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Old 11-28-2006, 06:20 PM   #966 (permalink)
Zehn - Vhex
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Quote:
Originally Posted by EmiliaEQ View Post
After having been raped about a dozen time in the plaguelands & silithus by
those red-armored human packs (forgot their names).

I can assure you that traveling while extremely boring can still be made interesting.

- Monster Mobs (see Silithus/Plaguelands)
- Ultra Rare RandomTimer Mobs (Lodizal / Stormfeather)
- Quests (See War 1.5 Epic in Eastern Wastes)
- Pseudo NPC Tracking PvP Patrols (Like the Silithus/Plaguelands but
that actually come looking for you) so its zone or veryhardfight die.
.
It's good to know those monster mobs were such an exciting encounter that you remember there names. Me? I SWERVED. Fuck, encounter avoided. Holy shit what a fucking adrenaline rush.

Ultra rare random mobs is great! Too bad they'll be camped 24/7 by the people who want a drop off them. The number of people who just 'happen upon it omgosh!" will be less then 5%. Yes, I know you just happened upon stormfeather once and it made your day, GRATS!!!! Ancedotal evidence is always 100% perfect! And the best part is the 5% who do "just happen upon it!" will have dicked over some guy who's been waiting 47 hours for it to spawn and had gone to make a sandwhich quick. YAYYYYYYY!!!

No, ultra rare mobs leads to 48 hour spawn camping which is fucking gay. I'm not against camps as an idea, but sitting in one spot half afk checking SEQ every 2 minutes to see if something spawned is an experience I never want to see fucking repeated.

Quests aren't random traveling encounters. You're either seeking them out or you're just running around in circles for an hour hoping your random encounter spawns. YAY!

Random patrols would be fine and are already effectively used. Just that they hunt you down would be fine so long as there was a reason. But that would make adventuring in that area more entertaining, not running through it. It's the same fucking shit as the random wandering mobs.

As for the pirate example, here's the problem with your suggestion and theory....how often do parties travel together? MOst of the time you meet at the entrance to the dungeon. In EQ you ran to the dungeon and asked for a group there. Even in WoW you might only have 2 or 3 people running together after you meet in Org/IF/wherever and having the other half of the group be forced to sit around with their thumb up their ass would be even less fun then RANDOM ZERG ATTACK OH FUCK!

Random encounters -inside- the dungeon/adventure area is fine. However, if I wanted a group to get underway but my priest is like, "FUCK, pirate random encounter, it'll be 20 minutes guys. 8(" But maybe you could be ported to the random encounter! Oh wait, then the people getting ported are denied such an awesome traveling experience. 8(((((

And what about when solo? When leveling up it's fine, that's what the random quest starting items off mbos are for. But what about when I'm level cap and in end game gear? When I'm on my way to point B to farm some mats for tradeskill shit or whatever I'm wont to do and along the way I get attacked by a magical dragon and have to go recover my gear from his secret lair and the reward is some cheap piece of shit sword or something...well..fuck that.

All your suggestions will enhance adventuring in a particular area to some degree, yes, perhaps. But they won't make traveling from point A to point B any more exciting. Remember, you're at point A. Your group/raid/friend/objective is at point B. You don't give a flying fuck what's in the middle.

The only way to make travel less boring is if SoE/Blizzard/Sigil would send a hot blonde to my house who'd give me a blowjob everytime I'm running around.

No, hands down it's ultimately won't work. You can't make traveling entertaining. All you can do is make the initial exploring more entertaining. Kinda like how WoW did with a few of it's "go travel to a new area" quests where instead of sending you to a quest hub, they send you to some cave or mini-dungeons instead and you get sidetracked a little.
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