". The big issue here is that your boxes are missing a whole lot of potential content, and so simply should not exist.
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: » This right here is why we will likely never agree. Quests that have no story or dialogue are, in my opinion, a wasted opportunity that just fills space with something bland and borderline pointless, may as well forget about it and just up exp on mob kills. Not very reflective of the RPG part of an MMORPG. If you are ok with this kind of content then I understand perfectly what you are suggesting, it's just not for me.
Noaani wrote: » Kai37 wrote: » This right here is why we will likely never agree. Quests that have no story or dialogue are, in my opinion, a wasted opportunity that just fills space with something bland and borderline pointless, may as well forget about it and just up exp on mob kills. Not very reflective of the RPG part of an MMORPG. If you are ok with this kind of content then I understand perfectly what you are suggesting, it's just not for me. I don't think you have read much of what I have.poatsd in this thread. If you had, you would have seen that a key aspect of the suggestion was to split the journal in to four sections. Achievements, tasks, errands and quests. Doing this would put quests and achievements front and center for this that prefer then. It would mean you can set tasks (kill 10 rat type quests that lead nowhere), and errands (take this thing to the NPC in the town on the other side of the world) and only look at what you want. If all you are interested in is quests with story behind them, you'll find them in the quest section. However, since such quests take far too long to develop, tasks and errands like the above are a necessary part of MMO development. This is an unavoidable fact. Since they are necessary, having the option to only look at the things you want to do should be tracking well with what you want. So yeah, don't think you have read much of what I have said.
Kai37 wrote: » Noaani wrote: » Kai37 wrote: » 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. if you're suggesting that there is a primary "to-do list" window and Quests are one heading while achievements are another then I honestly I'm all for it and I don't think anyone would disagree, in fact I agree wholeheartedly about your point on zone relevant content but that hardly is what has been argued earlier.
Noaani wrote: » Kai37 wrote: » 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: »
Kai37 wrote: » My initial interjection was that we needed two systems to manage these two very different activities.
Noaani wrote: » Kai37 wrote: » Quests require story, character, world continuity as well as background development for them to fit within the world. If this were true, it would be a valid point. I can't count how many games I have played that have had at least a number of quests that involve simply clicking an item, killing an amount of a specific type of mob, and then the quest auto-completes. No story, no characters (other than the targets), no world building or continuity at all. In fact, I can't think of an MMO that DOESN'T have at least some quests like this. Then there are quests that are automatically given to you when you enter an area, or when you kill a boss, or when you complete a different quest. Quests are sometimes used as a tool for world building, story telling and character development. However, quests do not require these things to be present. Your definition of an achievement here is basically just a quest where these things are not present - which is precisely my point. The reward point you bring up is not really much of a thing. Quests can result in cosmetic gear, and many games have quests where this is the case. Achievements can result in useful items, and many games have achievements where this is the case. As such, the rewards here are already blurred based on your suggestion of cosmetic rewards for achievements and useful rewards for quests. Basically, your post here seems to come down to "my opinion is that quests do this these things, and achievements do these other things, but please ignore the quests and achievements behind that curtain over there that do the things they are not supposed to do". You are talking about things as you would prefer, rather than how they could be. There is no reason a quest journal can't have a section for achievements along with sections for quests by type or zone - none of your points here prevent anything like that at all.
Kai37 wrote: » Quests require story, character, world continuity as well as background development for them to fit within the world.
Boanergese wrote: » I think what Kai37 is arguing that he or she would rather more of the quests help with the story telling like what Final Fantasy 14 does with its main story quest line. Noaani is also correct that you don't need two systems from the back end because the system will just look at a list to see if all the parameters have been met.
Noaani wrote: » Kai37 wrote: » My initial interjection was that we needed two systems to manage these two very different activities. They are not very different activities, and even if they were, that does not mean they need different systems. While not a player facing system, an example of this is a games base RNG system. As a system, this is used in almost literally every aspect of the game. If you are killing quest mobs, you are likely using the RNG system a few times a second, from determining if a hit is actually going to land, how much damage it deals if it lands, and then if you get a quest update (in some cases) when the mob is killed. There are - obviously - many more situations just in killing quest mobs where the games RNG system is used. if your argument is that you think quests and achievements are different, therefore they need a different back end system, then surely you would expect a different RNG system for every different activity that uses RNG in a game. Very clearly, this is stupid. If a game can reuse a system - especially a back end system - there is literally no need to implement that same system twice.
Noaani wrote: » BaSkA13 wrote: » I enjoy Achievements because they add content to a game to people that are completionists. This can be achieved by using quests in place of achievements.
BaSkA13 wrote: » I enjoy Achievements because they add content to a game to people that are completionists.
Kai37 wrote: » This debate is getting very tired and unfortunately is seems @Noaani that you have missed my point and intent in wanting achievements and quests to be treated differently so I'll finish with this. 1. I don't care if the interface or checking systems are shared, this doesn't hurt gameplay so why would I. 2. I do care if quests are watered down to superfluous kill X, Y times quests instead of being used as the foundations for the games story. 3. When I say system and backend I clarified to specify how quests and achievements are made and delivered to players, the incentives behind them as well as their purpose. quests requiring a lot more backend work due to story, npcs dialogue, tangible rewards, exp etc...
Noaani wrote: » Kai37 wrote: » This debate is getting very tired and unfortunately is seems @Noaani that you have missed my point and intent in wanting achievements and quests to be treated differently so I'll finish with this. 1. I don't care if the interface or checking systems are shared, this doesn't hurt gameplay so why would I. 2. I do care if quests are watered down to superfluous kill X, Y times quests instead of being used as the foundations for the games story. 3. When I say system and backend I clarified to specify how quests and achievements are made and delivered to players, the incentives behind them as well as their purpose. quests requiring a lot more backend work due to story, npcs dialogue, tangible rewards, exp etc... Here's why your stance makes no sense. You don't want quests to be watered down. Cool. We all want good quests that are long, enjoyable, challenging and not just laid out for players. This isn't a debate in this thread. We all want that. You also want achievements in the game, it would seem. You seem perfectly fine with an achievement for killing 10k of some specific mob. You don't want kill * mobs quests, just achievements. You seem to understand that these are both just tasks the game gives players. Yet, inexplicably, you claim to not care about interface - when interface is the only difference between the two. When taken as a whole, this makes no sense from a logical perspective.
Kai37 wrote: » Literally read dot point 3 in my last post.... It has nothing to do with interface and everything to do with how quests and achievements are made, and implemented.... If you aren't going to read the stuff I write then me responding to what you have written becomes redundant. If you think that interface is all that could separate the two activities then you haven't understood me at all. I think this might be my last response as having someone seemingly not even read what I am writing is wearing thin.
Noaani wrote: » Kai37 wrote: » Literally read dot point 3 in my last post.... It has nothing to do with interface and everything to do with how quests and achievements are made, and implemented.... If you aren't going to read the stuff I write then me responding to what you have written becomes redundant. If you think that interface is all that could separate the two activities then you haven't understood me at all. I think this might be my last response as having someone seemingly not even read what I am writing is wearing thin. So, how are quests made? How does this differ from how achievements are made? The reason I didn't address this point is because I assumed it was a mistake that you even made it. If it was a point you wanted to further, you would have elaborated on it by now. Now you have the opportunity to elaborate, go for it.
Kai37 wrote: » My interjection started when I said that quests and achievements are different types of content and they shouldn't be amalgamated in how they are presented or implemented in the game (not a comment on interface)
Boanergese wrote: »