Forums » General Pantheon Discussion

Questing In General

    • 613 posts
    April 18, 2016 4:40 PM PDT

    Hi Everyone,

    I have been reading about AI and the methodology behind it. When Storybricks went south the piece that intrigued me was what questing could be like. I know they are gone but the idea is still out there.

    Read this article from Ten Ton Hammer: http://www.tentonhammer.com/articles/the-storybricks-coup-that-almost-happened

    I am wondering how the quest engine is going to work in Pantheon. Not being a game designer I was wondering what the Devs thought about this sort of path.

    Ox

    • 384 posts
    April 18, 2016 5:31 PM PDT

    I have wondered the same thing.

    I wasn't entirely on board with EQN's art direction but I was REALLY looking forward to what Storybricks was going to bring to the project. When they announced their closure is when I really started to question EQN's future. I don't know how realistic a system like that would be to actually implement, maybe they were overly ambitious, but if Pantheon's quest system captures even part of what Storybricks was shooting for it would be great. At this point I don't think we know a whole lot about the questing system and the FAQ doesn't say much. I'd love to hear more about this as well.

    • VR Staff
    • 587 posts
    April 19, 2016 12:28 PM PDT

    We've not released any details because we're currently implementing these systems and experimenting with different ideas.  I can say that we would like a branching quest system and that we will also be using our Perception system which involves the environment giving you clues as to where you might want to explore or where certain items and other rewards could be found.  We want an open world more sandboxy game, so the Perception system will handle many/most of what other games use a traditional quest system for.  That said, when it comes to significant quests (epic quests, class defining quests, etc.) we will also have a more traditional system.  

    What Pantheon specifically is *not* doing is a 'quest hub' system, where you move to one hub, get a bunch of quests for that area, you complete them, and then move to the next hub.  This sort of 'on rails' 'golden path' system is not the direction we are heading... when you think of quests and Pantheon, think more EQ and less VG.

    • 769 posts
    April 19, 2016 12:40 PM PDT

    Aradune said:

    We've not released any details because we're currently implementing these systems and experimenting with different ideas.  I can say that we would like a branching quest system and that we will also be using our Perception system which involves the environment giving you clues as to where you might want to explore or where certain items and other rewards could be found.  We want an open world more sandboxy game, so the Perception system will handle many/most of what other games use a traditional quest system for.  That said, when it comes to significant quests (epic quests, class defining quests, etc.) we will also have a more traditional system.  

    What Pantheon specifically is *not* doing is a 'quest hub' system, where you move to one hub, get a bunch of quests for that area, you complete them, and then move to the next hub.  This sort of 'on rails' 'golden path' system is not the direction we are heading... when you think of quests and Pantheon, think more EQ and less VG.

    Y'know, I'm against the quest hubs just like everyone else here, but in regards to your comment about how VG handled quests ...

    It WAS nice, specifically when gathering a group for a lesser known dungeon, knowing that you could go to the nearest town or outpost and have a pretty good chance of collecting a quest or two for that dungeon. It just gave more of an incentive for that dungeon, especially when VG had so many of those off the beaten path dungeons without much in the way of rewards.

    I don't know if that is considered a quest HUB, as you weren't directed to those areas. Heck, most of the dungeons in VG you weren't really directed to at all, which was a huge part of its charm for me. You'd be wandering around only to run into a random cave. Chances are, the outpost not far off would have a quest for it, even if it's just to kill 10 scorpions.

    I dunno, either way, death to hubs. I was just being a forum warrior, championing Vanguard.

    -Tralyan

    • 613 posts
    April 19, 2016 1:05 PM PDT

    What Pantheon specifically is *not* doing is a 'quest hub' system, where you move to one hub, get a bunch of quests for that area, you complete them, and then move to the next hub. This sort of 'on rails' 'golden path' system is not the direction we are heading... when you think of quests and Pantheon, think more EQ and less VG.

    I do like that “hub” aspect will not be present. After playing several other MMO’s these are zone killers. For a game to survive on content and how the content is delivered is key. The quest should span the entire world. If need be. It will keep people moving around more. I think the EQ version will be far more engaging for people. In my opinion the game that shall not be named with quest givers with an exclamation point over the NPC’s head set a bad precedent.

    I know its early in the development process but thanks for the information. This is an exciting time to be around the process.

     

    Ox

    • 202 posts
    April 19, 2016 2:36 PM PDT

    Aradune said:What Pantheon specifically is *not* doing is a 'quest hub' system, where you move to one hub, get a bunch of quests for that area, you complete them, and then move to the next hub.  This sort of 'on rails' 'golden path' system is not the direction we are heading... when you think of quests and Pantheon, think more EQ and less VG.

    Yessss!!!!

    I hate that quest hub system sooooo much. Especially when the quest goals are 5 meters away from the quest giver. It is so immersion breaking.

