I can say for sure that I would skip most of these -rescue X stupid child- crap. Extremely un-diablo like to randomly save childrens.
It's just a suggestion, don't get all pissy.
You can replace the child with a book if you want, or a bunch of warriors.
Quote from "emilemil1" »
It is just unlikely to find someone to rescue in a forest for the hundredth time
But randomizing appearance, name and dialogue shouldn't be hard at all. Just unlikely that those kinds of events happens over and over again.
Not that randomly appearing chests are more realistic...
And if you are in a party?
Haha, true, randomizing appearance and name would be easy enough. Hell, they did it with the unique monsters in D2.
Sounds like they've got a pretty massive quest database though, so we probably won't be seeing many of the same quests ^^.
If you're in a party, I can imagine it would just pick out one of the characters, and make the quest based on them. Like if you had a party of a barbarian, WD, wizard, and an archer, the computer could randomly select the Wizard to base the quest off of, the other characters could just tag along and get loot n' shit.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
I think that these adventures more localized to that exact area as opposed to getting a quest there and doing it somewhere else.
Such as: cultists raise a monster or a person is under attack.
Not hey we are lost can you bring us somewhere. I think thos will be saved for actual quests and not these adventures.
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I can say for sure that I would skip most of these -rescue X stupid child- crap. Extremely un-diablo like to randomly save childrens.
[2] Agree.
Really, wtf a child is doing in dungeon filled with undeads? And why is he alive? And why would you care to loose time and save a children when you're a key piece of a war that will decide the fate of everything you know?
I hope adventures involve important Diablo lore and are inside the context of the game, not kill wolves to getv 20 leatherto some old hag make coats to the children.
I don't think they will involve any real lore. I think these adventures are smaller little changes to the game just to add randomnessto the static map. You probably won't even notice you are in one until you play the game again and your like " where did that giant monster go that I killed here last" and that's when you'll realize that was one of the adventures. I think some people are expecting to much from these. I think they will be smaller little things that will just make the area different from the other times you played it.
And who said anything about saving children. In the video the only "saving" example they gave was something involving a caravan. You guys are getting sandy about something someone on Here made up. I'm sure blizzard knows children don't belong in diablo ( besides Wirt, he was one rough SOB. A monster ripped off his leg and he was like so what, wanna buy something)
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It's going to be damn near impossible to get lore out of random quests, or else every persons version of the diable lore will be different.
These side quests are just there as something to do, once you get bored of the main quests you've got the database full of random quests to keep you busy.
Lore if for the main story, replayability is where the random quest system comes into play.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
Well, they can have substance without having set lore, per se. The designers can implement a huge list of variables that can go together to give quests more of a story, instead of simply "kill this # of fallen" or "kill named and get item and return"
Good point, as long as there is some kind of story to them I'm sure people would like them.
Hell, there were a couple quests in D2 that didn't have shit for lore behind them, but were still pretty fun to do.
For example, there wasn't much lore behind the rescue quest that Qual-Keck gave you, but it was still one of my favorite quests to do. Had a certain feel about it...
The tainted sun quest was also one that didn't have much lore behind it, was basically "oh shit, snakes stole a talisman".
Without a doubt though, people will prove me wrong... I'm not too familiar with the lore of the games, beyond the basics anyways.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
Without a doubt though, people will prove me wrong... I'm not too familiar with the lore of the games, beyond the basics anyways.
Yeah, watch out for those Diablo-bible-thumpers.
I agree though, it just needs to be fun, regardless of how deep the story is. My main concern is avoiding repetitiveness (not to be confused with replayability).
Yeah, I'm pretty worried about these quests getting repetitive also.
Kinda worried that each quest will have the same NPC, or something along those lines.
For example, first time you get a gathering quest some random old lady is all "I need (x) goatman hides to make a shawl". Next time, same old lady, just a new monster type.
Hopefully they have a large database of NPC's to go with their quest database. While it isn't imperitive, it would be a very nice addition.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
Really, wtf a child is doing in dungeon filled with undeads? And why is he alive? And why would you care to loose time and save a children when you're a key piece of a war that will decide the fate of everything you know?
I hope adventures involve important Diablo lore and are inside the context of the game, not kill wolves to getv 20 leatherto some old hag make coats to the children.
If your char is to high and mighty to spend time saving children then he does not deserve to fight in the war
Anything that adds a reason to visit somewhere is a good addition. Median XL really hammered that idea by using a lot of the generic dungeons for something special. Did anyone really visit the pit in D2 when the only thing in it was a generic gold chest?
Sidequests are always a welcome diversion and I think they would help make the game seem more immersive if done well. Even if the quest is only to go rescue some guy's kid it's always nice to know there are NPCs other than the stock ones that are being affected by the demons. I have to say though, it would be really nice if Blizzard could implement sidequests with more depth to them but I won't scream if they don't since at least something is better than nothing.
Oh and Draxanoth, I kind of liked the random dungeons that didn't really have any point to them but to raid for fun. I thought they helped make the game seem just a little less linear and ones like the sewers beneath the Lost City even helped to add some distinction to the area.
It's going to be damn near impossible to get lore out of random quests, or else every persons version of the diable lore will be different.
No matter what, every quest is a lore canon. So if they add random quests, we will have some random lore, thats a fact.
I just want that random lore to be inside a context. Save a children is heroic, i agree, but this is the most rational decision to do ? Unlike WoW were you're a just a soldier in the crowd, in diablo you are *the* hero. You've a mission to do, a very important one, so i hope all quests involve that mission in some way or another. Imagine yourself as a soldier in a war. If your supperior gives you a very important order that may decide the entired battle and the life of all your companion, even the security of your nation, would you choose to save someone at the cost of fail in yur task and risk millions life ? So, why are a barbarian venturing in some random graveyard, looking for a children when there are demons burning down entire vilages ?
It's a matter of cost of oportunity, one with power may not be able to save everyone, but he must seek the way that he will save the largest amount of people possible.
So everything must be inside the game context. In D2 almost every quest, even the optional, are very close to the game lore. Usng your own exemple, the Tainted Sun, you go there not only because no sun is weird and dangerous, but because there you will find the amulet that will let you enter tal rasha's tomb. Some other involve killing demon generals or just find a important object that are important to your quest. But all are in context. I just hope they maintain the tradition of Diablo and not follow the recent mmorpg quests were you're a office boy.
Quote from "snillum101" »
If your char is to high and mighty to spend time saving children then he does not deserve to fight in the war
It's not a matter of might and pride. I explaned my opnion up here.
And who deserves to fight in a war are the ones that have power to win and are good enough to not fall in madness and involve inocents.
Almost all quests in D1 are random and the lore behind then are very nice, except the mushroom one. And lore lore canon doesn't mean the lore are important, it means tit's valid. For exemple, everyhting in D1 are a lore canon, but hellfire are not because it was not mde by blizzard.
No matter what, every quest is a lore canon. So if they add random quests, we will have some random lore, thats a fact.
I just want that random lore to be inside a context. Save a children is heroic, i agree, but this is the most rational decision to do ? Unlike WoW were you're a just a soldier in the crowd, in diablo you are *the* hero. You've a mission to do, a very important one, so i hope all quests involve that mission in some way or another. Imagine yourself as a soldier in a war. If your supperior gives you a very important order that may decide the entired battle and the life of all your companion, even the security of your nation, would you choose to save someone at the cost of fail in yur task and risk millions life ? So, why are a barbarian venturing in some random graveyard, looking for a children when there are demons burning down entire vilages ?
It's a matter of cost of oportunity, one with power may not be able to save everyone, but he must seek the way that he will save the largest amount of people possible.
