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#252 Mar 12 2014 at 6:28 PM Rating: Good
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Beats grinding.
#253 Mar 12 2014 at 7:17 PM Rating: Good
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I prefer a mixture of both actually....having grown up in EQ and matured in WoW I like a little bit of both....don't mind the kill x# of mobs or the grab me this this this and this combine it in this and add this and turn it in ok that's fun too....but it does kinda beat out the constant grind....killing for days on end in Dreadlands was beat as hell....fun at the time but impractical now really....even though I still do it but in Wall of Slaughter....so yeah both questing and grinding I don't mind a mixture of both.....I don't know im rambling sorry im tired and not making any sense....have a good night Smiley: smile
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#254 Mar 12 2014 at 9:02 PM Rating: Good
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#255 Mar 13 2014 at 8:06 AM Rating: Good
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I like killing stuff to be enough exp that I notice my exp increasing.

But I like questing to be in place to expedite the process, keep my pacing up, give me set rewards so I don't need to hope for drops, and diversify my experience.

No MMO I've played has had combat anywhere close to fun enough that just grinding is acceptable. Not in the modern market.

I feel like I'm probably the most story-centric gamer on these boards, so it's no surprise I like quests. But I don't think every quest needs to be in the TELL THE MAIN STORY style (which is actually something I hated about Cata). I like quests because they give me worldbuilding, and MMOs are about having a world to explore. I love the random quests that teach me something about life in that local village, or a unique trait about their culture.

I also think MMOs could REALLY use the radiant quest system from Skyrim (but heavily expanded). The world needs to feel like it's made of moving parts, not a series of scripted events. That's obviously hard to actually pull out at the systems level, but the illusion of it might be feasible.
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#256 Mar 13 2014 at 8:43 AM Rating: Good
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His Excellency Aethien wrote:
Beats grinding.

Eh to be honest questing becomes a grind too. I personally would rather the option to have both. It gets boring doing the same thing all the time, its never bad to have more options.
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#257 Mar 13 2014 at 8:54 AM Rating: Excellent
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idiggory, King of Bards wrote:
I also think MMOs could REALLY use the radiant quest system from Skyrim (but heavily expanded). The world needs to feel like it's made of moving parts, not a series of scripted events. That's obviously hard to actually pull out at the systems level, but the illusion of it might be feasible.
I wouldn't mind that so much, a bit of randomness would keep each alt from feeling the same each time through the story. The more variety there is the longer it is before the questing become mundane. Writing 10,000 story arcs and tangents would be appreciated, but I doubt would be practical in any way. This would be the next best thing.

Also...

Stalker rdmcandie wrote:
His Excellency Aethien wrote:
Beats grinding.
Eh to be honest questing becomes a grind too. I personally would rather the option to have both. It gets boring doing the same thing all the time, its never bad to have more options.
Yeah, sometimes you just want to go to field full of bears, put on the headphones, and collects asses for a couple of hours. It's nice if that option doesn't completely gimp your leveling.
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#258 Mar 13 2014 at 9:14 AM Rating: Good
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someproteinguy wrote:

Stalker rdmcandie wrote:
His Excellency Aethien wrote:
Beats grinding.
Eh to be honest questing becomes a grind too. I personally would rather the option to have both. It gets boring doing the same thing all the time, its never bad to have more options.
Yeah, sometimes you just want to go to field full of bears, put on the headphones, and collects asses for a couple of hours. It's nice if that option doesn't completely gimp your leveling.


Then go back to town and turn those asses into hats. Asshats. If you will!.
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#259 Mar 13 2014 at 10:01 AM Rating: Excellent
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Stalker rdmcandie wrote:
someproteinguy wrote:

Stalker rdmcandie wrote:
His Excellency Aethien wrote:
Beats grinding.
Eh to be honest questing becomes a grind too. I personally would rather the option to have both. It gets boring doing the same thing all the time, its never bad to have more options.
Yeah, sometimes you just want to go to field full of bears, put on the headphones, and collects asses for a couple of hours. It's nice if that option doesn't completely gimp your leveling.


Then go back to town and turn those asses into hats. Asshats. If you will!.
I'm more of a potion person. Would you like some distilled bear assence?
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#260 Mar 13 2014 at 10:13 AM Rating: Excellent
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You people are awful. Smiley: oyvey
#261 Mar 13 2014 at 12:05 PM Rating: Excellent
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Awful at what? I'm a pretty bad dancer.
#262 Mar 13 2014 at 1:00 PM Rating: Excellent
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*** related puns.
#263 Mar 13 2014 at 1:04 PM Rating: Excellent
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We're innocent; you assume too much.

