from what (little) i've seen, that is only the case in a select few quests, though. i'd rather have a counter go from "8/15" to "11/15" in the occasional quest with a bigger kill, than every single quest in the game display progression as something like "73%".
or at least it would be nice to know the percentage a normal enemy gives in the later case, to allow for at least a rough estimation of how long a quest will take, especially in quests that require a lot of objectives to be completed.
good point, i hadn't considered that.
Yeah, I see where your comeing from, but the problem comes in at your never killing just one mob at a time. The quests usually require, % because behind those %'s are a MUCH higher kill number compared to other MMO's. One MMO would have you kill say 8 mob's, where this one would have you kill 18. 18 seems like a very daunting number though for one simple quest, but in actuality, your killing mobs in packs of 2 or 3 at a time, so, in practice, it comes out to be roughly the same. So a % is much more welcoming in this case then a huge number.
i understand that, but i would rather have a 0/18 that climbs quickly, than seeing my progress grow by only 6% after killing my first enemy. i suppose it's really a matter of preference, but the later seems more 'daunting' to me personally. at least in the former, i know from the start that it will take many kills :D
then again, the real problem i've got with the quest objectives in wildstar is the fact that they seem to be almost entirely the boring, old "kill x, collect y". even the last wow expansions seem to have more interesting and varied quests objectives. and after playing gw2 (with its "dynamic events") and swtor (with its narrative focus) wildstar's questing seems like a huge step backwards to me.
the percentage display itself is really just a minor nuisance.
Yeah I agree with swtor, but gw2 is imo worse than other games, because in gw2, there is absolutely no narrative whatsoever in their kill x/collect y things. You just go to a place and grind and do it, no other reason then it's a dot on the map. It's got dynamic events which are great imo, Wildstar does too, but admittedly didn't seem like hardly any when I played, but again beta who knows in live. Another bad way to present it is in carnage quests like rift's got, go kill x mobs for no reason. It's just pure grinding, and not even hidden well. Wildstar is as guilty cause it has carnage quests too, but has less narrative then swtor, but more then gw2. Though I did like the challenges, it was again more grinding(or cool jumping puzzles) but at least the rewards were nice.
That is how I felt. But in terms of WildStar I would prefer if it was kill 10 of 10. Instead of the XP % as it stands right now. I am not sure how it works in terms of xp gained per mob if you over level content while questing, you should get less XP per mob in theory. Thus it would take more mobs to kill to complete the objective. Which seems stupid, unless that isn't how it works.
gw2's 'questing' really seems to be loved by one half of the people who play(ed) and hated by the other half
i understand the lack of narrative (i am actually someone who reads quest texts in wow^^) making it feel even more grindy, but it never really felt that way to me. or, rather, less so than in other mmorpgs. even with a lack of quest texts, it always seemed rather clear to me what was going on, whether that's helping a farmer find his cattle or defend a village from a centaur raid.
also, regarding quest texts, i actually really prefer the quest windows of wow over the this-is-totally-a-dialogue speach bubbles of wildstar <_<
Some mobs are worth more of a % than others. At some of the higher levels for instance, you can run into swarms where each mob will only give 2-3%, but there are also big mobs you can kill for 20%. And no, the quests being percent based DOES NOT mean you have to kill more mobs than in other MMOs.
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Wildstar's questing isn't terrible, but it could be better. I'd put it on par with WotLK, some of it is traditional questing and some of it is a little off the cuff. I do think the kill requirements on a few of them could use some adjustments. Enemies aren't always clustered together to make things faster/easier.
Challenges still need a lot of work. I've said it before, but the only thing "challenging" about them is dealing with a high kill count combined with low mob density, low respawn, competition from anyone else in the area (including your own party members), and a low timer that seems to be tuned as if none of the above issues exist. They also need to tweak the rewards table, IMO.
I wasn't aware Wildstar was supposed to have dynamic events? I know there are fixed events like that raid boss in Deradune.
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Last edited by Bardarian; 2014-02-18 at 02:58 AM.
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The percentage nonsense sounds rather ridiculous to me. It does nothing to hide the grind for me and at best adds, "so how much is each kill worth?" during the quest.
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Your math is beyond horrible. By your own words, you run into quests where a mob get's you 2-3%. that would equate to having to kill at least 33 mobs in order to reach 100%. Yeah 33 mob kill quests are not more then other MMO's... right. And those big 20% mobs are in no way shape or form a common occurance
Last edited by beanman12345; 2014-02-18 at 02:56 AM.
Technically speaking only. :P I just meant there are also vehicle quests, etc. WotLK as a whole was my best MMO experience to date, the expansion was practically flawless. Unfortunately, Cataclysm seemed to back track on the progress/innovations WotLK had made with questing.
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