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SpaceGoat
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Re: Downward trend in quest design
Reply #25 - May 24th, 2021 at 8:45am
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Artorias wrote on May 21st, 2021 at 8:33pm:
OP, your list feels too much like opinion based on your personal tastes and no actual data to back up.

I despise quests such as precious cargo and madstone. The fact that you like something or not from a certain period, doesn't mean that is good. If precious cargo is such a "great" quest why nobody ever runs it? I play on Argo and can't remember when I last saw a lfm for it and, even closed group I know, despise that quest. What makes it great for you might be a subjective thing that doesn't it make it objectively good.


Good quest design is something we should discuss. I agree with invitation to dinner as a great example and I add hunted halls of evening star (when it came out I spent a fully charged ship buff in there exploring everything) but they're not good because of SSG, if anything they're good DESPITE SSG but that is simply because they were pretty much forced to stick to the original module so they were pretty much held by hand in order to prevent their fuckery.

Bad quest design is a raid where the boss can drain 5000 sp per tick and has a massive frame with a tiny hitbox.

Good quest design is Sane Asylum imho
https://ddowiki.com/page/The_Sane_Asylum (member?)

This quest has very good enemy pool ranging from renders as melee to mindflayers as casters. Very good puzzles that can be bypassed if you really don't want/know how to complete them.

Bad quest design is a series of rooms, each one packed with an army of monsters that must be killed to unlock the door for next room. Sorry but if I wanted this game design I'd play Devil May Cry (that is how you engage that kind of mechanic successfully)


A list like the one you made tells me very little.



Agree, it's hard to come up with a quest design rating scale that everyone agrees on. I still feel scarred by gianthold quests from farming them back in the day and prefer not to run them. Also, it's important to differentiate that quests can be thought of as bad purely due to the xp rewards. As new quests are released they compete with existing quests and usually the EXP per minute is what drives which quests win out. Sometimes people run quests they prefer, or quests which have posted groups for, but usually exp per minute (including saga) and shorter quests win out over relatively slower and worse exp quests.
  
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SpaceGoat
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Re: Downward trend in quest design
Reply #26 - May 24th, 2021 at 8:46am
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Look at the Tower of Frost and Lord Sable quests. They are very unique quests, yet they are barely run due to their length and exp (and for lord sable, the level placement)
  
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