Edited, Mar 13th 2014 12:04pm by someproteinguy
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#264 Mar 13 2014 at 1:22 PM Rating: Good
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someproteinguy wrote:

Stalker rdmcandie wrote:
His Excellency Aethien wrote:
Beats grinding.
Eh to be honest questing becomes a grind too. I personally would rather the option to have both. It gets boring doing the same thing all the time, its never bad to have more options.
Yeah, sometimes you just want to go to field full of bears, put on the headphones, and collects asses for a couple of hours. It's nice if that option doesn't completely gimp your leveling.


This. I don't mind doing quests here or there - but I really just like grinding without the whole having to run back and talk to someone about mundane things.

I dunno, I am probably just too imprinted with FFXI - but I liked that the quests there are pretty much ALL about making the world feel more alive - the "get me three rabbit skin" quests are in the minority - most of them are like the line where you save the old Jeuno clocktower - pretty cool.

Quests as separate from exp can be pretty cool, but when quests are the only sensible/most efficient way to get exp, it just sucks, you end up spamming through the text just so you can find out what animal part you need to collect.

If straight grinding and quest exp were on par in games where quest exp figures heavily I wouldn't find it so bad, but usually if it is a game that's heavy on quest exp I get penalized for not preferring to run back and forth
#265 Mar 13 2014 at 1:35 PM Rating: Decent
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His Excellency Aethien wrote:
*** related puns.

please don't assert your assumptions on me. A hat made from a bear *** is an asshat not a pun!
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#266 Mar 13 2014 at 1:36 PM Rating: Excellent
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Rukkuss wrote:
I prefer a mixture of both actually....having grown up in EQ and matured in WoW I like a little bit of both....don't mind the kill x# of mobs or the grab me this this this and this combine it in this and add this and turn it in ok that's fun too...

The upside of the "mob grinding" system is that any mob within your level range is worthwhile. So it gave you the freedom to pick and chose locations or go exploring and, if you were attacked by a goblin, hey at least you get experience from it commensurate to its level. Some other MMORPGs have you get aggro'd by a giant mudbug or something and it's worth one experience point and drops nothing because you didn't have the quest for it. It also provided some incentive to explore and try and kill different things -- some other games you know that killing a random mob (even an interestingly named one) is a waste of time unless you have the appropriate quest logged.
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#267 Mar 14 2014 at 7:43 AM Rating: Good
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someproteinguy wrote:
Stalker rdmcandie wrote:
someproteinguy wrote:

Stalker rdmcandie wrote:
His Excellency Aethien wrote:
Beats grinding.
Eh to be honest questing becomes a grind too. I personally would rather the option to have both. It gets boring doing the same thing all the time, its never bad to have more options.
Yeah, sometimes you just want to go to field full of bears, put on the headphones, and collects asses for a couple of hours. It's nice if that option doesn't completely gimp your leveling.


Then go back to town and turn those asses into hats. Asshats. If you will!.
I'm more of a potion person. Would you like some distilled bear assence?

But, ox loins are main ingredient for slow-cooked Soup of Tedium (+5 patience).

Edited, Mar 14th 2014 3:44pm by Elinda
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#268 Mar 14 2014 at 8:00 AM Rating: Good
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With all the alchemists, the market for butterfly wings is going to soar.

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#269 Mar 14 2014 at 3:04 PM Rating: Good
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I played Wildstar up to around level 10. I like the combat, but the questing and leveling isn't really anything to write home about. I only played the Soldier path (or whatever it's called). It basically just gives you Soldier-specific quests in the areas, typically based around assassinating a target or defending against waves of mobs. The first time through it's not really anything special, in my opinion. However, on your second or third alt, being able to have some variety would be nice, I guess.

I think I'm just about all MMO'd out. I haven't really found one to keep me coming back for more. Maybe I'll go back to FFXIV in the future if and when they add in more jobs. My problem seems to be that either I'll play a game with friends and never be able to get everyone online at the same time in order to actually do group content, or I'll play a game without people I already know and everyone already has their established groups and I have to spend time hopping from one unorganized, bad group to another.

