I think the biggest problem with questing is that every quest feels like a fetch quest.
Single Quest Line
Quest A: Go to X and grab Y from chests
Quest B: Go back to X, Kill Z for V item
Quest C: Go back to X and place U
And that’s on some of the more varied quests and then it’s rinse, wash repeat. There’s one Quest that just sends you to didn’t leave looting chests. Another Quest line that’s kill x thing and skin it, and then go back and kill another thing, and then go back and skin it.
Part of the repetition is the running. We run there to compete Quest, run back to turn in, only to realize see have to go back. So we’re running back and forth.
It sounds silly… but why don’t we have migrating NPCs? They do this in some quests. It would make quests easier to complete, but it’d be nice if the person set up camp a little closer to the area they’re asking you to investigate.
I say this as someone who hates when games “make things easier”.
One other thing to add. A lot of the quests follow the same text. It’s always the tavern keeper that wants something to make a dish to improve moral or prove they can do something. The quests feel very cookie cutter as a result and was lazy writing imo.
being able to share quests with group members would be awesome. I group with some RL friends and it’s annoying for us to have to run all over the damn map to do our faction board quests. Leave the community board quests as is, they are mostly gathering/crafting anyway.
Here’s an article about different quest types. A fun and easy one to add is a defense quest and I’m surprised it isn’t in game. You can also mix some together… an Escort quest could be a defense quest for example.
It depends on how they do it imo. There have been mmos that do them in a rather fun way. Like protect caravan from first light to cutlass for example. You could even add some pvp elements to it.
I recently found out, late to the party I’m sure, if you go to craft lower level items (it was travel rations for me) and game puts in the “wrong” tier materials it will actually make an entirely different item then the one you had selected. This isn’t explained anywhere and is honestly quite confusing.
Here is a novel idea, if the player selects to make a specific item don’t allow them to put materials in place that don’t make that items and damn sure don’t by default put items in place that don’t make the selected item!
There was one main quest at the start of weavers that didn’t have you go back and forth between the giver and the zone. It sent you around in a circle to new quest givers. Whoever did the bear quests needs a raise.
I don’t understand. The primary resource teir is required for the item, the secondary resources be different tiers and it changes gain values based on those tiers.
If you don’t have enough of the same tier a lowertier or higher tier might be used?
I’ve never seen the item change? And my cooking achievements are all at the 0.1% of playerbase.
The rest I don’t really agree with. But this one I can give you. It’s a bit redundant to have a single quest giver send you back and forth to the same area multiple times in a row.
The running is fine, but at least send us to spot A first, to spot B afterwards. OR if as a quest giver you want items from chests, things to be killed and a boss wrecked in area X, just combine it into 1 larger quest with multiple objectives. The support for multi objective quests is there after all.
Not just for the single quest this would be nice, but just in terms of general immersion, the feeling of a world growing with you, this would be nice as well. Meet an old quest giver again later down the line in another area for a second quest chain for example. It keeps names relevant. This sort of phasing has been used in other MMO’s successfully.
Personally I focus mainly on the hunt quests and the more area focused quests on the town boards. They are definitely there if you accept and directly cancel the crafting quests, they will come. And the gold reward just for slaying some bunnies on the way, is pretty nice.
If you make it a gameplay feature with solid rewards versus PvP incentive, it’s always going to be a different experience than from being an escort quest in the truest sense of the word. And as just an escort quest as in any other MMO, it already just sounds as to be a poor experience.
NPC’s ALWAYS move too slow, they are ALWAYS fighting trash like idiots. And even worse is if they are able to die because of their stupidity and you need to redo the escort quest. It’s one of the worst forms of questing, ever.
I can’t remember which mmo it was, maybe Archeage Online? Guild Wars 2? But there’s these caravans between towns that you can protect. Whenever people were planning to travel between one town and another they’d check to see if there was a caravan moving out anytime soon. And if so they’d wait for it and carry on that mission. There were waves of enemies attracted to something being delivered that got progressively harder. They would go at normal speed in between waves but slow down on the waves. They were oddly fun because you traveled with others, got rewards as you ran to another town anyways, and the waves became actually challenging.
That said… I’m not sure i trust New World to get those right.
One annoying aspect of the notes strewn about is that they’re often in places where you’re being attacked and due to spawn times you can’t even read the note or risk dying. Why not hire people to read the lore or something so I can listen why I fight off buggy skeletons.