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Thread: Story missions

  1. #141

    Exclamation

    Just in case you haven't gotten the point yet:

    N O C A M P I N G.

    Random spawns--bot parts for the Dodga quest work well with bots being scattered in various places.

    Sided--in general, we need more sided content! Hint: put common resources in political or 0% zones (carbonrich rocks in 4 Holes is a start).

    Profession specific: especially, for god's sake, for fixers. Thanks for the shop, now please repay our patience with a profession fix, weapons worthy of the name, and something to offset our dark blue nano skills. Missions would be a fine way to do this--traffic in illegal stims, blackmarket prototype implants, counterfeit identity chips (like the currently nonfuctional OT epaulets one of the named leets drops) ... something. Please. Give my (in game) life meaning. Sorry, should move that rant to fixer forum, but I'm sure other professions (crats, adventurers) feel the same way.

    Semi-Dynamic, Story-line, Outcome driven quests--Clan NPC urges you to help drive OT forces out of some contested area--bring him OT armor (or badges or pinkies or heads or t-shirts) for some sort of reward or membership (hey, this would be a fine way to introduce those clan-specific organizational advantages).

    If some specified quota of badges/pinkies/heads is turned into the NPC during a month or so, the contested area goes clan. If not, perhaps it's reinforced by OT troops (boo), and whatever resource in that area becomes harder for clanners to get.

    You know ... it'd be great to be able to blow up assets of the opposing side, construct larger and more versatile bases in our own areas, take back contested territory ... and I don't think it would be all that hard to do. If you have some sort of inventory tracking code for store kiosks, then have "delivery" missions--outpost X needs special gear to construct a defense perimeter:

    One side transports units (unique, no drop) of the gear--or escorts NPCs or NPC vehicles carrying the gear--to the outpost while the other side is tasked with killing/destroying the NPC/NPC vehicles and bringing back some (unique, no drop) proof. Hell, make them pay for it, introduce a much needed cash siphon into the economy.

    Introduce the "outpost X" mission in patch X1.0, and tally results before patch X5.0--if the first side wins, the outpost becomes more established, with insurance terminals, stores, other amenities. If the other side wins, the outpost is turned to rubble--rubble guarded by NPCs of the victorious side.

    You can build on these quests, too--Help Build a Whompa/Grid Term at Outpost X / Help Free/rebuild Captured Outpost X.

    Hell, you could give us promised game features this way--help the CoT establish guild housing by transporting construction materials from clan-held mines in contested territories. Or make the mines themselves contested so OT and clanners have to fight over those resources.

    I could easily continue this train of thought for hours, but until I'm on the FC payroll (instead of the other way around), I figure I'll go play the game instead.

    Oh, and one more time:

    N O C A M P I N G.

  2. #142
    I didn't bother with Dodga because he was always camped, got to watch others play though.

    I love the personalized missions, I say don't try and emualte Everquest and take your greatest strength--the mission terminals--and ignore it. I say develope the individualized missions further. Add stories to those, maybe even peaceful npcs or multi missions, where you might even enter several personalized areas for one mission, perhaps one where there might not even be hostiles, but an npcs you must interogate, figure out information. More variety in these missions, I say. They work well, but they could be so much more.

    Integrate quest npcs to missions randomly, perhaps. I think it would be much better if I ran into Dodga in a mission rather than sat around waiting in line, having people yell out suggestions as I recite what I should stoicly say to him. It would be much more immersive that way.

    But O boy we're going to make the game more like everquest soon? What are you thinking?

    Look, bad enough I'll have to camp to get important class items, I won't have time left over to camp the quests, whether it be npcs or mobs. I'll be at the mission terminal thanks, waiting for you to improve them.

  3. #143

    no on the camping issue...

    the reasons I chose AO over all the other MMORPG's in the first place is:
    1) HUGE world to explore and, unlike in Everqueer, pretty much everyone is on one server so if you want to meet up with someone you just found out is playing then you don't have any huge trouble playing with them. I like the whole "one big world" feeling of it and not having the generic "I play on Ralos Zek...you should come here. it's not as messed up as the others. I heard this one server does this blah blah blah." Take advantage of the huge world by making some interesting missions that may require team work and/or strategy to get where you are going safely. (make people in Yalms vulnerable too! I have one, but it's a two-edged sword.)

