questing

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  • Breakfast Topic: Old school questing

    by 
    Sarah Pine
    Sarah Pine
    08.21.2014

    In the WoD beta, if you choose to put a Barn on the first available medium plot in your Garrison, as I did circa level 92, you immediately receive a quest from the NPCs there to head to Nagrand and trap an animal. So off I went, west out of Shadowmoon Valley, through Taladar and toward Nagrand, seeking my quarry. This was a mistake. All roads in Taladar lead to Shattrath, and Shattrath is under siege by both level 100 Iron Horde soldiers and demons of the Shadow Council. If you try to run south around Shattrath, you'll end up in Auchindoun, also overrun by Shadow Council demons and a load of other nasties who are way above level 92. Once you've finally made it into Nagrand, you'll discover that it's a level 98-100 zone. Oops. After many deaths in Nagrand, I finally managed to successfully trap a clefthoof and returned, bruised, battered, but at least triumphant, to my Garrison, where I vowed never to set foot in Nagrand again for at least another five levels, Barn resources be damned. Upon reciting my tale of woe to sympathetic colleague Liz Harper--who went through the same thing when she too chose to put a Barn in her Garrison--I realized that I felt almost like I was picking up my swim form quest in Moonglade as a level 16 night elf druid, only to find that half of the amulet I needed was off the coast of Westfall. I had the same sense of apprehension about the unknown zones I had to head through, frustration when I found I wasn't quite up to the task, and eventual elation as I managed to finish the quest anyway. I thought, "Would I want this kind of questing experience to be a regular WoW feature again?" Is the fist-pumping moment of triumph worth the reckless blundering through two zones full of red-leveled, hostile mobs? Honestly, I'm not sure. What about you? Would you be eager to rise to the challenge, or frustrated to be handed a task so far beyond your current means? How old-school do you want to go?

  • Darkfall quest system aims to provide an 'alternative PvE experience'

    by 
    Jef Reahard
    Jef Reahard
    08.20.2014

    Aventurine has published a lengthy forum post detailing the logic behind its decision to add quests to Darkfall. As you're probably aware, Darkfall is a FFA full-loot PvP MMO, which on the surface makes the devs' decision to spend significant time and resources adding PvE-focused activities seem like a curious one. It makes sense, though, as Darkfall featured world bosses and plenty of opportunities for fun, group-centric PvE even prior to its Unholy Wars reboot. Aventurine says that its new questing system is borne of three distinct goals: to teach new players about the game in an interactive manner, to present Agon's extensive lore and allow players to explore it, and to offer an "alternative PvE experience" including goals and motivation that reaches beyond "for the loot (or for the prowess)." [Thanks Jane!]

  • Warlords of Draenor: The Iron Horde invasion, Alliance edition

    by 
    Sarah Pine
    Sarah Pine
    08.12.2014

    One of the newer additions to the Warlords of Draenor beta is the Iron Horde invasion of the Blasted Lands. I'm a bit unsure as to whether this is a permanent change or if this is a testing phase for a temporary event, but the new flight point makes me lean toward permanent. You can grab the breadcrumb quest into this series from the Hero's Call Board in Stormwind, where you are told that Vindicator Maraad awaits you in the Blasted Lands. There's a convenient portal right next to the board so you can just hop on in and head over to the new quests. Beyond this point lie some fairly hefty spoilers for the early part of Warlords of Draenor, so if you're trying to avoid those, pass this article by!

  • Darkfall quests 'coming soon'

    by 
    Jef Reahard
    Jef Reahard
    08.12.2014

    Quests are coming soon to Darkfall, according to the latest blurb on the fantasy PvP sandbox's website. Aventurine says its quest system has allowed it "to craft some fairly open-ended journeys," and that players will find both readily available and "hidden and obscure" quests. Crafting tutorial quests are in the works as well, not to mention player-created quests drawn from a recent contest.

