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Really Bioware? Not even one non theme park mmo kill x # of x mission?


Niv_Dralshya

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You know I've been a Dungeon Master since I was 14 years old (I'm 29 now), and I gotta say... kill X number of things for a reward is the engine behind most questing - period. It doesn't matter how you dress it up, it all fundamentally comes back down to that... even if its some long involved thing that requires RP and a week to resolve. Its all still a transaction for experience points when the dust is settled.

 

What you're really complaining about is a lack of social interaction. See, you want choices and influence and dialogue - that's all fundamentally things you do with people along the way. It's really hard to make that work in a video game, especially one of this scale. Imagine the conversation trees - you'd need light and dark for each class - so much dialogue! And the voice acting? Yikes! It's a matter of cost and time for expected return man.

 

How 'bout you saddle on over to an RP-PVP server and role play with some folks? You'll get what you want, and it will be better than a pure simulation could ever hope to manage without being custom designed just for you.

 

You can't just rely on a game to make the experience for you, you have to engage it.

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Mission Title: "One Night on Nar Shaddaa"

Objective: Kill, capture or thwart Bilbo the Hutt's plan to dominate the Empire's cheese wheel production on Nar Shaddaa.

 

Quest Giver: Lootjar Blings

 

Stage 1: Hands Off The Lootjar.

 

Be presented with option to go after Bilbo the Hutt with your guns blazing or to look for a quieter method of hamstringing his efforts. If player decides to go the Aggressive route, skip to stage 2.B.

 

If player decides to go the Investigative route, go to stage 1.A

 

Stage 1.A: Find Catcradle Silverspoon.

 

Lootjar is able to direct the player to an information broker that might be able to help her find a few leads. As it turns out, however, the information broker is a cyborg and throw-away experiment with emotional vulnerabilities that the player could exploit, ignore or try to help her with. If the player exploits her vulnerabilities, she'll give them a false lead on how to blackmail Bilbo the Hutt with a fake secret from his past (Plot will skip to stage 2.B). If the player ignores her obvious emotional vulnerability, they'll be asked to pay 5000 credits or agree to do her a favor in the future in return for being told a way to blackmail Bilbo the Hutt's advisor, Rudolph 'The Red' Render (Plot advances to 1.B).

 

If the player seeks to befriend Catcradle, dialogue will occur in which, depending on their choices, they might learn the tragic reason for her depression and, if they agree to come back later to help her resolve it, will be given the information on how to blackmail Rudolph 'The Red' Render for free. They will also unlock Plot 292 focusing on her personal woes and their resolution.

 

Stage 1.B: Black and Red Are In This Year

 

Taking the information acquired from Catcradle, whether by ignoring her emotional vulnerability or agreeing to help her resolve it later, will lead the player to hunting down as many of Rudolph 'The Red' Render's ex girlfriends as they're able to find. Finding them will require a fair amount of discretely asking around with various NPC's scattered throughout the cantinas of Nar Shaddaa. Ultimately, there are five ex girlfriends the player can locate and either bribe with credits for dirt on Rudolph (neutral option), intimidate for darkside points (Darkside 2 or higher required to succeed at these intimidation attempts) or agree to protect them from Rudolph in return for dirt on him and gain Lightside points (Lightside 2 or higher required for them to believe the player).

 

If the player gets dirt from 0-2 ex girlfriends before confronting Rudolph, it is insufficient to sway him; proceed to Stage 2.B.

 

If the player gets dirt from no fewer than 3 of Rudolph's ex girlfriends, it unlocks the dialogue in which the player can either blackmail Rudolph into feeding information back to her under Bilbo the Hutt's nose or kill him. Proceed to Stage 2.A.

 

If the player gets dirt from all 5 ex girlfriends by way of the darkside options, proceed to Stage 2.B, with dialogue modified to account for that some of the ex girlfriends got in touch with Rudolph and warn him that a scary meanyface is looking to set him up the bomb.

 

If the player gets dirt from all 5 ex girlfriends by way of the lightside options, proceed to Stage 2.C, in which the ex girlfriends wind up being captured by Rudolph before the confrontation and the player can either live up to her promise to protect them or betray their trust during the confrontation.

 

 

Stage 2.A: He Had A Very Shiny Gun

 

If the player successfully blackmails Rudolph, proceed to Stage 3.A. If the player kills Rudolph, proceed to Stage 3.A with modified dialogue accounting for this.

