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#1 (permalink) | ||||||||||||||
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Junior Member
Join Date: Apr 2007
Posts: 6
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Devs,
Although I applaud all the new content you are feeding into the game, i and a number of people i have come across are seriously concerned about new content quests that are implemented half completed. Specifically quests in an area that go onto the live servers but do not have any 'itemized' rewards. For example: ** Dragons Backbone area - a few patches ago with the gnome engineer camp near isle of madness... there was about 3-5 quests...all monetary rewards... no items. ** Plains of Anguish - Haven Town - these series of quests (which are GREAT by the way) were implemented recently but did not see them in patch notes. All these quests are not itemized at all either. ** Lost Canyon - outpost - again, around 12-20 quests all not itemized. What we are SERIOUSLY worried about and frustrated is that if we do these quests now, that we will miss out on really great rewards when you finally finish the quests and itemize them. To try to keel 100% clear. If you look at the history of MMO's yes 'changing rewards' are a constant in these games.. The point that really frustates me... is that these quests.. (usually around 12-40 new quests put in at a time in these locations), ALL have ZERO itemization besides money, and they have done this many time.... its fine for test server, but for live, it means the following will happen: 1. People will flood to do the new content. 2. People mostly will enjoy it but feel ultimately empty because lets be honest at lvl 40-50 getting a few silver doesnt matter to many people, we want reward for our hard work. 3. Once the devs patch in 'rewards' for those quests, all the people that did the new content are robbed of rewards. Thats the part im talking about, I have played MMOs since the days of Ultima Online and even Meridian 59 (doubt many people remember that), and I dont remember many of them that would put in a bunch of new quests WITHOUT item rewards, then just patch the items in later... im sure im missing a few but its not the norm. Can you provide some comment on this? Appreciate it. |
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#3 (permalink) | ||||||||||||||
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SGO Designer
Join Date: Dec 2006
Posts: 136
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I itemized all of the Haven's ones earlier today but was under the impression that they weren't even Live. Haven't heard anything regarding the Lost Canyon ones, assuming nothing got lost in my monster of an inbox; will ask around. Was under the impression that the Dragon's Backbone quests were gtg.
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#4 (permalink) | ||||||||||||||
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Senior Member
Join Date: Jan 2007
Posts: 128
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Dragons Backbone has several quest at the J2E camp only problem, that my grps have come across is the the drop rate on the Xennu Energy Shards. Theres a few post here about it be nice to get a response if thats the entended drop rate.
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#5 (permalink) | ||||||||||||||
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Senior Member
Join Date: Mar 2007
Posts: 144
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How can you itemize a quest zone where a single quest involves killing at most 10-15 mobs ... with a group of 6 it took us maybe 2 hours to go through 12 of them.
What are we going to end up with? A bunch of blue items that won't be upgrades from the 'real' quests, and will vendor for less than the current 9-12s the quests are rewarding? I mean, you get a good group, you do a premiere dungeon/zone, kill names and do lengthy quest series' for rewards. Quest zones like River Valley, Cragwind Ridge, Plains of Anguish, are *perfect* for those 'in between levels'. I hit Graystone at 41, made 3 levels gathering insignias for the Heroic reward, and after that, I'm done, I don't want have to stay in there and grind for the next few levels to hit the next 'premiere' content. Hit up Haven Town, nail down a bunch of quests, and I'm ready to hit up the next 'premiere content'.
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#6 (permalink) | |||||||||||||||
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Junior Member
Join Date: Apr 2007
Posts: 2
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Quote:
I don't intend ever to do the long quest sequences in dungeons. I detest long quest sequences. I also detest being in the same place for extended periods of time - I like to roam. Quest upgrades and upgrades from 2 and 3 dot overland nameds are all I need to progress my character for my chosen playstyle, but I do need those. Otherwise, if all we get is cash rewards, I am left with buying gear, which I try to avoid at all times. The Cragwind quests, by the way, are the worst I have seen in the entire game. The motivations are nonsensical, the mobs are exceedingly dull and the area is ugly. The rewards are all cash, which, while welcome, is also dull. The similar quest hubs in River Valley, Beranid Hills or for that mattter pretty much anywhere are far superior. |
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#8 (permalink) | ||||||||||||||
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Junior Member
Join Date: Apr 2007
Posts: 6
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I see peoples point but the big thing is there is no 'filler' rewards at minimum...and by 'filler' i mean.... items that would be comparable to a green or maybe a blue item, or blue items...
off top of my head you could at least do: * food items (make them worth using though) * potions (put in some combat usuable potions.. ive seen ONE quest with healing potion reward)... dont unbalance em but have em in * maybe put in a supply bag or things like work orders provide that give a 'chance' at a decent item... rare dusts, etc... ANYTHING besides coins :) we are working with a game with a VERY good engine and system setup, theres no reason they cant be creative and put in some cool stuff... On the dragonbone area i think the quests went in past couple of patches for xenn stuff so think that is done... main complaint was with Lost Canyon and Haven (in Plains of Anguish) Haven has some really cool concepts so getting rewards in for this will make it a GREAT 40+ area |
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#9 (permalink) | ||||||||||||||
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Member
Join Date: Jan 2007
Posts: 37
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I think the problem with the quests in Dragons backbone is Xennu Energy Shards, the quest that gives you them should be repetable and you can only do it once? Makeing the only way you can get them is farming the insanely rare drops which seem to be about 1 every 15-45 minutes. Most of the quests ask you to get 3-5 purple shards which mean you need 30-50 Xennu Energy Shards. If this quest was repetable and you could repeat the quest to make Xennu Energy Shards it would mean you would have to kill 300-500 mobs. Factor in the rare drops of them and this would be perfect.
Last edited by Moook : 04-08-2007 at 02:38 PM. |
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#10 (permalink) | ||||||||||||||
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Senior Member
Join Date: Jan 2007
Posts: 128
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Ya now figure that 300-500 mobs x atleast 8 schematics, then figure that for a grp of 6 killing the mobs over on the island of madness. That wouldn't be bad if the things dropped every kill but the current 30 mob average per drop is insane.
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