FranOhmsford wrote on Oct 10
th, 2015 at 1:21pm:
Intended? That says a lot about the naivety of the original Devs who built that quest!
Because with DDO being supposedly a group game {and at that time a required to Group game} it's a bit unfair to players who want to be able to do an entire quest to put in a shortcut that those who just want quick xp WILL use!
Ringleader isn't even a long quest without that shortcut! {Heck how much longer does it take - 45 seconds?}.
Significantly - There's also the option for a griefer to break the crate needed to make that jump {for many players - I'm sure some can make it regardless} in the first place.
Now I'm not against all shortcuts but this one does seem to be a mistake {even if it was intended}.
As others have said, quests with various ways to finish are good.
Optionality is good.
There should be (and is) a trade-off. Quick completion, miss optionals.
Being forced to complete obviously linear quests repeatedly detracts from the immersion and player engagement.
You seem to subscribe to the view that the game
must be played the way the devs intended? Who is the game designed to entertain?
The devs need to ensure game balance is maintained, but the rest should be left up to the players to find their own way of enjoyment within the rules.
If I designed a quest and people found a clever way to complete it (eg. Maze in GH), I would be happy. If players could shortcut the entire quest, get the XP and loot, then that obviously distorts the game balance and needs to be adjusted.
But being able to bypass a heavy traps section, makes it viable for non-trap builds.
The part of the picture you're missing Fran is choice.
I know most of the shortcuts that have existed, and I sometimes use them, sometimes not.
If I'm running in groups on EE farming items, then the shortcut is on.
If I'm running solo on EH, I'm often happy to play the full quest just for something different.
I have a choice and my choice does not really affect others.
What you seek is absolute control. In an antiquated form of social justice, everyone must play the same in order to be "fair". The misguided part of this is that everyone's experience will be different regardless of how fair you attempt to make it. Why? Because everyone's toon will be different, their knowledge different and their skills different. Some will always have an advantage, so fairness is just an illusion. The devs should seek holistic balance in terms of XP, time to complete, loot etc. if someone finds an "edge" that does not distort the game, leave it be.
What the devs need to work toward is guidance, not control. So that players feel like they are in control. It's a subtle, but important psychological hook.
DDO has done this right in some ways. Independent quests that you can run in any order at any level - this gives players choice and is a real positive in DDO. Quests that can be completed solo or in group is another example of the flexibility of the system.
Not every quest can be flexible or have alternatives, but some should.
I can see they are trying to do this, but the really obvious split paths mechanism is clunky and still doesn't give the illusion of choice.
In Archon's Trial, unless I'm a rogue, I don't really have a choice.