Showing posts with label MISSIONS. Show all posts
Showing posts with label MISSIONS. Show all posts

Thursday, April 16, 2009

I Have Seen The Future, Part II


My main character in City of Heroes is called Futureman. Why? Well, because he is from the future. His catch phrase is "I'm from the future, and you're history!" It's a silly story, but the way it goes is: Futureman travelled back in time to stop the evil Dr. Radon who developed a form of Clean Nuclear Power. It provided a limitless form of cheap energy with no radiation or side effects. People loved it, it revolutionized the world. The problem is, the radiation was actually funneled through a wormhole into the year 999,999,999, which is where Futureman was from.

His world was devastated. So he travels back in time to stop Dr. Radon. However, when he gets there, he discovers that Dr. Radon is his great-great-great-great-great-great-...-well, you get the point-great-grandfather, and just as he is about to defeat the evil Dr. Radon, a blast comes out of nowhere, disarming our hero. He turns to see who would thwart his plans, and it is none other than himself: a future Futureman, who came back in time to stop himself.

The temporal paradox was overwhelming; just thinking about it confused him so much he passed out and damaged his time transport thingy whatsit. That's why he is stuck in the past.

Well, I've never really had a chance to embellish the story. After all, most of the time I'm fighting Vahzilok, the Lost, the Council, Rikti, and other assorted ne'er-do-wells that have nothing to do with me.

But now, as of Issue 14, I finally can. One of the lovely aspects of the new Mission Architect system is that I can finally flesh out storylines for my own characters and share them with the world.

Of course, there are limits to the Mission Architect system. The amount of triggers you can use are limited. I can't script things so a portal appears nearby and enemies pour out, for example. You can script ambushes that trigger during a fight, but they just appear at some random part of the map and run up, sometimes, unless they get lost, as they sometimes do. You can't cause a bad guy to become invincible and transform, JRPG style, into a bigger, bad guy (with wings, and on freaking fire.) Which is too bad, because that's the sole reason why JRPGs are cool. And of course, the Mission Architect system limits a lot of text to 300 characters or less. Which may be for the best, since I don't think anyone wants to read the Great American Novel in City of Heroes form. But sometimes it would be nice to squeeze in an extra word or two in. And all the maps, just like the regular City of Heroes maps, feel like mazes.

But it's still a wonderful system I'm having a blast exploring.

Today, I published arc #74776, "It's About Time," which finally allows me to play through the Futureman story, as silly as it is, and I can even do it with online friends.

Now if only Sony would copy this feature for EverQuest II (my main MMO at the moment). I would be in heaven!

Friday, December 26, 2008

Solo Missions in EQ2

I'd like to see some kind of mission system created for solo and small group players. Early on, EverQuest II introduced some instances that could be done both solo or heroic, but lately the content has become split such that the overworld is largely solo and instances are all heroic.

Its good to encourage grouping by putting the best gear in the heroic dungeons, and there are certainly a lot of quests to keep soloers and small group players occupied, but it would be nice to be able to do something besides questing when we don't have the time (or desire) to group with others. I vastly prefer dungeon crawls over questing, and missions in the various dungeons would be a great alternative to keep solo and small group players occupied.

The loot should, of course, not be comparable to TSO void shard loot, but providing soloers and more time constrained players with their equivalent of "elite end game" gear would be a nice way of continuing the EQ2 tradition of supporting every kind of player. Developers wouldn't even need to make all new zones to support this; recycling existing content could be a good way to bring that about without using up as much developer bandwidth.

Tuesday, December 23, 2008

Recycle Old Content

One of the things I enjoy about EQ2's epic quests is that it brings people back into older, otherwise unused zones in the game. I wish SOE would come up with more permanent reasons to revisit older content.

One good way to do that would be by introducing a new faction of historians or scholars who send people on daily missions for tokens, similar to the TSO scholars. Adventurers would go into special versions of Unrest, Poet's Palace, and other zones that don't receive many visitors anymore. The special zones would be mostly the same, except they would scale to the latest level cap and have new loot tables for the higher tiers.

Or maybe the adventurers might go into regular open zones, such as Sanctum of the Scaleborn, even though that means almost everything is gray, but along the way level-appropriate "ambushers" show up at various places while you try to complete your mission.

It takes time to create new loot tables for each additional tier, as well as itemizing the faction merchants, but I think it would be worth it. This game has a lot of content and its a shame for so much of it to go to waste because the majority of the playerbase has leveled past the point where those zones are viable. Or, in the case of some of the ROK instances, mudflation has progressed us to a point that it no longer makes much sense to go there.