  • WoW's Warlords of Draenor beta: Questing, mechanics, and concerns

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.23.2014

    Tell me if this sounds familiar if you've played World of Warcraft: Your faction's forces are unexpectedly trapped in a strange new world with some familiar elements but a large number of unfamiliar ones. You are facing both the other faction and a new almost unknown foe, forcing you to seek allies immediately. Unfortunately for you, the local inhabitants have their own customs and lives, and you're going to need to start forging alliances to deal with this largely alien region. Yes, that's the Warlords of Draenor starting experience as well as the Mists of Pandaria starting experience. What sets the two apart, aside from MoP's clever use of mini-hubs moving out in a sort of spiderweb fashion, is that MoP approached its story by easing up on the pressure early in the plot. You start settling into a rhythm, putting down the conflict with the enemy a little more, dealing with the inhabitants on their terms. The overarching conflict was there, but it had time to fade into the background. Not so here; the conflict with the Iron Horde squats on your shoulder and screams at you, crow-like, preventing you from thinking even for a second that you might want to explore this strange fantasy world.

  • The Daily Grind: How much time do you spend on irritating quests?

    by 
    Jef Reahard
    Jef Reahard
    07.13.2014

    Yesterday I spent an hour and a half doing this stupid jumping puzzle in The Secret World. It was the fifth tier of a six-tier sabotage quest in Transylvania, and I absolutely hated every minute of it! I kept at, though, inventing a few new curse words along the way, and I finally finished the quest. What about you, Massively readers? How much time do you spend trying to complete frustrating or irritating quests? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Warlords of Draenor: Solo scenario and quest improvements

    by 
    Anne Stickney
    Anne Stickney
    06.29.2014

    Leveling content and design has been an ongoing process since day one of WoW. In vanilla, quest chains would literally send you from one end of Azeroth to the other and back again in search of some relic or document or other item that was vitally important to the NPC who happened to be on the wrong continent to retrieve it. As time went on, quest flow was re-designed again and again, with more of an eye for keeping things bite-size and compact, less lengthy and drawn out. In Cataclysm, that envelope was arguably pushed too far, featuring story-heavy leveling zones that felt like they were on rails, leading players from one hub to the next with little exploration encouraged. Thankfully, Mists relaxed the rigid structure and went a little more free-form with quest flow. It's hard to describe the differences in quest progression and flow on the beta for Warlords. Although the test servers are currently riddled with players, which means they are also riddled with extreme amounts of lag here and there, it's still possible to get an overall idea of how the quest design and flow has changed from Mists ... and there are some major changes afoot.

  • You could write the next Darkfall quest

    by 
    Jef Reahard
    Jef Reahard
    06.29.2014

    Yes, Darkfall has quests, smart-aleck, it's not all-gank-all-the-time. In fact, Agonian group PvE is some of the most enjoyable I've experienced in 15-plus years of MMO playing. In any case, Aventurine kicked off a quest-writing contest this week, and you can enter it by sending your stories to the firm's submission email address. The devs ask that you limit your stories to 1500 words or less and that you make sure they're based on "anything Agonian." Aventurine notes that it is currently crafting "some fairly long and epic stories" of its own, so the winning submissions will be used for sidequests in the world of Darkfall. The best story will net its author a unique in-game item, and the contest runs through July 20th, so you better get cracking! [Thanks Dengar!]

  • Could WoW have an expansion without raiding?