    2) Less of an emphasis on items and loot and leveling, etc. With the ability to get just about anything you need to for your character without any guess work in the killing of random enemies to get things you need or needing to kill 10,000 enemies to get a certain amount of money to buy a peice of equipment you absolutely NEED to continue playing. Since there's less of an emphasis on getting items, there's naturally more room for everything else that you can possibly do. That's always a good thing. It also makes it accessible to more casual players like myself that don't have tons and tons of time to play ('cept for last week). As I always said to my friend when he asked me why I quit EQ, "It takes 50 real hours to scratch your virtual ass." I know that when I'm signing on to EQ that I'll be playing for quite a while if I want to get anything worthwhile done at all. With AO I can hop on, run a mission, log out, and that's that. With this in mind, PLEASE don't make any uber-loot that is an absolute must-have for everyone of a certain profession or everyone in the game as a reward for these missions. I like the feeling that I'm doing a mission that noone else is doing (even if that's not the case - just give me the illusion at least). If I'm going to do a mission that everyone has done, then it will already have lost some of its "mystical" feel to it. I don't want an amusement park ride where I know what to expect or I see people around me doing the same thing. That's no fun at all. If you make massive rewards for specific missions then I can kiss that dream goodbye.

    3) The ability to play your breed/profession as YOU see fit! In EQ and other such games if you choose a certain breed or profession then there is only one way you can possibly play if you wish to be effective at all and, most importantly, if you are to be effective to your team's effort. In EQ, there are specific strategies for toppling a certain MOB and everyone has to time their attacks and everyone must play a specific role. I like to play my character as I see fit. I don't wanna play the way I'm told to play. In AO there is room for such odd combinations as Nanomage Martial Artists and Atrox Engineers to play whatever role they wish in a group or when playing solo. In fact, I've seen one guy I know from another forum play as a Nanomage Martial Artist at level 75 or so and he's quite effective in whatever role he assumes in the group (usually a combination tank/healer).

    Just, whatever you do, don't ruin any of these things for me

    other than that, I'd like to see an emphasis on the adventure and clue-finding, etc. instead of just the battles or whatever that will be involved in these story missions. make sure there's a good mixture of both.

  4. #144

    okay here's my 2 cents

    "Do you want story-missions that are profession specific or not?"

    Yes, but only with care to avoid uber items for classes. No need to add to the "my class is gimped cause..." argument.

    "Do you want side-defined missions, or missions for everyone?"

    Both! Some of each. Again, care must be taken to not play favorites here.

    "Do you want the quests to scale with your level? (So you may take the same mission at lvl 30 and at 100, only with tougher opponents?)"

    Not sure about this. I would hate to see players doing the same quest every level to get an item 1 ql level higher, and if the reward for the mission isn't level based or reasonable for a characters level, then what's the point?

    "Do you want many small, or fewer longer quests?"

    Longer quests with a reward worth the time expenditure. Note that rewards don't always have to be items. Be creative.

    "Is it ok with you to camp spawns, like we see in other MMORPGs?"

    NO! NO! NO! NO! NO!

    "Is it ok with you if we interweave the normal auto-content mission system in this, so that we can generate areas for you even in these story missions? (Or do you want only outdoor action?)"

    Auto content sounds fine as long as it makes sense in the quest.

  5. #145
    Well,

    many good responses, so I only say one thing:

    NO CAMPING and DESPAWNING of NPC.

    I never played EQ (only AC), but the Quest-System is somewhat nice there. From EQ, I did hear only bad thing. And what I heard most, was camping spawns. And that is no fun.

    Cu Mirona
    Mirona, Lvl 80 Omni-NT, DSA

  6. #146
    I hate camping.
    NT = Nerfed Technician

    My doctor told me I am paranoid, so I shot him.

    Obviously he was an alien agent sent here to kill me...and he did not come alone!

  7. #147

    Talking answers!

    Do you want story-missions that are profession specific or not?
    -YESSSSSSSS!!!!!!

    Do you want side-defined missions, or missions for everyone?
    -YES for side only (with powered TOKENS!)

    Do you want the quests to scale with your level? (So you may take the same mission at lvl 30 and at 100, only with tougher opponents?)
    -Same ending objectives, but dungeon largest than level up and mobs in quests powered at player level

    Do you want many small, or fewer longer quests?
    -All 2 choice....depend by quests....

    Is it ok with you to camp spawns, like we see in other MMORPGs?
    -NOOOOOOOOOOOOOOOOOOOOOOOOOO

    Is it ok with you if we interweave the normal auto-content mission system in this, so that we can generate areas for you even in these story missions? (Or do you want only outdoor action?)
    -Outdoor and Indoor action!!!!

  8. #148
    >> Do you want story-missions that are profession specific or not?
    Yes, absolutely

    >> Do you want side-defined missions, or missions for everyone?
    Both

    >>Do you want the quests to scale with your level? (So you may take the same mission at lvl 30 and at 100, only with tougher opponents?)
    Yes, this is a great idea

    >>Do you want many small, or fewer longer quests?
    All of the above

    >>Is it ok with you to camp spawns, like we see in other MMORPGs?
    No, no, no, no, no, no, no, no, no, no, no ,no, no, no, no, no, no, no, no, no, no ,no ,no, no, no ,no ,no, no, no, no.. Oh, and NO.

