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On the quest releases' problem

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Athrenn

Athrenn

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Actually, my favorite quests in the game were from the Fairy Tale series.
Not too long, not many new environments to explore, but the fairy rings were soooo much fun to play with and I liked the decoding puzzle in #2. Then there was the end boss fight in #3 - which was also interesting - followed by a post-quest fighty place to return to in the future.
The best part though was the humorous dialogue. Honestly, dialogue makes a quest. If done right, a quest as simple as Let Them Eat Pie becomes fun to do.

18-Jul-2014 02:16:24

Lord Drakan
Sep Member 2010

Lord Drakan

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Athrenn said :
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?! >****;

That's not true - we're still an adventurer and we should do quests because WE are important ourselves, because the NPCs need US. Not because we're the World Guardian.
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18-Jul-2014 09:46:13

Athrenn

Athrenn

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Lord Drakan said :
Athrenn said :
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?! >****;

That's not true - we're still an adventurer and we should do quests because WE are important ourselves, because the NPCs need US. Not because we're the World Guardian.


I know, it was just an example

18-Jul-2014 15:10:42

Deltaslug

Deltaslug

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Athrenn said :
Lord Drakan said :
Athrenn said :
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?! >****;

That's not true - we're still an adventurer and we should do quests because WE are important ourselves, because the NPCs need US. Not because we're the World Guardian.


I know, it was just an example


They could allow mechanics to allow players to create a quest on their own ... sort of ..
The player character is bored.
We've had lots of adventures, but usually because someone else asked for our help.
For once, let's just go off and do something that we want to.

18-Jul-2014 15:13:48

Athrenn

Athrenn

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Deltaslug said :
Athrenn said :
Lord Drakan said :
Athrenn said :
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?! >****;

That's not true - we're still an adventurer and we should do quests because WE are important ourselves, because the NPCs need US. Not because we're the World Guardian.


I know, it was just an example


They could allow mechanics to allow players to create a quest on their own ... sort of ..
The player character is bored.
We've had lots of adventures, but usually because someone else asked for our help.
For once, let's just go off and do something that we want to.


I like this idea!

18-Jul-2014 22:27:54

Autumn Elite

Autumn Elite

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Athrenn said :
Deltaslug said :
They could allow mechanics to allow players to create a quest on their own ... sort of ..
The player character is bored.
We've had lots of adventures, but usually because someone else asked for our help.
For once, let's just go off and do something that we want to.


I like this idea!


I don't know. Some great things about quests is how they unlock new areas and we have relations with other characters. Player quests couldn't be able to do that and I have a feeling it would end up at collect x resources then kill boss y. They allowed for input into Birthright of the Dwarves and one of the complains I saw was that the monsters were added with no reasoning. Honestly I think it is better when they release the suggestion threads where they give a brief description of the quest e.g the death of chivalry sequel and ask us what questions we want addressed and which characters need the most screen time.

20-Jul-2014 12:38:46

Deltaslug

Deltaslug

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- remapping areas to keep them up to date
- collecting rare ingredients for some soup/stew/recipe that you heard rumors about and the end results may vary
- harvest some untradeable items for a unique experiment

I will admit that kind of mechanic has flaws.
I think other games have a 'DIY Quest' option, and probably ends up along the line of 1 of the Slayer Tasks or Daily Tasks we already have, and sadly, those do eat up a bunch of the possible DIY stuff.
Doing it once as a formal quest, then the rest as a repeateable event would be more interesting than other stuff they cram out.
But creating the mechanic would also be a pain because while it sounds neat. You probably end up spending 5 minutes running thru dialogue and interface boxes like for Dungeoneering Floor setups. and you get a limited number of choices to work with.

20-Jul-2014 13:40:30

Balustan

Balustan

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Deltaslug said :
Athrenn said :
Lord Drakan said :
Athrenn said :
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?! >****;

That's not true - we're still an adventurer and we should do quests because WE are important ourselves, because the NPCs need US. Not because we're the World Guardian.


I know, it was just an example


They could allow mechanics to allow players to create a quest on their own ... sort of ..
The player character is bored.
We've had lots of adventures, but usually because someone else asked for our help.
For once, let's just go off and do something that we want to.


Then idea of the chest from Carnillean Rising was that but ultimately there is only so many tools they can give us and without the full range they do not compare to the story driven "campaign" size quests they develop. I think I'd disagree with Jagex that they are campaign scope I would say they are chapters of campaigns but not full campaign scope which is still the best questing in an MMO. They even brag about it which is why this lack of quests is incredibly puzzling. I was talking to Mod Reach (Old School Content Developer for those who don't know) about quests and them being the best part of the game and he agreed and said this was also the case. It is the advantage they had over other games.

They could also give us a personal quest but they would have to introduce some goal to the character that the player is not giving it which is beside the point of the game.
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26-Jul-2014 00:53:31

Deltaslug

Deltaslug

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@Balustan
The only reason why it came to mind for me was apparently another MMO used the mechanic, and what ended up was players creating Slayer Task like 'quests' but against easy or xp rich foes.
Be kinda like you setting the Slayer Task to constant Ice Stryke***ms, Ganodermic Creatures, or setting to Black Dragon and killing QBD over and over.

27-Jul-2014 16:36:04

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