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Posts with tag questing

The Daily Grind: What is your favorite kind of quest?

Filed under: Culture, Quests, The Daily Grind

The EverQuest 2 forums are playing host to a darned interesting poll right now. Lindsay Lockhart, a designer on the game, wants to know what type of quests the players inhabiting the official boards like. She calls it a "Survey of Overland Quest Preferences", and offers up the following options:
  • Kill quest - Kill me X orcs because I want to blood spillllled!
  • Gather quest - I need X samples of relics from those ruins, STAT!
  • Bauble quest - Spray X burynai with these raptor pheramones and see what happens!
  • Story/Diplomatic quest - Negotiate with X and Y to achieve a treaty and bring a signed document to Z.
  • Exploration quest - Run around scouting a new area and get updates as you pass different points.
  • I love 'em all!
  • I don't like... quests.
Right now "I love 'em all" is winning by a landslide, but that seems like a cop out. So we want to know: what's your favorite type of quest out there? Do you like whack-the-foozles, Fedexers, or maybe your run-of-the-mill yackity-yack? Let us know!

Flying Lab wants you at their studio to test content

Filed under: Historical, Pirates of the Burning Sea, Events, in-game, Patches, Quests

Deep within the jungles, there is a fortress abandoned long ago. Surrounded by mystery, something is stirring within the crumbled walls of this once proud structure. It is a player, stuck in a door, and screaming for help! With your assistance, this certainly will not be the case. The new epic mission is ready for testing, and Flying Lab wants you to be there.

Due to the popularity of Pirates of the Burning Sea's first epic mission, a second was sure to follow. Something macabre, supernatural, and dark was on the board when notes for patch 1.5 were released. The mission is now ready for people to jump into and test their skills against something dark and wicked. Players are invited to the Flying Lab studios in Seattle and the only requirement for participating is a level 50 character. Check in for the sessions is between 6:15 and 9:00PM on May 29th, June 2nd, and June 6th. Head on over there and get a one of a kind chance to test the mission at their offices before it goes live.

Player vs. Everything: Age of Conan's 250 hours

Filed under: Age of Conan, MMO industry, Endgame, Races, Player vs. Everything

It's going to take you 250 hours to get to level 80 in Age of Conan. That's the big news today, and I'm not sure exactly how I feel about that. On the one hand, that tells us very little about the actual game. Saying you have 250 hours of content means nothing unless that content is fun content. On the other, it does let you know exactly what you're getting into as far as a time commitment goes (on average). It's also important to note that that's pretty close to World of Warcraft's benchmark, too -- most players can get from 1-70 in 6 to 14 days played. I think my first 70 took me about 7 and 1/2 days.

What's a good length of time for the leveling game to be, anyway? If you make it too long and drawn out, won't many players quit in frustration before they ever get to the top (EverQuest was notorious for having players that never capped)? Maybe. Let them level too quickly, though, and they'll quit if there's nothing to do at the top. Even if there is something to do when you're capped, for many people, leveling is the game. I'm probably one of those people. I hate structured PvP (like arenas) and while I dabble in raiding, I really have more fun leveling. So is 250 hours long enough to keep you interested? And why even tell us that in the first place? What does Age of Conan's 250 hours mean to you?

Continue reading Player vs. Everything: Age of Conan's 250 hours

World of Warcraft
How to get to level 70 without losing your marbles

Filed under: World of Warcraft, Fantasy, Guides, Quests


In World of Warcraft, getting the thousands upon thousands of rotting bear carcasses and boar meat required to get from one to seventy was enough once. Doing it twice makes most of us want to slam our heads into a keyboard repeatedly. Perhaps it is time to log off? No, you must not log off. Quitters never win and winners never quit. Get that soda, get those chips, and put that headset on!

Over at Eurogamer, there was someone who felt the pain and found a way to get the job done. A few useful tips and tricks were jotted down for you to make your leveling experience more enjoyable. Tired of killing gnolls? Go for a swim in the river and laugh at murloc screams. Need to run from Loch Modan to the Wetlands? Run over to the dam and jump off to get there. Can't keep track of all those quests? Tips for that too! For your mental sanity, if nothing else, navigate yourself on over there, park your toon in the inn, and read up. You will thank yourself for doing it.

The Daily Grind: What is your quest?

Filed under: Game mechanics, Quests, Opinion, The Daily Grind

One of the things that we can't seem to get away from no matter what MMO we're playing is the presence of Monty Python quotes. A particularly funny exchange combined with the daily news surfing brought the concept of open-source GPL MMOs (like PlaneShift) to mind. These worlds essentially allow talented folk to join the team and make up their own quests using the world that is already established.

For today we thought we'd ask -- if you had the knowledge and time, what kind of a quest would you make? Now let's take it a step further and ask about the worlds you play in; if you could write a quest for any MMO, either currently available or in beta, what game would you write it for, and what kind of quest would it be? Would you make up one of the "go collect x items" quests, or would you write in more history, instead sending players all over the place? Would it be really easy, or really hard? Would it be a holiday event or daily quest? Would it involve killer rabbits?