    by 
    Matthew Rossi
    Matthew Rossi
    04.29.2014

    I have raided in World of Warcraft since the beginning. Raiding has always been a big part of why I play the game. If not the reason I play, certainly a reason. So when I was sitting up last night and it occurred to me that I've never gone an entire expansion without raiding, I didn't initially think anything of it -- to me, raiding is what you do in WoW. But then I started really thinking about it. Because lots of people don't raid. Before the rise of LFR and flex, a lot of players -- the majority of players, really -- never set foot in a raid at all. They had 5-mans, and that was basically it for group content for them outside of PvP. So I started asking myself if it would be possible to release an expansion with little to no raiding content at all. Would players accept it? It's a cliche (and an overused one among the community) that Blizzard didn't do this or that 'because it would cost us a raid tier' but let's really consider -- what if we could have the expansion next month, but it wouldn't have any raids? Would that be an expansion people would be willing to play? One of the reasons I consider this a more controversial question that it would have been at the end of Wrath is because now, raiding is far, far more accessible than it was even then. With the advent of LFR and the recent development of flexible raiding, it's never been easier to raid than it is. While Warlords of Draenor is changing the raid game, those changes will only make mythic raiding in any way more restrictive -- the rest of raiding will remain very accessible.

  • No new class, no new race, no problem

    by 
    Matthew Rossi
    Matthew Rossi
    03.14.2014

    This is one of those title says it all posts, but I'll elaborate: the fact that there is neither a new class nor a new race in Warlords of Draenor isn't a problem. First up, there's the obvious fact that we're getting redesigns for the eight original races plus draenei and blood elves. In terms of art design, that's an incredible amount of work, far more than designing one or even two new races. Racial abilities for each race are also being redesigned, meaning each will play differently. Moreover, by not introducing a new race or class, we don't need to have a starter zone designed for them, meaning that content design can focus on content for the 90 to 100 player, especially since thanks to the level 90 boost, it can be assumed that anyone who picks up Warlords and wants to play it can. As has been said elsewhere, new races and classes are not content in and of themselves. They consume time and development resources to create them, and often they have content associated with them, and that content is usually only playable when you create one of them (although the monk did not actually get that treatment - save for one location in Pandaria that offered monk only quests, as a kind of home base, monks didn't see the death knight starter zone style experience) but by themselves a new race or class is just a different way to experience content. This is not to say they are not important. New classes offer new gameplay options, new abilities and spells, and sometimes new roles for players who did not enjoy, say, tanking or healing on previous classes. But I think it's fair to say that World of Warcraft doesn't need the added complexity of three new specializations to balance right now. There's going to be a lot of work needed to balance out new spells and abilities, adjust item levels, change the way healing works while ensuring it does still work, implement entirely new gameplay like garrisons without also figuring out how to keep another class in the mix with the other 34 specializations we already have. Similarly, while I mourn for my alliance ogre paladin and horde arakkoa druid, do we need two more groups of racials to balance out?

  • 8 quests you might have skipped, but shouldn't

    by 
    Sarah Pine
    Sarah Pine
    02.28.2014

    Right now in WoW is a time many of us know all too well: the pre-expansion lull. The last major content patch of Mists of Pandaria is out, and we're not going to see much new stuff until whenever 6.0 shows up on the horizon. Many of us are casting about looking for things to keep us occupied in the game until then--things such as finishing up old rep grinds, working on achievements, collecting mounts, and putting together the perfect transmog set. Something else you might consider doing is going back and finishing up some old, low-level quests, even if you're not working on your Loremaster title. And why might you want to do this? Because some low-level quests are pretty dang fun, good for a laugh, and offer some interesting perspectives in terms of fleshing-out Azeroth's world. I've picked out eight low-level quests (or quest chains) that are a particular delight. I've tried to focus on those in some of the world's more overlooked areas, so as to highlight a few fun adventures you might have missed. Unless otherwise marked, all listed quests are available to both factions.

  • Warlords of Draenor: EU reports from fansite play testing [Spoilers]

