Part of the issue:
The "stories" behind the 3 Elite Dungeons were told in pseudo quest method (though more in line with how the Dungeoneering story was done) with journals and such scattered throughout the dungeons and even thu some of the NPC dialogue. Yes, they then arc welded the 3 ED stories into the quest Curse of the Black Stone.
Then with Archaelolgy they went the mini-mini-quest route with the various mysteries and research. Most of the Mysteries are RNG: collect 1-5 journal pages and then speak to NPC. Only a few involve a puzzle.
Rather than developing entire areas for a new quest to only be used once, this time they designed the areas and then created (using the basicish mechanics) simple quest-like things to do as you went along.
I guess my frustration with the approach they took on Archaeology is relative lack of immersion into it.
A quest was usually just that: a dedicated quest that you went off and did. It was it's own thing. You knew what to prepare for and how you do it.
I know you can take a variety of Points of Views on what they did with Arch.
Do some quests have an RNG mechanic to them? Yes. Usually nothing more than a few minutes to an hour (if your luck is that bad).
Do some quests not really have a quest giver? Yes. Elemental Workshop is a DIY from an in game perspective as no one is actually giving you the quest to do, you are the one to "find" it.
We do have quests that lack combat, which is what the Archaeology mysteries lack.
I guess I don't really see the Archaeology mysteries as quests, as most of them feel more akin to getting a Bird's Nest while Woodcutting or a Geode while Mining or a modern day equivalent to getting an Abyssal Whip/Dark Bow/Granite Maul drop ...
25-Apr-2020 15:39:56
- Last edited on
25-Apr-2020 15:40:36
by
Deltaslug