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Thread: Next expansion

  1. #61
    Third, there will be aliens, of the nasty, aggressive and technologically advanced kind.
    MMMMMMM Technology.... not that metaphysical nonesense

    Just wait till I hack them This has to be fixer love

    *waves cookies, pizza and beer in the developers direction to help them with their work*

    nothing like some positive reinforcement
    Queen of the Ninjas

    Slyyk - MUHAHAHA! Old Fixers never die, they just take a different grid exit.

    Cosmik - And don't worry, Jorji. We've got FC love for everyone. It's stockpiled and going out the door.

    Jorji's art page (some mature content )

    zomg she finally got myspace lawls

  2. #62

    Re: Re: Quick comments

    Originally posted by sun
    Can we actually equip the new vehicles?
    They're not made yet, so... no, I guess.

  3. #63
    boo

    The aliens... sound a bit like Klingons
    Lunette 220+20 ninja on RK2.

    My new avatar reflects how sad I am because I will miss Famine.

  4. #64

    Re: Quick comments

    Originally posted by Cz

    Revelator; no quests? How about 100% voluntary (read "not mandatory") ones with phat rewards?
    Sounds good. Please make sure drop rates of things are not low....camping anything for hours makes things really tiresome. Make them interesting, and make them challanging by giving good hints that require thought, but once you work the hint out you should be able to progress.
    Queen of the Ninjas

    Slyyk - MUHAHAHA! Old Fixers never die, they just take a different grid exit.

    Cosmik - And don't worry, Jorji. We've got FC love for everyone. It's stockpiled and going out the door.

    Jorji's art page (some mature content )

    zomg she finally got myspace lawls

  5. #65
    Klingons?

    No!

    More like Borgs!


  6. #66

    Re: Quick comments

    Originally posted by Cz

    no quests? How about 100% voluntary (read "not mandatory") ones with phat rewards?
    ok how phat exactly? i wouldnt mind quests for -nice- rewards like shoulder pads which i can ignore if i want. if we talking about uber gear i wouldnt like it cos then im forced to do em anyway.

  7. #67
    Hopefully they'll include eyepatches and parrot 'shoulderpads'
    Lunette 220+20 ninja on RK2.

    My new avatar reflects how sad I am because I will miss Famine.

  8. #68
    mawu; I don't know. I was just wondering whether people were against quests no matter how they were done and implemented.

  9. #69
    /me wtb Syndicate. Wtb blackmarket. for fixers of course

  10. #70
    In my opinion, quests are good as long as they aren't required to do to progress, and don't offer rewards that make them mandatory.
    A quest is usually fun the first time but it gets rather tiresome to have to drag your 8th alt through the same quest yet again.
    Camping is bad too (but I'm sure you heard that one before ). 10 minute spawns like Trash King's lackeys are ok, but Trash King himself is just horrible.
    Same goes for FedEx quests, 'bring item A to person B' isn't all that exciting.

    A quest that would give me a dungeon like Biomare or the Temple of Three Winds to kill things in and hopefully get a few nice items would be nice. Like missions but with fixed, unique dungeons. Private instance, no griefing, no camping, no need for things like level reqs that lock higher levels out of low level quests. Just me, my team and the dungeon.
    I think a few dungeon-quests like this would be a great addition to AO.
    Lunette 220+20 ninja on RK2.

    My new avatar reflects how sad I am because I will miss Famine.

  11. #71
    to cz


    lol u ask if players dont like quests.. think we have whined about those quest for along time now you should know that we dont like all the quests



    look past that i think it the new expansion could be good
    sl takes so much time that the social aspect of the game has been nerfed :P

    guild house with ot food provider that i can shoot because he
    dont have bacon brontocheeseburgers

    and new clothes please

    for other ideas look in this hoax press release

    http://forums.anarchy-online.com/sho...hreadid=221065
    Rikerstc 207 General of Ragnarok

    my gimp setup

  12. #72
    Rikerstc; I think you and I agree. You say "those quests". That indicates it's certain quests people dislike, not quests as a game concept. I was just trying to get that through to those basically saying "no quests at all, ever."

    Several quests on Rubi-Ka are quite popular and have never seen the kind of feedback we get about some of the Shadowlands quests. I'd rather like to know what kind of quests people do like, so we can make more of those, than have people say "quests are evuhl!"

    EDIT: This did not mean this is now a quest feedback thread. Please take that to feedback@anarchy-online.com or the Suggestions forum. My point was that I find it more interesting when people tell me what in a feature thay like rather than just saying "this and that part sucks".
    Last edited by Cz; Jan 31st, 2004 at 12:38:24.

  13. #73
    Basically people don't like quests that involve camping or other such timesinks. Simple as that.
    Obit lvl 218 Soldier (Field Marshal)

  14. #74
    I'll raise the idea of key accessed, instanced static dungeons again then. Getting a quest gives you a keyring with 6 keys on it (ie a stack of 6 which you split up) which have the same internal id and access the same private instance of a static dungeon (or just use the existing team-mission mechanism... probably even easier...).

    Then as sun said, you get a personal experience, which was always the great thing about RKs mission system, with MOBs that stay dead and give a real feeling of progress.

    You can even add new types of mission which use a mix of pure ACG content and fixed static areas (in reality, just other ACG 'pieces' but only used in specific dungeons) with semi-random (but unique) loot and MOBs. This might be even better than the traditional static... varies each time you visit, but still has particular MOBs and loot. There can even be mini-quests inside these, sub-missions if you like, that take advantage of the fixed areas to ensure the necessary content is present.

