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New Quests


Started by Tyrvan
Post #61959
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Okay, so I've been thinking about the quests in TESO.. and we know choices will be a big part of it, but all of us (mostly) are VERY bored with and over the "kill 10 ___" quests and such. But as I tried to brainstorm what else they could have us do, keeping in mind it's an MMO, I couldn't come up with much else that hasn't been done before in some way.

What came to mind would be quests that send you out to find someone's lost weapon or armor piece (or something along those lines) and are given some kind of reward at the end. Whether it be gold, a skill point, a buff, or whatever. The catch would be at the end of the quest you could decide whether to accept the reward or to keep the treasure and pretty much give the quest-giver the finger, resulting in them disliking you or something.

Do you guys have any ideas on new, refreshing quest possibilities?


Tyrvan Southpaw - a Nordic Skaal hunter
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Post #62062
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From what we've heard so far, the "kill 10 __" quests are very rare, if they are there at all. However, SWTOR made a good attempt at masking these and ESO may simply be going down a similar route. It was still essentially the same system, though what we had was a focus on "find this particular item and click on it to complete the mission" which would then be followed by optional "bonus" quests of "kill __". However, you gained such a good xp bonus for relatively little work by completing these missions, you would complete them all anyway and once the formula was clear, there wasn't much to it than "kill ___" and "click on __".

Whether ESO will have a similar system, I can't say, but the fact that we don't need to return to a 'quest hub' to receive quests and can simply start them wherever they would send you anyway is a good sign. Here's hoping they're inventive.
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Post #62145
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i hope they have a hybrid of TOR+GW2 questing style.

GW2. random event group quests and "hearts" were fun, and without backtracking to the npc.
TOR was nice cause you supposedly made choices that mattered and built your char through it.

while i understand that some quests will need to be picked up from npcs, and maybe even go back to an npc to deliver it,
i think most can be done in a GW2 style, which feels more fun and not like a drag.

eg: i come across a village, there's bandits burning stuff. i shouldnt need to first talk to the town guard captain, accept the quest, and track a "kill 10 bandits" objective, then talk to him again to "deliver" the quest...
i just start killing bandits and putting out fires till they're gone :P
This post was last modified: April 25th 2013, 08:24 AM by Delavega86
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Post #62156
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I think the variety of enemy stats, strategy, and fighting style will greatly aid in having quests feel new and engaging. In other MMOs, normal quest mobs all have the same AI with very few distinctions, just with a different skin. So fighting a level 20 wolf is essentially the same as fighting a level 20 ogre. Even if they diversify with kill/fetch quests, it all feels very familiar and often is mind-numbingly easy. Then they resort to gimmicky stuff that tends not to be a lot of fun either.

With TESO putting a lot of emphasis on unique enemy NPC behaviors-- I feel like most quests will feel much more diverse as you're facing a fresh new foe in different places. They're trying to make enemies similar to ES games, and in Skyrim fighting a bear felt alot different than fighting a draugr!

In terms of quests themselves, I feel like they can look to past Elder Scrolls games for inspiration. One of my favorite simple quests in Oblivion was defending a farm from invading goblins; they came in waves from different angles as you tried to hold the field. It was a bit tricky because it could be difficult and sometimes your fellow friendly NPCs would get killed-- resulting in a different outcome/reward. But it felt totally unique compared to an MMO quest, where for the most part you come across enemies standing around before you jump them. You still kill x number of enemies anyways, but it's because they're attacking you and not because a log tells you to do so.

Other ideas include:
1.) Rescuing someone deep within a dangerous ruin (actually dangerous.) (Morrowind)
2.) Get thrown into a dungeon gauntlet filled with traps and deadly hunters. (Oblivion)
3.) Go climb a mountain filled with many threats to reach the top. (Skyrim)

But in general just normal MMO quests with a bit of difficulty and finesse would be refreshing! I feel like most quests are boring because they're so easy, and only provides you with an illusion of danger and heroism, even though the chance of you dying was close to zero. It's essentially like shooting fish in a barrel, and once you do it the game developers throw graffiti in the air, hand you a trophy, and go "YAY! You're such a good hunter!!"


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Post #62163
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(April 24th 2013, 08:08 PM)Horizon Seeker Wrote: I think the variety of enemy stats, strategy, and fighting style will greatly aid in having quests feel new and engaging. In other MMOs, normal quest mobs all have the same AI with very few distinctions, just with a different skin. So fighting a level 20 wolf is essentially the same as fighting a level 20 ogre. Even if they diversify with kill/fetch quests, it all feels very familiar and often is mind-numbingly easy. Then they resort to gimmicky stuff that tends not to be a lot of fun either.