    by 
    Olivia Grace
    Olivia Grace
    02.21.2014

    Among several others, EU fansite Mamytwink was invited to a press event in Versailles where he not only got to interview Ion Hazzikostas, but also was able to play the same character, a gnome warrior, for five hours, allowing him to finish the alliance "start" zone in Draenor, Shadowmoon Valley. This is a direct translation of Mamytwink's french bullet points covering his 5-hour playtest with some minor adaptation for clarity. Spoiler alert! The last point after the break has a spoileriffic spoiler in it. Be warned. Mamytwink played a gnome warrior in Shadowmoon Valley, the Alliance landing zone in Draenor. After around 5 hours /played and 80 quests, he completed the zone, reaching level 92 The new models are excellent (he also created a dwarf). The facial expressions are amazing! At level 91, he had 63,000 HP as a tank Mobs had approx. 100k HP His attacks hit for between 1k and 5k when not crits. Crits on certain abilities hit for 10k (Shield Slam) Level 90-91 was 597k XP, 640k for 91-92 Quests awarded between 10 and 15k XP, 20k for more difficult ones. A new type of quest has been added, "bonus objectives". When you arrive in a zone a quest may appear in your log which you earn additional XP for completing. If you leave the area, the quest disappears.

  • MMO Mechanics: Three old mechanics I want back

    by 
    Tina Lauro
    Tina Lauro
    02.12.2014

    My column has typically heralded modern MMOs as superior advancements of the genre we all adore, but in this week's MMO Mechanics I want to share a small list of some old mechanics I still mourn today. Many older MMOs featured gameplay that could simultaneously exasperate and impress players, especially when the mechanics in question supported a real sense of immersion or realism in otherwise virtual worlds. Recent titles have aimed to open up the in-game world by making it more accessible and much less infuriating, but this has put some of my favourite mechanics and little touches on the development chopping block. I'm particularly fond of game mechanics that make real-world sense. Real life would not reward you for falling off cliffs, running headlong into a crowded room of enemies, or stumbling off the well-beaten track into the untamed wilderness. Consequences in real life can feel rather scary, so I really enjoyed the fear factor of some older MMOs because this allowed for a much more thrilling -- and ultimately rewarding -- gaming experience. I am going to talk about just three older mechanics I particularly enjoy that have fallen out of fashion, but feel free to lengthen my list by adding your favourites in the comments below.

  • What if dailies weren't daily?

    by 
    Olivia Grace
    Olivia Grace
    01.10.2014

    Alright people you'll have to bear with me on this one. In my quest to earn money on a near-dead server with a terrible economy and a glacial auction house, I've been making a farm. Playing nice with the Tillers, pretending to like Gina Mudclaw, that sort of thing. And suddenly, it's occurred to me that a big part of the reason why I dislike daily quests so much is the fact that they're, well, daily. What do I mean? Well, this is, of course, simply my opinion. The way I play is pretty grindy, so if I decide I want to do the Klaxxi rep right now, I could happily spend five or six hours just grinding it out watching TV or on Mumble with friends. What I really dislike is that I do my handful of quests, then all my impetus is lost as I have to wait until 3am server time, or whenever they reset for you, to continue. By then I don't want to. If I could do my five hours then lose interest for a couple of weeks, then come back, I'd like it a lot more.

  • Field Journal: Seeking instant gratification in RIFT

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    01.09.2014

    I've always been pretty open about my feelings on RIFT: I have an immense admiration for the mechanical ideas and the sheer effort Trion makes, but the world-building and aesthetic choices put me to sleep. The game firmly belongs in the category of those games I wish I liked but don't. While I played the game's first 20-something levels (not to mention trying out several alts into their teens) early in its existence, it just could not hold me. Further attempts, such as during free weekends, in the unlimited free trial, and after the conversion to free-to-play, uniformly resulted in my milling about for a couple of hours before getting bored and uninstalling yet again. Maybe if I ignored the world entirely and focused purely on constant activity, I could get into it. Fortunately, RIFT's Instant Adventure system offers just what I need to test that theory.

  • The Mog Log: A week of Final Fantasy XIV's patch 2.1

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.21.2013

    All right, I admit that the headline is a dirty lie. It hasn't been a full week however you slice it; the patch dropped on Tuesday, and I've only been able to play it for two days before writing this. To make up for that fact, I've devoured Final Fantasy XIV's patch with a zeal I usually reserve for hamburgers, although I still haven't seen everything there is to see. Though if I had seen all of it in two days, that would kind of be a problem anyway... The point is that 2.1 is pretty dang huge, even if it includes one feature that's a massive blemish. So let's take a look at what the patch has to offer, how the various new features hold up, and where the patch falls down -- other than with housing, which is already a great big "fall down" that will be addressed all by itself.

