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Seriously, who on earth thought that adding in kill x or gather x and turn in to get a quest reward would be good to have as the PRIMARY way to progress within an mmorpg... How can game developers think it is a good idea?
Seriously, consider being a developer of a game and focusing the progression of every person playing the game to be spamming simple quests over and over to level up.
Are you kidding me?
I would not be surprised if said person who came up with the original idea for adding these kill monster and gather quests was actually a robot or had never played a proper rpg in their entire life.
If the game is a themepark game with linear progression, someone REALLY needs to come up with a DYNAMIC questing system. There is a novel idea...
How about we make quest objectives dynamic, or quest chains dynamic. At least have a dynamic epic story arc of some type during the whole leveling up process if it is a themepark.
Rant about poor game design and no innovation in tons of mmorpg's out there, ended.
Comments
I don't mind the kill quests but the fetch quests are super boring.
Kano you sure you don't work for Trion?
It's pretty much what every new MMO is trying to do these days.
WoW and ESO try to do it with the help of phasing, while GW2 did it with dynamic events in the world (although they don't have much to do with the quests themselves).
Both ESO, GW2 and SWTOR also present you with dialogue choices and different outcomes in their questlines which often result in the quests branching off into different paths to give them more replayability. Of course they don't do it for every quest, but it's a refreshing change.
The most recent one to try and tackle the issue is EQN with their storybricks system. So it's not like devs aren't trying to innovate.
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
https://www.ashesofcreation.com/ref/Callaron/
It's sort of a double-edged sword. Here's the problem as it stands today. We have these "kill" quests for instance. These are ultra simple, ultra dry quests. However, they provide a level of progression. That being said, some (many) won't even do them anyway, they will sit an whack mobs all day and night or they'll simply run dungeons over and over. I'll even go as far as to say that questing is the least popular method to levelling. So why invest resources into building a better mouse trap when there are no mice around?
On the flip side, maybe people aren't using questing because it's dull. So that would be a good reason to create a dynamic system. Here's the problem with that, though. Most "Dynamic" systems are just as dumb as a static system. So, what? Now it will spit out either a kill x rats, or bats, or cats, or bandits, or...... Even GW2 was touted as being dynamic, but it didn't take long to catch on that it really wasn't.
I would love to see dynamic story. I know it's difficult to manage because we're, all of a sudden, talking about a non-linear story, meaning everyone is going to, essentially, be in their own instance of the gaming environment and that introduces a ton of other issues. That being said, it'd be nice if they could find a way to diverge and converge nicely while still allowing for a social game.
Crazkanuk
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Azarelos - 90 Hunter - Emerald
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Brindell - 90 Warrior - Emerald Dream - US
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