Thursday, October 16, 2008

Missions in the WAR Overworld

While I love Warhammer so far, it really feels like the PVE portion of the game was sort of tacked on. Scenarios and PQs are a blast, and RVR is fun, but the PVE quests themselves are disappointing, mostly because they offer nothing new. It's still designed as a collection of quest hubs that send you from one to another, collecting kill X badger quests in your Tome of Knowledge, and then rinse, repeat ad nauseum.

What I would like to see instead of static quest givers standing around perpetually in search of their lost coin purse is a sort of mission system. It should provide a PQ style set of objectives to a party, but not be tied to one location. The various objectives could even be tied together. For example, add an NPC to war camps that asks for supplies. A party of players could ask the NPC for a PVE mission which sends them to caves to mine or a spider-infested forest to collect wood. When they turn it in, they can repeat the same quest. However, every time one group turns in a batch of supplies, it allows one other party to pick up a quest to deliver those supplies to a Keep or some other location.

Perhaps more complicated missions (even competitive ones where a party is sent to talk to a spy while an opposing group is sent to assassinate him) might even be possible.

While there are "collect X supplies" and "deliver X supplies" style quests in game right now, what I'm looking for is for them to gain a more dynamic aspect and make some kind of (temporary) change to the world. The quest givers should stop asking for supplies when they get them, and stop asking people to deliver them when they run out. One group might collect supplies while a braver band of players might deliver them into dangerous territory. There should be an effect on the game world and the community at large based on how many of these quests are being completed (if enough of your side's spies aren't killed, you might see nearby enemy movement on the map, for instance.)

Missions could also reward Renown (if they involve travel into the RVR lakes) as well as XP and coin and should be repeatable. Anyone in the party will be rewarded when it's completed based on their contribution.

What I want to see a mission/quest system created that is somewhat dynamic (if no one is collecting resources, then no one can get the mission to deliver the supplies), tied into the RVR system, has aspects that PVE players can still get involved with, is tied to the combined efforts of multiple parties over time, and, most importantly, takes place in the REAL WORLD where all other the players are, and not locked away in an instance, so the world feels more alive.

Friday, October 5, 2007

A Quest For Missions

Like Cuppycake and others, I sometimes tire of my favorite MMORPG and need a break. I'll be back, but for now, I've been toying around with other MMORPGs, like Sword of the New World (which is pretty, but one incessant hack-and-slash grind that gets old fast) and a few betas. I also decided to revisit some old MMOs I never really gave much of a chance to.

I decided to resubscribe to City of Heroes for one month, just as something to do on the side when I didn't feel like logging into EverQuest II. And, despite the game being several years old, and despite being pretty low in level (my character Futureman ["I'm from the future, and you're history!"] is only level 11), the game still feels lively. I was literally pelted with group invitations. So many, that it even got annoying (since I wanted to do the solo Invention system tutorial quests.)

How is it that City of Heroes manages to be so much more social, with an active and lively pick up group scene, when it seems so dead on most EverQuest II servers (Antonia Bayle being one of the notable exceptions, and while not bad, its not that great there either)?

I think its largely due to its Mission system. In City of Heroes, you benefit from completing any mission that someone in your group is on. Also, the missions scale based on the size and level of your party.

In EverQuest II or World of Warcraft, and other games that utilize traditional quest design, you only benefit if its your quest that you complete. And while some quests do scale based on level, none really scale based on size of the party or its makeup. This makes it harder to find a group since you can't just join any group; it has to be one that you need, of your specific level, in your specific zone, doing your specific tasks. Or subtasks, since some quests require multiple steps.

Imagine going to a guard and asking how you can help and being told that when ready, a nobleman (or a merchant or whatever, it can be slightly randomized) needs to be escorted through a dangerous pass. Along the way bandits spawn based on the level, number, and class of the party members. You can solo it, but at the same time, there's nothing to prevent you from partying with nearly anyone you want, and everyone benefits since the mission would be shared by all. Whats more immersive, asking the town guard how you can help secure the protection of the town's citizens, or fetching some random wizard's slippers, then delivering his mail, and maybe killing ten rats in his basement while you are at it. Heroic rats, mind you. Level 70 heroic rats that could single handedly wipe out the entire continent of Antonica if its inhabitants wandered close enough to it to generate aggro. Level 70 heroic rats that don't move otherwise and you need five friends to help out. Five friends, that is, who haven't done this quest already, because they get nothing out of it if they have.

EverQuest II has something like 5 billion quests now. That's quite enough already. Quests tear people apart. Didn't the original EverQuest introduce the mission system to begin with? What happened to it and why don't we see more of it?