 

Stage 2.B: If the player goes directly into Bilbo the Hutt's warehouse or elsewise winds up shunted into Stage 2.B, they'll have to fight their way through Bilbo the Hutt's personal guards as well as overcome the traps therein. An NPC named Benedict Annette; a slavegirl of Bilbo the Hutt's keeping; can be rescued within Bilbo's Warehouse, or ignored and left to die. If Benedict Annette is rescued, she'll give the player a passcode allowing them to bypass the blast doors into Bilbo the Hutt's inner sanctum; proceed to Stage 3.B WIthout the passcode, possessing the Slicing skill at 200+ will allow the player to bypass the blast door controls on their own; proceed to Stage 3.B.

 

With neither the passcode nor sufficient Slicing skill, destroying the controls will hardlock the blast doors and activate emergency response droids that will attack the player. After destroying the emergency response droids, one of Bilbo's henchmen inside his throne room will slice the blast doors open and begin the final confrontation. Proceed to Stage 3.C.

 

--Stage 2.C Modifies 2.B Dialogue, adding in the factor of Rudolph having captured his ex girlfriends. The player will be forced to choose between honoring her agreement to protect them and thus either fight Rudolph and let him go in trade for the code to free the ex girlfriends or resort to killing him for it (For darkside points). If they let him go, he'll betray his word to leave Nar Shaddaa and will be there at the final confrontation with Bilbo.

 

If the player lets the ex girlfriends die, they get darkside points and wind up having to fight Rudolph anyway, because he's a jerk like that.

 

 

Stage 3.A: My Big, Fat Hutt Wedding?

 

At the disadvantage whether for Rudolph's betrayal or absence for being dead, Bilbo the Hutt will capitulate to the player's demands without a fight, though will throw a curve on the dialogue by offering to marry the player (irrespective of gender. Hutts don't have qualms.). If the player agrees to marry Bilbo the Hutt, they're both very weird and may proceed into Plot 293, wherein which further business dealings with their two-ton business partner (you didn't think Hutt marriage was romantically motivated, did you?) may be explored.

 

If they decline, Bilbo the Hutt will still capitulate to their present demands. If they elect to kill Bilbo the Hutt, Plot 294 activates in which Bilbo's powerbase will fragment, causing havoc throughout several sectors of Nar Shaddaa.

 

 

Stage 3.B: Its Not Shinola, So It Must Be...

 

The violent confrontation with Bilbo the Hutt, Rudolph 'The Red' Render and their henchpersons must be conducted carefully, as Bilbo will be hiding behind a kinetic barrier and controlling turrets while Rudolph and crew engage the player directly. If the player kills Rudolph and crew as well as destroys the turrets, Bilbo may be engaged in modified Stage 3.A dialogue, and the option to be married as business partners can come up here.

 

Otherwise, the force field can be set to overload, frying Bilbo, or the player can extort him to capitulate with their current demands. If they kill Bilbo the Hutt, Plot 294 activates.

 

If Bilbo, by any of these routes, capitulates to the player's current demands, Plot 295 activates.

 

End Mission Chain.

 

 

There's what I've got to say about all this.

 

WHOA ! I'd really like to play that kind of quest! Actually I expected quests like this in TOR. :o

Great post.

I also like the idea to bring crafting skills into quest solving. ATM the crafting/gathering skills are completely disconnected from quests. Total waste of opportunities really.

Edited by Lord_Ravenhurst
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I'll shoot 200 million NPCs as long as I never have to collect or rifle through poop ever again.....

 

I also remember just punching a guy a couple of times to get some stuff from him. Fighting a version of myself, collecting hidden data, 2 separate jail breaks, reprogramming rogue droids, getting something off a gold level npc without killing it and I distinctly remember having to thread a maze.

 

Yes, there was killing involved in some of thse but they weren't all Kill x of x.

Edited by Selethar
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I agree, we definately need more story in our missions.

 

Like Bounty Hunter end of act 2:

 

he is invited to a party thrown by the rest of the great hunt victors, but arrives to find the attendees murdered and republic SIS ready to ambush you. Why couldn't they just have ambushed me on the way back to my ship instead? I would have liked a mission to socialise with fellow hunters :(

 

 

To be honest we really need some more puzzle based missions that don't involve combat. I would love a level 50 area on Tython where jedi knights and consulars can train new padawans, giving them instruction in the ways of the force. Of course it would be completely optional.

 

True. It would have been nice. However, the game actually made me chuckle during this storyline. I had Blizz the jawa out and as we walk into the corpse-strewn room, he says, "This not what Blizz thought party was!"