Player posts an abundance of AoC videos from Norway press event

Filed under: Betas, Fantasy, Video, Age of Conan, Events, real-world, Interviews, New titles


A lucky player by the name of Avery, from Age of Conan guild The Acolytes, won a trip to attend Funcom's press event in Norway and has uploaded a huge amount of footage. There are videos on questing, raiding, mounts, music and more from AoC. Heck, there's even a video of the real-life mounted fighting that was performed for the event attendees in the parking lot outside. A few of these videos are embedded after the break, and this post at The Acolytes forums has a list of all of them, and includes a write-up of Avery's opinion on the crafting system at the current time. Keep in mind these videos are on Stage6 and require a Divx plugin.

[Thanks, Griz]

Continue reading Player posts an abundance of AoC videos from Norway press event

World of Warcraft
The Daily Grind: Do the little things bother you?

Filed under: World of Warcraft, Fantasy, Game mechanics, MMO industry, Quests, Opinion, The Daily Grind

There's a fun little rant over at videogamer.com about a couple of the odd annoyances that questers experience in World of Warcraft, like the infrequency of loot drops and the relatively slow traveling speed sans mounts. A favorite line: 'Did I just kill a mutated Raptor whose brain was held in with just the skin on its head?' As a Tauren Druid, I know exactly the quest he's talking about, and yeah, it's something I wondered about myself, briefly.

But these things differ from game to game, and no game ever gets everything completely right. These little quirks are things that the quester must simply grin and bear, trusting in the larger picture to make more sense as an objective. Or is it that cut-and-dried?

Have you ever quit playing a game because of too many of these weird little quests? Does there need to be more reason in what you do? Do you even bother to look at the mission description?

The Daily Grind: Getting ground under

Filed under: Game mechanics, Opinion, The Daily Grind

One of what seems to be the universal complaints about many MMOs is the inherent grind involved in them. From the earliest days, we grind levels, reputation, trade-skills and/or professions. In end-game, you grind more factions, raid bosses for certain loot or quest completion, and potentially even more experience to gain additional talents or to unlock alternate abilities.

This grind has been there since the earliest days. But the question is this: Is grinding really an absolute requirement in MMOs, or have we simply come to expect a certain inherent level of grind as an inevitability? Is there some new mechanic that hasn't been introduced yet that you think might be viable? Or perhaps there is some variant on quest styles beyond the "collect x number of y items" or "go kill x bad guy" that hasn't been properly explored?

Massively's Pirates of the Burning Sea crafting hands-on

Filed under: Betas, Historical, Pirates of the Burning Sea, Economy, Events, in-game, New titles, Crafting, Making money, Hands-on, Massively Hands-on


Yarr matey! Lift the gunwhales, lay out the plank, and shine yer cutlasses, there be... crafting to do? Sure, crafting and trading might not be the traditional pasttimes of choice for the pirates of lore, but we here at Massively have been sailing the seven seas (well, actually, just one of them) in the Pirates of the Burning Sea beta, and I am fascinated with the crafting system. Flying Labs has mixed some old ideas in with some new innovations, and put together a crafting and trading system that just might rival the fun of more traditional piratical activities.

For a short walkthrough on what they've put together (and a look at the economy tutorial quest), hit the link below.

Continue reading Massively's Pirates of the Burning Sea crafting hands-on

World of Warcraft
EQ2's producer responds to expansion grouping concerns

Filed under: Fantasy, EverQuest II, Events, in-game, Expansions, Launches, New titles, Leveling, Quests, Grouping, Opinion

One of the greatest things about Massively Multiplayer Games is that the dialogue about them isn't a one-way street. With most games, fans wait for the word from on high, and discussion about single-player games tends towards fighting over scraps. With MMOGs, the considered commentary of players make for interesting reading in and of itself. That's the case we find ourselves in today, just a few days after the release of Sony Online Entertainment's Rise of Kunark expansion. Mostly the buzz seems to be positive, but a pair of bloggers have given voice to players feeling a bit put out by the pack's core leveling mechanic: questing. Yesterday Tipa (of the West Karana blog) and Kendricke (currently writing at the Clockwork Gamer site) took issue with the fact that group grinding isn't as profitable as it has been in previous expansions.

Specifically they're raising this objection as it relates to the famed Karnor's Castle, a bastion of EverQuest Live lore and newly revised for SOE's new vision of Kunark. Tipa sums their issue up on her site: "Just doing quests and killing in a risk-free, outdoor zone, beats hunting in a semi-risky dungeon. How is that even possible. Dungeons are supposed to give you superior benefits for the trouble of grouping - better experience, better loot. Somehow that got lost ... When word of this gets around, KC will become a ghost town. People will do the Kylong Plains/Teren's Grasp quest lines, then move to the Fens and just skip Karnor's. SOE, it's not too early to consider tuning this zone. Grouping in KC should be more rewarding than questing outside."

Scott Hartsman, the senior producer of EverQuest 2, took a few minutes today to answer their concerns for us. Read on to see further discussion from the player's POV and Mr. Hartsman's response.

Continue reading EQ2's producer responds to expansion grouping concerns

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