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Originally Posted by Crono
I think there's a misunderstanding here, we've both acknowledged that a forced storyline + quest narrows down the server's appeal. How is narrowing down your server's appeal a positive point? It's such a stupid thing (the actual point we're arguing over) to revolve this entire thing around but that's all it really is.
I didn't take what you said out of context, it was completely within context.
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Yes, I've acknowledged that having a quest storyline (and it's not a forced one by the way) narrows the appeal, as this isn't of direct importance to most casual style players (there are exceptions, some do try the quests and end up liking them). This is not to say that it's a negative point of the server, especially as it is not impacting the ability to participate within competitive content, and to suggest that it is would be ignorant of the fact a lot of players have been connected to the community via questing.
Quote:
Originally Posted by Crono
Delteria actually did have a handful of quests and you were kind of screwed if you didn't take the time to do them as the server heavily revolved around pk/spar, especially when you had three "powerhouse" guilds (TNR, Veracity, MHX) all fighting eachother.
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A handful of quests is little in comparison to the number that existed on Classic at the time, even if you knew what you were doing Classic's quests took several days to get through, in my case I remember it taking weeks, which was just not practical to get far with on a trial account.
So while it would be fair to say Delteria was affected, it wouldn't have been vulnerable to the same extent.
Quote:
Originally Posted by Crono
Oh ok, fair enough. Back then it was pretty much a requirement though because real content on servers was rare. We didn't have things like hats, item trading, npc serv, etc on all servers until full p2p. To pass PWA inspection your content had to be "ok", aka: you had to have decent levels, NPC weapons, and a handful of quests. That was about it really.
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Yeah it does make sense. Development is naturally focussed more towards the short term, especially given that newer players now have to pay a much higher price for the permit to develop, that GS2 can't be practised offline like GS1 could and that high end scripting ability takes longer to learn today. I wouldn't say Tyhm's Classic was perfect either, far from it, a large chunk of the quests were dated even by 2004's standards, even the newer ones were buggy. What we're trying to do is create the best of both worlds.
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Originally Posted by Crono
The thing is, despite the vibe I seem to be giving off, I do respect the fact that you're going for early-game content with substance, but I feel like the average newbie will find it to be too drawn out. Storyline and lore on any game is always an awesome thing to have, but it's very difficult to find it appealing past the very short-term on a multiplayer game when the quest itself is not that fun or if the storyline isn't really intriguing.
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I actually agree with this, and even admit Classic's storyline isn't greatly intriguing or elegant, I'm not a story writer and it's not really meant to be a legendary tale. It is very much a mix of old ideas put together coherently, to at the very least give the impression of it being an alive world, with a design that can be developed gradually (therefore realistically), the simple intention being to guide players.
Quote:
Originally Posted by Crono
I'm not sure either because other than exploring it in 2000 I didn't actively play Classic until 2006. I was always under the impression that the NPC-Serv was implemented around 2003/2004 because the playercount was relatively low then.
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2000 was a lot more random, with no main storyline or provided direction, though you could say there was the objective of finding the 4 Graal's to open the golden gate.
2001 - 2004 was a period of great transition, the overworld being moulded into a series of islands, a main storyline being introduced along with an intro and direction, but it also had separate quest chains branch off it, and retained much of the side quests.
A large problem with side quests in the past was that they were often not appropriate for your current amount of hearts or your sword level. You could be short of hearts and find a quest impossible to complete. Once you have a solid set of foundations in place, it's much easier to design side quests around that which are the appropriate difficulty, or where you'll have the weapons that are necessary.