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For mission terminals? Ya, just might work. But integrating them into a character's official storyline or the game's mainstream would likely require Bioware to reinvent the thing ... not worth it imho. So they'd probably have to be peripheral side quests/stories which could be pretty cool for those who prefer click n' go questing. How would gathering node, rewards, drops and legacy XP assignments & allocations work so as to prevent imbalance? Would it use existing map areas & mob populations or can players overpopulate areas if they wanted to? Maybe have existing but unused zones assigned for these? NWN had an awesome tool for this, but it wasn't an MMO so maintaining game balance wasn't an issue.

 

No no. You don't integrate them into BioWare's existing class story lines. They are seperate end game events written by players. Like side quests.

 

The node/reward, drops etc would be level appropriate to whatever difficulty level you assign to the mission (level range, solo, hard 2+, hard 3+, hard 4, ops). 50 hard mode difficulty = 50 hard mode random populations of nodes, credits etc. Rewards pools would be itemized by BioWare, and mobs would drop rewards from that pool no matter what boss you do, for example. Random world drop greens/epics would also apply based on their percentages of dropping, etc.

 

The zone itself would need to either be taken from an existing "through the green portal" area somewhere in the game world, or the player could have rooms/halls from a particular tileset and arrange them on a builder tool. Either way the player would need to populate NPCs and scripts.

Edited by Gungan
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What's funny is prior to the release of the game BW kept saying "Oh we hate how MMO's have you doing quests of 'Go collect 10 rat tails, 20 herb roots' so we've changed that in our MMO" .....I fail to see where they've changed it.

 

They also said they were going to clone WoW.

 

And even the stuff the OP's talking about is "themepark". Run up to someone and spam 1 space 1 space 1 space 1 space 1 space 1 is no better than "Go kill X of Y".

 

Star Trek online tried doing the kind of thing that's discussed in the first post, and it turned into "run up to the NPC and hit 'F' (the activate button) repeatedly.

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No no. You don't integrate them into BioWare's existing class story lines. They are seperate end game events written by players. Like side quests.

 

The node/reward, drops etc would be level appropriate to whatever difficulty level you assign to the mission (level range, solo, hard 2+, hard 3+, hard 4, ops). 50 hard mode difficulty = 50 hard mode random populations of nodes, credits etc. Rewards pools would be itemized by BioWare, and mobs would drop rewards from that pool no matter what boss you do, for example. Random world drop greens/epics would also apply based on their percentages of dropping, etc.

 

The zone itself would need to either be taken from an existing "through the green portal" area somewhere in the game world, or the player could have rooms/halls from a particular tileset and arrange them on a builder tool.

Cool. Peripheral side quests/stories per my earlier post is what I thought. There are plenty of little-used expansion areas already built into most world maps that could be parcelled for this too ... assign them & populate a dk with area modules & tiles, assets, encounters, personalities, triggers, waypoints, etc. ala Bioware's old Neverwinter Nights' World Builder. Or they could build a separate sandbox planet. That could be fun. Edited by GalacticKegger
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Cool. Peripheral side quests/stories per my earlier post is what I thought. There are plenty of little-used expansion areas already built into most world maps that could be parcelled for this too ... assign them & populate a dk with tiles, assets, mobs, personalities, variables, waypoints, etc. ala Bioware's old Neverwinter Nights' World Builder. Or they could build a separate sandbox planet. That could be fun.

 

Yep. Then players could search for missions by author, or by name if there is a multi part mission series by the same author, etc. At least all those red portals blocking everything would get some use.

 

Maybe even space missions where players can assign a flight path through large volumetric areas of space with different obstacles and stuff.

Edited by Gungan
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If you have any ideas for quests that don't include going to this location and killing x # of a certain enemy or going to this location and collecting items then please share them. Every mmo has those types of quests, some disguise them better than others.

Read Uruare's post, there you have an example. If you need further examples of how to do it differently or see if it can actually be done, by all means, get a beta key for The Secret World's next weekend and play it for a while (just for the quests).

 

Anyways, I still maintain my opinion that most MMO players don't like to think (or read, or learn...), so I guess that we'll never see this in any "mainstream" MMO. Intelligent games cater to a niche.

 

Cheers.

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Read Uruare's post, there you have an example. If you need further examples of how to do it differently or see if it can actually be done, by all means, get a beta key for The Secret World's next weekend and play it for a while (just for the quests).

 

Anyways, I still maintain my opinion that most MMO players don't like to think (or read, or learn...), so I guess that we'll never see this in any "mainstream" MMO. Intelligent games cater to a niche.

