Weapon_Master wrote: » This is just my personal opinion, feel free to give input on this however you please. I am currently unaware of how ashes intends to tackle this, but I assume it is the new school game as it appeals to a more casual audience as well as those who seek to blitz to end game.In old school games quests didn't have a big arrow on your compass or a big OVER HERE! circle on your map. You would actually have to force yourself to problem solve and explore to find the objectives. In old school games such as morrowind and classic wow ( Morrowind did it much better), you had to read the quests and they would say things such as, head east towards the big ancient tree, then once you reach it head right towards the mountains, before the mountains you will see the x y z. When you had to actually read the quest and find the objective it had its own appeal and rewarding sensation, often you could accidently stumble across other interesting things in the world. Or perhaps even use a social interaction with another player to help find the objective! ( Crazy I know i know! ) The possibilities are limitless, but due to how lazy gamers have gotten, and how rush rush rush the meta is to blitz to end game this potential often gets overlooked. Any thoughts?
Taleof2Cities wrote: » I'm a big Morrowind fan, too, @Weapon_Master ... but I don't think this current generation of gamers has the willpower for that kind of questing.
CROW3 wrote: » But hey, we live in a world where you buy jeans that come with holes in them to look like you do interesting things, instead of doing interesting things that put holes in your jeans.
CROW3 wrote: » Bright exclamation marks may be necessary.
Neurath wrote: » In morrowind we used to run the NPC in the room with the large table and chairs around the table and chairs doing random hits for ages until the NPC was killed. After that, we had awesome armour and weapons from the NPC in question. Morrowind was an awesome experience.
CROW3 wrote: » I much prefer Ultima VII which didn’t even have quests just story. As you worked to unfold the narrative, it led you to do interesting things, hinted at places to explore, and made you work to get gear. But hey, we live in a world where you buy jeans that come with holes in them to look like you do interesting things, instead of doing interesting things that put holes in your jeans. Bright exclamation marks may be necessary.
Weapon_Master wrote: » When you had to actually read the quest and find the objective it had its own appeal and rewarding sensation, often you could accidently stumble across other interesting things in the world. Or perhaps even use a social interaction with another player to help find the objective! ( Crazy I know i know! ) The possibilities are limitless, but due to how lazy gamers have gotten, and how rush rush rush the meta is to blitz to end game this potential often gets overlooked. Any thoughts?
Dygz wrote: » You just described the epitome of grind.
Sengarden wrote: » One really cool questing concept I found in a recent early access release called Book of Travels was not actually giving you a quest log with written objectives to check off a list. Basically, you travel around the world, overhear people talking about things, and engage in conversation with them. Sometimes getting info out of people takes a certain level of conversational proficiency or a bribe depending on the scenario. Based on what you pick up from overheard snippets and face-to-face dialogue, you're essentially nudged to go explore the world and seek out whatever might move those stories forward. Example: A small fishing village hasn't been able to connect their port to neighboring villages and major cities because the special tiles in their lighthouse reflector have broken and fallen to disrepair. There's a certain place they used to be made many decades ago, but the area has since been abandoned to farmers. The dock-master's son suggests that if you're ever able to get your hands on some of the tiles, to bring them back as soon as you can. If you take the hint and head to where the ceramic-master's studio once stood, you see some official looking folks poking around the area. Talk to them and you discover they're conducting an academic excavation. Snoop around the excavation site, and you'll eventually see the light flicker over some small objects protruding from the ground. They're not obvious, you have to look for them. Once you pick up a few, a character from the excavation society approaches you and offers you a hefty sum for the tiles. You can choose to sell them off for cash, or return them to the dock-master, who I think gives you a high quality item of some sort. Now, I don't think all or even most of the quests in Ashes need to be this cryptic, but I think it would be really cool if there were some encounters, treasures, small/hidden resource areas, etc, that didn't have actual quests with trackers. You find a book somewhere that suggests a point of interest, you overhear some NPCs in a social organization mention a specific place and time, but refuse to tell you any more when you try to pry into it further. That sort of thing.
Dygz wrote: » Weapon_Master wrote: » When you had to actually read the quest and find the objective it had its own appeal and rewarding sensation, often you could accidently stumble across other interesting things in the world. Or perhaps even use a social interaction with another player to help find the objective! ( Crazy I know i know! ) The possibilities are limitless, but due to how lazy gamers have gotten, and how rush rush rush the meta is to blitz to end game this potential often gets overlooked. Any thoughts? Vanilla EQ quest dialogues was the worst. The challenge should be completing the objectives of the quest; not figuring out what the basic objectives of the quest are.