History Main / ConvenientQuesting

31st Oct '15 8:27:28 PM nombretomado
Is there an issue? Send a Message
* More plot-related than anything; in PuyoPuyo Fever 2, the BigBad has three "artifacts"[[spoiler: ; a bookmark, a "moon rock" AKA three day moisturizing cream, and a lamp that could negate magic(apparently)]] that are used to fuel his transformed state. Enter the three heroes, looking for those ''exact three items'', and thus avert a disaster that would've happened if they didn't need those items.
to:
* More plot-related than anything; in PuyoPuyo ''VideoGame/PuyoPuyo Fever 2, 2'', the BigBad has three "artifacts"[[spoiler: ; a bookmark, a "moon rock" AKA three day moisturizing cream, and a lamp that could negate magic(apparently)]] that are used to fuel his transformed state. Enter the three heroes, looking for those ''exact three items'', and thus avert a disaster that would've happened if they didn't need those items.
31st Aug '15 5:29:11 AM Nirual
Is there an issue? Send a Message
to:
* ''VideoGame/FinalFantasyXIV'' starts out limiting the players to the areas around their starting city, but starting around level 15 the main story sends you all over the place. It narrows its focus once again in the ''Heavensward'' expansion however, with all the new zones in the same general area.
21st Jun '15 5:38:09 PM nombretomado
Is there an issue? Send a Message
* Averted in ''KingdomOfLoathing'': most quests open up more areas to explore (or require you to find them yourself), but ''where'' they open has no bearing to your previous location. This might not apply, however, since there's practically no travel time between even the extremes of the map, beyond simply loading the appropriate page.
to:
* Averted in ''KingdomOfLoathing'': ''VideoGame/KingdomOfLoathing'': most quests open up more areas to explore (or require you to find them yourself), but ''where'' they open has no bearing to your previous location. This might not apply, however, since there's practically no travel time between even the extremes of the map, beyond simply loading the appropriate page.
10th Jun '15 2:21:20 AM Sheora
Is there an issue? Send a Message
cruft
* Mostly played straight in ''VideoGame/WorldOfWarcraft'', but mid-to-high-level questing might require you to travel through several zones, and some high level zones are dangerously close to newbie zones. For example, the Plaguelands border on both the Undead and Blood Elf starting zones, and nothing keeps you from entering the zone... although you won't get far. [[note]]Behold, the Welcome Bear! A level 50ish half-zombie half-bear horror, with a clear preference for squishy level tens wandering by accident into the Plaguelands.[[/note]] Heavily subverted in the case of Badlands. Horde players have two routes to the zone. One involves going through a narrow mountain path guarded by opposite faction [=NPCs=]. Attack one and every opposite faction player knows where you are. After that you need to go around an enemy city and avoid invisible cheetahs to reach a friendly outpost. The other route is [[WalkIntoMordor worse]]. [[note]]Depending on class, it may actually be easier to go via the [[ExactlyWhatItSaysOnTheTin Burning Steppes]]. Yes, the high-level monsters will likely squish you if you try to stand and fight, but if you have a few good movement-impairing skills, it's easier to kite some spiders than to avoid the guards in the pass, especially since trying to slow the guards down makes you a PvP target.[[/note]]
to:
* Mostly played straight in ''VideoGame/WorldOfWarcraft'', but mid-to-high-level questing might require you to travel through several zones, and some high level zones are dangerously close to newbie zones. For example, the Plaguelands border on both the Undead and Blood Elf starting zones, and nothing keeps you from entering the zone... although you won't get far. [[note]]Behold, the Welcome Bear! A level 50ish half-zombie half-bear horror, with a clear preference for squishy level tens wandering by accident into the Plaguelands.[[/note]] Heavily subverted Subverted in the case of Badlands. Horde players have two routes to the zone. One involves going through a narrow mountain path guarded by opposite faction [=NPCs=]. Attack one and every opposite faction player knows where you are. After that you need to go around an enemy city and avoid invisible cheetahs to reach a friendly outpost. The other route is [[WalkIntoMordor worse]]. [[note]]Depending on class, it may actually be easier to go via the [[ExactlyWhatItSaysOnTheTin Burning Steppes]]. Yes, the high-level monsters will likely squish you if you try to stand and fight, but if you have a few good movement-impairing skills, it's easier to kite some spiders than to avoid the guards in the pass, especially since trying to slow the guards down makes you a PvP target.[[/note]]
5th May '15 5:24:40 PM nombretomado
Is there an issue? Send a Message
* Subverted by the MMORPG ''CityOfHeroes'' -- in many cases low-level zones are directly adjacent and connected to much higher-level zones; likewise, both train lines allow characters to go almost anywhere regardless of whether they can survive there. Characters who don't pay attention to where they're going can easily wander into an area where they are instant dead meat. Worse, the [[DeathIsASlapOnTheWrist hospitals where heroes revive]] in some zones are located ''far'' away from both train stations and zone exits, effectively trapping low-level characters unless they can get help to leave. They've gotten better about it, but in the game's early years it was annoyingly common to get a mission that was in an area where the door was guarded by enemies 4 or more levels higher than you. * ''CityOfVillains'' keeps missions in the same zone as the contact who gives them most of the time. Hospitals are also located in areas that are fairly safe as well, often close to exits to adjacent lower level zones.