    >>Is it ok with you if we interweave the normal auto-content mission system in this, so that we can generate areas for you even in these story missions? (Or do you want only outdoor action?)
    Great, sounds great.

    To be honest all of the above sound fantastic and exactly the sorts of things that everyone can get excited about. But please, please, please get rid of spawn camping. Check the boards there are loads of great ideas of how not to have this. (personally I like the idea of having the missions unique to a person, and NO de-spawning ala Dodga/Alvin)

  9. #149
    Do you want story-missions that are profession specific or not?

    I guess both would be nice. Non specific missions for thos who like to group and specific missions for those who wanna solo (I like to change nwo and then, so... ).


    Do you want side-defined missions, or missions for everyone?

    Once again, both would be nice.


    Do you want the quests to scale with your level? (So you may take the same mission at lvl 30 and at 100, only with tougher opponents?)

    Oh ! That's a hard one ! Well, I guess it could be a good idea : more missions at each level, less frustration (no more "I came they were all red, I came back they were all grey").


    Do you want many small, or fewer longer quests?

    BOTH ! BOTH ! I got time, I do a quest, I'm here for a moment, I make a small static =)


    Is it ok with you to camp spawns, like we see in other MMORPGs?

    Oh boy ! I hate that. It is painfull and creates a very bad spirit among players. Camping sucks and kill all the interest in a game...


    Is it ok with you if we interweave the normal auto-content mission system in this, so that we can generate areas for you even in these story missions? (Or do you want only outdoor action?)

    For me both are OK. Again, mixing the both could be nice, you know, killing the déjà vu feeling.
    Kheeze (MA) / Yunmei (ADV) / Nekroman (MP) / Shixiu (ENF)

    (¯`·.,¸¸.·´¯` French Corp ´¯`··.,¸¸.·´¯)

  10. #150
    Do you want story-missions that are profession specific or not?
    ------------------------------------------------------------------------

    I like profession specific as it lends to making the player feel "special"


    Do you want side-defined missions, or missions for everyone?
    ------------------------------------------------------------------------------

    Side defined allows more for room of roleplaying your side, so SIDE it is!


    Do you want the quests to scale with your level? (So you may take the same mission at lvl 30 and at 100, only with tougher opponents?)
    --------------------------------------------------------------------------------

    Ehh, that could get boring, you know? Same thing but just tougher guys.


    Do you want many small, or fewer longer quests?
    ---------------------------------------------------------------------------


    I want many small.


    Is it ok with you to camp spawns, like we see in other MMORPGs?
    -----------------------------------------------------------------------------------

    Well, it really makes things more artificial, you know? I like
    immersive realism


    Is it ok with you if we interweave the normal auto-content mission system in this, so that we can generate areas for you even in these story missions? (Or do you want only outdoor action?)
    --------------------------------------------------------------------------------

    Oh interweave all you want, indoor action is fine by me.
    Myles "Anam" Pippin
    Nec Timeo, Nec Sperno

    Biographical Page

  11. #151
    >>Do you want story-missions that are profession specific or not?

    Yes

    >>Do you want side-defined missions, or missions for everyone?

    Yes

    >>Do you want the quests to scale with your level? (So you may take the same mission at lvl 30 and at 100, only with tougher opponents?)
    Yes e No, I prefer more variety .


    >>Do you want many small, or fewer longer quests?

    Indifferent. I like to see both and I can select


    >>Is it ok with you to camp spawns, like we see in other MMORPGs?
    Absolute no!

    >>Is it ok with you if we interweave the normal auto-content mission system in this, so that we can generate areas for you even in these story missions? (Or do you want only outdoor action?)

    Both, and if is possible, make missions whith both condition, similar to multilevel dungeons.
    Rosalyn "Akayonomi" Shelling, Omni-Tek Nanotech
    Unit Commander - Department X

  12. #152

    Exclamation

    Do whatever just:

    NO FVCKING CAMPING.
    NO WAITING IN LINE CRAP.
    NO STARING AT A WALL FOR HOURS.
    NO NPCS THAT VANISH.
    NO EVERCRAP BULLSH1T.

  13. #153
    No camping, the rest is ok for me ^^
    OttoDisk
    ICQ: 56352396, email: ottodisk2k@libero.it

    Saej - Level 66 Engineer << Sleeping
    Draliko - Omni-Tek Enforcer

    The swords are the weapons of gods

  14. #154

    Angry camping?

    NO, THANK YOU.
    -=Vima - lvl211 Bureaucrat=-

    **After all these years I still vividly remember the warm, Fuzzy feeling I got first time I ran into a room packed With lvl200 mobs and threw my AoE calm**

  15. #155

    My responses

    Do you want story-missions that are profession specific or not?

