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The Pub at MMORPG.COM  » I am so tired of questing

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325 posts found
  DrunkWolf

Advanced Member

Joined: 5/07/09
Posts: 1119

6/21/14 8:34:59 PM#41
Originally posted by tuppe99

All I want is a AAA quality MMO with large, seamless zones with all that we expect from a zone - villages with inns, vendors, crafting stations, NPCs that walk and talk and work.

But I don't want a quest hub. All I would like to see is a vendor or two that sell stuff for whatever resource is found in this zone, be it a currency dropped by the mobs or obtained with gathering professions. Some NPCs may even offer gold for a number of items handed in, for example 50 silver for 20 pelts that can be farmed from the wolves in this zone. Etc, etc.

There may be a story arc in each zone, told via dungeons or instances, I don't care. But the zone itself in the open world should be virtually quest-free.

I suspect that I am in a vast minority here, but I can dream....

Im with you, i would rather grind mobs at this point than ever do another kill task or fetch rat tails again. quest hubs must go, when i log into a game if i see a NPC with ! or ? above his head i just uninstall right then and there.

I think there should still be some kind of quest but they should be actual quest like somthing bad ass that you and your friends set off to do. and they should be somthing you have to figure out maybe from NPC rumors or from asking other players. not just click npc follow line to the X kill mobs till done BS.

  Foobarx

Apprentice Member

Joined: 3/16/14
Posts: 459

6/21/14 8:41:28 PM#42
I'm so tired of the end-game grind fest.  I'd rather collect 150 billion rats than kill the same boss fifty billion times for an epic cloak.
  mbd1968

Elite Member

Joined: 2/21/07
Posts: 2054

6/21/14 8:43:45 PM#43
Originally posted by Gaeluian
Here's a novel idea, don't quest! simple. Don't accept any quests. See how easy that is? I doubt you'd be happy with any MMO.

That would be ideal if mob, pvp or dungeon grind offered the same xp as quests. They don't so you are forced to quest. The best solution would be to remove levels and end game and allow players to do what they want from the beginning. If you want to Raid from the start, go for it make everything with a difficulty that is scalable with the players or groups. Instead of a 'gear score' have a 'skill score'. Scale up (or down) groups so everyone is even.

  DrunkWolf

Advanced Member

Joined: 5/07/09
Posts: 1119

6/21/14 8:44:19 PM#44
Originally posted by Foobarx
I'm so tired of the end-game grind fest.  I'd rather collect 150 billion rats than kill the same boss fifty billion times for an epic cloak.

very true, that is why i loved asherons call loot system so much.

was totally random and you got the best loot off mobs. or from chest. keys collected off mobs or doing quest.

plus all loot could be used for crafting, so even junk loot could be worth somthing.

  Jemcrystal

Advanced Member

Joined: 1/02/08
Posts: 1380

Let em put a slave ring thru u're nose u're prob not going to like where they're taking you. Think.

6/22/14 4:35:43 PM#45
Originally posted by iixviiiix

Just a question , if you tired of questing , what kind of things you want to play in MMORPGs ?

I mean , what you will do and want to do when you login if not questing ?

Simulation, survival, true crafting where you design the outfit / tool,  and genetic breeding.  Basically a good looking version of Minecraft and Sims in a fantasy (elves dwarves dragons drow) setting.  WITH NO OPEN PVP !  At least not on my server.  Tho I would like constructive PvP via a story line quest system (playing cops and robbers, pirates and buccaneers, vampires vs humans).  And all 100% modable.  Note story quest line isn't the same as "quests."  Exploration thru portals to other worlds/dimensions where you visit other possibilities - a western area, outspace, alien planet, pokemon-like world with millions of little animals you could collect to fight with you, a vampire diseased area, martians on the moon, a wizard's realm, dinosaur valley, Willy Wonka's Chocolate Factory, etc etc etc.  I am pro zones but there better be something new I've never seen before when I cross one!

Next time if they ask your name tell them "Your Overlord." There's nothing more satisfying than an Arby's employee repeatedly yelling over the munching masses, "Your Overlord's classic cheddar is up!!!"

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 20590

6/22/14 6:38:51 PM#46
Originally posted by Foobarx
I'm so tired of the end-game grind fest.  I'd rather collect 150 billion rats than kill the same boss fifty billion times for an epic cloak.

They need random dungeons, and an option menu of where and what to kill.

Sort of like D3 or Marvel Heroes. End-game is always grind .. the trick is to make grinding fun (by giving choices and variation of what to grind .. and an difficulty option).

 

  Hrimnir

Elite Member

Joined: 5/24/10
Posts: 1208

6/22/14 8:44:14 PM#47

IMO questing in its current form is one of the main reasons MMO's are failing so miserably as a whole.

Questing isnt necessarily bad in and of itself, its always the implementation, and/or the lack of other options.

Traditionally post EQ, questins is the only viable way to make XP gains in any reasonable manner.  Yeah, you could kill mobs, but you gained XP at about 1/10th the rate of doing quests, got 0 items, faction, etc etc.

IMO leveling should be done through a minimum of 3 things, quests (which i will define later in detail), group based content (dungeon runs, etc), and standard mob kills.

So, let me clarify what i mean by quests.  Lets take a hypothetical.

You've just made level 12, you've gone to the new mountainous area you saw in the distance, the ground has become lightly covered in snow, up ahead in the trees you see a building.  As you move closer you see more buildings, eventually you reach the area to discover a small town.  As you are walking up to the town, some guards in a tower yell down at you to halt and declare yourself.  You tell them you are simply an adventurer looking for a safe haven.  They tell you its ok to move into town, but to please go see the Sergeant at the main gate before you wander around.  The seargent eyeballs you and tells you that if you want to use their buildings, eat their food, and warm yourself at their fires, then you need to prove yourself.  The sergeant tells you they are in need of some wolf pelts to use for new clothing, bring me 5 of them and you will prove to me you don't have bad intentions.  So you go out, bring back 5 pelts.  Now, as you return, the sarge tells you that you might want to talk to to the captain of the guard.  You do some shopping, sell some crap, restock your food/water, whatever.  You decide to go talk to the captain.  The captain says, "hey, we've been hearing some rumors of bandits up in the hills west of the town, if you happen to be out in that area and find anything, let me know."   So, you go to do some killing, gain some xp.  Maybe while you're chasing down a bear you notice a campfire, so you sneak up to it and see a few guys who could be bandits sitting around the fire, looking at a map.  Eventually when you go back to sell again, you stop by and tell the captain what you found.  He tells you thank you and you move on your way.  Maybe a couple hours later you come back and he says. Player X, come here please sir.  You come up to him and he tells you they did some research and if you're interested they could use someone to do some more in depth scouting.

Anyways, not to get long winded, but the idea is that the questlines are there alongside the xp you gain from killing mobs.

The other idea is that the quests are actually quests, not tasks.  They may start out as tasks, but they eventually morph into actual quests with multiple steps.

I like the idea that you have to prove yourself to the people before they open up their more important tasks for you.  This also gives you a sense of belonging and value.  Eventually these quests could morph into group level stuff, i.e. in the above story maybe the end result is they ask you and some friends to infilitrate the bandit camp and kill the bandit leader, or maybe destroy some critical/key equipment of the bandits so they can't execute their planned attack or blah blah.

The point is though the XP should be significant from the questing, but you shouldnt be able to level SOLELY by questing.  I.e. in some games when they have you go collect 10 beaver pelts, you get say 12000 xp from the quest, but each mob you killed only gave you 100xp each.  Its a stupid disparity.  In my hypothetical game, you might get 12000 xp from the quest, but you also got 1500xp for every beaver you killed.

Later levels would get to the point of basically requiring group content to level.  I.e. in a level cap of 60, you could probably reasonably solo to the late 40's and then it would start requiring group content, maybe not full 6 person groups, maybe you have to duo or trio with some people maybe by the mid 50's you have to start doing full group content.

Now, that doesnt mean there can't be very long "epic" solo quests you can do at end game.  Those could still be part of the game, but flesh them out, make them mean something.

In my opinion the majority of your loot should come fron gorup content dungeon runs, stuff like that, and the really "special" items should come from raids.

I *hate* the idea of sets of armor coming from raids.  I don't mind sets coming from dungeons.  Maybe the dungeon you're raiding is filled with a bunch of dwarves and you are looting dwarven forged mithril breastplates, and dwarven forged mithril gaunlets, and eventually you get a full suit of dwarven forged mithril armor which is decently better than your fine steel armor you had before.

But stuff like say the Dragon Scale Breastplate you got from killing the dragon should be SPECIAL.  Or maybe the dragon killed some elf king long ago and in his horde you find a shield and sword that was forged especially for the elven king and was imbued with mystcal elven powers, etc etc.

"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."