With TESO putting a lot of emphasis on unique enemy NPC behaviors-- I feel like most quests will feel much more diverse as you're facing a fresh new foe in different places. They're trying to make enemies similar to ES games, and in Skyrim fighting a bear felt alot different than fighting a draugr!

In terms of quests themselves, I feel like they can look to past Elder Scrolls games for inspiration. One of my favorite simple quests in Oblivion was defending a farm from invading goblins; they came in waves from different angles as you tried to hold the field. It was a bit tricky because it could be difficult and sometimes your fellow friendly NPCs would get killed-- resulting in a different outcome/reward. But it felt totally unique compared to an MMO quest, where for the most part you come across enemies standing around before you jump them. You still kill x number of enemies anyways, but it's because they're attacking you and not because a log tells you to do so.

Other ideas include:
1.) Rescuing someone deep within a dangerous ruin (actually dangerous.) (Morrowind)
2.) Get thrown into a dungeon gauntlet filled with traps and deadly hunters. (Oblivion)
3.) Go climb a mountain filled with many threats to reach the top. (Skyrim)

But in general just normal MMO quests with a bit of difficulty and finesse would be refreshing! I feel like most quests are boring because they're so easy, and only provides you with an illusion of danger and heroism, even though the chance of you dying was close to zero. It's essentially like shooting fish in a barrel, and once you do it the game developers throw graffiti in the air, hand you a trophy, and go "YAY! You're such a good hunter!!"

You make some good points. The enemy AI will definitely keep us busy and entertained, even if it is a more mundane objective. And I do like the idea of going somewhere as a trap and having to fight your way out like that orc's quest in Oblivion (the exact name eludes me), but that could be fun in an MMO setting. Especially if you're grouped with some friends.

Hopefully the random quests they've mentioined, like the one's found by looting a note from random corpses, will be much like the single player's quests and offer an interesting story to go with them. I liked the one in Oblivion where you bought a home in Anvil and it turned out to be haunted, things like that really peak my interest as they manifest unexpectedly from seemingly innocent situations. The Molag Bal quest from Skyrim comes to mind also.


Tyrvan Southpaw - a Nordic Skaal hunter
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Post #62174
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I concur, one thing that really kinda got me a little annoyed was in WoW they tried to make it seem like right off the bat you were a hero, you were this fearless warrior who overcame many trials (even though these 'trials' were beating a relatively weak goblin or slime). They made it seem like completing a quest was a big deal but deep down you knew there wasn't really a challenge, and I guess that's where the whole quest grind term came to be. From reading articles from PAX and such, it looks like even low-level monsters will be hard to beat. One can be brought down alright, but fighting even two wolves can easily kill you if you're not careful (*AHEM* stupid beta leak). That constant feeling of danger will add so much to questing, especially if you quest in Cyrodiil and you have to be doubly careful.


Fight for something to die for, because living for nothing really isn't worth it.
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Post #62189
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http://www.youtube.com/watch?v=RKBL_9_HaC4


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Post #62256
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(April 25th 2013, 01:03 AM)Rage Wrote: http://www.youtube.com/watch?v=RKBL_9_HaC4

Sweet, thanks for the link


Tyrvan Southpaw - a Nordic Skaal hunter
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Post #62347
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A lot of people were concerned about how NPC's might still be the primary form of obtaining quests, especially with that AUA which referenced this. I like how in that video they explain that even if how you get the quest is done similar to other MMO's, how you get to getting a quest has been redone. I thik that's a point many have overlooked, the fact that you won't be going from quest hub to quest hub, but (even though you will mostly be talking to NPC's), how i pick upa certain quest and from which NPC could be quite different from someone else. Takes the Linear nature out of a linear system.


Fight for something to die for, because living for nothing really isn't worth it.
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Post #62348
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(April 25th 2013, 07:59 PM)Ferroc Wrote: A lot of people were concerned about how NPC's might still be the primary form of obtaining quests, especially with that AUA which referenced this. I like how in that video they explain that even if how you get the quest is done similar to other MMO's, how you get to getting a quest has been redone. I thik that's a point many have overlooked, the fact that you won't be going from quest hub to quest hub, but (even though you will mostly be talking to NPC's), how i pick upa certain quest and from which NPC could be quite different from someone else. Takes the Linear nature out of a linear system.

Yeah I like how they're handling it as well. It makes sense to pick up quests from NPCs though, how else would we know about whatever impending problem there is? Just like in other TES games, you have to talk to them to find out the problem. Although there will still be quests you pick up randomly, so I'm very happy with the current system.


Tyrvan Southpaw - a Nordic Skaal hunter
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Post #62360
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Ugh I just can't wait to get my hands on this.


Fight for something to die for, because living for nothing really isn't worth it.
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