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Please understand, SE...Follow

#52 Dec 23 2010 at 12:47 PM Rating: Good
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I apologize if my tone came off as a little angsty, but I see that I am not alone in the concept of quests.

I had fun running to the top of Dekfults tower in 11 to fight a mob and obtain a key, in which I went down an elevator and talked to an NPC to extend part of a storyline (yes I know, it's a mission, and such do exist in the game).

I miss walking into Norg to talk to an NPC about his long lost daughter, who I then had to track down all the way out in the desert only to find out it was someone else I had to speak to...

Or slip into a secret area in certain areas and enter a secret code, and trade an item to get a different item. Or a person lost something out in the highlands, so I had to go out there, and look at the dirt near a windmill to find the long lost token.

These are the things I miss. To me, and many people who grew up on RPGs, these are what quests are. KillTasks as they were called are fun, but are a quick substitute for actual quests. There is something substantive lacking from them. They don't have nearly the enjoyment factor of a quest, as my jobs prove, are not what I am in it for.

At this point I have completed the Alchemy, Gladiator, Conjurer, and Botantist quests. I currently have gone to nanawa mines for both the Goldsmith and miners quests, and am 1/2 through them. I have completed all the main story line quests for Gridania up to level 20, and am now looking at getting my gladiator up to 30 so I can do a couple more. I think I have seen people mention there are now quests past 26, but haven't looked to confirm it yet.

But, for the time being, I will just keep on leveling jobs so I can at least do the job quests. To me, those are far more entertaining than the leves. Especially considering the lack of anything for the DOL leves. At least the DOH leves have a quest like feel to them. Though I think I have done everyone up to 15 for every DOH (except cooking).
#53 Dec 23 2010 at 1:03 PM Rating: Excellent
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Jefro420 wrote:
Trellmichel wrote:

Gives us more reasons to talk to NPCs and get cool cut-scenes and multi-objective missions from them. Give us more legitimate reasons to actually explore the cities and the land. I guess it would be something akin to the main quests, but perhaps on a less “epic” cinematic level.

I think leves definitely have their place in this game, but I hope to see more of the type of content I just described in the future, along with other innovative ways to quest.

I don't think anyone could argue with that, but to say that none of the players want more leves is just plain ridiculous.


I hope my post didn't make it seem like I'm not for having more leves as well. That was not my intended purpose.
#54 Dec 23 2010 at 1:25 PM Rating: Good
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RufuSwho wrote:
Aurelius wrote:
There's nothing wrong with the concept of leves. The issue is that there aren't enough of them, the ones I've seen are shallow in the extreme. There's lots of potential in the system, we're just not seeing it yet.


Yes, this is how I see it as well. I imagine Leves with 2 hour time limits, a great deal of mobs leading to a boss fight. Expanding on the Leve format can be done in a number of interesting ways.


I'd just be happy with leves that were diverse throughout the leve. Yes, certainly a little longer would be appreciated as well, but right now it's just so...limited. There's never really a feeling like you've done something significant. There's never really anything that makes you say, "Oh, wow! That's so cool!" at any point during any of the leves I've done. There's just a lot of running around killing a limited selection of mobs/leve with repetitive mechanics that aren't really all that interesting.

First it's kill things. Sometimes they'll be parties! Oh look, one is running away and he's spawned friends! Sometimes dodos get a proximity buff! This is just...so nothing new. To me, there's no difference between mobs in a party in FFXIV and group pulls in other MMOs. There's no difference between mobs running and spawning friends and mobs that run over and link with a buddy that was already there. Proximity buffs aren't new.

And all that in of itself is not a huge deal. I wouldn't necessarily expect or require SE to come up with all things new and innovative. The difficulty I have is that they've taken very limited aspects already present in other games, placed a ton of limitations on them, put their own limited spin on them, and then put them forward like it's actually going to entertain people for any length of time. If you're going to make a game that does things that have already been done, you need to do those things at least as well as what others have put forward or you're just not doing it right.

When SE first started going into details about levequests before the alpha started, it sounded like all the elements necessary to do some really neat things. Like you arrive in LL and go to the adventurer's guild and pick up a leve that tells you there's some weird happenings in central La Noscea and to head on over to Camp Bearded Rock and talk to whoever and see if you can't help out. So you arrive there and some lalafel is in a panic about rats acting strangely and could you go over and check it out so you accept and your rats spawn and you run over and find they're Tainted Wharf Rats or something so you kill them and report back and the lalafel is like, "zomfg thank you! I wonder what is causing this? Oh, I just got another report of tainted rats of there so go over there and see if you can find anything!" So you accept the leve (hint hint) and run over and it's more tainted rats milling about piles of corrupted food and after you kill the rats you go to inspect the food and a Tainted Rat Matriarch (lolboss) spawns and you have to kill her and take back the sample of tainted food...

...and on and on and on. Continuity. Something that ties you to your environment and gives you a reason to be there. And then maybe these leves are paced so that you can repeat them if you want and when you're ready you can move up and by the time you get to rank 8 or 9 you get one that sends you to a cave where an Imp is waiting and he beaks off at you about his "master" and then attacks you. And when that one is done the progression of leves sends you to Skull Valley.

