This has probably been suggested before but I feel it's worth bringing up again:
We all know that the devs already have a lot on their plate with regards to the development of dungeons, and we don't know their exact plan for it, but I feel that quests would be a perfect accompaniment for them, or they would be a great addition to end-game content as a whole. Other successful MMOs are almost entirely centred around questing throughout the main story line, and even offer variable daily quests outside of and within the dungeons which are the staple of the end-game content.
Take Runescape 3 for example - you could consider its main library of quests to be the "story line" which offer a creative outlet for the developers with regards to telling the lore of the game, and they also present the players themselves with an opportunity to undertake unique tasks in return for experience/money/items/unlocks. Alongside this, there are daily challenges that are assigned by an NPC which generally entail the collection/crafting of items which are then given to the NPC, again, in return for money/items/experience. The tasks themselves may not be exciting, but they add an additional dynamic to the grind of the game which helps it to become less monotonous and samey.
World of Warcraft is another great example - the primary method of leveling through the story line is questing throughout the many regions of the world. You could sit there for hours on end killing NPCs for your experience or you could complete quests which are not only faster, but again are unique tasks which allow the player to do something different in return for a reward. Daily quests are primarily end-game content as they are generally associated with gaining reputation with different factions, so this concept wouldn't exactly be applicable here, but the principle of being assigned different daily challenges to complete remains the same. Quests unique to dungeons are also a huge part of the game which I personally enjoyed a lot, as they gave you secondary objectives to consider alongside the primary objective of the dungeons/raids.
The challenges themselves would not have to be anything extravagant - they could be something as simple as defeating 50 wild Pokemon; collecting soft sand via pickup; or catching X number of Pokemon with 31 in Atk IV, for a monetary/item reward etc.. Just something different.
tl;dr questing is essential in a MMO environment. They offer a dynamic approach to grinding items and money and would be a welcome offshoot from monotonously grinding gyms everyday which is currently the best moneymaking method, and which many people feel is largely unrewarding.
Question
Zymogen
This has probably been suggested before but I feel it's worth bringing up again:
We all know that the devs already have a lot on their plate with regards to the development of dungeons, and we don't know their exact plan for it, but I feel that quests would be a perfect accompaniment for them, or they would be a great addition to end-game content as a whole. Other successful MMOs are almost entirely centred around questing throughout the main story line, and even offer variable daily quests outside of and within the dungeons which are the staple of the end-game content.
Take Runescape 3 for example - you could consider its main library of quests to be the "story line" which offer a creative outlet for the developers with regards to telling the lore of the game, and they also present the players themselves with an opportunity to undertake unique tasks in return for experience/money/items/unlocks. Alongside this, there are daily challenges that are assigned by an NPC which generally entail the collection/crafting of items which are then given to the NPC, again, in return for money/items/experience. The tasks themselves may not be exciting, but they add an additional dynamic to the grind of the game which helps it to become less monotonous and samey.
World of Warcraft is another great example - the primary method of leveling through the story line is questing throughout the many regions of the world. You could sit there for hours on end killing NPCs for your experience or you could complete quests which are not only faster, but again are unique tasks which allow the player to do something different in return for a reward. Daily quests are primarily end-game content as they are generally associated with gaining reputation with different factions, so this concept wouldn't exactly be applicable here, but the principle of being assigned different daily challenges to complete remains the same. Quests unique to dungeons are also a huge part of the game which I personally enjoyed a lot, as they gave you secondary objectives to consider alongside the primary objective of the dungeons/raids.
The challenges themselves would not have to be anything extravagant - they could be something as simple as defeating 50 wild Pokemon; collecting soft sand via pickup; or catching X number of Pokemon with 31 in Atk IV, for a monetary/item reward etc.. Just something different.
tl;dr questing is essential in a MMO environment. They offer a dynamic approach to grinding items and money and would be a welcome offshoot from monotonously grinding gyms everyday which is currently the best moneymaking method, and which many people feel is largely unrewarding.
P.S. Upvote instead of liking pls
Edited by ZymogenLink to comment
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