Please God NO (Sixth Age V2)
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As many players in this thread have stated, attempts by Jagex to increase participation in quests have created confusion by disrupting the continuity of the storyline. This was the case with The World Wakes and is now being repeated with The Needle Skips, a quest which follows the events of Sliske’s Endgame but does not require the completion of Endgame.
I think that the best approach would be for Jagex to try to keep most quest series separate in the future. If quests in future series can build on each other independently of the main storyline, Jagex can avoid creating another insurmountable wall of quest requirements that will have to be haphazardly demolished.
If they reference say the dragonrider in One of a Kind in the new dragonkin quest did the player A. send him home or B. leave him to remain with Kerapac. They'd have to find a way to work with that.
Curious if they'll just force a default set of choices or go boring and be vague/avoid the choice references. I know you get bonus dialogue in the death is missing quest but if you didn't do the quests I think its just missing options.
Only issue I have is other quest lines and stories being halted in favor of this. We'll see how it pans out. Why RS Mobile is a stupid idea
They want things to be accessible, but they're still perfectly willing to throw new players into content they won't fucking understand at all. They have that half-hearted gesture in the form of a disclaimer for all quests taking place in the sixth age suggesting you work your way up from fifth age quests to sixth age quests for a complete understanding. Yet, here they are advocating "no requirements!".
As long as whatever quest chain they have planned bothers to use previous quests in that chain as a requirement to do them, and they grow in complexity, I guess it'll be okay. But at some point I think it should be a requirement having done critical quests that precede them, otherwise you're not even respecting the storyline at that point when you can just skip ahead to the later chapters. To me, that's like reading a book and going straight to the end.
But anyway, I'm pretty sure they're set in their ways, so time to just wait and see. Just hope there are no repeats of Sliske's Endgame. Jagex seems really indignant about Sliske's Endgame for some reason. Maybe they should realize it wasn't the grand finale, super-quest they were making it out to be, and maze-walking for the first 15 minutes isn't fun, and perhaps that's why so few people completed it, why it had few replays, and why so few people want to do it. It was undoubtedly a rushed quest, and they even fucked up the replay options by offering garbage rewards. It's like they forgot people like to be rewarded for their efforts.
17-Oct-2018 13:56:35 - Last edited on 17-Oct-2018 13:58:55 by Urban Rave
It seems like this is trend of future game content already. It doesn't matter too much if you are new or 18 year old veteran players, you can have fun in most game content without having to work your tails off for 5 years.
One can look at it from the perspective of accessibility of new content and as such new gameplay hours. While veteran questers are instantly able to participate with any new quest released, new players are locked out of new quests that follow up and hence require previous quests. This means that the new quests, despite having improved graphics and content over the old ones, simply can not attract new players. This lack of attracting new players results in less revenue made.
On the other hand, having quests not require the previous quests in the series can make the story quite confusing for new players who then start in the middle of the story. Even for storywriters it will be difficult to create a quest environment where both veterans and newcomers feel at home, thus costing more development time with a risk of negatively impacting the story quality. Negatively impacting the quality of the story also means less revenue.
Jagex has access to a huge dataset on how quests are completed. I deduce that this dataset shows newcomers rarely complete quests with high quest entry requirements, to the point that this negative aspect is worse than the risk of making the storylines confusing by making them instantly accessible.
One might think that this is also one of the reasons quests are released fairly infrequently lately: it is difficult to make quests in which a majority of the community can participate, and most quests are limited in replayability (or people choose to just not replay them). This greatly limits the payoff of quests in comparison to other updates. "One should not mindlessly follow gods or the godless: