Deltaslug
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Making cities has ALWAYS been a massive undertaking.
Players voted on a city to have a massive amount of content in it (16 skills to develop) plus a lot of stuff developers are adding on their own, in order to keep the city relevant to players.
Jagex could have simply abused the 'game of scale' comment, tossed in a few houses, a prayer temple, a token shop, a bank, and a few npcs, and cranked out a 'city' in no time.
But no, they are actually trying to make a training hub for us. Even though it caters to mostly higher leveled players.
The problem is the city making mods should have been those mods who were more into skilling and were making inventor. Currently we have several quest mods on the city. Though the fact we now have quest mods annoys me a but cause it lessens the variety and I have for the most part been unimpressed with them recently. It feels like it wasn't a choice as was presented.
It feels as though picking the city reduced the numbers of quests whereas picking inventor would have affected other updates which shouldn't have been the case. It should have been the same updates being released regardless of which won and the same mods on them.
Autumn Elite
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Raleirosen
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It would be interesting to hear from a J-mod on the relative amounts of work put into grandmaster and non-grandmaster quests.
*cough* *cough*
It was kind of on a tangent but I asked Mod Stu about if it would be possible for us to get more details on the quest release schedule in the future. He said how various factors make that difficult and how the Power to the Polls release to have elf city in august pushed the elf finale to importance in the schedule so affecting how many other quests could be made in parallel. The quote is on the previous page in you are interested.
Obviously some aspects will be the same. However it is interesting to see that most months after grandmasters do not have a quest in them. 2013 was the worst year and that was made up exclusively of novice or grandmaster quests.
We have seen no additional resources put on grandmasters of late. In fact those we have seen have been rushed or pretty bad. TWW got a lot of resources but that's it. OoaK was developed in very little time. There is no way grandmaster and I use the term loosely cause I still think only 2 quests should be grandmaster (maybe ROTM too on the technicality of requiring a grandmaster) can be causing problems for quest releases in their current state.
Quickie quest:
Pseudo-master level.
Linza is looking for ores to play with.
She asks you to mine of Dayalt, Rubidium, and a few other untradeable ores.
Deltaslug
said
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Quickie quest:
Pseudo-master level.
Linza is looking for ores to play with.
She asks you to mine of Dayalt, Rubidium, and a few other untradeable ores.
Reward:
Mining XP and a new cosmetic override.
Development time: minimal.
They have a name for those, they're called miniquests.
Patrolling Lore FC almost makes you wish for a Great Revision.
Deltaslug
said
:
Quickie quest:
Pseudo-master level.
Linza is looking for ores to play with.
She asks you to mine of Dayalt, Rubidium, and a few other untradeable ores.
Reward:
Mining XP and a new cosmetic override.
Development time: minimal.
I'd really prefer that Jagex shy away from those kinds of quests. It reminds me of WoW and LotRO questing where you'd be asked to fetch X items and return to them.
Imo, questing should always feel like it's advancing your character's personal narrative and deepening his/her involvement in the world. 'Fetch quests' diminish the character's feel of centrality/importance in the flow of events - who would DARE ask the World Guardian to sheer their sheep?! >****;
Athrenn
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Deltaslug
said
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Quickie quest:
Pseudo-master level.
Linza is looking for ores to play with.
She asks you to mine of Dayalt, Rubidium, and a few other untradeable ores.
Reward:
Mining XP and a new cosmetic override.
Development time: minimal.
I'd really prefer that Jagex shy away from those kinds of quests. It reminds me of WoW and LotRO questing where you'd be asked to fetch X items and return to them.
Imo, questing should always feel like it's advancing your character's personal narrative and deepening his/her involvement in the world. 'Fetch quests' diminish the character's feel of centrality/importance in the flow of events - who would DARE ask the World Guardian to sheer their sheep?! >****;
I know.
There are tradeoffs.
You want story, combat, glory, dungeons to crawl and more ... that takes a snottload of developer time.
You want a quest that is seemingly long but simple, well have an NPC looking for untradeable resources (translation: the player has to go and fish/hunt/mine/wc it)
The only middle ground is quests like Let them eat pie, or DEvious Minds, or the updated druidic ritual which don't have any new areas to explore, but have content.
Deltaslug
said
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Making cities has ALWAYS been a massive undertaking.
Players voted on a city to have a massive amount of content in it (16 skills to develop) plus a lot of stuff developers are adding on their own, in order to keep the city relevant to players.
Jagex could have simply abused the 'game of scale' comment, tossed in a few houses, a prayer temple, a token shop, a bank, and a few npcs, and cranked out a 'city' in no time.
But no, they are actually trying to make a training hub for us. Even though it caters to mostly higher leveled players.
The elf city has been a long time coming though and anything less than full attention would receive large scale criticism. If it is impacting on quests, then that is more of a management issue on organisation than the fault of the content.
Since it is this years big update and is meant to be a modern hub, it needs a large amount of resources. There is no problem with big updates unless it negative effects other stuff and the past months have been dry.
Balustan
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On RoP the main draw for those who are excited (most of us are interested but not that excited by it from what I can tell) is the Armadyl expansion as he just lacks do heavily atm. Of even 2 quests can be made from not doing RoP and one of them can be an Armadyl quest the 2 quests should be given priority. I'd argue that RoP should never be made until it's cost is significantly lower.
If it being delayed could result in two quests of good quality, I would support this with the term that at least one should be an Armadyl centred quest.
However it should be made. From the sound of it, it could be a amazing and essential quest. Although it is costly, sometimes fewer high quality quests can be justified. If all goes right, this could be one of the games best.
Also this seems like the best way to properly reintroduce Armadyl. He missed his people post wars and has killed Bandos, it is plausible that he returns to the familiar. This would let us discover a lot of backstory, know his culture, hear how the wars have changed him, understand what shaped him and learn what he stands for.
Deltaslug
said
:
Quickie quest:
Pseudo-master level.
Linza is looking for ores to play with.
She asks you to mine of Dayalt, Rubidium, and a few other untradeable ores.
Reward:
Mining XP and a new cosmetic override.
Development time: minimal.
No that is a bad idea. It would likely be poorly received as that is not what questers want and would make runescape quests similar to other games where currently it takes pride in not having that formula. Look at the demon slayer rework - that was done quickly, the response was largely negative and now needs extra time to improve it.
Fewer quests of high quality are better than lots of smaller rushed quests that satisfy no one. The problem is we are getting less quests than previous years and the quality is generally not as high.