I also like challenging low-man content. I might be in the minority, but I really liked WoW's Cataclysm 5-man Heroic dungeons. Obviously it sucks to wait for almost an hour in queue as a DPS only to wipe multiple times on bosses, but I like the experience of getting better and eventually beating the final boss. Pandaria's 5-man dungeons were just boringly easy (at least up until whenever I last played).
#270 Mar 14 2014 at 3:09 PM Rating: Good
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I can't remember Cataclysm heroics being difficult either though, although WotLK were probably worse as I can barely remember needing to CC anything there even at the start of the xpack.
#271 Mar 14 2014 at 3:20 PM Rating: Good
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His Excellency Aethien wrote:
I can't remember Cataclysm heroics being difficult either though, although WotLK were probably worse as I can barely remember needing to CC anything there even at the start of the xpack.
Well, to be fair, I only started WoW after Cataclysm launched. Previously, I had only really played FFXI as far as MMOs go.

I remember a couple of bosses in Grim Batol that seemed to give some groups trouble, or the poison boss in ZG. Maybe they weren't super difficult, but I definitely think that the heroics in Cata presented more of a challenge than MoP. Maybe I'm misremembering.
#272 Mar 14 2014 at 3:25 PM Rating: Good
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I can't really come up with a reason to get back into MMOs, either. I abhor PUGs, and the mechanics aren't appealing enough.
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#273 Mar 14 2014 at 3:32 PM Rating: Good
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Spoonless wrote:
His Excellency Aethien wrote:
I can't remember Cataclysm heroics being difficult either though, although WotLK were probably worse as I can barely remember needing to CC anything there even at the start of the xpack.
Well, to be fair, I only started WoW after Cataclysm launched. Previously, I had only really played FFXI as far as MMOs go.

I remember a couple of bosses in Grim Batol that seemed to give some groups trouble, or the poison boss in ZG. Maybe they weren't super difficult, but I definitely think that the heroics in Cata presented more of a challenge than MoP. Maybe I'm misremembering.
I didn't really play Cata much anymore but the only heroic that stands out to me as difficult was the Sunwell one in BC, heroics in BC were a lot more challenging than any after that anyway.

I'm sure my view is jaded since I've played pretty much all of them while vastly overgeared for the content.
#274 Mar 14 2014 at 4:59 PM Rating: Good
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I want an MMO because I want an expansive world with solid social gaming.

But, really, worlds have been getting less and less expansive, and social gaming less prevalent. LFD tools are so ubiquitous now that the social aspects of MMOs are pretty much gone. I'm still holding out hope for EQN, since the changing world sounds like something legitimately new, but I'm not getting my hopes up too high.
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#275 Mar 14 2014 at 5:18 PM Rating: Good
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I was sort of thinking about that, the changing world thing anyway. What I'd love to see is a subscription based MMO without expansions, just lots of patches from large ones that add content to smaller ones that just change the world a little.

Think quests changing since so many people have killed 15 evil dwarves that there's no more dwarves left and maybe a year later it turns into a quest line that is about stopping a necromancer who's making zombie dwarves. Oh and kids actually growing up, **** like that so that if you level an alt the world is going to be a little different every time.

Hell, if I turn to daydreaming entirely maybe an NPC kid who holds a birthday party once a year and depending on how many people talk to him his story changes, maybe if nobody talks to him he'll join some cult and become evil and you end up fighting him as the end boss in a dungeon or if lots of people visit him every year he joins the city guard and fights for good.
#276 Mar 14 2014 at 5:55 PM Rating: Good
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Yeah, that's really all I want. I'd prefer to see it systematically built into the systems so the world reacts to player inputs, but I'd accept a player expansion system. That SOUNDS like what EQN is talking about (with **** like "we introduced dragon mobs so the entire world changed"). If that change means designers have to sit down and individually place the spawning nodes in zones, it won't work. But if they build the game so they can just hit a button that says "Dragons emerge" and all they have to do is code dragon behavior and a starting origin, and the rest can proceed according to how the players interact with dragons (and how they interact with the existing mobs and such).

That would be a ton of fun. Whole zones that end up claimed by dragons, because they're in low-traffic areas of the game world, which means you end up with valuable, high-level dragon mobs there, which means they become busy, which makes dragon populations fall, so that the giants in the previously popular zone recoup and invade nearby zones... etc.


If that's unified with a dedicated horizontally expanding skill system that lets players organically grow their characters with the skills they want, allowing them to meld into groups by bringing a unique set of skills (a la DD) rather than a very specific set of class-based skills, then I'll be quite pleased.

I get bored with purely gear-based progression really quickly. But if there are always new skills for me to pursue and such, I'll be much more interested. Particularly when time lets me unlock new ways to play my character (Do I want to set my tank up as a self-healing build, a mitigation build, an avoidance build, a support build, etc., do I want to pursue the skills to switch into DPS roles, do I want to be a SnB tank or set up a greatsword build, etc.)

BUT that's probably a complete dream at the moment.
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