| 76 posts found | |
|---|---|
|
9/11/12 1:24:01 PM#61
well the five D's are standard for all mmo's this time it's made so you have to explore to reach the areas these events are handled in. And now that I've reached level 30 those areas with these events in them post 25 have fewer hearts (you know those guides everyone kept complaining about?) I've seen on friends levels (much higher then mine) that there are no hearts in the areas they are running around in so apparently the game weens you of the crappy hearts as you move through the world. Seriously tho, no mmo will be able to completely get rid of the five 'D's. Destroy Defend Deliver Drop Discover GW2 just does this in a different and imo better way. I love that i can't logout just anywhere because i might log back in in the middle of a fight with either a roaming band of whatsits or a veteran or something. I love how while running around doing DE's something reveals itself like a door or a strange crop of land where i find eventually a series of crops not easily found for cooking or a treasure chest with a green in it. I love how when i walk up to every npc they all have something to say instead of standing there and doing the same exact movements or twelve of them in an area don't look exactly that same or stand around acting like they are having conversations but nothing's making any noise not even a mumble like other titles (swtor) and I especially love how I'll have a difficult time running out of anything to do in GW2 because here i am at level 30 and I've only completed 16% of the map as an explorer style player unlike other titles where one has a limited number of quest hubs and quests before havingto repeat the same old dailies as their only solution to content issues in other games (TSW). smh
|
|
|
Purutzil
Elite Member
Joined: 10/02/11
If you see no good or you see no bad in a game, chances are you are bias. |
9/11/12 1:24:14 PM#62
Chances of that model being completely gone are... pretty unlikely. Unless it goes completely sandbox... in which most of that will be done still just in another way. The game has questing just the same content as other games, it just presents it differently. |
|
Mithrandolir
Hard Core Member
Joined: 2/28/05
Our doubts are traitors and make us lose the good we oft' might win, by fearing to attempt |
9/11/12 1:24:27 PM#63
part of what makes this game so great for me is that the hearts, or hubs, or whatever you decide to call them, marry perfectly with the auto scale down system for me. If you don't enjoy the ambiance of the gameworld here, obvuiously this wouldn't work in your favor. In most themeparks, the quest hubs are one stop shops. You hit the hub, you do the quests contained within that area and then you are off to the next with no chance or reason to ever return to that area again. Here though, i find myself contstantly returning to those old areas, the hearts are done of course but the areas are still very interesting to me, and since I scale downward I still have things I can take part in the area, the events and what have you. I love the little stories going on in these areas, bandits busting pipes on water supplies, pirates raiding ports, farmers being invaded by undead, the gameplay all satys fun for me due to scaling. And the "hubs" therefore remain playable for me over and over. I've already gone back to areas and seen many events that i did not see on my first trip through. But then, the underlying reasoning for any of this is that it happens to be one my favorite gameworlds to date. I'm a lover of ambiance and all things detailed. The sheets of snow falling off the trees in the Shiverpeaks, the icecycles falling and busting on the ice below, the footprints in the sand/snow, the water drops on my camera when I surface, the oil painted look / feel of the world whith every brushstroke visible and alive. The stones breaking loose under my feet and rolling down the mountains as I climb, the pirate caves that aren't marked but have booby trapped adventures waiting. The conversations in town, in the taverns. Etc... I can't get enough of it even after 70 or so hours it's even better than on day one for me. So this is what sets the "hubs" apart from typical hubs for me, the fact that not only CAN I go back and still play in that area for rewards, but I actually WANT to.
|
|
9/11/12 1:25:08 PM#64
Originally posted by colddog04 No one ever said quest hubs are dead? This forum post is in response to a column here called....Quest hubs are Dead, Finally!..so yeah people are saying quest hubs are dead. |
|
|
9/11/12 1:25:59 PM#65
The objectives will always be there, no matter if the quests are big exclamation points over heads, orange circles on the map, rotating vorteces, a pair of crossed swords, or player-created content that is implied but never outright told.
To anet's credit, they did really well working within the MMORPG genre to obfuscate the quest objectives. It isn't revolutionary, but it's a step ahead.