  • The Daily Grind: Is the mystique of MMO questing lost for good?

    by 
    Bree Royce
    Bree Royce
    11.22.2013

    World of Warcraft is often credited with inserting questing into MMORPGs, but veterans know that classic MMOs like Ultima Online, EverQuest, and Asheron's Call all featured quests, be they simple escort quests for gold or elaborate multi-week quests for epic weapons that required a few dozen of your mates to lend a hand. Those ancient quests weren't designed as "content," exactly; they were a means to an end, and the reward was the point. Quests were just a unique way to gather money or special loot when you weren't hunting or camping in dungeons working on skills and levels. What WoW did was popularize the idea that quests should be the primary method of leveling up through an MMO. WoW's quests provide experience above all else; few WoW quests award gear worth using at endgame, and most rewards are vendor trash. Now, as quests have slowly become core content across many themepark and sandbox MMOs, we even hear gamers refer to "quest grind," when the reality is that quest-driven leveling was intended to replace something far more boring: mob grind. By turning something special into something mundane, have MMO developers shattered the mystique of The Quest as a roleplay and storytelling element? Are you sick to death of quests (and dynamic-events-that-are-really-just-quests) as a character development prop? Can designers make questing feel epic once again, or is it simply too late? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • BlizzCon 2013: Updates on the level 90-100 questing experience

    by 
    Adam Koebel
    Adam Koebel
    11.09.2013

    Craig Amai, Lead Quest Designer, sat down with other developers on the WoW gameplay and systems panel to discuss the future of questing in Warlords of Draenor. We learned more about the level 90-100 experience as well as Blizzard's plans for max level PvE content outside of dungeons and raids. Level 90-100 questing There will be key story related quests in each zone involving major lore characters. The optional quests are entirely separate, so people who only want to progress through the zone's story have fewer quests to do and can instead get more of their XP in dungeons or elsewhere. There will be dynamic world events and treasures similar to the Timeless Isle while you are leveling. One example of a dynamic event: You encounter an Iron Horde caravan entrenched in the snow. It's being dug out by the escorts, and if you kill them you will be able to loot the chest on the caravan. All quests have a chance to grant rare or epic items as rewards.

  • The Nexus Telegraph: WildStar reveals; we analyze

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.14.2013

    We've gotten some substantial updates about WildStar over the last two weeks. Not as substantial as we might necessarily want, but I don't think anyone realistically expected this much news. Frankly, after an extended drought of worthwhile information, I'm happy to get as much as we have. Some of it has been hinted at before, some of it's completely new, and some of it is both unexpected and highly welcome. And then we've gotten some hints worth speculating upon, even if we haven't been told what's happening outright. So in the grand tradition of this column guessing at things only to be proven wrong not long thereafter, it's time to analyze and speculate a whole mess of things, starting with the biggest element that I didn't expect from WildStar at all, and that's all the cross-realm features. That's way more intriguing than mere class speculation.

  • SOE Live 2013: EverQuest Next's mechanics and more

    by 
    MJ Guthrie
    MJ Guthrie
    08.05.2013

    Anyone who attended SOE Live this year heard quite a bit about EverQuest Next. Even if the upcoming sandbox was not the reason you came, you couldn't help but learn a thing or two. And for those who braved the crowds to attend multiple panels focused on the game, chances are you are still trying to sort through all the information and remember everything that was said! That's where we come in. After attending all the panels and sitting down with multiple devs, we've complied and summarized as much information as we can for you. Today's focus is on various mechanics (such as armor, combat, and classes) as well as a few other odds and ends we tossed in. So why are you still here? All that good stuff is after the break!