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Re: Advice for GameForge on mission design - please consider

Posted: Mon Feb 26, 2007 4:18 pm
by calel
sehracii wrote:There should be no "Safe the Village" at all. Even if *you* only do it once, what about the thousand other players that do it? That doesn't make sense.

Not necessarily. Well no, I know what you mean and agree. "Quests" that give the illusion to the recipient that they have performed great deeds, made a difference in the storyline and should now be lavishly rewarded, those don't work in any MMO. These have their roots in pen and paper games where the select few characters controlled are most often the only noticeable characters around wether forced or wanting to be the hero. It's the story of 'those few'. Even CRPG's catered to 'few'.

Port it to an MMO format and you have countless hordes of wanna-be heroes longing for self-gratification or the desire to relive those neat PnP or CRPG moments. Ultimatly debasing the 'being a hero' into something very bland.

I just don't get why traditional MMO questing is based only on the assumption that everyone will act as a Don Quichotte. Nor this self-centered need in 'getting rewarded', which is actually the complete opposite of what a real hero would stand for. Can you imagine Knights of the Round Table going around pestering the local farming community for 'pay for saving their opressed hinnies'? And it better be shiny and +3!


But ...
A "Safe the Village" mission (not quest) wouldn't be that out of place in Ryzom, if implemented right. And that means right as in dynamic content or a dynamic world, which I have been suggesting a fair few times already now.
Kitins or bandits that grow in size, if not kept in check by the player population it could prove a danger to surrounding camps, tribes, local hunting and foraging areas and eventually towns. The threat dissapears after someone stepping in, but it may be back some day.
The same could apply to cargo shipments, a sudden need for crafted items, or even food for a tribe.
Recurring dynamic content.

Imo, that's basically the only real solution for missions that offer a little more than menial errand tasks, and it is more acceptable to be expecting to see a reward. No questing! Because I agree that the thing heroes are made of should belong to events, be it official or player driven. They CAN change something.

Re: Advice for GameForge on mission design - please consider

Posted: Wed Feb 28, 2007 4:21 pm
by troll16
I agree with you that Ryzom is probably the best RP arena, well it's the best that I have seen so far in MMO's. And quest/missions that reflect that will only enhance that feeling. Although doing the same mission no matter how well it's worded or thought out, after 20-30 times will become boring in the end. Only way around that is to have some kind of random mission generator.

You wrote a great post which is why I was surprised you felt the need to put this comment in. These kind of comments never enhance an argument but can sometimes detract from it.
katriell wrote:I hope the only people who would not enjoy this would be those who shouldn't be in Ryzom: the selfish, anti-social powergamer noobs who prefer their ego to be profusely stroked in the least intellectual manner.

edit: typo correction

Re: Advice for GameForge on mission design - please consider

Posted: Wed Feb 28, 2007 8:44 pm
by katriell
troll16 wrote:You wrote a great post which is why I was surprised you felt the need to put this comment in. These kind of comments never enhance an argument but can sometimes detract from it.
katriell wrote:I hope the only people who would not enjoy this would be those who shouldn't be in Ryzom: the selfish, anti-social powergamer noobs who prefer their ego to be profusely stroked in the least intellectual manner.
True; I was unsure about including that and I should at least clarify it.

I meant to express that my hope is to suggest a system that would not encourage "noobs." In essence, all of my opinions and ideas on subjects like this filter down to a distinction between two common sets of behaviours (noobs vs. newbs). These behaviour sets are found in some form in every type of community, and the negative "noob" set consistently contributes nothing but trouble. :(

Even so, I'm sorry for any hostility that may be construed from that unfortunate inclusion in the original post, or in any other posts I've made.

Re: Advice for GameForge on mission design - please consider

Posted: Wed Sep 26, 2007 2:22 am
by teylini
I am necro-posting here, but I completely agree with the original poster. I've played many low-grade Korean mmorpg's and they are filled with meaningless "quests".

One of the main things that attracted me to Ryzom was the distinct lack of quests. I like sandbox games. I am a long-time EVE player who heard about this game from MMORPG.com. This game appears to have the depth and freedom I am used to :)

Re: Advice for GameForge on mission design - please consider

Posted: Wed Sep 26, 2007 8:42 am
by moyaku
Awesome post Katriell ! Very constructive, you sumed it all up :)

Would be cool too if instead of being tagged "Savior of the world" for doing a mission, every mission you manage to go thru earned you a few xp points in a let's say "World improvements usefulness of the toon" kinda skill :) which would not necessarly have any impact on the toon itself but just allow player to keep track of what they achieved already.

