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Old 01-20-2012, 11:04 PM
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Quote:
Originally Posted by Fiberwyre_P2P View Post
That's just a tutorial then,
Tutorials are lame and generally very straight-forward (i.e. "press A to reload!" *waits for player to press A*). I was suggesting introductory quests to keep new player's occupied (in an entertaining way). Using the "foot-in-the-door" technique to get them hooked.
Quote:
Originally Posted by Fiberwyre_P2P View Post
wouldn't mean anything to the people who already play this game and know everything about it, i.e. the people who are bored, and not preoccupied with learning how the game works.
see: the part about quests being otherwise useless. A quest isn't going to solve an old player's boredom...he'll just do it once and then go right back to being bored.

Quote:
Originally Posted by Fiberwyre_P2P View Post
At that point, why not just give more money for kills in PvP? it would save time and promote "player-player interaction".
Because one may be more entertaining than the other for different people. I was just throwing out a spur of the moment idea for replayable quests. You could always make the quests party/guild oriented to promote player interaction.

Quote:
Originally Posted by Fiberwyre_P2P View Post
quests should give special items, whether they're health potions, guns, etc. repeatable quests could give tokens that you save up and buy something awesome with after a few weeks.
Adding another form of currency is a terrible idea. Rare/unique items are a terrible idea in general if they are tradeable. I've ranted about this countless times, so I won't go into it.

I'd agree with "special items" if they were consumable. In fact, heli-bombs and jet pack fuel for a jetpack were consumable items that were originally intended to be for a replayable quest I was making.

I guess I should have been clearer in my original post: I believe quests are a huge waste of development time because the benefits are rarely long-term. My post was just stating what I think would make quests less useless.
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