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Public quests in GW2

Lord.BachusLord.Bachus Member RarePosts: 9,686

From this part of the blog :

Of course GW2 has great support for parties, but they just don’t feel as necessary as they do in other MMOs, because your interests are always aligned with all other nearby players anyway. When someone kills a monster, not just that player’s party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world – when the bandits are terrorizing a village – everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.

 

One could conclude that there will be some kind of bublic quests.

 

this whole blog http://www.arena.net/blog/guild-wars-2-design-manifesto#more-1891 Just sounds to good to be true.

Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

Comments

  • joker007mojoker007mo Member Posts: 712

    Originally posted by Lord.Bachus

    From this part of the blog :

    Of course GW2 has great support for parties, but they just don’t feel as necessary as they do in other MMOs, because your interests are always aligned with all other nearby players anyway. When someone kills a monster, not just that player’s party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world – when the bandits are terrorizing a village – everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.

     

    One could conclude that there will be some kind of bublic quests.

     

    this whole blog http://www.arena.net/blog/guild-wars-2-design-manifesto#more-1891 Just sounds to good to be true.

    i think it would be nice but given to the fact that running solo with henchies in the first one the henchies get all the money the whole reward everyone thing does sound too good to be true

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  • ThomasN7ThomasN7 87.18.7.148Member CommonPosts: 6,690

    It is the event system. SImilar to public quests but designed differently it seems.

    30
  • AlienovrlordAlienovrlord Member Posts: 1,525

    Originally posted by SaintViktor

    It is the event system. SImilar to public quests but designed differently it seems.

    It will be very interesting to see how this system works in the game.    Public Quests in Warhammer were a great idea but horribly implemented (unclear goals, terrible locations away from player hubs, forced upon players who want to PvP etc).

    ArenaNet should be able to figure out a better way to implement them.  

  • EricDanieEricDanie Member UncommonPosts: 2,238

    Isn't that more like a no-need for parties system? You're hunting, there's someone else there, you help him and both get rewarded.

  • BannneBannne Member Posts: 244

    Originally posted by Lord.Bachus

    From this part of the blog :

    Of course GW2 has great support for parties, but they just don’t feel as necessary as they do in other MMOs, because your interests are always aligned with all other nearby players anyway. When someone kills a monster, not just that player’s party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world – when the bandits are terrorizing a village – everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.

     

    One could conclude that there will be some kind of bublic quests.

     

    this whole blog http://www.arena.net/blog/guild-wars-2-design-manifesto#more-1891 Just sounds to good to be true.

    It's old news and it's called the event system.


    Event system

    Guild Wars 2 will utilize a very different system for quests than Guild Wars 1. Instead of the standard green exclamation point above an NPC's head to mark a possible quest, Guild Wars 2 will use a new Event system. In this system, events will happen with or without the presence of the player, and if a player happens to be present at the time of the event, then the player can complete the quest by participating in the event, and the outcome of the event may affect if, or what kind, of event may happen soon thereafter. Three examples were provided to illustrate how this system may work.

    The first example shows the arrival of a dragon near a particular town or village. The players nearby that town or village can choose to fight the dragon. If they are successful, the dragon may flee or die, and the players involved are rewarded by the village elder; if the players fail, the dragon destroys a bridge vital to the village. At that time, the village people attempt to build a new bridge, and the players may help them by fending off a group of bandits that see the opportunity to attack.

    In the second example, if a player happens to be inside a garrison when a scouting party returns, they may overhear the scouts warning of an approaching column of centaurs, intent on destroying the garrison. The players can then participate in defending the garrison from the attacking centaurs. If the players are successful, the garrison may ask them to participate in a counterattack. If they are not successful, or if they weren't at the garrison in time to save the garrison, they may join other soldiers from a nearby town attempting to recapture the garrison.

    The third example involves a player walking along a familiar road, but this time they happen upon a caravan traveling along the road. They can choose to travel with the caravan, and defend it from roving bandits, or not.

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