null1fy
Dalayan Elder
Let me preface this by stating that I don't have the oversights or experience of watching the game develop like many of the developers, GMs and players have from years of playing and improving this game. I've only been a part of Dalaya from 2009 however, since that time I have noticed the paradigm of the game change and I think one of which we can agree on is the tenacity to which players are working on The Vah.
I'm a firm believer that questing in games should be an enriching experience to add additional incentive to a players experience - to explore new zones they would have not otherwise gone to, to strengthen the community by requiring groups to achieve a common goal - these sorts of things.
There are many thing which The Vah does right, in my perspective - difficult quest drops from zones like Shir Blades, Eyes, Keys, Sextant et cetera. These difficult drops set constraints in the quest which pace it out and require a player to visit zones multiple times. It promotes experience groups and also allows for other players the potential to work on other quests while in the zone.
With that said, I believe that The Vah is currently reducing player accessibility to content and promoting unhealthy competition. This is mostly in the fact that there are monsters on 5 day timers which are crucial to Vah progression - Summoner, Assassination targets, Parcelain, the list goes on. There is, however, one exception in the quest: Mielech the Reanimated can be knifed while his quest version is up, *Mielech the Reanimated. This sparked an idea in my head - why do not other monsters in the quest series have quest versions? With the difficulty and rigor to The Vah surely having these quest version mobs up, essentially, 100% of the time cannot 'open the floodgates' so-to-speak for Vah completion.
I suppose that you can have two perspectives on this; Either that some quests, like the Vah, should require players to be both capable of killing their targets and also capable of tracking them (realistically, camping them), or that merely your ability is limited to how far you can progress in the quest. I think that traditional EverQuest in the first few expansions of the game held on strongly to the former belief, for example, having epic quests which required players to camp for hours or days. If The Vah is to be regarded in this way perhaps making quest versions of mobs might reduce the 'epic' factor. However, if Dalaya is intended to be more accessible than traditional EverQuest and allow casual gamers a more equal opportunity, then The Vah is practically a train-wreck for this intention.
Personally, I believe that having quest versions of monsters added would reduce stress on zones intended for lower-tier player content and altogether be an improvement to the game. Forgive me if my insights are short-sighted, and I'd love a healthy discussion as to why perhaps I may be incorrect as to how I believe that this would improve the quest series and the game.
Also, cian, I'd prefer healthy discussion. "If I had to do it this way, so should you" is a terrible, warped, sour perspective and has no place in this thread. Thank you.
I'm a firm believer that questing in games should be an enriching experience to add additional incentive to a players experience - to explore new zones they would have not otherwise gone to, to strengthen the community by requiring groups to achieve a common goal - these sorts of things.
There are many thing which The Vah does right, in my perspective - difficult quest drops from zones like Shir Blades, Eyes, Keys, Sextant et cetera. These difficult drops set constraints in the quest which pace it out and require a player to visit zones multiple times. It promotes experience groups and also allows for other players the potential to work on other quests while in the zone.
With that said, I believe that The Vah is currently reducing player accessibility to content and promoting unhealthy competition. This is mostly in the fact that there are monsters on 5 day timers which are crucial to Vah progression - Summoner, Assassination targets, Parcelain, the list goes on. There is, however, one exception in the quest: Mielech the Reanimated can be knifed while his quest version is up, *Mielech the Reanimated. This sparked an idea in my head - why do not other monsters in the quest series have quest versions? With the difficulty and rigor to The Vah surely having these quest version mobs up, essentially, 100% of the time cannot 'open the floodgates' so-to-speak for Vah completion.
I suppose that you can have two perspectives on this; Either that some quests, like the Vah, should require players to be both capable of killing their targets and also capable of tracking them (realistically, camping them), or that merely your ability is limited to how far you can progress in the quest. I think that traditional EverQuest in the first few expansions of the game held on strongly to the former belief, for example, having epic quests which required players to camp for hours or days. If The Vah is to be regarded in this way perhaps making quest versions of mobs might reduce the 'epic' factor. However, if Dalaya is intended to be more accessible than traditional EverQuest and allow casual gamers a more equal opportunity, then The Vah is practically a train-wreck for this intention.
Personally, I believe that having quest versions of monsters added would reduce stress on zones intended for lower-tier player content and altogether be an improvement to the game. Forgive me if my insights are short-sighted, and I'd love a healthy discussion as to why perhaps I may be incorrect as to how I believe that this would improve the quest series and the game.
Also, cian, I'd prefer healthy discussion. "If I had to do it this way, so should you" is a terrible, warped, sour perspective and has no place in this thread. Thank you.
Last edited: