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Where's the story/RP?

nordveignordveig Member, NW M9 Playtest Posts: 146 Arc User
edited October 2014 in PvE Discussion
One of my criticisms for this MMO (and other players) has been the lack of RP and the devs are aware of this and seem to be trying to rectify this, however I think they still need to do more. I haven't completed the Tyranny Of Dragons missions and I've got so far as Rothe Valley, the problem is for the most part it's still the standard kill and fetch sort of missions. There is a little variation in Rothe Valley where you escort prisoners to safety. Rothe Valley is 64 % but I think by now I should have encountered some RP elements.

By RP elements I mean choice and I want to be given different ways in how I approach my missions and how they can end, so far it's the same as usual. Apart from choice I would like to see different types of missions and I think escorting the prisoners missions was a bit different (not by much but still different).

I am not a dev so I don't know how hard it is for them to do their job but sometimes I feel they are still giving us more of the same. I don't hate what we have already and I think the combat is possibly the most fun I've played from any MMO. I just think the devs should really go nuts and really focus on more RP elements.

Sure Tyranny Of Dragons has more story in the sense that it has a narrative but I want it to be more like an RP.
Post edited by nordveig on

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    hutchinsonhatchhutchinsonhatch Member Posts: 5 Arc User
    edited October 2014
    We are - by far - a huge minority, so I wouldn't bet the farm that the whole quest structure is going to see a rework, just so that we can make choices and/or RP in a decent way.
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    ulvielulviel Member, NW M9 Playtest Posts: 741 Arc User
    edited October 2014
    Want a story? Play foundry quests (just avoid boring farming ones). I'm not saying I like it, but it's just how it is - player generated content is your best chance for RP experience in this game.
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    destinyknightdestinyknight Member Posts: 962 Arc User
    edited October 2014
    We are - by far - a huge minority, so I wouldn't bet the farm that the whole quest structure is going to see a rework, just so that we can make choices and/or RP in a decent way.

    Kind of a misconception. We arent that minor, as you said we're huge. We arent that minor, sure compared to the scope of the playerbase as the whole but we hold a good significant portion.

    And many of the long term players have been and are Rpers.


    However I do agree that its very unlikely we'll see a rework of the questing structure.
    However this can be rectified with more openess in the foundry functionality. Such as making actual optional quests, time and real failure conditions and etc. Which I've been requesting/suggesting as well as many others for a while.
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    myowmyowmyowmyow Member Posts: 1,923 Arc User
    edited October 2014
    Having alternate quest pathways for many of the existing quests would be a HUGE undertaking from a programming standpoint. I'd like to see something like this as well, but implementing it would require massive resources.
    SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! (repeat indefinitely)


    myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
    pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
    looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
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    nordveignordveig Member, NW M9 Playtest Posts: 146 Arc User
    edited October 2014
    myowmyow wrote: »
    Having alternate quest pathways for many of the existing quests would be a HUGE undertaking from a programming standpoint. I'd like to see something like this as well, but implementing it would require massive resources.


    People keep saying that is actually true. Don't you get greeted by somebody when you first start the game who has multiple dialogue options? I'm not saying this should happen all the time but some more could help.

    Furthermore on second thought I don't agree. Look at Icewind Dale you have the choice of picking two factions all they needed to do is give us different missions. The problem there is that all missions are almost the same, it seems like it's isn't a real choice.
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    helpimblindinrlhelpimblindinrl Member Posts: 972 Arc User
    edited October 2014
    If you want to roleplay that's pretty much confined to one handed chat in the moonstone mask
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    bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited October 2014
    Giving us some dialog options so we can play our character a different way when we interact with quest NPCs is not that difficult. Foundry authors do it all the time. It takes a while to set up the chains, especially if you have several prompts at which players can choose a response, but it's by no means DIFFICULT.

    Now, giving us options as to how to COMPLETE THE QUEST...that's another matter altogether. This would be a massive undertaking to do on a large scale. You have to worry about multiple chains of objectives, where the quest diverges, and where it links back up, if ever. Having totally separate endings could be pretty taxing.