 

Cheers.

 

If it's that way then it's because players were trained to be that way. I don't care what you say, most people who pay $60 for a game do it to have fun. Which is why MMOs always devolve into finding the fastest and quickest way to blow through the fetch/kill quests, get their gear, and get to the actual fun stuff which is usually always at level cap. Raiding, PvP, etc. Themepark MMOs are nothing more than timesinks.

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Read Uruare's post, there you have an example. If you need further examples of how to do it differently or see if it can actually be done, by all means, get a beta key for The Secret World's next weekend and play it for a while (just for the quests).

Anyways, I still maintain my opinion that most MMO players don't like to think (or read, or learn...), so I guess that we'll never see this in any "mainstream" MMO. Intelligent games cater to a niche.

 

that niche is exactly worth around 300.000-500.000 subs. Not too shoddy.

E.g. EvE, a highly complex game with 400.000 subs and I predict a similar success for TSW an intelligent niche game for people who are tired of dumbed down quest structure and mob slashing/gear grind all day.

Edited by Lord_Ravenhurst
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If it's that way then it's because players were trained to be that way. I don't care what you say, most people who pay $60 for a game do it to have fun. Which is why MMOs always devolve into finding the fastest and quickest way to blow through the fetch/kill quests, get their gear, and get to the actual fun stuff which is usually always at level cap. Raiding, PvP, etc. Themepark MMOs are nothing more than timesinks.

Yeah, and that's the problem. I saw it first hand in TSW beta, in the chat (I closed the general chat for what some players were saying/spamming, as I was thinking "wow, just wow"). Most people are spoiled, and don't like that kind of games. Heck, we have the example here with "spacebarrers", no patience at all, just the will to kill everything that is red and reach max level ASAP, then grind the same old content 92384 times to fuel the gear's mouse wheel. They don't really like changes, or to be challenged by content that they would see as something that is "wasting their time".

 

that niche is exactly worth around 300.000-500.000 subs. Not too shoddy.

E.g. EvE, a highly complex game with 400.000 subs and I predict a similar success for TSW an intelligent niche game for people who are tired of dumbed down quest structure and mob slashing/gear grind all day.

You read my mind, I see TSW being another EvE (if Funcom doesn't screw it somehow), as there's a lot of people that really like FUN games. That doesn't mean that it's not successful, but just that it caters to a relatively small part of the total MMO population.

 

Mainstream MMOs, on the other hand, try to cater to as many people as possible (that's why they try to copy WoW one way or another). Like I comented early, SWTOR tries to do this too, and many changes came during the beta because of that, reducing the game's complexity.

 

I hope that this clears up what I meant :p

 

Cheers.

Edited by Lethemback
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Yeah, and that's the problem. I saw it first hand in TSW beta, in the chat (I closed the general chat for what some players were saying/spamming, as I was thinking "wow, just wow"). Most people are spoiled, and don't like that kind of games. Heck, we have the example here with "spacebarrers", no patience at all, just the will to kill everything that is red and reach max level ASAP, then grind the same old content 92384 times to fuel the gear's mouse wheel. They don't really like changes, or to be challenged by content that they would see as something that it's "wasting their time".

 

 

You read my mind, I see TSW being another EvE (if Funcom doesn't screw it somehow), as there's a lot of people that really like FUN games. That doesn't mean that it's not successful, but just that it caters to a relatively small part of the total MMO population.

 

Mainstream MMOs, on the other hand, try to cater to as many people as possible (that's why they try to copy WoW one way or another). Like I comented early, SWTOR tries to do this too, and many changes came during the beta because of that, reducing the game's complexity.

 

I hope that this clears up what I meant :p

 

Cheers.

 

The difference is that EVE has crisp, responsive controls and animations. So far TSW has had unresponsive, clunky controls with attack animations that don't always fire.

 

The questing and character progression in TSW is good, and the voice acting is pretty darn good, but everything else about it is so very unpolished.

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The difference is that EVE has crisp, responsive controls and animations. So far TSW has had unresponsive, clunky controls with attack animations that don't always fire.

 

The questing and character progression in TSW is good, and the voice acting is pretty darn good, but everything else about it is so very unpolished.

I agree. I'm not buying it right now exactly for those reasons, coupled with the sub & cash shop duo and the fact that I have the feeling that it will go the "AoC way". But even if it's not an MMO that I would buy right away, I found the quests to be pretty good and interesting and I think that that's something that should be "copied" by other MMORPGs.