    It would be nice to have some that are profession specific. I certainly wouldn't want them ALL to be profession specific.

    Do you want side-defined missions, or missions for everyone?

    Again it would be nice to have SOME that were side-defined.

    Do you want the quests to scale with your level? (So you may take the same mission at lvl 30 and at 100, only with tougher opponents?)

    Hmmm I have mixed feelings about this. On the one hand it would be very nice to have missions scaled to our levels. On the other hand I can see that these type of missions could generate the most bugs. I would proceed cautiously. Maybe trying a few to see how it goes.

    Do you want many small, or fewer longer quests?

    I would like to see a mixture with the ratio being more smaller.

    Is it ok with you to camp spawns, like we see in other MMORPGs?

    NO, NO, NO, NO and again NO!

    Is it ok with you if we interweave the normal auto-content mission system in this, so that we can generate areas for you even in these story missions? (Or do you want only outdoor action?)

    I'd like a mixture of indoor and outdoor please.
    Anastasia "Aniee" Cervenak
    Martial Artist

    Man is the only animal that blushes, or needs to. -------Mark Twain

  16. #156
    Whatever you do

    NO CAMPING!!!
    Georg 218 doc
    [1809] PT
    Legion
    Web: [http://www.legionhq.org]
    Irc: irc.legionhq.org
    Ts: www.legionhq.org

  17. #157

    Exclamation What I really Think

    I know most of what I say is not going to be practical. But I'm going to say it anyway:

    Story missions should be as dynamic as possible, and interesting. They need to be so grand on scale that you could actually make a difference in the world. The outcomes should change based on player actions. Different story missions should conflict with each other so one player while doing his mission may influence another player's mission. I have a friend and this is his first MMORPG, I'll quote him:

    "Anarchy Online has ecome just another game. I always wanted to play a MMORPG but this isn't at all what I expected."

    Take a lesson from Shadowbane. WolfPack is the only company developing a game that are on the right track, with their "change the world" slogan.
    Last edited by Sdwstorm; Mar 23rd, 2002 at 14:14:49.

  18. #158
    Do you want story-missions that are profession specific or not?
    yes.


    Do you want side-defined missions, or missions for everyone?
    Missions for everyone

    Do you want the quests to scale with your level? (So you may take the same mission at lvl 30 and at 100, only with tougher opponents?)
    yes!

    Do you want many small, or fewer longer quests?
    Many smaller.

    Is it ok with you to camp spawns, like we see in other MMORPGs?
    No! No!

    Is it ok with you if we interweave the normal auto-content mission system in this, so that we can generate areas for you even in these story missions? (Or do you want only outdoor action?)
    mixture

  19. #159
    Hiyas. I didnt read the previous post, I just dump my 2 cents here.


    - Do you want story-missions that are profession specific or not?

    Sure ! Make my Trader wrangle someone, or let my Engi build stuff, let my doc find medicine or let him operate some NPCs sick
    child ... theres so much ways to make me feel like I was my Char,
    and not just a kinda Soldier. I didn´t start an Engi to go killing
    over and over again ... make my Engineer engineer !

    - Do you want side-defined missions, or missions for everyone?

    Side-defined will be fine, don´t think an OT NPC will seriously
    trust or ask help from a clanny ...

    - Do you want the quests to scale with your level? (So you may take the same mission at lvl 30 and at 100, only with tougher opponents?)

    Why not ? If the reward changes/scales too, nice Idea. I´d get a
    nifty lil bonus Item at lvl 30, and grab a new, better one at lvl 100.

    - Do you want many small, or fewer longer quests?

    As long as it is managable for non-power-gamers I don´t really care, but
    if the reward is Uber it should take some effort so get it. Just don´t let
    them time-out too soon if its a long one.

    - Is it ok with you to camp spawns, like we see in other MMORPGs?

    No. Definatly no. Alvin & Dodga showed its a real pain i.t.a. to camp
    a spawn for Quest-Items. Too crowded, to much ppl. farming etc.

    - Is it ok with you if we interweave the normal auto-content mission system in this, so that we can generate areas for you even in these story missions? (Or do you want only outdoor action?)

    Make it both ways, in- and outdoors. Combined it will be way for fun,
    and it gives you a greater variety of storys you can develop,
    meaning more complex plots ... this game is in need of
    some real RPG atmosphere after all.


    Let me RP, don´t make my Engi a Soldier with a Pet and my Trader a wrangling Soldier etc.pp.

  20. #160
    I agree with the rest of this board NO camping. If u could implement AC like camping rules like the obsidian dagger would be great . Say like 2 weeks play time(logged on in world for character) before can pick up like unique item. That is the way to go with this.

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