...and on and on and on.

SE has given themselves the tools but they haven't been making use of them, and I resent the idea that the "interesting" leves are gated by faction currency. I'm not even talking about NM leves. I'm talking about things that add a little variety or have story elements that are slightly more interesting and named mobs and that kind of thing. We get none of that in your run-of-the-mill "something to do other than grind" variety of leves, and it hurts the game as a whole.
#55 Dec 23 2010 at 2:21 PM Rating: Good
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Trellmichel wrote:
Jefro420 wrote:
Trellmichel wrote:

Gives us more reasons to talk to NPCs and get cool cut-scenes and multi-objective missions from them. Give us more legitimate reasons to actually explore the cities and the land. I guess it would be something akin to the main quests, but perhaps on a less “epic” cinematic level.

I think leves definitely have their place in this game, but I hope to see more of the type of content I just described in the future, along with other innovative ways to quest.

I don't think anyone could argue with that, but to say that none of the players want more leves is just plain ridiculous.


I hope my post didn't make it seem like I'm not for having more leves as well. That was not my intended purpose.

It didn't come across that way, I was really referring to the OP in that part of my reply. ;)
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#56 Dec 23 2010 at 6:21 PM Rating: Good
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To add: the beastmen really gave you purpose in FFXI, plus they were really squishy too.

It was awesome to go to the other beastmen camps and see the higher level orcs or quadavs. Sneaking around them was fun too.

Again, would I like to see those exact same races, no. But some kind of empire related baddies and encampments might be cool. Right now it's just marmots and sheep. :(
#57 Dec 23 2010 at 6:35 PM Rating: Decent
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Jefro420 wrote:
I don't think anyone could argue with that, but to say that none of the players want more leves is just plain ridiculous.

Well, I think we're just so disappointed with the kind of gameplay leves have had to offer so far. I mean, I was worried already when they for the first time announced FFXIV and bragged about their revolutionary Guildleve system. To me it sounded like those **** daily quests from WoW but the devs seemed incredibly pleased with themselves for coming up with them for FFXIV. Turns out they are pretty much exactly like those WoW daily quests, except there are more of them but with less variation. I hated almost every quest in WoW, daily or not, so needless to say, I were not and am not pleased.




Edited, Dec 24th 2010 11:16am by Omena
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#58 Dec 23 2010 at 7:41 PM Rating: Good
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Ok, not gonna lie, i exaggerated a little bit during my rant. I don't want them to stop producing leves, and i like the idea of more in depth leves. But i still stand by the fact that we need more than just leves. NPC quests is one of my favorite aspects of any game, MMO's in particular. I personally believe that there should be enough NPC quests that we can make it from 1-50 using only them. I don't like relying on leves (in their current state) for ranking up, i still see them as the grind replacement. Yea, you can use them, but only to get a hand up on the parts that really matter.

Edited, Dec 23rd 2010 8:42pm by Domino7337
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#59 Dec 23 2010 at 9:10 PM Rating: Decent
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For those who had played 11...

Remember the countless amount of time you had in dunes to level till 15 and start chasing around skeleton for your sub job? Remember the time you spent again to level your sub and main job in prepare for Jeuno? Remember the moment you had when you reach Jeuno? Remember the time spent in Qufim dodging bogy at min-night, the constant running around to get kazam key and the advance job etc etc....

but also know this... when 11 came out, there was nothing as such...
i am not trying to say that by releasing 14 at it current state is forgivable...
In fact IMO, with SE experience in 11 and with so many god **** example of MMO in the market, they should at least release something that is of their standard and reputation.

what i am trying to say is this...i believe in SE commitment to 14, putting their magic at work again...
#60 Dec 23 2010 at 9:37 PM Rating: Decent
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yes more quest would be nice to have and more to do, ive been playing 14 since it went live and im only lvl 15pug/20phy and only able to do 8 leaves evry 2 days is boreing, i loved playing 11 but i dont even feel like loging in any more to do the same 8 leaves again. ive been playing another game and have gotten 2 new char lvled to mid 40s in the same time ive played 14. i havnt even logged in for over a week now cuz there not much to do. so for now ill just keep reading to see if 14 is getting beteer or not.
#61 Dec 23 2010 at 11:38 PM Rating: Good
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Leves are boring because they're all just "kill X dudes". Now I realize that wow quests, as well as most other games are also full of kill X dudes quests, but at least they are taking me different places. I realize that just about every quest boils down to " Kill X dudes, maybe do some stuff when they are dead". I'm ok with that, I'm a guy with a spear, I wouldn't be playing if I didn't want to run around killing dudes. But please jazz it up a bit. Make it interesting in some way. Frankly, the combat in this game is really lackluster, if I'm just going to be killing random crap over and over again. This combat has all the depth of a dynasty warriors game. Its awesome to see myself mow something down without a challenge the first few times, then I'm gonna go do something else.
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