Supposedly, WAR has quests that are somewhat like that, but I can"t speak from experience. I totally agree with you though, the menial task-style quests should be much more end-loaded. IE, you go out and kill shit that you would normally, or because it"s necessary to complete a more involved quest, and get random items from the mobs. Then when you get back to the city, an NPC you pass by will start shouting that he"s looking to buy X item that you just picked up, or maybe the NPC tells you that he heard the local merchant was looking for that random item. I"m not sure how the coding would work on this, but it seems like it would be pretty straight forward. Does character have bear pelt while in vicinity of NPC? If yes, NPC shouts shit at him, if no, do nothing.Azzikai said:Nope, that isn"t what I want at all.
If I have a quest journal I want it to have notes on actual quests. Not a list of "Bob the grocer likes bear meat, get him 5". That sort of shit should be more dynamic, for lack of a better term.
I kill a bear. I get a nice fluffy pelt from it. Someone in the city is going to want that pelt, maybe I should go ask someone about it. Maybe there is a trapper NPC out in the wild who will trade me for it. The end result will be the same but instead of "quest 7, retrieve 5 pelts...done!" I get to interact with the NPCs that inhabit the game world. Tie it into faction, get a better price, have it like the stupid curscale quest and get some crap armor from it. Something, anything other than "Bear pelt 7/10" showing up on my screen.
If you"re designing a game for a playerbase that is too stupid to equate bear meat to the butcher in the local village and retain that information then why bother? They already have that game, as has been said previously, it doesn"t need to be duplicated.
This leads me to something else, MMO"s need cities like Assassin"s Creed. When I walk around Qeynos or Freeport, why the fuck do I only see 20 people and another 20 NPCs? These are supposed to be gigantic, bustling centers of commerce in the game world, and they are always ghost towns. I don"t care if 90% of the NPCs do nothing but walk around like in Assassin"s Creed, but it does a lot to add immersiveness to the game world.