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Profile: fansede
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Usernamefansede
Rank: 46/100Rank: 46/100Rank: 46/100Rank: 46/100Rank: 46/100
Real NameDoctor Ansede
RankAdvanced Member
JoinedJune 23, 2003
GenderMale
Age39
LocationRaleigh, NC, United States
Last VisitJuly 3, 2008
Post Count386
Biography 
Quote

Pain is fear leaving the body..

 

5 Most Recent Threads by fansede [more...]

Latest Blog Entry - Quest/ Mission Design - Outside the box
From my blog Card based MMOs - Untapped? [fansede]

I think it is safe to say that MMO quests are designed to reward us with gear or coin as well as experience.  This method promotes gaming behavior which discourages role playing and immersion.  We take on tasks from NPCs to kill enemies, gather stuff and deliver things all in the name for coin and some gear.  While this is a reasonable trade by itself, we repeat this behavior to improve our rewards which usually means better gear. We do this until the games content is consumed and you are at "max level". Then our characters usually "grind" in raids to hope to score on a rare item from a loot table off a rare boss.

Do we really enjoy grinding or rifling through quest dialouge to simply get the task and the reward until we get to the end?

What if:

A game design caters to the characters personality/principles? Hear me out!

When WAR offers players who purchases a pre order Collectors Edition unique quests that no other player can access, I thought to myself. Well, this means unique quests can be given to some players and not all upon starting the game.

Suppose in character creation we are given the standard D&D alignment systems: lawful good, lawful neutral, lawful evil, neutral good, true neutral, neutral evil, chaotic good, chaotic neutral and chaotic evil.

These can be put in flagged criteria for players avatars to have the game code to execute certain programs or dialouges..

That doesn't solve your gear problem however.  The gear you earn is the gear you keep. Why have to toss it in a day or two after grinding to a higher level? I propose if you want a certain weapon, you choose its initial design. When you complete a mission you reward is a choice of stat enhancements, or abilities to that weapon or item. Similar to city of heroes/villians. You may also choose cosmetic features like item auras or ability particle effects. I even think we can get new abilities as a reward for doing the quest. Not when you reach level X.

Still want the challange of boss fights or rare spawns? Fair enough, make the rewards better. Offer a rare design model or an opportunity to wield that bosses weapon/ gear. Of course you get the initial benefits of that weapon at the start and as you grow in its experience you unlock abilities of that weapon or stat enhancements.

It is a method that may even remove the need for levels. Skill based gameplay has always been a favorite of these forums. However, players do want to be able to know what level of expertise their character is at any given time. So this may still need to be in place.

Player balancing is a matter of perspective. Instead of award a host of abilities when you "ding", your abiltiies are awarded as you complete a mission. Note the more difficult the mission, the better your abilities rewarded. If the game mission was simple or designed for short game time, your reward might be a slight stat enhancement. Maybe +1 to one stat (or as Age of Conan has it  +.01% - WTF is that?).

Overcome a mighty challenge and you acquire a new skill or ability. Want that ability to improve? (in other words, rank 2, rank 3 etc.) do an appropriate mission that warrants that reward.

Here would be some general guidelines to such rewards:

1. Quests that take less than 15-20 minutes -> kill x, gather x, deliver x : single minimal stat enahncement reward or cosmetic item reward

2. Quests that should take 30 min - 1 hour solo - multiple stat / resist enhancement reward  and/or cosmetic item modifier

3. End of solo quest chain - new ability award or improved ability ( rank 2, rank 3 , etc)

4. Group reward - stat enhancement and cosmetic reward of your choice

5. End of group quest chain - new ability or improved ability + stat enhancement and  cosmetic modifier

6. Epic reward - unique ability, unique item offered which provides base stat enahncements and improved ability of one of your exisiting skills.  For those player averse to raids, you can group or solo into a series of adventures to get this reward, but it will take signifantly longer to accomplish.

 

Thoughts?

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Recent Forum Posts [more...]

    • Give it a break!!
    • Instead of lamenting on all the negative posts, look at them with a big picture perspective.  What are common complaints?  If there are more than one topic on the same issue, then it is problably something FunCom should look into.

      If it is a complaint about how my computer can't run it, then skip the thread. You do not need the headache of solving someone else computer problems with the game.

      If the thread is in l33t speak, ignore it because you won't get anything out of it.

      If you are happy with AoC, but are looking for strategies/ tips for better gameplay, searching through the forum will be hard, chances are TenTonHammer or the AoC forums are better suited.

    • Posted: 7/01/08 7:36 AM
      Age of Conan
    • Two Years From Now: Warhammer More US Subscriptions than WoW
    • I've learned we all need a healthy sense of skepticism. 

      WAR could bomb after launch.  It be so laggy that mass RvR is a nightmare. It could have a lousy item database like AoC where your lvl 10 items are still better than your levl 40 gear.  It could have such lousy quests that grinding is the best way to reach lvl 40.  The realm balance systems may be broken and so your lone dwarf character has to play against hundreds of Chaos players..

      Crafting, as they presented via videos are different but medicore. It seems the aim is to prevent grinding. Ok fine. But it is still mix this and mix that = personal item made. Just doesn't seem to fit the idea of your race is at WAR. Craft for the cause, damn it!  Work together to make siege weapons. For example, Public Quests for crafters and/ or adventurers. Players assemble parts and PQ rewards in stages means you build a siege weapon.. For example, you wanna create a Hell Cannon? PQ starts off by having players gather necessary components, whether it be from mob drops or gathering skill, then when enough is brought to NPC, part one of PQ is done and a foundation for Hell Cannon is started. Maybe phase 2 requires more components from a harder place to get em or you have to protect the cannon from enemies destroying it while others gather more stuff - phase 3 build 1/2 of it now.. final phase requires a rare component from a boss encounter and/ or dificult spot .. Maybe need a variety of crafting professions to contribute for this part.. Just thinking and writing.. So much potential - so little innovation.

      Other aspect is crafting for NPCS of your race. Help make them harder to take down when the enemy comes to town or your captured keep. I just can't believe this can't be implemented in WAR..

    • Posted: 6/26/08 8:42 AM
      General Discussion

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