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Most Hated Quest Designs

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  • TheocritusTheocritus Member LegendaryPosts: 9,976
    I always thought the best quest system would be to give us a quest book at the very start of the game with all quests in it and we just do them as we please. No running back and forth to NPCs, no missing certain quest givers in odd locations, jsut a simple easy quest list and let us play.
    Amatheiixviiiix
  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    I always thought the best quest system would be to give us a quest book at the very start of the game with all quests in it and we just do them as we please. No running back and forth to NPCs, no missing certain quest givers in odd locations, jsut a simple easy quest list and let us play.

    But that wouldn't make any sense?  Who made this quest book for us and why? 
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  • Gamer54321Gamer54321 Member UncommonPosts: 452
    edited May 2020
    Maybe a little off topic, but I like tasking myself in games. This basically means that you have to set goals for yourself, some would be about quick thinking for positioning and making use of the terrain and buildings for cover and conceilmen t, and other goals would be about maybe building something as a long term project (or a few hours).

    Basically meaningful combat + meaningful gameplay or meaningful endgame gameplay. :)

    Edit: So, I find it meaningful to having to prepare myself, or something, could be logistical stuff, or just scouting ahead maybe for something.
    Post edited by Gamer54321 on
  • cameltosiscameltosis Member LegendaryPosts: 3,832
    I dislike pretty much all quests, so I'll say that any quest that doesn't involve unique gameplay are my most hated.

    I don't need quests to direct me to kill stuff
    I don't need quests to direct me to explore
    I don't need quests to make me collect stuff
    I don't need quests just to tell me a generic, boring story


    I can do all those things for myself, within the gameworld, without being forced to ride here and there just to hand in a quest and collect the xp. I'd rather get the xp from doing the activity, not as a reward for speaking to someone.

    I prefer my quests to be something unique and special, in order for the quests to have any meaning.
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  • MightyUncleanMightyUnclean Member EpicPosts: 3,531
    Gather ten chicken teeth, and they each only drop one tooth, and only one in four of them drop them, so you end up having to kill 40 chickens.
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  • SovrathSovrath Member LegendaryPosts: 32,780
    Ya know what grinds my gears? Not a "quest type" per se but when you are sent on a quest or even just when you are trying to gather plants/plant parts and not only do you have a timer bar that takes way too long for gathering a few leaves but also that "you don't have the proper skill/level to gather these leaves."


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  • NeblessNebless Member RarePosts: 1,871
    Escort missions since the NPC always has to stay alive and yet has a suicide mindset that causes them to run to the nearest thing that can kill them.
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  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    Gather ten chicken teeth, and they each only drop one tooth, and only one in four of them drop them, so you end up having to kill 40 chickens.

    I would agree with you.  However, to my knowledge, grown chickens do not have teeth.
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  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    Maybe a little off topic, but I like tasking myself in games. This basically means that you have to set goals for yourself, some would be about quick thinking for positioning and making use of the terrain and buildings for cover and conceilmen t, and other goals would be about maybe building something as a long term project (or a few hours).

    Basically meaningful combat + meaningful gameplay or meaningful endgame gameplay. :)

    It would be really great if an MMORPG was all about setting goals for your character.  Forging your own destiny, choosing your own fate.
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  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    I dislike pretty much all quests, so I'll say that any quest that doesn't involve unique gameplay are my most hated.

    I don't need quests to direct me to kill stuff
    I don't need quests to direct me to explore
    I don't need quests to make me collect stuff
    I don't need quests just to tell me a generic, boring story


    I can do all those things for myself, within the gameworld, without being forced to ride here and there just to hand in a quest and collect the xp. I'd rather get the xp from doing the activity, not as a reward for speaking to someone.

    I prefer my quests to be something unique and special, in order for the quests to have any meaning.

    Yes, depending on the type of character we're playing, we might be sent occasionally be sent on missions or asked to perform certain tasks by superiors.  But the idea that there's all these people around asking for adventurers to do stuff all the time (as if no one else in the village, town, or city was ever capable of doing it before), is kinda lame.  And then they keep asking other people to do it even though we already did it.  Also, where do they get these piles of different kinds of gear to hand out to people?  If they have access to all this magical equipment, why don't they just arm all their friends and acquaintances and get it done themselves?  And why does the equipment keep getting more powerful from zone/area to zone/area?

    But you're right.  Quests should usually be important, special, and unique.  Even epic.

    Also, I don't see why players couldn't design their own missions/quests to hand out to other players.  Like a blacksmith that needs some ore which can only be found in a dangerous area.  He could ask an adventurer to go fetch some for him.  Though, of course, he might need to find an adventurer that had potentially had some skill at mining.  Such as a dwarf.
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  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    Sovrath said:
    Ya know what grinds my gears? Not a "quest type" per se but when you are sent on a quest or even just when you are trying to gather plants/plant parts and not only do you have a timer bar that takes way too long for gathering a few leaves but also that "you don't have the proper skill/level to gather these leaves."



