Re: Long-term Entertainment
Quests without the eventual walkthoughs posted on every forum would be nice. However,it is up to you to read those or not. In game however it is a different thing altogether. You cannot expect people to close their chats everytime someone in Market asks "Where can I find.."
What is needed are quests with detailed descriptions of the events behind it, the person we seek, the reason we seek that person (re:NPC) However, that person should not be in a static spot or have static puzzles to solve to find. Istaria does not allow NPCs to wander. They are in such and such a spot today so you know they will be there tomorrow and the next.Even quest MoBs roam only a very short distance from the established spawn point.
So the only way at present to make these Quests more interesting would be to randomize the steps to the conclusion. For example I might get a clue to find a Tamed Apple Oastic where the next person may be looking for a Trout. (okay rough example) The number of choices (random) in each given step and the number of steps would insure that the Quest is not a Fed-Ex delivery system. Even the original Aroahs Health Crystal quest (the one to find the head off the mylocs--I could be mistaken) would have been more interesting and fun if it would have stated that "He was exploring the eastern deadlands...... So was it the Myloc that killed him? The Marrow? The Wraith? Any clues about? No. There were no clues,signs, etc. in the ED. Everyone knew you went to kill mylocs and kill mylocs is what you did until you found the head.
If the randomness is too hard to programthen at least have a few different outcomes and base them on whether or not your ingenuity is an equal or odd number, your class, your race. Nobody should be able to sit in Marketplace and give detailed instructions on how to gain the Warriors Edge level 10 Questthough I bet most oldtimers can do exactly that and many can rattle off the cords of the battle and the Quest Mob from the top of their heads.
The problem with a Quest system like that though is when you wish to Quest with a partner or a group. No sense in being in a group if you all have to go different directions. Ergo, they should have Quests that are tailored to groups,couples and even Guilds. The group leader (and in this instance there can be only one) would be granted the Quest.
The other thing lacking in making fun Quests and puzzles is the lack of a working World Model. How can we figure out to open a door or a chest or a secret wall when we do not have and cannot have those things? Anyone ever check behind one of the numerous waterfalls for a door or a switch or at least wished they could?
So to summarize because I think I am rambling we need Quests that can be randomized to limit walkthroughs, Quests that are meant to be solo,partnered with another or big groups and Quests that use a world model to give us more challenging puzzles.
Re: Long-term Entertainment
Exactly Bori, this was the direction my thoughts went, too.
Narkano