- Friedrich Nietzsche

  supremewow

Novice Member

Joined: 9/07/07
Posts: 75

6/22/14 9:03:06 PM#48

I like no quests, or quests like : Kill 700 of X mobs, 300 of Y mobs and also 5 raids to receive a good reward. 

Also , what I would really like to see in MMO's is clan(s) building a small town(s), or a castel(s). With the following :

Once the building process starts, all players who are , or who will come by to that region, should receive a public event, asking them to gather goods in order to help building the said town, or castel. 

Once the town or castel is finished, the ones in charge with it, can add NPC's with quests. Custom quests with custom rewards. Like for exemple :

In the area around the town, there are different mobs with different drops, which said clan needs the mats for .. whatever reason. Now, they add the NPC , then a quests which ask players who accept the quest, to gather X mats from X mobs , to receive the Y custom reward which the clan adds to the quest. 

Or, there is this lake near the town, and the clan needs fish for again, whatever reason. Now players who accepts the quest, can go  and fish at the lake, then come back to the town to receive the custom reward. 

Or, add a farm in or near the town, with a custom quest made by the clan, where players can work on the said farm and receive X reward.

There are lots of possibilities and all made by players. 

Killing mobs is a lot better then quest hubs. As someone already said, take Diablo 3 for exemple. 

A game like this can be done, if a serious game company wants to do it, and from my point of view, it could be a big success. 

  strawhat0981

Advanced Member

Joined: 3/13/13
Posts: 554

I want an awesome sci-fi game that is a sandbox...give it to me!!!!

6/22/14 9:11:08 PM#49
Is Archeage skill based lvling? If so, other than not being sci-fi it would be my new home.
  Shrilly

Apprentice Member

Joined: 3/24/11
Posts: 363

6/23/14 12:30:58 AM#50
Originally posted by immodium

I would like to see what Skyrim did. Remove quest XP all together. Keep quests for the story but XP is given to the activites involved within the quest. Not for handing them in.

Quests could still give coin/loot. Just no XP.

Could work. +1

  tupodawg999

Novice Member

Joined: 12/10/08
Posts: 623

6/23/14 12:41:00 AM#51
Originally posted by Shrilly
Originally posted by immodium

I would like to see what Skyrim did. Remove quest XP all together. Keep quests for the story but XP is given to the activites involved within the quest. Not for handing them in.

Quests could still give coin/loot. Just no XP.

Could work. +1

 

Same. Separate it into mobs for xp and quests for some non xp reward: story, gear, coin, faction, keys whatever. That way you can pick and mix which quests you want to do and/or if you find a nice spot while questing you can get off the conveyor belt and grind mobs for a while.

 

The main problem with the current questing model (for me) is you have to do all the quests because the exp from mobs is so low. Separating the two allows people to just go off and explore and fight the mobs they find then come back and quest for a bit etc.

  Destai

Elite Member

Joined: 8/31/09
Posts: 526

6/23/14 1:16:31 AM#52
Originally posted by tuppe99

All I want is a AAA quality MMO with large, seamless zones with all that we expect from a zone - villages with inns, vendors, crafting stations, NPCs that walk and talk and work.

But I don't want a quest hub. All I would like to see is a vendor or two that sell stuff for whatever resource is found in this zone, be it a currency dropped by the mobs or obtained with gathering professions. Some NPCs may even offer gold for a number of items handed in, for example 50 silver for 20 pelts that can be farmed from the wolves in this zone. Etc, etc.

There may be a story arc in each zone, told via dungeons or instances, I don't care. But the zone itself in the open world should be virtually quest-free.

I suspect that I am in a vast minority here, but I can dream....

So you want unmasked grinding. Cool.

  Destai

Elite Member

Joined: 8/31/09
Posts: 526

6/23/14 1:17:55 AM#53
I think what you're getting couldn't work in a large mmo setting. It'd be awesome to have a huge open world that you just explore and do things organically. Guild Wars 2 tried this but unfortunately gutted the rest of made MMOs magical.
  Emm_Emm_Ohh

Novice Member

Joined: 1/30/14
Posts: 79

6/23/14 9:07:24 AM#54
You definitely aren't alone.

ArcheAge, ESO, Rift & other MMORPG Gameplays https://www.youtube.com/user/MMONerdStomper

  Colt47

Apprentice Member

Joined: 1/03/14
Posts: 227

6/23/14 9:47:47 AM#55

What I dislike the most about quest hubs is that they have stuck around for so long after they were introduced.  It was like developers stopped trying to improve the core MMO elements after World of Warcraft took hold and have been content to just take twists on the same tired formula.  

Developers attempted to solve the grouping problems we had in previous MMOs by extending the soloing aspect all the way to max level and thus putting the majority of group required content at the same point.  That's great, only they also decided the soloing portion should be as quick as possible so they first added quests with obvious markers, and then when that wasn't fast enough they threw all the quests into carefully constructed hubs. 

Unfortunately, we never really got past the quest hub block.  For some reason they decided that people just want different quests to speedster along with and easier group finding during the leveling process.  Personally I don't think anyone wants different quests, I think people want to feel like their character growth means something more than watering a plant. 

  ReallyNow10

Hard Core Member

Joined: 8/11/10
Posts: 1724

Don't give us stories. Give us worlds and we will make our own stories.

6/23/14 12:38:35 PM#56

I hear the OP loud and clear.  Tired of questing, too.  Well, really tired of trivial questing and quest hubs.  Never had an issue with are and epic quests (such as quest weapon stuff in early EQ).  

But, questing, whatever form it takes, should not "advance a story".  We're not supposed to be in a "story", we're supposed to be in a "world".  MMORPG gaming should focus more on the here-and-now and not on writing chapters that players are forced to follow.  Such questing is lame and kills the fun and freedom.

  olepi

Hard Core Member

Joined: 1/15/07
Posts: 1074

6/23/14 12:58:44 PM#57

This is the primary reason it is hard for me to play ESO. Too many quests, and some of them you have to do to "advance".

It's gotten so bad, I started playing Ryzom again as an antidote. No quests, no classes, sandbox game.

------------
RIP City of Heroes. One of my favorite MMO's.

  Bladestrom

Elite Member

Joined: 4/04/11
Posts: 3855

6/23/14 1:01:23 PM#58
Lol what? questing is the mechanic for telling the story, you need the story to engage with the world - otherwise the world is just pretty pixels where you complete activities for a score (aka loot) sounds like modern mmos eh.

rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW (10000 hrs on main mage)> oblivion > LOTR (600 runemaster/Hunter) > Rift (230 hours mage) > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar

Now playing GW2, AOW 3, ESO, LOTR

  tuppe99

Apprentice Member

Joined: 12/16/05
Posts: 251

 
OP  6/23/14 1:06:26 PM#59
Originally posted by Destai
Originally posted by tuppe99

All I want is a AAA quality MMO with large, seamless zones with all that we expect from a zone - villages with inns, vendors, crafting stations, NPCs that walk and talk and work.

But I don't want a quest hub. All I would like to see is a vendor or two that sell stuff for whatever resource is found in this zone, be it a currency dropped by the mobs or obtained with gathering professions. Some NPCs may even offer gold for a number of items handed in, for example 50 silver for 20 pelts that can be farmed from the wolves in this zone. Etc, etc.

There may be a story arc in each zone, told via dungeons or instances, I don't care. But the zone itself in the open world should be virtually quest-free.

I suspect that I am in a vast minority here, but I can dream....

So you want unmasked grinding. Cool.

Yes, if I am going to have to kill 100 mobs of a certain kind, I want to do it on my terms, not as suggested by a NPC with a ! on his head.

That allows me the freedom to decide which mobs I want to kill and when. Freedom.

  Arclan

Spotlight Poster

Joined: 1/29/07
Posts: 1443

"Ideas are worthless. The only currency that holds any weight is the ability and drive to execute."

6/23/14 1:59:51 PM#60


Originally posted by TheQuietGamer

Originally posted by immodium I would like to see what Skyrim did. Remove quest XP all together. Keep quests for the story but XP is given to the activites involved within the quest. Not for handing them in. Quests could still give coin/loot. Just no XP.
I like this idea, combined with the OP's idea that there are local vendors who will sell items for local mob drops.  

Or just remove the traditional levels altogether.   


Agreed. Immodium's post made me think woah that's a good idea. As long as the rewards weren't too gratuitious. One thing EQ suffered from was creating a bunch of poor ass players. I mean, I couldn't scrape two coppers together. Used to call me the patchwork paladin. Until later when I could kill mobs that dropped Fine Steel; then the benjamins rolled in.

Luckily, i don't need you to like me to enjoy video games. -nariusseldon.
In F2P I think it's more a case of the game's trying to play the player's. -laserit
video game company layoffs are twice the national average.

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