     

    Greetings

    • 384 posts
    April 19, 2016 7:29 PM PDT

    Aradune said:

    We've not released any details because we're currently implementing these systems and experimenting with different ideas.  I can say that we would like a branching quest system and that we will also be using our Perception system which involves the environment giving you clues as to where you might want to explore or where certain items and other rewards could be found.  We want an open world more sandboxy game, so the Perception system will handle many/most of what other games use a traditional quest system for.  That said, when it comes to significant quests (epic quests, class defining quests, etc.) we will also have a more traditional system.  

    What Pantheon specifically is *not* doing is a 'quest hub' system, where you move to one hub, get a bunch of quests for that area, you complete them, and then move to the next hub.  This sort of 'on rails' 'golden path' system is not the direction we are heading... when you think of quests and Pantheon, think more EQ and less VG.

    EQ-like questing is fine by me. Can't wait to hear more about the perception system. Thanks for the response! :)

    • 2756 posts
    April 20, 2016 1:37 AM PDT

    Whilst the on-rails hub system is a trivialising yawn-fest indeed, I also hate it when you find a dungeon, delve in there, have some fun and kill a nasty monster at the end and then later stumble into someone who wants you to go kill that dungeon monster and there's no "Hey, yeah, I already did that" option.

    No, I don't want quest-givers sitting outside the dungeon, but when we do things in a more organic, sandboxy, branching way, please have the NPC AI cope with it :)

    I don't mind if perhaps you get the monsters ears as a drop and that's what the NPC will take as 'proof' of the kill.  If you sold those ears and have to go get them back from the vendor, then that kinda adds to the quest hehe

    • 72 posts
    April 20, 2016 4:29 AM PDT

    Aradune said:

    We've not released any details because we're currently implementing these systems and experimenting with different ideas.  I can say that we would like a branching quest system and that we will also be using our Perception system which involves the environment giving you clues as to where you might want to explore or where certain items and other rewards could be found.  We want an open world more sandboxy game, so the Perception system will handle many/most of what other games use a traditional quest system for.  That said, when it comes to significant quests (epic quests, class defining quests, etc.) we will also have a more traditional system.  

    What Pantheon specifically is *not* doing is a 'quest hub' system, where you move to one hub, get a bunch of quests for that area, you complete them, and then move to the next hub.  This sort of 'on rails' 'golden path' system is not the direction we are heading... when you think of quests and Pantheon, think more EQ and less VG.

     

    I'm liking the thinking around here more and more. This is what I was hoping for and even this small bit of information is good news.

    • 2138 posts
    April 20, 2016 6:05 AM PDT

    Aradune said:

    What Pantheon specifically is *not* doing is a 'quest hub' system, where you move to one hub, get a bunch of quests for that area, you complete them, and then move to the next hub.

     

    When I read "get a bunch of quests for that area" I think of- like town or faction quests. When I get to a new town I like the idea of spending time there to learn about the people/customs and I like having small, mostly newbie friendly, adventure type quests that take place in the town or in near environs. Some early ones I remember involved temples: Like the fisherman convert that started in the temple pf Prexus in Erudin, or the Asking for donations quest in Qeynos for the temple of life, and of course, "going postal". I am not saying deviate from the plan, I am just commenting on a small aspect of what I liked about my interpretation of hub quests related to an area.

    These were little hooks that got me immersed in the area and were newbie-friendly/Low level friendly enough that provided a confidence-boost in the playing of the game- regardless of the "reward" which was often so-so. As I got older it also provided a necessary humbling of character since, as a powerfull caster come stomping into town, then realizing that I have to ingratiate myself to the people and while doing, learn where the bank is, the guiild halls,  the class trainers, etc, and learn the peoples needs or discover the common enemy. 

    Likewise, at the newbie level when the next step indicated some far travel or a small battle, that was the encouragement to shout around for groups in the newbie area for help or adventure. I liked how the game mechanic encouraged the behavioral mechanic of finding/needing groups/company and from that learning what other classes can do. (going postal-you are level 5- deliver mail form Qeynos to highpass- HIGHPASS?! that's...north..right? on the paper cartoon map here if we head straight out from qeynos and keep going we would hit highpass eventually....right?) 


    This post was edited by Manouk at April 20, 2016 6:09 AM PDT
    • 613 posts
    April 20, 2016 2:31 PM PDT

    When I think of "hub"  GOAP scenarios come to mind.  I am guessing most questing is written the same way

    article: http://gamedevelopment.tutsplus.com/tutorials/goal-oriented-action-planning-for-a-smarter-ai--cms-20793

    The complexity of the task or quest can be infinite but for this discussion the faction based or general progression type questing probably revolves around GOAP model.  

    Little bit more in depth questions but I figured Brad and Co are the ones to ask.

    It really is interesting stuff.

    Ox