    I also have no idea why someone would think it's a good idea to ask a paladin or wizard who has slain or helped slay fearsome orc warlords, hordes of undead, and mighty dragons to go pull some weeds.  Or go harvest this or that and I'll fix you some dinner.  Excuse me, do I look like a peasant?  And I'm perfectly capable of buying my own dinner at the tavern or inn, thank you very much.
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  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    Nebless said:
    Escort missions since the NPC always has to stay alive and yet has a suicide mindset that causes them to run to the nearest thing that can kill them.

    Right.  If the person I'm supposed to escort is a suicidal nutcase, why can't I knock the person out, bind and gag him/her, then throw him/her over my shoulder or tie him/her to my mount?  Then I could quietly (as quietly as I can), make my way/sneak towards wherever I'm supposed to deposit said suicidal nutcase.
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  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    edited May 2020
    Amathe said:
    1. Timed quests
    2.  Phased quests
    3.  Quests that have hidden items in dungeons, which no group will ever slow down and let me find

    Additional Complaints about Timed Quests.

    What if I get an important call from the Governor while I'm attempting to finish one of these wonderful quests?  Did these fancy, shmancy game designers ever think of that?

    And another thing, if this quest was so fr**kin' urgent, why didn't they get someone else to do it earlier?  Why did they wait until I showed up?  Wouldn't they have had more time to get it done if they'd been a little more proactive?  But, no, instead they just sit around saying, "Woe is me, woe is me!  Gee, I sure hope some handy adventurer shows up soon to accomplish this oh-so important task for me.  Because I'm totally helpless!"
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  • AmatheAmathe Member LegendaryPosts: 7,630
    Also I hate protection quests.  Because the NPC always wanders off and starts additional fights.
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  • TakodanTakodan Member UncommonPosts: 161
    My absolutely most hated type of quest are drop quests.

    You are instructed to loot ten of a certain item but it doesn't tell you that the drop chance is like 15%. So instead of a quick ten kills, you need to kill seventy two before you get the items you need. Argh!!

    These types of quests were very prevalent in old school games like WoW: Vanilla.
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  • iixviiiixiixviiiix Member RarePosts: 2,256
    I always thought the best quest system would be to give us a quest book at the very start of the game with all quests in it and we just do them as we please. No running back and forth to NPCs, no missing certain quest givers in odd locations, jsut a simple easy quest list and let us play.

    But that wouldn't make any sense?  Who made this quest book for us and why? 
    Adventurer guild , who collect all the quests in one place ,  place them at the notice broad for people who search for work .

    Normally they base are taverns

    That's common setting for nearly all fantasy setting where people don't have "?" or "!" on they head .

    You can't just ask every people you meet on road for tasks , or people going to ask random people to help them with the troble . People ask for professional help , and the guild help them to look for the professionals

    Also the adventurer guild can rank the level of quest for the payment base on the risk and reward . And in case the client don't pay for the reward or the risk is higher than what the client said , then the client may get punish for dishonest .



  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    iixviiiix said:
    I always thought the best quest system would be to give us a quest book at the very start of the game with all quests in it and we just do them as we please. No running back and forth to NPCs, no missing certain quest givers in odd locations, jsut a simple easy quest list and let us play.

    But that wouldn't make any sense?  Who made this quest book for us and why? 
    Adventurer guild , who collect all the quests in one place ,  place them at the notice broad for people who search for work .

    Normally they base are taverns

    That's common setting for nearly all fantasy setting where people don't have "?" or "!" on they head .

    You can't just ask every people you meet on road for tasks , or people going to ask random people to help them with the troble . People ask for professional help , and the guild help them to look for the professionals

    Also the adventurer guild can rank the level of quest for the payment base on the risk and reward . And in case the client don't pay for the reward or the risk is higher than what the client said , then the client may get punish for dishonest .




    I don't really like the idea of Adventurer Guilds, but that could work.  Kinda like Fairy Tail.



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  • UngoodUngood Member LegendaryPosts: 7,534
    edited May 2020
    Over dependence on Boss Fight

    Especially if it's a "dungeon" where the whole quest is really just one long ass beat down of a big ugly bag of Hit points.

    I like my quests to be actual quests.
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  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    Ungood said:
    Where the whole quest is a Boss Fight

    Where the whole quest is really just one long ass beat down of a big ugly bag of Hit points.

    I like my quests to be auctutal quests.

    It's also irritating when Game Developers think the best way to increase challenge is just to increase stats (offense, defense, etc.) and hit points on Mobs.
    Ungood
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  • NildenNilden Member EpicPosts: 3,916

    Turning leveling into a quest grind. Screw that yellow exclamation point and the entire copy WoW MMORPG industry.

    It's at the point where it's so mainstream now the first thing people do is look for the yellow exclamation mark in any new MMORPG they play. No creativity, copy-pasta, meme worthy kill 10 rats trope crap.

