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Originally Posted by salesman
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.
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That may be your idea of a tutorial. Game design has evolved in the last decade as far as tutorials go, in case you don't play games besides Graal. What exactly is the difference between a tutorial and a set of quests that are directed at beginning players? Nothing. That's exactly how MMO's have been starting out players since 2004 or earlier.
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Originally Posted by salesman
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.
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This is where REPEATABLE quests and/or GROUP quests (which would basically just be an instance/dungeon in any other game) come in. Especially with rewards that stack up over time (i.e. a new currency) to keep players doing it.
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Originally Posted by salesman
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.
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I was specifically talking about the money reward being at the same level as digging or mining.
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Originally Posted by salesman
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.
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Read above.
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Originally Posted by salesman
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.
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That's what shops are for.
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Originally Posted by salesman
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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That's why the focus should be to make the quests repeatable rather than just one-offs that give you extra health like the past quests.