So everything must be inside the game context. In D2 almost every quest, even the optional, are very close to the game lore. Usng your own exemple, the Tainted Sun, you go there not only because no sun is weird and dangerous, but because there you will find the amulet that will let you enter tal rasha's tomb. Some other involve killing demon generals or just find a important object that are important to your quest. But all are in context. I just hope they maintain the tradition of Diablo and not follow the recent mmorpg quests were you're a office boy.
But thats my point, we can't have random lore and be able to stick to the same lore for every player.
Main quests are the realm of lore, random quests are there for replayability and variety. They didn't add them because they wanted to squeeze more lore into the game, they added them so that players will have something to do long after they've exhausted all replayability out of the game.
As for your "barbarians don't save kids" complaint, you won't have to, thats the great thing about the random quests. If you think it's stupid, fuck it, you can just continue on with the game and do something else. If you want to do it, then you complete the quest, and get some decent reward/experience.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
In D1 we won't stick with the same lore for every player, but most quests are inside the game context.
And what will make me -and most players, i believe- finish quests is the reward. So if the kid gimme a stone of jordan i will serely rescue him.
But thats no reason for quests have terrible written texts. Something i *hate* in smaller RPGs like titan quest and dungeon siege is how bad the game is written. Everything is the fucking same thing. "Rescue my kid". "Save my caravans!". "Kill that bastard that killed my wife!". Urgh..
RPGs like Baldur's Gate, Elder's Scroll and Final Fantasy are so much superior to those smaller ones not just because the game mechanic are better elaborated, but because side quests is inside context, the text are well maded, people really cared to read everything in the scream. If you dare to read every text in titan quest your brain will turn into shit and your eyes will drop lol
I just want D3 avoid this, wich is very common nowdays, and can ruin half of the game for me.
In D1 we won't stick with the same lore for every player, but most quests are inside the game context.
And what will make me -and most players, i believe- finish quests is the reward. So if the kid gimme a stone of jordan i will serely rescue him.
But thats no reason for quests have terrible written texts. Something i *hate* in smaller RPGs like titan quest and dungeon siege is how bad the game is written. Everything is the fucking same thing. "Rescue my kid". "Save my caravans!". "Kill that bastard that killed my wife!". Urgh..
RPGs like Baldur's Gate, Elder's Scroll and Final Fantasy are so much superior to those smaller ones not just because the game mechanic are better elaborated, but because side quests is inside context, the text are well maded, people really cared to read everything in the scream. If you dare to read every text in titan quest your brain will turn into shit and your eyes will drop lol
I just want D3 avoid this, wich is very common nowdays, and can ruin half of the game for me.
Ah, now I see what you were getting at, and I agree 100%.
But as emilemil1 pointed out, Blizz could easily take some time to carefully write out the quests so that they didn't seem the same as all the other games out there.
It would take some doing, but they could pull it off.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
What my half-sleeping brain can produce in 3 minutes...
My point is that you can come up wth good names with a little fantasy.
The dialogues is also to remember. They have to sound realistic and not like a fairytale. And every quest has to have a believable story. Some things are just to hard to believe. I played a game once when one of the first quests was to bring a message to a guy standing 5 seconds away from the first... How lame isn't that? And the reason for the quest? He wanted the guy to make him soup...
Thats execly what I fear dude.
Quote from "Zhar" »
Ah, now I see what you were getting at, and I agree 100%.
But as emilemil1 pointed out, Blizz could easily take some time to carefully write out the quests so that they didn't seem the same as all the other games out there.
It would take some doing, but they could pull it off.
I kno they can pull it off. They did it before, they must do it again hehehe
I liked D1 so much because of the random and good quests. I can't wait to see how D3 will end up :-)
But i'm afraid cyberdragon is right. Random quests may have nothing to do with adventures. It's just a way of make the game world fixed for better elaboration and random for replayability, at the same time.
I think what Blizzard will strive for is an "opt in" policy for their random adventures and side quests. It will be profitable to rescue the children because you get a nice reward but it won't be essential for playing the game and I don't think that the player will get penalised in any way for not participating if he/she does not want to.
I think that also Blizzard know that this is a diablo game not a WoW style game so I'm sure that the quests will not have the same mechanics as WoW.
I think the game will have somthing for the people who like to go: "BOOM chain lightning beats goul!" and the people who like to spend hours listening to all the dialouge and role playing (after all this is an action RPG).
Fetch and carry style mechanics more than anything I think. You knew that in WoW when you went to a new area there would be a town with NPC's who would ask you to retrieve X Y and Z items from the countryside and while you were at it kill X number of mobs.
That kind of thing would be very weak if used for every area in Diablo 3 it just wouldn't feel right. Can you imagine Cain asking you to retrieve his old person pills or something from the darkest depths of Tristram Cathedral? It just wouldn't work ^_^. Granted it would work if the reason was good enough (research notes etc) but just not everywhere and every time.
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It's just a suggestion, don't get all pissy.
You can replace the child with a book if you want, or a bunch of warriors.
Haha, true, randomizing appearance and name would be easy enough. Hell, they did it with the unique monsters in D2.
Sounds like they've got a pretty massive quest database though, so we probably won't be seeing many of the same quests ^^.
If you're in a party, I can imagine it would just pick out one of the characters, and make the quest based on them. Like if you had a party of a barbarian, WD, wizard, and an archer, the computer could randomly select the Wizard to base the quest off of, the other characters could just tag along and get loot n' shit.
Such as: cultists raise a monster or a person is under attack.
Not hey we are lost can you bring us somewhere. I think thos will be saved for actual quests and not these adventures.
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[2] Agree.
Really, wtf a child is doing in dungeon filled with undeads? And why is he alive? And why would you care to loose time and save a children when you're a key piece of a war that will decide the fate of everything you know?
I hope adventures involve important Diablo lore and are inside the context of the game, not kill wolves to getv 20 leatherto some old hag make coats to the children.
And who said anything about saving children. In the video the only "saving" example they gave was something involving a caravan. You guys are getting sandy about something someone on Here made up. I'm sure blizzard knows children don't belong in diablo ( besides Wirt, he was one rough SOB. A monster ripped off his leg and he was like so what, wanna buy something)
Find any Diablo news? Contact me or anyone else on the News team
These side quests are just there as something to do, once you get bored of the main quests you've got the database full of random quests to keep you busy.
Lore if for the main story, replayability is where the random quest system comes into play.
Hell, there were a couple quests in D2 that didn't have shit for lore behind them, but were still pretty fun to do.
For example, there wasn't much lore behind the rescue quest that Qual-Keck gave you, but it was still one of my favorite quests to do. Had a certain feel about it...
The tainted sun quest was also one that didn't have much lore behind it, was basically "oh shit, snakes stole a talisman".
Without a doubt though, people will prove me wrong... I'm not too familiar with the lore of the games, beyond the basics anyways.
Yeah, watch out for those Diablo-bible-thumpers.
I agree though, it just needs to be fun, regardless of how deep the story is. My main concern is avoiding repetitiveness (not to be confused with replayability).
Kinda worried that each quest will have the same NPC, or something along those lines.
For example, first time you get a gathering quest some random old lady is all "I need (x) goatman hides to make a shawl". Next time, same old lady, just a new monster type.
Hopefully they have a large database of NPC's to go with their quest database. While it isn't imperitive, it would be a very nice addition.
If your char is to high and mighty to spend time saving children then he does not deserve to fight in the war
"One does not simply rock into Mordor."
"There's no I in Team America!"
Oh and Draxanoth, I kind of liked the random dungeons that didn't really have any point to them but to raid for fun. I thought they helped make the game seem just a little less linear and ones like the sewers beneath the Lost City even helped to add some distinction to the area.
No matter what, every quest is a lore canon. So if they add random quests, we will have some random lore, thats a fact.