to:
* Subverted by the MMORPG ''CityOfHeroes'' ''VideoGame/CityOfHeroes'' -- in many cases low-level zones are directly adjacent and connected to much higher-level zones; likewise, both train lines allow characters to go almost anywhere regardless of whether they can survive there. Characters who don't pay attention to where they're going can easily wander into an area where they are instant dead meat. Worse, the [[DeathIsASlapOnTheWrist hospitals where heroes revive]] in some zones are located ''far'' away from both train stations and zone exits, effectively trapping low-level characters unless they can get help to leave. They've gotten better about it, but in the game's early years it was annoyingly common to get a mission that was in an area where the door was guarded by enemies 4 or more levels higher than you. * ''CityOfVillains'' ''VideoGame/CityOfVillains'' keeps missions in the same zone as the contact who gives them most of the time. Hospitals are also located in areas that are fairly safe as well, often close to exits to adjacent lower level zones.
6th Feb '15 9:17:35 AM BeerBaron
Is there an issue? Send a Message
Rewriting to reduce conflict/clarify
* Averted in ''Franchise/TheElderScrolls'' series. In ''Morrowind'' the very first quest sends you two towns over on a journey that takes a new character upwards of twenty minutes on foot, and any given quest can occur on the other side of the game world as easily as it can occur in the same area. ** However played straight in the fact that no matter how epic the quest, how many wondrous one of a kind items are needed for it, or how the bigbad may be able to travel anywhere in the world, everything needed will always be confined to the province that the game takes place in.
to:
* Averted in ''Franchise/TheElderScrolls'' series. In ''Morrowind'' the very first quest sends you two towns over on a journey that takes a new character upwards of twenty minutes on foot, and any series plays it differently in different instances. ** Averted when it comes to specific quests. Any given quest can occur on the other side of the game world as easily as it can occur in the same area. area. For example, the very first mission of the main quest in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' sends the character two towns over on a journey that can take upwards of twenty minutes, and that is if you don't stop along the way to explore the locations in between. ** However played Played straight in the fact general, when you consider that no matter how epic absolutely anything you may need to do or find as part of the quest, how many wondrous one of a kind items are needed for it, or how the bigbad may be able to travel anywhere in the world, everything needed story will always be confined to located within the province that the game takes place in.
15th Jan '15 3:25:23 PM TheJJBL
Is there an issue? Send a Message
Added DiffLines:
**However played straight in the fact that no matter how epic the quest, how many wondrous one of a kind items are needed for it, or how the bigbad may be able to travel anywhere in the world, everything needed will always be confined to the province that the game takes place in.
5th Sep '14 7:39:41 AM Nirual
Is there an issue? Send a Message
Added DiffLines:
** The new zones in ''Cataclysm'' themselves kind of present an aversion, being spread all over the two main continents (and one in the middle, and one in another dimension entirely), especially since every other expansion has introduced a new, smaller area that did this. However, both of the Capitals have portals to these zones for easy travel that generally only require you to complete the introductory questline to the zone (which often teleported you there as well).
6th Dec '13 7:54:12 AM Austin
Is there an issue? Send a Message
* Subverted in ''[[VideoGame/GrandTheftAuto Grand Theft Auto: San Andreas]]''. The plot drops you off in enemy territory and you have to bike like heck to get back home before being filled full of holes.
to:
* Subverted in ''[[VideoGame/GrandTheftAuto Grand Theft Auto: San Andreas]]''.''VideoGame/GrandTheftAutoSanAndreas''. The plot drops you off in enemy territory and you have to bike like heck to get back home before being filled full of holes.
1st Sep '13 10:46:42 PM Korodzik
Is there an issue? Send a Message
* The ''{{Gothic}}'' series averts this. Dangerous enemies who can one-shot a low-level character are just as likely to be present 30 seconds from the starting area as they are on the other side of the world.
to:
* The ''{{Gothic}}'' ''VideoGame/{{Gothic}}'' series averts this. Dangerous enemies who can one-shot a low-level character are just as likely to be present 30 seconds from the starting area as they are on the other side of the world.
This list shows the last 10 events of 12. Show all.