You read my mind, I see TSW being another EvE (if Funcom doesn't screw it somehow)

I'm lazy so I just quote myself :p

 

Anyways, closed beta reports have said that they improved animations and all on the latest build. The devs always said that they were placeholders, too. I don't mean that I believe it all, but it has me on the fence and waiting for the final outcome.

 

In any case, this is going a bit off topic haha. Let's just say that we all seem to agree that the quests there are nice, and that it would be awesome if SWTOR would take note of it.

 

Cheers.

Edited by Lethemback
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wow some ppl really don't read up on a game before they buy it.

 

SWTOR was advertised as the biggest and best theme park MMO, it is not sand box, no1 ever said it would be.

 

it does exactly what it says on the tin

Exactly this.

 

Sadnbox MMO gamers on MMORPG.com have been carrying on about the PRECioUs for going on 7 yrs now. Since the addition of the TOR forums, it has spilled over there.

 

BW never said this would be SWG 2. If folks wanted SWG, it was there to play.

 

I would of liked to seen TOR more akin to EQ, but we have the game they produced. Rather than either enjoying, or moving along, we got folks that want to turn this game into the aforementioned SWG.

 

The OP suggests that quest could probably have done things different, and that is fair. That is what I deem constructive criticism. Most of the hate lodged against this game though doesnt fall within that parameter.

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This is a nice idea in theory, but the second you put a puzzle in an MMO the whiners go into an angry rage. One thing to know about most MMO players is that if there are two options, they will always choose the easiest one and then complain that the developer didn't support the second even though it is there.

 

Same deal with World PvP. It's there and available - nothing's stopping you from doing it and it is thriving on some servers where the community is high quality (Jung Ma). But suddenly it's BioWare's fault that you would rather stand on the fleet and queue repeatedly for Warzones since you can't stand the prospect of being jumped while questing or being involved in an unfair fight.

Edited by Jenzali
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Exactly this.

 

Sadnbox MMO gamers on MMORPG.com have been carrying on about the PRECioUs for going on 7 yrs now. Since the addition of the TOR forums, it has spilled over there.

 

BW never said this would be SWG 2. If folks wanted SWG, it was there to play.

 

I would of liked to seen TOR more akin to EQ, but we have the game they produced. Rather than either enjoying, or moving along, we got folks that want to turn this game into the aforementioned SWG.

 

The OP suggests that quest could probably have done things different, and that is fair. That is what I deem constructive criticism. Most of the hate lodged against this game though doesnt fall within that parameter.

 

This isnt really about sandbox/non-sandbox. Its about varied quest mechanics. The questing can still effectively be hub based, linear and on rails. Its well within the remits of the game to deliver this feature. Its just very little of it seems to have made its way into the game itself. The datacrons being an obvious exception with a few quests here or there supplementing it.

 

Its kinda like the esseles/black talon. The first time you run it you think "WOW!!! theyve modernised the dungeon crawl and made it fun!". They havent reinvented it or anything, its still grind through a bunch of mobs, down a boss, do this until the main boss... but the choices you could make impacted by conversation rolls made it a bit more unique (as were the conversations themselves added an extra layer of urgency to the whole proceedings).

 

But then you walk into hammer and think... ah, back to your classic dungeon crawl... :/ Its a huge disappointment.

 

No ones asking for a sandbox or for the quest system to suddenly be completely different. Just that the quests themselves dont all follow the "kill 200 of these guys formula (which you likely have to do anyway because the respawn rates and aggro radius (even stealthed) makes it invariable!").

 

No ones really asking that we stop riding rails, or that the themepark be completely reworked. The answer to the WHERE can stay exactly as it is. Its more just the HOW we get there thats the bit we're after a little compromise on.

Just some more variety in the future in the WAY we run the hamster wheel. Add some bells and whistles to it to stop us feeling like we're running variations on a theme of monster grinding until "end game".

 

(youre falling into the blizzard trap by the way on putting your eggs in the end game basket - its an inflation grind to eternity that creates a huge insurmountable gulf between new and old players at "the start of the real game" - end game - gear grinds suck).

Edited by ippollite
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I think they should start re-forming future quests that haven't already started development to be more open world. Same goes for planets.

 

Obviously a transition needs to happen. Once this more open 50+ quest line is set up, start sprinkling in unique quests in the main game to make it more even. I think thats the #1 gripe most have with the game. too linear/too much like WoW/ too traditional.

