En lo personal me gustaría que se marque la zona a donde uno deba ir a hacer la misión o que el mapa sea lo suficientemente detallado para que uno pueda guiarse mejor con las pistas y referencias.
Saludos y esperando con ansias el segundo test
Thinking about the topic deeply, I think it could be implemented a mixed system, I mean, maybe there could be some quests where it is not so important to be looking for an specific area to kill some mobs because it makes sense that the npc that gives you that quest surely would know, for example, where are the harpies that are attacking his village; or if this npc send you to talk to his friend in another village, he should know where he lives. But for other quests I think sould be interesting to force the player to investigate in order to complete some quest. Firstly because it would not make sense if you have to search an unknown cave and the game shows you where to find it exactly or if you have to find the messenger of some enemy (I am thinking in the famous Defias courier) and you know where he is.
So with a mixed system I think could satisfy those players who don't want to dedicate 15 minutes just to find out where are the trolls they have to kill (and it is understandable) but also we do not lose that wonderful experience of creating a party to find an NPC, ask other players if they know where that ancient and lost cave is...And this is not just for fun but also, even if it is more difficult for developers, I think this could give satisfaction to the players who have one hour to play and can complete some quests, but also mantains the core idea of the cooperation to succeed; because THAT cooperation is one of the keys that could make an mmo to succeed or not
Me gustaría que saquen eventos y contenido nuevo constantemente. Un ejemplo puede se run jefe que cambie un poco el mapa y que al vencerlo con ciertas condiciones de objetos únicos.
Why not offering 3 modes?
"Nerd mode": Give some hint in the quest text towards the location of the quest objective or the mob to slay and which direction or area it "could be found", but no arrow and no guide towards completion.
"Casual mode": Give text infos about the quest objective, highlight an area in the map and add some markers on relevant mobs or objects (e.g. a "!" icon next to the mob's nameplate, a "glow" border around objects / herbs / etc. to collect for the quest, and similar).
"Navi mode": Give them basically a navigation system towards the specific mob(s), make it very easy to find (dotted lines for how to run there the fastest way), and make it really easy and fast to complete quests.
This way, the player can choose what suits him or her most. Sometimes it is also depending on one's mood which mode to use. Some love to "play detective", some others just want to get to max. Level and endgame the fastest way and only see a necessary evil in quests.
Give the choice to the players - let them choose and change their questing mode within seconds.
Kind regards
Wolle
Why not offering 3 modes?
"Nerd mode": Give some hint in the quest text towards the location of the quest objective or the mob to slay and which direction or area it "could be found", but no arrow and no guide towards completion.
"Casual mode": Give text infos about the quest objective, highlight an area in the map and add some markers on relevant mobs or objects (e.g. a "!" icon next to the mob's nameplate, a "glow" border around objects / herbs / etc. to collect for the quest, and similar).
"Navi mode": Give them basically a navigation system towards the specific mob(s), make it very easy to find (dotted lines for how to run there the fastest way), and make it really easy and fast to complete quests.
This way, the player can choose what suits him or her most. Sometimes it is also depending on one's mood which mode to use. Some love to "play detective", some others just want to get to max. Level and endgame the fastest way and only see a necessary evil in quests.
Give the choice to the players - let them choose and change their questing mode within seconds.
Kind regards
Wolle
i think it breaks the inmersion.
I prefer read between the line!
No easy game, no help us please!
if we have to read the quest and everything will be a better game!
Yes, I’m a old school player.
This 100%
It's not "old school" to want to use your head to explore and figure out the world we're adventuring in. Being spoon fed objectives and mindlessly led around by an arrow or magic map isn't gaming...it's time wasting. The fun of games is the CHALLENGE and SOLVING PROBLEMS. MMO's provide a community to solve those problems together. The entire point of an MMO.
Games (*cough WoW) that lead you around while you watch netflix and never interact with other players in any meaningful way are NOT MMO's. They're single player games that you play AROUND others...not with them. WoW is no longer an MMO in any way.
Quests should be QUESTS! I want to see epic quests with puzzles and riddles that can't be spoiled on the Internet by moron Content Creators trying to make chump change by ruining the fun of exploring games for others. This requires creativity on the devs part and making the solutions to quests, puzzles and riddles part of the game and individual character, but it's not hard to add in-game variables that prevent cheat guides online.
I understand the need for filler "tasks", but Quests...they should be EPIC. They should require multiple parts, help from friends, choice, and variable so they can't be spoiled online.
To see in the map the quest we have avaiable in order to select the one we want is indeed something I like. Reading between the lines all the time is exhausting and if you have a bad day for that you just get stuck and can do anything. It is supposed to be a quest, not a riddle.
I like to read quest but I want to know what the quest WANTS for me (clear text, please) If it says "go there and kill these mobs" it's is not necessary an auto-run to bring me there, I have legs, but it's nice that I can see where "there" is by looking at the map and seeing some kind of marked area/icon on it. Sometimes maps alone are not clear and a villager telling you "south of this river" as the only clue is not enough. "South of this river" can be a giant place. More far away from the water, less far away from the water, more to the east, more to the west... You can be running in circles for a long while and that's frustrating.
For me, the location part must be always clear both in the text and with some kind of mark in the map. Once you arrive, if the quest text says to kill "bandits" it's enough info, you always can look around, read mob names, and go for the ones you need.
I want to quote your "it is supposed to be a quest, not a riddle".
100% agree there. I mean, if you see it realistic, the ppl tell you like "hey, can you do this to me? you can find it there" - there should be not much to read between the lines. What I would like, is the mix of Quests and Riddles. So on one hand, we have like a lot of basic quests, guiding us threw the story, and on the other hand we have like 1-3 riddle quest(-chains) per zone, which actually are just sidequests giving (maybe cool rewards) and are not that easy to solve.
Marvelous Community,
as you know it is very important for us to receive your valuable feedback on various topics.
For this Dev Discussion, we are curious to know your opinion on "Quest Clues"
Do you like to be guided from the start of the quest to the zone and the exact mob/item you have to take/kill? Maybe you need just a little hint on where that mob/item might be? Or you like to have to read between the lines and use your logic in order to complete the quest?
Don't hesitate to write your ideas and suggestions below so that we can make the best possible experience for all of you.
Howdy,
I personally like to be led to a general location and then from there search for the quest objective (mob, item, ETC) a little bit of a helping hand isn't bad, but not a full leash. I like the quest or adventure to feel like my own.