The current Vesteria’s quests are not made as well as they should be in my opinion.
I’m aware the game’s Alpha has just been released and that it doesn’t represent the final game, but still I though this post would be helpful for developers.
Currently, there are 3 quests in the game, both of them being generic:
"kill [n] monsters and bring me their drops"
I think the quests should be less repetitive and more story-based.
Most MMORPGs are made in a way where you :
- Spawn in
- Do quest which requires you to kill [n] monsters, or to obtain [n] monster drop items
- Repeat or grind
As fun as it might be for the first day or so, players will get tired of doing the same thing for a long time.
It would be great either if quests followed some sort of story, or if it had mysteries which act as quests themselves.
Example of latter would be :
- The player is exploring the map and you find a worn-out book item named “Hidden Land”
- Item’s description says something like: “Enter the triangle and shout out my name”
- The player realizes the description is talking about some random cave somewhere out in the map.
- The player enters the cave and shouts out the name of the book, “Hidden Land”.
- Hidden doors open, letting player enter the cave, where he finds either another puzzle or the prize.
The prize, in this case, could be anything from:
- New Location with shops, NPCs, …
- New Quests
- New Boss battles
- More secrets
Another thing I feel like most MMORPG games don’t do are connected quests.
Example of connected quests would be:
- You are presented with two quests
- Both ask you to do a similar thing, in this case, it could be something like bringing materials for the healing potion.
- The first quest-giver wants it to make money and will give you a good money reward for it.
- The second quest-giver needs it to save his family, as they are ill, and can’t give you a lot of money for it.
- The player pretty much knows the risks of both quests and is able to decide which to take for himself.
- If the player completes first quest-giver’s quest, he’ll award you nicely and the second quest-giver’s family will either: die or get better using different method, really, depends on developers / future quest plans.
- If the player completes second quest-giver’s quest, he won’t be able to award you right away but, let’s say the quest-giver’s child is a master blacksmith and you get a special item from him.
- Both quests can branch off into more quests later on, and depending on the first quest, other quests might either be better or worse.
This would give the player feeling that each action has it’s own reaction.
It also makes the player think about the consequences of his actions and makes him think about his next step. It makes the player involved in the game and the world.
I hope the developers will find this useful and that other players will like it as well.
If you have any suggestions, please comment below and I’ll add them to the the topic.
~Legoracer, Greyvale Guild Leader