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Questing kills grouping
#9
It's really a big part of why I like PvP so much.

It's something you can sign on and just start doing without worrying about synching up quests.

Ideally it's MMO so you don't have to worry about having the right number of people.

Ideally it's not severely level based so you don't have to worry about being the wrong level.


So once again, EVE, Planetside, WW2O are good examples and....just about everything else is a bad example.

I mean this is why I'll likely never play WOW or WAR again no matter what patches or expansions they do. If I can sign up and join up and get right down to business grouping with friends then maybe. If I have to go play "catch up" before I can really be useful again then forget it.

Whereas I go back to Planetside and WW2O all the time because it doesn't matter what they've done since I last quit, I can still sign right back on, meet up with whoever is playing and shoot enemies in the brain.



The best idea to hit the MMORPG lately is "public quests".

That's a brilliant idea and they need to expand on it. Conceptually I think you could do an entire, dynamic game world based on the principle of the dynamic quest. Make the whole game just one giant public quest. Wherever you are, whatever you're doing, whoever you're with, whatever time it is, you can be working on the public quest. No synching up, no group size issues, just log on, check the state of the public quest and start doing stuff.


WAR hit on a good idea.

I bet you a dollar that Blizzard comes out with a game based on this very concept and blows all other MMORPGs clear out of the water before anyone else can get their act together and capitalize on the concept. Champions Online actually has public quests, but like WAR, they are fairly basic, spread out and not integrated into the larger world.

There's so much room to do great things here.
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