I just want that random lore to be inside a context. Save a children is heroic, i agree, but this is the most rational decision to do ? Unlike WoW were you're a just a soldier in the crowd, in diablo you are *the* hero. You've a mission to do, a very important one, so i hope all quests involve that mission in some way or another. Imagine yourself as a soldier in a war. If your supperior gives you a very important order that may decide the entired battle and the life of all your companion, even the security of your nation, would you choose to save someone at the cost of fail in yur task and risk millions life ? So, why are a barbarian venturing in some random graveyard, looking for a children when there are demons burning down entire vilages ?
It's a matter of cost of oportunity, one with power may not be able to save everyone, but he must seek the way that he will save the largest amount of people possible.
So everything must be inside the game context. In D2 almost every quest, even the optional, are very close to the game lore. Usng your own exemple, the Tainted Sun, you go there not only because no sun is weird and dangerous, but because there you will find the amulet that will let you enter tal rasha's tomb. Some other involve killing demon generals or just find a important object that are important to your quest. But all are in context. I just hope they maintain the tradition of Diablo and not follow the recent mmorpg quests were you're a office boy.
It's not a matter of might and pride. I explaned my opnion up here.
And who deserves to fight in a war are the ones that have power to win and are good enough to not fall in madness and involve inocents.
But thats my point, we can't have random lore and be able to stick to the same lore for every player.
Main quests are the realm of lore, random quests are there for replayability and variety. They didn't add them because they wanted to squeeze more lore into the game, they added them so that players will have something to do long after they've exhausted all replayability out of the game.
As for your "barbarians don't save kids" complaint, you won't have to, thats the great thing about the random quests. If you think it's stupid, fuck it, you can just continue on with the game and do something else. If you want to do it, then you complete the quest, and get some decent reward/experience.
And what will make me -and most players, i believe- finish quests is the reward. So if the kid gimme a stone of jordan i will serely rescue him.
But thats no reason for quests have terrible written texts. Something i *hate* in smaller RPGs like titan quest and dungeon siege is how bad the game is written. Everything is the fucking same thing. "Rescue my kid". "Save my caravans!". "Kill that bastard that killed my wife!". Urgh..
RPGs like Baldur's Gate, Elder's Scroll and Final Fantasy are so much superior to those smaller ones not just because the game mechanic are better elaborated, but because side quests is inside context, the text are well maded, people really cared to read everything in the scream. If you dare to read every text in titan quest your brain will turn into shit and your eyes will drop lol
I just want D3 avoid this, wich is very common nowdays, and can ruin half of the game for me.
Ah, now I see what you were getting at, and I agree 100%.
But as emilemil1 pointed out, Blizz could easily take some time to carefully write out the quests so that they didn't seem the same as all the other games out there.
It would take some doing, but they could pull it off.
Thats execly what I fear dude.
I kno they can pull it off. They did it before, they must do it again hehehe
I liked D1 so much because of the random and good quests. I can't wait to see how D3 will end up :-)
But i'm afraid cyberdragon is right. Random quests may have nothing to do with adventures. It's just a way of make the game world fixed for better elaboration and random for replayability, at the same time.
I think that also Blizzard know that this is a diablo game not a WoW style game so I'm sure that the quests will not have the same mechanics as WoW.
I think the game will have somthing for the people who like to go: "BOOM chain lightning beats goul!" and the people who like to spend hours listening to all the dialouge and role playing (after all this is an action RPG).
"One does not simply rock into Mordor."
"There's no I in Team America!"
Fetch and carry style mechanics more than anything I think. You knew that in WoW when you went to a new area there would be a town with NPC's who would ask you to retrieve X Y and Z items from the countryside and while you were at it kill X number of mobs.
That kind of thing would be very weak if used for every area in Diablo 3 it just wouldn't feel right. Can you imagine Cain asking you to retrieve his old person pills or something from the darkest depths of Tristram Cathedral? It just wouldn't work ^_^. Granted it would work if the reason was good enough (research notes etc) but just not everywhere and every time.
"One does not simply rock into Mordor."
"There's no I in Team America!"