
Originally Posted by
Viridiel
Revisiting Legion has made me curious: do people like world quests?
I'm usually a huge sucker for negative psychology in game design, like dailies and the Farmville-esque appointment mechanics we had in garrisons, but world quests have always rubbed me the wrong way. I think the peak daily experience was in MoP, visiting a specific location every day to do set quests with rares etc. peppered around to keep us there longer. World quests being spread across the continent with a lot of randomisation kills it for me and doesn't really utilise the psychological aspects of quests that I enjoy -- I want to hand in a dozen quests at once after completing them in a relatively small area. It doesn't help that a lot of world quests are based on experimental or unique quests like trailing the spy in Suramar or the vehicle combat as an ancient in the Emerald Dream.
I get why world quests were developed the way they were. Spreading them across the continent gets people out and about which has always been a challenge with the existence of hubs, and having them be a single quest in a single location allows for there to be a bit more roleplaying flavour than "kill 10 bad guys and kiss 10 frogs", but it feels like both purposes have failed and never really appealed to me to begin with. World quests are always in the same location which means players don't actually end up seeing more of the world, they just end up visiting the same locations over and over that they already saw when they were questing, and the vast majority of world quests have very minimal roleplay and never have any actual impact anyway. And the greatest sin: world quests have polluted the map beyond saving. I was recently (in Dragonflight) doing a lot of archaeology and there are times in Legion and BfA where the archaeology icon is completely obscured by a world quest. That's mostly just poor planning, but it seems inevitable when you're intentionally flooding the map with icons to make it feel more alive. I assume we can probably hide world quests now with the improvements they made to the map, but that doesn't help with it being ugly and overwhelming for new players.
I was hopeful that the success of the events in Dragonflight would lead us away from world quests and more into an enjoyable appointment system, but for some reason they just haven't been able to replicate the success of the soup event and it pretty much fell apart in TWW except for Undermine. I think Undermine is the closest we've come to the sort of thing I want: a small, contained zone with self-paced repeatable content, scheduled repeatable content, and scheduled events. Price Surge could've been more frequent (or there should've been other scheduled events, like during the Diablo event) and the world quests should've been dailies, but other than that it was pretty good to me.
The events are up this coming week in the Midnight alpha, right? Their descriptions sound good, and the fact that they specifically cited the soup event rather than one everyone hated like Nightfall really gives me hope. I know there's probably not a chance in hell they're going to go back to dailies from world quests, but hopefully things like the events and the Prey system pull us in a slightly different direction.