    But it's true: this game has virtually no built-in Roleplaying elements. It's an Action MMO, not an MMORPG, as they like to remind us, even though it uses the Dungeons and Dragons and Forgotten Realms brand names. The Foundry is the only place to find what you are looking for even a little bit; and they really need to give us some better tools to provide it properly.
    However this can be rectified with more openess in the foundry functionality. Such as making actual optional quests, time and real failure conditions and etc. Which I've been requesting/suggesting as well as many others for a while.
    Yes. We need these, as well as real Boolean Logic, on/off switches like levers that can be interacted with more than once, and of course, a better means for attracting players and getting them what they want. That means a better search function, so players don't have to search through piles of quests they aren't interested in to get to something fun. It also means a rewards system that players will not scoff at. They are worried about exploitation, which I understand, but as it is, they nerfed it so that nobody even wants to play. Reward players with refinement points, or foundry tokens, or something like that (and in more than just random enemy loot; in end chests and small chests along the way)
    [SIGPIC][/SIGPIC]
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    nordveignordveig Member, NW M9 Playtest Posts: 146 Arc User
    edited October 2014
    bardaaron wrote: »
    Giving us some dialog options so we can play our character a different way when we interact with quest NPCs is not that difficult. Foundry authors do it all the time. It takes a while to set up the chains, especially if you have several prompts at which players can choose a response, but it's by no means DIFFICULT.

    Now, giving us options as to how to COMPLETE THE QUEST...that's another matter altogether. This would be a massive undertaking to do on a large scale. You have to worry about multiple chains of objectives, where the quest diverges, and where it links back up, if ever. Having totally separate endings could be pretty taxing.

    But it's true: this game has virtually no built-in Roleplaying elements. It's an Action MMO, not an MMORPG, as they like to remind us, even though it uses the Dungeons and Dragons and Forgotten Realms brand names. The Foundry is the only place to find what you are looking for even a little bit; and they really need to give us some better tools to provide it properly.
    Yes. We need these, as well as real Boolean Logic, on/off switches like levers that can be interacted with more than once, and of course, a better means for attracting players and getting them what they want. That means a better search function, so players don't have to search through piles of quests they aren't interested in to get to something fun. It also means a rewards system that players will not scoff at. They are worried about exploitation, which I understand, but as it is, they nerfed it so that nobody even wants to play. Reward players with refinement points, or foundry tokens, or something like that (and in more than just random enemy loot; in end chests and small chests along the way)


    Ok but even if thats the case they can still give us choice other ways. In Icewind Dale they could have made the missions between the Ten Towners and the Brotherhood different, there are other ways which they can make this MMO seem more like an RP.
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    rayrdanrayrdan Member Posts: 5,410 Arc User
    edited October 2014
    nordveig wrote: »
    Ok but even if thats the case they can still give us choice other ways. In Icewind Dale they could have made the missions between the Ten Towners and the Brotherhood different, there are other ways which they can make this MMO seem more like an RP.

    i dont really know what role playing means to you guys but i think they have had occasions to enhance it. With Iwd they introduced two factions, well nothing to do with these factions.
    they made the error of doing multi-instance open pvp.
    It would have been fun to defend my faction doing the HE from the other one etc etc
    luskan/delzoun is the same thing.
    What to me means role playing is to give to the players a way to let them feel part of the world they are playing in.
    A well developed story is not role playing to me
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    nordveignordveig Member, NW M9 Playtest Posts: 146 Arc User
    edited October 2014
    rayrdan wrote: »
    i dont really know what role playing means to you guys but i think they have had occasions to enhance it. With Iwd they introduced two factions, well nothing to do with these factions.
    they made the error of doing multi-instance open pvp.
    It would have been fun to defend my faction doing the HE from the other one etc etc
    luskan/delzoun is the same thing.
    What to me means role playing is to give to the players a way to let them feel part of the world they are playing in.
    A well developed story is not role playing to me


    I think I should have defined RP more clearly but I did say what I like to see and that does come under RP. Yea you're right having a well developed story doesn't neccesarily mean RP but I did mention having more choice that surely is going to make you feel more like a part of the world. Don't think I've done delzoun...
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