    You have the technology in-game already to do all this. And by adding the ACG system into the mix, you can reduce the amount of content needing to be produced whilst still having a lot of these semi-statics that don't suffer from the same degree of repetitiveness of the SL static areas.
    Last edited by Darkbane; Jan 30th, 2004 at 12:14:46.
    "Do not try and catch the hamster... that's impossible. Instead only try to realize the truth... There is no hamster, only a deadbeat rollerat..."

    [Social] Means: I don't think we removed any bosses because of bad pathing...there wouldnt be any left if we did :P

    AO Character Skill Emulator and Character Parser and AO Implant Layout Helper

  15. #75
    Reading this makes me wonder if the Jobe scientists could have waited with opening up their gates and let the alien invasion begin first....
    Kiisu, TL 7 fixer of Project-Starlight, RK2.
    Eevatytar, LVL 220 keeper of Project-Starlight, RK2.

    Fixers don't need a new pair of glasses, they need a miracle!

  16. #76
    Yay! Sci-Fi is the way of the future, fantasy is of the past!
    Seraphael - 200 fixer
    Pepzi - ** agent
    Troxitazz - retired trader

  17. #77
    Originally posted by Cz
    mawu; I don't know. I was just wondering whether people were against quests no matter how they were done and implemented.
    I disagree with those saying quests should only be for average loot, I would l_love_ to have a quest that allowed me to get Resonance Blast for example.

    The problem I have with the quests is:

    1) The _need_ for non-core skills (such as QFT/NP etc.) if it is something desirable/required for a profession that doesn't use those skills.

    2) The _need_ for other people to assist with your quest.

    3) When you have found other people to help you, usually only one person gets the reward. Drops should be for all team members.

    4) Quests that require massive amounts of time/camping to progress.

    5) The fact that all quests are camp monster X for item Y to take to Person Z.

    An example of an interesting quest would involve an ACG dungeon geared to the circumstances/profession, e.g.

    Fixer: There is a stolen blueprint.. enter dungeon at X and hack the terminal at the end to steal back the blueprint (requires high B&E skill)

    Agent: Sneak through a dungeon to listen in on a conversation. VERY hard MOBs with low perceptionon so you have to sneak past them.

    NT: Assassinate a monster with ultra-evades. Forcing use of Nukes.

    Doc: Fight through some relatively weak monsters (for the low level docs ) to heal and recover someone who went missing.

    etc. etc.

    You could then chain these quests together with a number of realtime days (not played days) in between them so that both casual and hardcore players can do the quests but it woudl take them a while.

    Anyway, I just wanted to say I love the idea of quests and of excellent rewards, but it is how the quests are implented that makes the difference.
    NT Motto: Veni, Vidi, Cucurri.
    Rahmorak, Clan Solitus NT
    How much damage are YOUR nukes doing?

  18. #78
    Originally posted by Cz
    I'd rather like to know what kind of quests people do like, so we can make more of those, than have people say "quests are evuhl!"
    The fixer quest is fantastic! I'd love to see each profession have at least one quest that is truly for them, demanding full use of their toolset to accomplish the quest.

    Ideally, for there to be a series of profession quests, leading up to an 'uber-epic' item for that profession. Throughout the series of quests, offer rewards which are truly enticing and definitely worth the effort to obtain those rewards--and something which a person can take pride in having completed the series of quests, and to experience a real sense of accomplishment and in-depth character development throughout the process--a personal best.
    TRAVEL TO RUBI-KA
    A website providing maps of Rubi-Ka,
    playfields, Whom-Pah & Grid maps,
    in-game maps, and more.

    http://travel.to/rubi-ka

    Discover Leety Goodness at:
    http://how.to/leet

  19. #79
    Quests that suit the professions are usually enjoyed, the first fixer grid quest, a lagre and I mean large, number of fixers friends really enjoyed cause it suited them, fixer 2 they hated.

    I like quests, just make them doable solo
    Jeremiah 'Ramat' Carmichael. Luckiest NT alive because hes married to 'Meraise'
    Master Nano Programmer on call. Writter of 'Jeremiahs Comprehensive Nano-Technician Guide'
    Damon 'Screwz' Gabriel. Master QFT and CL specialist on call. 1250+ in QFT/CL , other tradeskills also.
    Member of Illuminati
    Originally posted by Cz
    WT*?! I take Friday off to play AO from Thursday to Monday morning, and Atlantean is down! Gaaaaah! FRUSTRATION CAPS! *bangs head on keyboard* {Edited by moderator: Watch it Cz!!} *bangs keyboard on monitor*

  20. #80
    Yes, that was the big mistake with the SL quests... they were not all do-able solo. And being mandatory (or even semi-mandatory), that was a serious flaw. There were other flaws (killable quest NPCs for example) that were corrected, and some of he mandatory quests aren't mandatory anymore as there are level locked ways to bypass them, but the underlying design flaws still stand.

    Quests that require a team should genrally reward the team... the Ergo missions where the final MOB dropped 3 of its loot item was a good approach... but just not for mandatory stuff.
    "Do not try and catch the hamster... that's impossible. Instead only try to realize the truth... There is no hamster, only a deadbeat rollerat..."

    [Social] Means: I don't think we removed any bosses because of bad pathing...there wouldnt be any left if we did :P

    AO Character Skill Emulator and Character Parser and AO Implant Layout Helper

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