The things I spent the most time on in EQ1, and enjoyed the most, were obscure (almost secret) little objectives that were rewarding and lucrative if you got good at them and spent the time.
These were all lucrative little "projects" that were a ton of fun. The thing they have in common was they took a little time. Very few people seemed to have the attention span to work on these, let alone farm them. They were also not well known, again making them always available.
When players "race to the top" they blow by this type of content, totally missing it (the HSM wars was one of the best architected triggered-events in EQ and no one even knows about it).
That's great for folks, like me, who love to really capitalize on these things. But I've noticed a trend where game developers might not see the value in doing all this work and have to focus on end-game content and shepherding players to the top.
One of the things I found most magical about Norrath was that there were tons of these hidden content gems out there. Everyone seems to chase the same-old content like the Guise of The Deciever and J-Boots. There's a line of people doing those. Meanwhile I am consuming all this other content no one seems to know (or care) about.
So, my plea is to make sure there are a lot of these content things out there that no one knows about. A ton of side quests and diversions and obscure named mobs that are found well off the path to advancement. I know the game is not a linear game, but if the population only focuses all on the same quests and named mobs, it essentially BECOMES linear in experience.
Agreed! I am also the kind of player that likes to explore, see what's out there, find out "Why is that guy out here in the middle of nowhere?" etc. I have a good feeling about Pantheon in that regard. They talk a lot obout horizontal progression in the streams, they talk about how big the zones are, and they definitely talk a lot about progressing slowly and REALLY expreiencing the world. I think they are putting a lot of effort into what you're talking about and I'm excited to see it all :)
fazool said:
- - In 20 years I never met another player who did the Warden Symbol of Tunare quest - which was like a mini druid epic and (IMO) more useful and fun.
You have now met another person who did (and freaking loved) that quest. The Warden symbol of Tunare became a RP cornerstone to my character to the extent that it was never taken off, even when I could get higher stats from other gear later. The clicky root was about the best thing in the world and saved my rear more than once. Honestly, root is one of the few reasons I'm sad they have taken out downcasting, as I always found low level roots worked just as well as high level ones, for significantly less mana.
I knew of these things, interestingly the same poacher quest was also available in erudin, and good for faction, but I didn't see it as a money maker.
Likewise the hollowshade moor war, was great for tradeskill items if you showed stewardship- see how that theme carries over from the poachers? a general: preserve the environment global thing, preserve the wolves and Holly windstalker would not bother you- ties in to the RL disccovery of when they added wolves to yellowstone and how it imnpacted the environment for the better by adding the apex predatrors. Rrivers improved because grass could grow along the edge from not being ewaten by rabbits and dear because the wolves were keeping population down- so as balance in RL so that theme in game- I "got" it. Or not killing all the rockhoppers in the easy caves in maidens eye to get limitles flawless hides for high end tailoring.
If they dropped neat items I could use, great otherwise any leftovers I gave away- but never the intent to farm for profit, because that would be drudgery and take away from finding other things like that- like the holy water throwing things from Katta castellum that were good against vampyres, good thing to stock up on, or that nifty ball of Yarn from Miranda in stonebrunt mountains with a clicky snare- 5 charges for some dice.
Arcstone was great for those TS items for the flowing drinks, they lasted for ever. I did not understand the sense in farming if you already have the item, one and done, or maybe to help another.
I am hopeful they end up getting their progeny system up and running in a way I can pretty much just relevel back to max to see the content I missed, but without playing on an alt. I think it will be the most fun way to gain mastery points and see all the little events they make.
fazool said:When players "race to the top" they blow by this type of content, totally missing it
Not true at all. Not everyone who races missing much at all, they just get to it first and decide if experiencing it is worth their time. As one of those persons who levels very quickly because I play 50+ hours a week, I eventually experience nearly everything a game has to offer by having a large number of alts of different races and classes so I can truly experience just about everything.
Vandraad said:fazool said:When players "race to the top" they blow by this type of content, totally missing it
Not true at all. Not everyone who races missing much at all, they just get to it first and decide if experiencing it is worth their time. As one of those persons who levels very quickly because I play 50+ hours a week, I eventually experience nearly everything a game has to offer by having a large number of alts of different races and classes so I can truly experience just about everything.
Most hardcore racers that I play with race to the end with one toon, yes. But, then we use alts to go back and experience the rest slowly. That way you get the best of both worlds. If you play enough, you have time for it all.
fazool said: When players "race to the top" they blow by this type of content, totally missing itI know the game is not a linear game, but if the population only focuses all on the same quests and named mobs, it essentially BECOMES linear in experience.
Well, those that want to 'race to the top' are going to do so and very little can be done to stop them without making them dislike the game. It is mostly up to us who prefer to focus on the journey - rather than the destination - to avoid letting them bother us. Though as I posted before, I do support your suggestions for many 'small quests'.
Beyond that, you should take hope that from all the discussions I've read on these forums, there appears to be many more players who DO want to enjoy the journey among the 'Fantheons' then most games tend to get. So you should not worry too much that VR won't be paying attention to that particular balance (among all the other balancing they are doing).
(Not to say you shouldn't remind them if you see things going wrong)