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Chaining Quests and Loot Drops

Tony posted this on December 2nd, 2008.
Tagged as , .
Categorized as Editorials and Thoughts.
Shorthand Link: http://mmeow.net/tw915

I have to say that I like Forochel. It’s very dif­fer­ent from other areas in the game, not just in appear­ance (which is sur­pris­ing, given that the Misty Moun­tains are snow-covered as well), but just in gen­eral approach. The Los­soth that reside there speak, look and act so dif­fer­ently from the rest of the cul­tures in the game that it’s sim­ply just refreshing.

That said, I’m not quite as fond of some of the quests in the area. While many are just fine, there are sev­eral that stick out to me like sore thumbs. The most obvi­ous issue is the amount of kill quests that are almost iden­ti­cal to one another that are really dif­fi­cult to combine.

I get that some­one wants some sabre­tooth pelts or some­one else wants moose meat. Fine enough. The prob­lem is that so many peo­ple want dif­fer­ent parts from these ani­mals and they request them at totally dif­fer­ent points. While you can queue up some sim­i­lar ones and get them done in one fell swoop (let’s say, moose antlers and meat, which are desired by two sep­a­rate peo­ple), it’s impos­si­ble to do it with all of them. This is expected to some degree, but I feel like it’s overly obvi­ous in Forochel. You inevitably wind up hav­ing to kill three times as many of “Enemy X” as you should have to because of sit­u­a­tions like this.

As a the­o­ret­i­cal exam­ple, let’s say Bob wants 10 Sabre­tooth killed and Mark wants 10 Moose killed. You do this and turn them in, only to find out that Bob also wants 10 Moose killed and Mark wants 10 Sabre­tooth killed. This is an exag­ger­a­tion, but it does hap­pen from time to time. While it’s more com­mon in some other MMORPGs, but it does occur here too.

What I like about LotRO is that sit­u­a­tions like this are rare. Most of the time if three peo­ple want you to kill things in one area, you can han­dle all three quests at once and give them what it is they’re look­ing for. Mark and Bob will want drops from the same ene­mies at the same time, for exam­ple. Addi­tion­ally, quest loot drops are plen­ti­ful. In most sit­u­a­tions they’re prob­a­bly 85% to 100%, which is extremely high for MMORPGs.

Pro­por­tion­ately speak­ing, LotRO doesn’t con­tain many of these obnox­ious, rare drop quests. I don’t really need to explain the fun time I had in World of War­craft killing 40 lynx to get 10 lynx pelts. That sort of thing is almost unheard of in this game. Chances are if some­thing is tak­ing too long, you’re not in the right area. In other sit­u­a­tions, the quest might out­right tell you that you’ll have to defeat a good num­ber of Enemy X before you get a sin­gle, rarer drop (let’s say some ran­dom thief is car­ry­ing a map, you might have to kill 8 of them before you see it). I think that’s fair too.

The prob­lem this causes is that the rare quests that don’t fol­low this stan­dard or offer up real rea­son­ing for it become extremely obvi­ous. You’re not used to this non­sense, so when it comes along it’s very jar­ring; far more than it would be in a MMORPG where this sort of stuff is par for the course. It pulls me out of the game because it’s just plain frustrating.

To put it sim­ply, I hate things that arti­fi­cially extend the length of games. If you need the blood of some enemy, you should get some every sin­gle time. Devel­op­ers have argued that per­haps you’ve destroyed the pelt or claws or insides of that beast, so it’s not worth gath­er­ing. That’s fine (although really just a cop out), but no amount of cut­ting is going to drain any­thing of all of its blood. It’s just a mechanic to make things take longer. No other cliché in MMORPGs dri­ves me crazier.

I like Warham­mer Online’s approach to this. In addi­tion to obvi­ous quests, major towns have a Kill Col­lec­tor. He awards extra XP for spe­cific ene­mies you kill. You don’t have to be told to kill 50 wolves, you sim­ply kill as many as you come across and he’ll reward you pro­por­tion­ately for it. I think this is smart and it’s some­thing I’d like to see more of. Why does it mat­ter if I kill 50 wolves before or after I talk to some­one? They’re already dead.

Luck­ily Mines of Moria seems to be on the good end of the spec­trum here. I had to dis­pose of a good amount of gob­lins in one area, for exam­ple … But I was able to do three quests at once while I was doing so and turned them all in eas­ily. I’m sure there’s excep­tions to this sim­ply because there always are excep­tions. Either way, I do appre­ci­ate that it seems to be rel­a­tively rare.

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2 Responses to 'Chaining Quests and Loot Drops'

  1. Sadly, the Warham­mer kill col­lec­tor thing is some­what of a case of the grass being greener in that other game you’re not play­ing.  There is, at best, a sin­gle mob type that a kill col­lec­tor wants in a given sub­zone.  You occa­sion­ally do dis­cover that you’ve inad­ver­tantly killed a hand­ful of the right mob and get some bonus exp for your trou­ble, but it isn’t the rev­o­lu­tion­ary mechanic that Mythic’s PR depart­ment has made it out to be. 

    (They do, how­ever, always seem to give you the req­ui­site ear/pelt/etc from every mob you kill, and these items go into a quest item bag rather than clut­ter­ing your real inventory.) 

    In gen­eral, I don’t know that quests that are out of synch hap­pen because the devs are delib­er­ately try­ing to make you re-grind the same mob, so much as because they just aren’t think­ing about how the pre­reqs for quests are set up.  Still, it’s def­i­nitely irri­tat­ing, espe­cially in cases where you’re in the area and per­haps even already killed the boss mob by acci­dent because he aggroed, only to be sent back to re-kill the respawn because you weren’t on that quest yet. 

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  2. Tony Tony says:

    Yeah, I can see how Warhammer’s setup is far from per­fect. I wasn’t really aware that Mythic was hyp­ing that com­po­nent, I guess I’m just speak­ing from my brief 1 month launch expe­ri­ence with the title. It did seem like a step in the right direc­tion :) . I do like that you can wan­der into an area and some­one some­where is at least vaguely aware of what you’ve been doing before you got there.

    My job deals a lot with Web usabil­ity and acces­si­bil­ity (although it’s not really reflected on this site because I really don’t feel like deal­ing with that with my hob­bies AND my career). It makes me won­der about a lot of usabil­ity issues within MMORPGs and how many things could be improved rather sim­ply. It might be some­thing inter­est­ing to think about, although I believe there is one guy out there with a site about that very topic.

    But I think this cre­ates sit­u­a­tions where I am not one to dif­fer­en­ti­ate between things that are done pur­posely (as you’ve noted) and things that are done just because. I think an effort should be made to avoid those sit­u­a­tions … but like I men­tioned, it’s not a typ­i­cal thing in this game at least. It does seem to imply that Tur­bine does typ­i­cally make an effort to avoid these things, which I do appre­ci­ate. I would like to see the genre, as a whole, move away from some of these things, either way.

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