Big Mac wrote:I think that a bigger world would work OK, if you did not have to bounce all around the world to level up. If they had quest paths that could get you to level sixty without leaving the same continent, people would just explore outside their area for the fun of it. I think the thing that causes the problem is that people feel forced to run backwards and fowards across the world.
There's a lot of things I'd like to see happen, but they're more suited towards my personal tastes. The "bounce around the world" type quests really server two purposes: 1. get people to go to the next leveled zone and 2. busy work for max-level characters. Most of the level 60 content is pure busy work that became a pointless waste of time after Burning Crusade was released.
Well, these are all things that can get fixed in a tabletop RPG campaign.
Some things I personally would like to see happen:
1. Bigger world - already talked to death
Yep. Talked to death, but I'd like to see this worked on for the tabletop RPG.
night_druid wrote:2. Racial Factions - You don't just pick "human". You pick your nationality, too (same for all of the races), drawing from all the named tribes, nations, and factions mentioned in Warcraft III. This would result in customized quests & NPC reactions based on your origin tribe. So you might be a human paladin from Stormgarde, and your personalized quests might be geared towards rebuilding that city, perhaps even to the point that you eventually get an "instanced" version of the city that's been rebuilt. (for example).
I do like the idea of racial factions. It could definitely be done with the RPG.
I think that customised quests could also work in the MMORPG. They already customise for other things (like class and race) so the mechanism is in there.
An instanced city is an interesting concept. Obviously the big thing would be a free Gnomregan
. But if rumors
are to be believed, that is going to happen.
night_druid wrote:3. Redo fetch/bounty quests such that you can kill say kobolds, collect ears, and just turn them in constantly for X copper. "Go kill X number of Y" quests seem kinda silly to me, usually used just to create the illusion of quest chains.
Especially annoying: you're in an area thick with critters you kill on step 1 of the quest, with a boss monster wandering around such that its impossible NOT to kill that boss. Turn in quest 1, get quest 2 which is to kill said boss. Um, I just did that. Five frick'n times. Worse are quests that have you go back and forth over & over again killing progressively (but only slightly so) more powerful critters until you get to the boss, and the critters all intermingle. And you have to take each step one at at ime, instead of all at once. Ugh.
Hmm. Sounds like they are trying
to break that sort of thing down, so that it seems to be in managable chunks. You are right: they are trying and failing. I think that bounty quests should be changed into quests that ask for you to bring sets of X critters (up to a maximum of Y critters). Maybe if you get told to kill critters with fur, you could be given a quest from a fur dealer who needs X pelts to make each coat. Otherwise, as you say, an ongoing bounty on all the creatures in the area would make sense. If you keep grinding away, you would eventually get to the point when staying there was uneconomical (because you could earn more elsewhere) so I don't think your idea would be open to abuse.
I think that big bounties, that are posted on people, should be automatic, instead of something that you pick up. If you kill the local boss, you should get a head that comes with a "take this head into town" variant of the bounty quest that puts you back on track.
Another way to stop this seeming so repetative (if people need to keep going back to the same area) would be to have a chain of bosses that rotate through some sort of sequence. That way, if you kill boss A, you can be told that boss B has turned up and moved into the power vacuum.
night_druid wrote:4. Give me a sense that I actually accomplish something once I finish these epic quests. Point in case: Missing Diplomat. Its a long quest chain that involves the kidnapping of the King of Stormwind. Awesome. it got left off for years as a hanging questline that was never finished. They finally finished it recently. So I kill the traitor, get the information, go to Jaina. She sends me on a recon flight of Altraz Island (big prison island), which is thick with Elite mobs. I'm sweating the next step...is it an Instance or something that I need to group to finish (ugh)? Maybe there's some way I can be teleported in and finish the quest without a group? Or something else? NO! You get back...and Jaina tells you the King was rescued MONTHS ago, and the ENTIRE QUEST CHAIN is a TOTAL waste of your time. And she tosses some vendor trash your way for your time. In effect, I'm stuck as the guy who is forced to listen to boring stories at a gamestore. Screw you Jaina, I want the five or six hours of my life back I spent on this lame quest chain. Massive letdown.
Hmm. That does sound a bit naff. If they can't (for some reason I don't understand) allow you to rescue an NPC, they could at least make some sort of set piece, where you create a diversion, and a bunch of NPCs who are "working with you" use your diversion to do the rescue.
To be honest, I think that WoW has a level of diminishing returns, and that Blizzard don't really know what to do as PCs get closer and closer to that limit.
If PCs actually died, they may well not have this problem, as it would be so hard to get to the end of WoW, but essentially, what you have is a game where you always progress, no mater how slowly.
Big Mac wrote:I really do like the idea of items that get upgraded. You could, for example, go on quests for a weaponsmith and in return have the weaponsmith replace an existing brestplate with a stronger one. If you did things like that (where you traded in old stuff) you wouldn't get people with two million items in the bank (or banker NPCs, who just put things into the postal system).
They have some fairly cool low-level stuff that I really wish could grow with a character, such as a hammer that paladins make when they're level 20 (but is completely useless by level 25
Well, they have gemstones now. You should be able to go to an NPC with gemstone skills and have something like a hammer with 5 sockets and add five gems before handing it in.
It wouldn't work for all PC classes, but if you are a paladin, they should really get you to pass on your "holy item" to an NPC paladin to fulfil a quest. That sort of thing would work better from an in-character organisation basis. You would get stuff...and you would give stuff away. You would still sell other stuff, but the special stuff (that you can't sell) would turn into stuff you pass on.
With NPCs handing out quests, I would really like to see a way that PCs can hand out quests too. The thing would be vulnerable to abuse, so perhaps guilds would be a way to minimise this. If you had guild quests, then the higher members of a guild, could be given a quest which involves passing on other quests to people below them. A high level guild leader could do quests where they earn seemingly trivial items, but those items could be ones that all switch on some sort of new "mentor quest". If every mentor quest item handed out increased a guild leader's status, there would be people queuing up to help other people.
In fact, "mentor quests" could be something that was available to everyone over a certain level and could be set at helping people 5, 10, 15 or whatever levels below your PCs current level. When someone gets too good, they would be too high for you to teach them and you would need to seek out new PCs to mentor.