Of course, the bad part about Guild Wars 2 is that it's an MMORPG. The very concept of the game works against it, just like every other MMO in existance ever.
Not that anyone could make a good game these days (the only good video game being Planescape: Torment), but attempts have been made, and scores of failures are what we are rewarded with.
We being people with actual standards, that is. |
|
|
9/11/12 1:27:21 PM#66
Freegamers are so defensive, hurray quests trigger by proximity now, that makes this game a sandbox? Get real. |
|
|
9/11/12 1:27:28 PM#67
Originally posted by stratasaurus Then that guy is an idiot.
The original poster should be focusing their efforts on whoever wrote that article. The article that isn't even linked in his original post. SWTOR is the greatest mmo ever! |
|
|
9/11/12 1:28:26 PM#68
Originally posted by Ban_Khaeros Low standards are standards too. |
|
|
9/11/12 1:29:36 PM#69
Originally posted by stratasaurus Well I'm glad you can admit it is better. That is what people want, is better things. ;) Death is nothing to us, since when we are, Death has not come, and when death has come, we are not. |
|
|
9/11/12 1:31:42 PM#70
Originally posted by stratasaurus Is that like an expectation? Death is nothing to us, since when we are, Death has not come, and when death has come, we are not. |
|
|
9/11/12 1:34:39 PM#71
Originally posted by Misaris Just out of curiosity, since so many of you like to complain rather than contribute, what kinds of quests would you like to see? I understand why these quests exist in Themepark games. They don't have sandbox elements for emergent gameplay (and so many of you say you don't want sandbox features). They don't have a full gaming engine based on artificial intelligence and completely autonomous dynamic events, and likely won't for 5-10+ years. So what exactly are you expecting? Your argument is very similar to complaining about having to run around and shoot things with a gun, in a first person shooter game. All I can think about is Star Citizen. |
|
|
9/11/12 1:38:22 PM#72
Originally posted by Misaris this IS innovation. you cant push the themepark any further. the only thing you can add is "build this", "research that", "claim as your own". go play EVE if you feel that is necessary. |
|
|
9/11/12 1:48:19 PM#73
Originally posted by MindTrigger I personally think quests and dynamic events are an intergral part of any RPG, yes, even sandboxes.
Just don't try to pass them for something that they aren't. Dynamic events are not new, they are not revolutionary, they are not genre-defining, or any other BS qualifier the GW2's marketing team wants to put behind them. |
|
Originally posted by Aelious THIS. The quest presentation has changed, but not the activities you do. It is still the same thing you did in any other MMO. Nothing revolutionary or different than 10 years ago. Originally posted by Torgrim I´m not a game designer, but as a player I can say, there is nothing innovative about GW2 questing. Nothing. No mission to craft anything, no quest to investigate something or solve something in a challenging, non-combative way. No missions which make you interact with other players in some, new innovative way. And what bugs me the most, no brain puzzles like in Rift or Secret World (Jumping "Puzzles" don´t count sorry, I could as well hunt datacrons in SWTOR). The only MMO which does those things to give you more variety in questing between the non-stop killing is Secret World. Quests involve crafting devices, solving puzzles, identify or scan mobs first before you need to kill them or use some sonar like tracking device to find specific locations. The kill X missions are never blatantly presented as "go there and kill X" or collect eggs to put them back into a ravens nest. I mean even if you are forced to kill X in any MMO, TOR and TSW at least give you movie scene like story and interesting cutscenes to watch. GW2 puts two characters in front of a still background and that is quite below the 2012 standards set by TOR and TSW. Conclusion, GW2 is standard 2003 questing with a new way how to receive quests, but very unsatisfying story presentation. The "innovation" award is not deserved by GW2, just by replacing questgivers by "dynamic" yellow circles, sorry
|
|
|
9/11/12 1:52:49 PM#75
Originally posted by dumbo11 THIS Can never do another quest hub game again, I'm done. |
|
|
9/11/12 2:46:20 PM#76
Please use the original thread to discuss today's column. Thanks. http://www.mmorpg.com/discussion2.cfm/thread/364616/Column-General-Quest-Hubs-Are-Dead-Finally.html To give feedback on moderation, contact community@mmorpg.com |
|