Time is a river.
The door is ajar.
(edited by TheDaiBish.9735)
1. The act or an instance of seeking or pursuing something; a search.
2. An expedition undertaken in medieval romance by a knight in order to perform a prescribed feat.
http://www.thefreedictionary.com/quest
OK….Your Point Is?
Recent MMO’s have thrown around the word ‘Quest’ to describe menial tasks such as killing 10 rats with a rubber mallet ect.
However, what I would like to see in GW2 are ‘Quests’ as defined above. Epic adventures that show feats of strength, skill, cunning, knowledge and [insert any other trait here].
Maybe they could give a unique skin, title, even a component for The Sword of Kittenness, which requires you to collect four components to complete.
TL;DR – Make Quests That Are Actually Quests, That Take A Long Time, That Require You To Hunt Tyria, And Do Difficult, But Not Repetitive Challenges.
EDIT – Changed the sword to The Sword of Kittenness, because ANet did it. It could have cats flying out of it, maybe.
(edited by TheDaiBish.9735)
I agree, this would be a great addition to the game!
I would also love to see something like this.
I used to play EQ2 where they had heritage quests that were essentially epic quest chains that spanned the entire game world in search of a unique piece of equipment. They all usually had a special effect of some kind that gave them a major prestige value.
They also had the prismatic quest chains that were essentially the means of unlocking a special boss encounter with a major storyline villain. Think raid progression but have it done through a series of epic quests as opposed to sequential raids.
IMO this is how the legendary weapons should have been done.
The thing is, programming repetitive quests is much easier.
Also, there’s a large portion of the player base that expect to see repetitive gear grinding at higher levels. Heck, just take a look at these forums, you’ll find plenty of topics talking about the lack of gear grinding at the level cap.
Also, adding long quests tends to come with the issue of adding proper rewards. If the rewards aren’t perceived as being valuable, then no one is going to do them. Just take a look at all the complaints about some puzzle chests and some event chests. And if they’re not worth it, then they get ignored. And that’s a waste of resources.
Also, if you look at the whole progression of the game, you’ll see that it is exactly what you wanted: It’s a freaking long journey that takes you across a good part of the world. Especially in GW2, where that progression is driven further by the personal story taking you from your starting area to Orr.
Heck, majority of RPGs have a very similar progression in terms of character development. You start out as a hopeful, idealistic person who usually achieves some kind of localized heroic feat, such as the starting quests in GW2. You then gets noticed by influential people and you get tasked with increasingly heroic feats, which your character tends to undertake because of some underlying set of values that they, as a character, have. This pattern repeats until some world-threatening evil arises and your hero is, again, tasked with dealing with it. This is where MMORPGs differ from regular RPGs, as MMORPGs tend to make those world-threatening evils such that you deal with them in a group of similar heros, rather than being the sole hero.
your TL;DR and your edit are as long as the rest of the post lol.
and to ANet’s credit, they don’t really use the term “quest” in-game as far as i can see. there are dynamic events, group events, dungeons, personal story, hearts… but no quests.
as for quests in the way you ask for, well the halloween scavenger hunt was a very awesome thing to do, had a relatively cool reward, and had you run throughout tyria in search of clues, doing tasks that got you progressively closer to your objective.
The thing is, programming repetitive quests is much easier.
As would be randomising the Quest path.
Say the Quest has 3 stages, and each stage has 3 possible paths that are assigned completely at random (small numbers to make an easier explanation). If my maths is right, then that would make 27 possible paths in total [ ((3 X 3) X 3) ]. Notch that up to 10 stages, and 10 possible paths at each stage, and you get 1000 different paths, each varying because of randomisation.
Also, there’s a large portion of the player base that expect to see repetitive gear grinding at higher levels. Heck, just take a look at these forums, you’ll find plenty of topics talking about the lack of gear grinding at the level cap.
Yeah, this makes me sad a bit. However, I think as long as you substitute an activity that can extend the game play as much as a gear grind (gear grinds have their top limit too), then it shouldn’t be a problem.
Also, adding long quests tends to come with the issue of adding proper rewards. If the rewards aren’t perceived as being valuable, then no one is going to do them. Just take a look at all the complaints about some puzzle chests and some event chests. And if they’re not worth it, then they get ignored. And that’s a waste of resources.
Valid point. Personally, I think they should have made the Legendary like this: Minimum grinding for the mats you needed, and then a quest (specifically made for that weapon) to make it into the Legendary.
I also think that people need to get out of the mindset of “it doesn’t give big numbers? not worth getting then” before Questing such as this could be implemented.
Also, if you look at the whole progression of the game, you’ll see that it is exactly what you wanted: It’s a freaking long journey that takes you across a good part of the world. Especially in GW2, where that progression is driven further by the personal story taking you from your starting area to Orr.
Oh yes. I love the leveling in this game. Much richer than most.
However, I’m not talking about quests as a form of needed progression. I’m talking about quests as Content for when you reach cap and finished the story. Something arduous and extremely difficult to achieve. Kind of a horizontal progression then.
Heck, majority of RPGs have a very similar progression in terms of character development. You start out as a hopeful, idealistic person who usually achieves some kind of localized heroic feat, such as the starting quests in GW2. You then gets noticed by influential people and you get tasked with increasingly heroic feats, which your character tends to undertake because of some underlying set of values that they, as a character, have. This pattern repeats until some world-threatening evil arises and your hero is, again, tasked with dealing with it. This is where MMORPGs differ from regular RPGs, as MMORPGs tend to make those world-threatening evils such that you deal with them in a group of similar heros, rather than being the sole hero.
Can’t argue with this.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.