The Fatal Flaw of Public Quests

In most of the opinions about Warhammer Online I’ve seen so far, people have commented about how amazing Public Quests (PQs) are. They talk about how every traditional MMO from here on needs them because they are so ridiculously fun in WAR. What I haven’t seen mentioned is how incredibly unfun they are going to be shortly after release.

I know what you’re thinking. “WAAAGHT?!”

First, for those who don’t know what a public quest is, this is how they are described in the beta manual:

Public quests are quests that everyone in the area can participate in at the same time. For instance, in the first public quest for Chaos, “Ruinous Powers”, the Sorcerers of Tzeentch are performing a dark ritual to summon a great beast of change. To finish the quest, players need to kill 25 meddling Thorshafn Militiamen. Each Militiaman that is killed advances the counter. Your reward when the quest is completed is based on how many of the 25 Thorshafn Militiamen were killed by you.

Many of the public quests are done in stages. For instance, in “Ruinous Powers”, once you have killed the 25 Thorshafn Militiamen, players will need to harvest souls from tombstones to bolster the power of the dark ritual. When you’ve harvested the correct amount of souls, a demon of dark power emerges, and you must prove the Raven Host’s supremacy over all other ruinous powers by defeating the denizen of rage.

When you enter an area where a public quest is underway, a message is displayed in the center of your screen. Progress of public quests is displayed in the top right of the UI.

PQs are great. They are fun. They add an additional element of fun to dynamic events, and they reward you pretty well for participating in them. They also foster social gameplay much better than most systems I’ve encountered.

I know what you’re thinking now, too. “Then what’s their fatal flaw? How could they be incredibly unfun shortly after release?! Greenskins rule! WAAAGH!”

Two words: Critical Mass. In order to complete every public quest I encountered in the WAR Preview Weekend, you needed at least 6+ people (usually seemed to need more) to defeat the Hero at the end. I know, it makes sense, right? Public quest implies you need several people. That doesn’t make it right, though.

There are 7 public quests (that I know of) in the first Chaos zone alone. That means you’d need 42 to 70 people in that zone working on public quests to do them all at once. I even ran into one completely empty PQ over the weekend even though almost every Chaos player was in that zone.

Will there ever be that many people working on PQs in the same low level zone after the first week or two after launch? Probably not.

I suspected that they would dynamically scale public quests based on the number of players currently participating. When I found a PQ that nobody else was doing, I worked my butt off and completed the first stage alone. Then Champion mobs spawned in stage 2, and I was screwed. So, it looks like they aren’t doing any sort of scaling.

Unfortunately, even though public quests are extremely fun, I fear they won’t even be doable throughout the majority of the game for those of us who will get behind the curve. As soon as I fall behind the pack, which inevitably I will, I’ll be unable to do any PQs until the end game. And that sucks, because they’re enjoyable.

Fortunately for Mythic, there are several potential solutions that they can implement to ensure this doesn’t happen. I don’t expect them to do anything to alleviate the issue before launch, but I do think they’ll address it shortly thereafter to ensure that one of their big features gets utilized and, more importantly, as many players as possible can have fun doing them.

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