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is a 5 hours quest OK? is this what we want?

hans henrik

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Just finished the "1500 Virtuoso Weapon quest" on tibiafun.zapto.org it took approximately 5 hours. On the first serious attempt, we died about 3 hours into the quest, which was awful...

Makes me wonder, at what point does a quest go from being "a long quest" to being insane?
 
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There should be checkpoints or shortcuts that you get access to along the quests if it is that long. What adult with a fulltime job can and want to spend 5 hours straight on playing tibia. It doesn't make sence to eliminate 90% of the playerbase from being able to play the content due to a time restriction like that.
 
Its depends on the quest reward. Its also depends on the style of the quest, if they demand it to be done in one take yeah 5 hours is a lot, if you can do it in steps when you want to continue them then its not that insane.
 
Long quest becomes insane when it has no checkpoints as others mentioned. All rl tibia quests have checkpoints:
  • poi has two shortcuts
  • inq has the hub
  • wrath of the emperor has teleports to the rebel village and to the dragon cemetery
  • gnomebase has the hub
  • banuta has a shortcut
  • svargrond mines have elevator
  • deeplings have tp to main hub, hive isn't that hard to reach and has npc at the entrance
 
Long quest becomes insane when it has no checkpoints as others mentioned. All rl tibia quests have checkpoints:
  • poi has two shortcuts
  • inq has the hub
  • wrath of the emperor has teleports to the rebel village and to the dragon cemetery
  • gnomebase has the hub
  • banuta has a shortcut
  • svargrond mines have elevator
  • deeplings have tp to main hub, hive isn't that hard to reach and has npc at the entrance

and soulwar quest (one of the hardest? quest nowadays) also has it baiak style hub
 
and soulwar quest (one of the hardest? quest nowadays) also has it baiak style hub

yalahar has gates
imbuing quests have portals in a single place
secret library is very close to the city
 
A good quest for me should be written like a good book or series. Something that is well defined with chapters that have actual meaning by themselves, each of them tieing up the main story in some fashion and feel rewarding for the player along each step of the way. Idk about measuring it in length, some quests in DnD often last way more than five hours, sometimes taking several sessions to complete and it still can feel good to play even when you skip dialogue.

If the shiny item/reward is the whole purpose, i think that a quest for it isn't really necessary.
 
I don't see anything wrong with a 5hr quest if its interesting. Being in a single room having to kill waves of monsters for 5 hours with no break is boring. Compare that with POI quest which required patience (14 levers + maze), raw fire power (levers main hub, juggers, etc..), riddle solving (initial entry + unless levers book + bureaucrats), team work (switch plates), and safe places to rest so players could break and refuel (post levers area, bureaucrats area).

I wouldn't even say shortcuts are required. The main benefit of the shortcuts in cipbia quests is that it makes the quest area a viable hunting ground allowing content reuse. If you had to pull the 14 levers for POI every day and have someone rope you to get to the throne room in POI players would barely go back after completing the quest.

Long quest becomes insane when it has no checkpoints as others mentioned. All rl tibia quests have checkpoints:
  • poi has two shortcuts
  • inq has the hub
  • wrath of the emperor has teleports to the rebel village and to the dragon cemetery
  • gnomebase has the hub
  • banuta has a shortcut
  • svargrond mines have elevator
  • deeplings have tp to main hub, hive isn't that hard to reach and has npc at the entrance

Did POI always have shortcuts? I thought those were added later.
 
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I am surprised to hear that there is a tibiafun server out there, back in the days i used to love it. Haven't seen it in advertisements.
 
Large quests that take a long time are usually team-oriented from my experience. For example, you and your team would gear up, so that certain people would take specific supplies. For instance, tanks would carry extra potions for mages and so forth. I do not mind having long quests but I do also believe in checkpoints, especially if the quest has multiple bosses. For balanced game-play, you have to consider player resources. Does it take 2-3 hours to reach the first boss room? Consider their exhausted supplies up to that point and particularly after defeating a boss.
 
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