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Originally Posted by Ngruk Anyone else feel that quest rewards should mainly be about the time investment the quest requires? If I get a fedex that has me running from Desolace to Stonard it sure as heck better not be 1100 xp because that's what fedex quests are worth.
I have felt at times that rewards were horribly done or unoriginal in implementation because it felt to me like someone slapped value X on a specific quest type and all of those type quests got me the same reward. No matter that one of them took 4 hours and the other 7 minutes. |
I definitely agree. I've been leveling a new character on WoW lately and, since it's something that interests me, I've been paying a little more attention to the design of certain areas, quests, and compensation. In particular, the items awarded for nearly all low- to mid-level quests are absolutely terrible and not worth the time. Then there are the quests like you mentioned where they take far longer than other quests with similar objectives, yet give the same amount of experience.
Anyway, I don't have a problem with experience points. I find it satisfying to level. My issue is with the way quests are currently done in a very back and forth fashion. You do one quest and turn it in, that gets you another one, so on and so forth.
I'd rather see quest chains involve the player a little more. By that I mean, say you're given a quest to explore the inside of a cave and see what might be disturbing the animals of the forest outside it. Rather than stepping a few feet inside, getting your quest completion dialogue, and then running back to the NPC, why can't you just analyze the situation yourself and act? Quests with multiple stages should just update for you, rather than requiring further interaction with the NPC (except in cases where it makes sense from a story standpoint). Each stage could grant exp so you feel rewarded as you go along.
Using the same example: You go into the cave and complete the first objective when you see some zombies ambling around inside. You recognize that they are wearing tattered clothing similar to that of the villagers nearby. This auto-completes your "see what is disturbing the animals" quest, as well as one you got earlier in the village to "seek out the missing villagers". Rather than turning back though, you get two new quests immediately that tell you to seek out the source of the zombies and look for any live captives. You go on and eventually find a tribe of hex-weaving goblins and a witchdoctor are behind the whole mess, and your quest updates telling you to slay X amount of them and the witchdoctor himself. So you've been getting exp the entire time from completing the different objectives, and then you finally go back and inform the original questgivers of the result and get more exp + item rewards. Sounds a lot more fun to me.