Re: Advice for GameForge on mission design - please consider

Posted: Wed Sep 26, 2007 10:35 am
by tigrus
I wanna see guild quests, first the entire guild has to do a quest to achieve a plan to get the guild emblem plan on your armors/amps.

Also, I want to see a quest after that, for every individual in the guild. to earn your right to WEAR the emblem on your own armors/amps.

Do quests for the guild to earn OP mats, dappers, cats etc.

Re: Advice for GameForge on mission design - please consider

Posted: Wed Sep 26, 2007 11:04 am
by acridiel
*chants some eery necromagic* :D

Iaaa Iaaaa Cthulu ftagn!!
Let this glorious thread be revived. Oh, Great Old Ones!! :D

*giggles*

Ok, I agree with Sunce :)
Guild Missions/Quests would be awsome.

But after rereading the Original Post, one thing came up for me that I missed last time.
In a tutorial, that Silans first Missions are supposed to be, you sometimes must have things like: "Hit Key A to open yout inventory.". I´ve recently played the Beta of an upcoming Game and well... I didn´t know how to stop my Charakter from running until I asked on their boards.
There wasn´t any reference to a Key-Map or even the way to "walk" in the tutorial. As an RPer for me its important that my Charakter does NOT run everywhere as if he was on Speed the whole time.
But I wasn´t able to toggle run-mode, to stay in Game-Speech :p

Same with Charakter Stats. The Text said: "Open your Charakter Window to ...>snip<"
But they didn´t tell you how. *LOL*

So here was me hitting c, for Charakter, and nothing happend. Then I asked in Chat and heard that it was the k key. Why? Nobody knows... *lol*

So at least SOME of this HAS to be included in Totorial Missions. Sad but unavoidable IMHO. Or at least a reverence to where you can find a key-map.


All other things considered, not being the saviour is something they did quite fine. (In a way there´s no way around being just one of many in this game.)
So it definetly IS possible. And I sure hope that our dear Ex-Nevraxers see our need to be at least a little bit special and not run of the mill, by NOT making us all Heros of the day ;)

CU
Acridiel

Re: Advice for GameForge on mission design - please consider

Posted: Wed Sep 26, 2007 12:08 pm
by desertt
tigrus wrote:I wanna see guild quests, first the entire guild has to do a quest to achieve a plan to get the guild emblem plan on your armors/amps.

Also, I want to see a quest after that, for every individual in the guild. to earn your right to WEAR the emblem on your own armors/amps.

Do quests for the guild to earn OP mats, dappers, cats etc.
i admit that should be nice but wouldnt that also be a bit wow ish? with their guild tabard i like the light/medium/heavy armor as it is
for weapons it seems cool though

cyas

Re: Advice for GameForge on mission design - please consider

Posted: Wed Sep 26, 2007 12:25 pm
by acridiel
desertt wrote:i admit that should be nice but wouldnt that also be a bit wow ish? with their guild tabard i like the light/medium/heavy armor as it is
for weapons it seems cool though

cyas
Admitted, it would be a bit "wowish", but well...
I think this is one of the few features that could be "copied" without breaking the feel of Ryzom. :)
It shouldn´t be Instances like on Azeroth, no. It rather should be something like a Rite for the Guild. Maybe if we go hardcore and just for the sake of the Argument here, it could be something like that:

"Your Guild has been a great assest to our society over the cycles since its establishment.
Now you seek even greater glory for you and your oathbrethren.
We may grant you this, but you will have to go forth and perform a strikt set of tasks set before you.
Tasks that only a truyl united force of homins will be able to perform.
Go forth and eradicate the current population of the Ktitin Nest in (insert Region here).
They will eventually settle back into their dark den, but if you manage to at least cull their ranks, the Matis/Zorai/Fyros/Tryker will be very gratefull to you and you will be one step further on your path to glory."


So nobody is the "Hero" ;) and it´s a difficult task for a guild.
Remember, this is only an example. ;)

Others could include, eradication of hostile tribes. The famous escort missions, but on a grander scale and so on.

Geeez, It would be heaven to have, say a Karavan of Trader NPCs spawn complete with Mektoubs and stuff that a whole guild must protect from harm on their way from one land to another...
Scouting out newfound territorys would also be a possible idea.
This could even be accomblished by using Ring Scenarios, tailored to the needs of low to highlevel guilds. :) *dreams*

Awwwman... if only somone up there would realize the potential the RING has for such a Game as ours here. :(

CU
Acridiel

Re: Advice for GameForge on mission design - please consider

Posted: Wed Sep 26, 2007 12:37 pm
by tigrus
What you need to remember is, that because other games have it, doesnt mean we cant use it if its a good idea.



Sometimes true success can only be learned by partially learning from others's good ideas.
Without turning this game into WoW, they have certain things we should strive to accomplish too.