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I'm lazy so I just quote myself :p

 

Anyways, closed beta reports have said that they improved animations and all on the latest build. The devs always said that they were placeholders, too. I don't mean that I believe it all, but it has me on the fence and waiting for the final outcome.

 

In any case, this is going a bit off topic haha. Let's just say that we all seem to agree that the quests there are nice, and that it would be awesome if SWTOR would take note of it.

 

Cheers.

 

I wish I could believe it... but there's this Secret World icon on my desktop that tells me otherwise. Even moving around the world looks and feels wrong on a fundamental level. For a game that supports DX11, this thing takes a giant swan dive into the uncanny valley.

 

It would also help them if their lore unlocks weren't all glowy cyberpunk icons floating in the world instead of you know.. actual items relevant to the lore.

Edited by Gungan
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Regardless if its the Role of the sith inquisitor (saw that comment somewhere in here) Id like to commend Bioware on some awesome beginnings with the conversation choices\etc and dark side light side but cruddy follow through. I was always disappointed all class quests didnt at least have a point where you join the light side or dark side (metaphorically or literally) . My idea was always, example you're a sith inq, dark side, finish act 1 terrible climax occurs where you must make a terrible ds or ls choice, say you chose the ls choice, you're now going to follow a ls quest line for your cq throughout act 2, at the end of act 2, you're presented with another terrible climax decision, you can now even fall back to the dark side! or maintain your new found pact with the light. Essentially every act, every class would have 2 different quest branches. Different rewards on each, adds replay factor blah blah. Point in case, being a dark jedi feels really lame.
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If it's that way then it's because players were trained to be that way. I don't care what you say, most people who pay $60 for a game do it to have fun. Which is why MMOs always devolve into finding the fastest and quickest way to blow through the fetch/kill quests, get their gear, and get to the actual fun stuff which is usually always at level cap. Raiding, PvP, etc. Themepark MMOs are nothing more than timesinks.
Theme park, sand box, casual, hard core, mainstream, niche ... they're all just time sinks or they'd be paying rent. Edited by GalacticKegger
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So, I'm on Corellia, and I get a mission prompt about this chick who has Jedi prisoners who aren't talking and needs help. And I think "This is the perfect opportunity to have a mission that isn't about killing x number of so and so, or collect X number of loot or activate X number of thingies, a more story driven, meaty quest about a tense interrogation, a more mind game type deal. The kind of stuff I love Bioware for."

 

So, My character actually says "I could give them a working over, I'm really good at interrogation" .I'm A Sith Inquisitor, and Yes, I am good at interrogation, and I have gotten to do so very little of it.

 

BUT NO! WE CAN'T HAVE ANY VARIETY IN OUR THEME PARK MMO! THAT WOULD BE TOO GOOD./B]

 

No. You need to go collect X number of lock boxes, kill X number of guards and get X number of droids so I can perform off screen interrogations you'll get to AT MOST read about in a mail later on with some extra credits, oh and to top it all off ,I'd bet there's not even a lightside/darkside choice any where in there.

 

 

Is it so much to break it up a little outside the class quests? hell ,almost all of them are the same three things, use this item, kill x number of things, collect x number of loot, dialogue tree with three options that say nothing like what it says in the wheel prompt, followed by an arbitrary light/dark choice with totally bland and shallow 'light dark' options designation where light is usually just rational, if not just as evil if not more so as the dark option, which is almost always just "Lol kill" or pointlessly cruel for cruelties sake, that's not dark, that's not evil, it's stupid.

 

Don't get me wrong, when this game is good, it's great. But c'mon here guys you're killin me! I've been playing Bioware games for over ten years, And the one thing I've learned to love about them is how the story matters, the dialogue matters and the gameplay is more than just 'kill x number of this' over and over and over again.

 

I know you guys are better than this!

 

Not much that can be done now but... for christsakes guys, in the future, mix it up a little and throw some different kinds of quests in with the rest of the theme park filler, that's all I ask, a little variety when the story calls for it, other wise you're just wasting our times with the fluff.

 

A *great* Example of this sort of thing, was Voss, The quests on Voss were great and far more based upon how you respond, rather than killing things, The dialogue was important, the responses important in a large number of quests and I would love to see more of that kind of thing, mix. it. up!.

 

Best part is! it's not even that difficult, make a bit of cut scene, a bit more dialogue and some more responses and think a bit, and you're done!

 

most of those kill x of y are all bonus missions. no need to actually complete them

 

leave it to the swtor community to complain about a feature or piece of content they dont even have to do.

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