    After WoW and doing thousands of quests with that yellow exclamation mark when I see it in another game I just roll my eyes. Now don't get me wrong 15 years ago this was an innovation, but now, it's just embarrassing to copy the mechanics of a 15 year old game and not improve it with a better quest system.

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  • NeblessNebless Member RarePosts: 1,871

    Also, I don't see why players couldn't design their own missions/quests to hand out to other players.  
    Both Star Trek Online and Neverwinter Online did that with 'The Foundry'.  Good system from everything I heard, but the Dev's finally pulled it as it was too much extra work to vet each quest people turned in and they were finding too many were too much of a cake walk with mega loot rewards.

    Now there is / was a small space game where players were submitting quests; you had to submit a quest as your application to join the aux quest writing group for the game.  Few years back and I can't think of any other details on it.

    If the game supports RP or even if the RP is just you, nothing says you can't advertise for an adventurer to go collect X for you.   That was a pretty big business back when Star Wars Galaxies was running.  Vendors would spam notices for stuff they needed.

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  • ChildoftheShadowsChildoftheShadows Member EpicPosts: 2,193
    Nebless said:

    Also, I don't see why players couldn't design their own missions/quests to hand out to other players.  
    ...

    If the game supports RP or even if the RP is just you, nothing says you can't advertise for an adventurer to go collect X for you.   That was a pretty big business back when Star Wars Galaxies was running.  Vendors would spam notices for stuff they needed.
    To me this is really the best way to handle "player made quests". It could be expanded by giving more tools like perhaps the ability to write in a book and leave it on a shelf somewhere, but things like rewards would need to be provided from the player and not generated. I think that was the biggest flaw in the Foundry that they were creating quests that generated the rewards (xp, loot, whatever) rather than being provided by the player. That just leads to the possibility of exploiting easy content for high reward. If a player wants to create a simple quest for others to receive high reward that would be perfectly fine if said player (the quest writer) was the one providing the reward.
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  • NildenNilden Member EpicPosts: 3,916
    While I'm at it nothing is more boring and tiresome than doing dailies. Doing the same quest every day to raise a rep is an absolute killer for me wanting to play the game.

    It's like taking the quest grind to level and making it even worse by having you do the same quest every day until you max out the rep or whatever it is. Just awful game design that makes the game feel like a second job.

    I feel like they really failed at quests when I would rather just grind mobs.
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  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    Nebless said:

    Also, I don't see why players couldn't design their own missions/quests to hand out to other players.  
    Both Star Trek Online and Neverwinter Online did that with 'The Foundry'.  Good system from everything I heard, but the Dev's finally pulled it as it was too much extra work to vet each quest people turned in and they were finding too many were too much of a cake walk with mega loot rewards.

    Now there is / was a small space game where players were submitting quests; you had to submit a quest as your application to join the aux quest writing group for the game.  Few years back and I can't think of any other details on it.

    If the game supports RP or even if the RP is just you, nothing says you can't advertise for an adventurer to go collect X for you.   That was a pretty big business back when Star Wars Galaxies was running.  Vendors would spam notices for stuff they needed.

    I'm thinking more of a system where a player could give another player a mission/task/quest and in which the player would need to return to other player in order to receive the agreed upon reward.  Now, there could be a built in reward or reward range (so players could haggle) for obtaining specific items (equipment/perishable goods/crafting materials/disposable [one-use or limited use] items), ease/difficulty of a task, and/or killing x number of mobs.  As some items might require the slaying of (or stealing from) certain kinds of Mobs in order to acquire of them.

    Of course, players could certainly just agree upon a trade and meet later to conclude the trade.  But in that case, no experience would be gained by the player being hired for completing the task.  Though perhaps that isn't necessary anyway.
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  • Ancient_ExileAncient_Exile Member RarePosts: 1,303
    edited May 2020
    Nebless said:

    Also, I don't see why players couldn't design their own missions/quests to hand out to other players.  
    ...

    If the game supports RP or even if the RP is just you, nothing says you can't advertise for an adventurer to go collect X for you.   That was a pretty big business back when Star Wars Galaxies was running.  Vendors would spam notices for stuff they needed.
    To me this is really the best way to handle "player made quests". It could be expanded by giving more tools like perhaps the ability to write in a book and leave it on a shelf somewhere, but things like rewards would need to be provided from the player and not generated. I think that was the biggest flaw in the Foundry that they were creating quests that generated the rewards (xp, loot, whatever) rather than being provided by the player. That just leads to the possibility of exploiting easy content for high reward. If a player wants to create a simple quest for others to receive high reward that would be perfectly fine if said player (the quest writer) was the one providing the reward.

    There could also be Bulletin Boards, where players could leave notes, in Taverns, Inns, Marketplaces, and even Village Commons/Town Squares/City Centers,
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