squirrelyb
Cadet
I'd have to agree with you on many aspects of this. Quests in current MMORPGs have static quests... mainly because it's easy. To roleplay, well... that's almost unheard of. I, personally, am against epic quests involving killing bosses, unless it's in a 1 player console RPG.
EQ2 is pretty good about this, I haven't been playing it too long (see my post "SOE: Sorry Vanguard is terrible, here, try this!") but I've heard from quite a few folks that there's enough solo content not involving epic boss-ness to get to max level. So there's enough quest activity to keep you occupied and interested, without forcing you to group and to fight a named mob that spawns oh... once every 5 hours of something.
Personally I think quests requiring you to destroy a boss should be eliminated to establish good RP environments. That's not to say we should get rid of bosses alltogether, but maybe have a random "RP Boss name generator" and dynamically placed bosses randomly about. Kind of like "dynabosses in AO" but not so much, because they're never in the same places. So if you happen to find one, go round up the troops and take him out, or... avoid him alltogether.
I'm sure better thought can be put to perfect this concept, but as it is in WoW is completely unacceptable. It's like playing "Resident Evil: Nemesis" with some of these guys... "what?? I just killed you! Stop chasing me!"
Needless to say this makes those "epic" battle quests feel... well, not so epic at all. Just more mindless raids with no other point than good equipments. I mean good god, one of my supervisors has done some instance almost 30 times total with his guild, trying to get everybody geared up. How many times are you gonna run though the same mobs, and fight the same boss, with the same tactic, until you throw your monitor through the wall?
Meh.
EQ2 is pretty good about this, I haven't been playing it too long (see my post "SOE: Sorry Vanguard is terrible, here, try this!") but I've heard from quite a few folks that there's enough solo content not involving epic boss-ness to get to max level. So there's enough quest activity to keep you occupied and interested, without forcing you to group and to fight a named mob that spawns oh... once every 5 hours of something.
Personally I think quests requiring you to destroy a boss should be eliminated to establish good RP environments. That's not to say we should get rid of bosses alltogether, but maybe have a random "RP Boss name generator" and dynamically placed bosses randomly about. Kind of like "dynabosses in AO" but not so much, because they're never in the same places. So if you happen to find one, go round up the troops and take him out, or... avoid him alltogether.
I'm sure better thought can be put to perfect this concept, but as it is in WoW is completely unacceptable. It's like playing "Resident Evil: Nemesis" with some of these guys... "what?? I just killed you! Stop chasing me!"
Needless to say this makes those "epic" battle quests feel... well, not so epic at all. Just more mindless raids with no other point than good equipments. I mean good god, one of my supervisors has done some instance almost 30 times total with his guild, trying to get everybody geared up. How many times are you gonna run though the same mobs, and fight the same boss, with the same tactic, until you throw your monitor through the wall?
Meh.