One of the unique things from EQ1's questing system was that quests could be done out of order. Without talking to the quest starter NPC, you could kill a mob and find quest items. You could then hold onto the quest item until you eventually figured out what quest it was for.
I found this approach enjoyable, as it allowed you to do the quests backwards if you wanted to and perhaps discover quests that you would've never known about. Also, you didn't have to run into town to pickup quests before going into a dungeon.
Any word on how questing will work in Pantheon?
I know they have the perception system, and in the demo videos, with the key being hidden behind a fallen rock, it seems that you may only be able to pick up the key if you are not on that specific step of the event. Which I understand. Certain quests may need to be done in order (as was the case in EQ1 too), but hopefully they plan to have plenty of quests that can be completed out of order as well.
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It may be more challenging and time consuming to receive a quest and be completely clueless about what to do next, but that's part of the fun of playing an MMO and what makes it the word I go back to time and time again...immersive.
I agree with you about being able to do quests "out of order", meaning (I assume) that you don't actually have to officially accept a quest in order to start it. You can start collecting certain quest items and already have them in your inventory before you go to the NPC that gives you the quest. By contrast, it seems later MMOs had completely linear quests where you had to do each step in order to complete it. That was pretty maddening.
One last thing. Again, I don't know how they are going to work, but if Pantheon has "no drop" items as EQ had, I hope Pantheon allows for multi-questing. That may or may not have been an unintended bug in EQ (I don't know), but ultimately I think it was a good thing. I understand the rationale behind no drop, I think it's primary function was to prevent a person from over-twinking alt-characters. But I believe devs should allow players to bypass that limitation on quests by multi-questing.
It's probably going to be more of a camp grinder particularly at launch.
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I expect a fair few quests will come from a consequence of adventuring - either some weird loot drop that is linked to other loot drops from around the world and perception spotting something while you are hunting. I hope most quest come from adventuring in an area rather than quest hubs sending you from A to B.
If the above is true i would think quests would be less linear and more like many eq1 quests