If you're powerful enough to do a quest, regardless of level, I think it best that you be allowed to do it. However, I think it should have a recommended level next to it so that newer players won't go in to a quest that might be suitable for a level 60 but not a level 3 character. I think a warning is enough, and anyone that pursues that quest afterwards would be at their own risk.
Well i do hope "getting" quests is a little more imaginative then ordering a burger. Some quests might depend on what you did or where you are or even simply pure luck. If smartly designed, there is no need for level requirement or recommendations imo.
Yes, I totally agree. That's something I don't like about, well, most RPG's- that kind of "talk to person A, go kill monster(s)/collect item(s), return to person A/go to person B". Very linear. Given, I do like linear storylines, they have their place, but in a game that's focused on randomness to perpetuate entertainment, such linearity isn't fitting
Anyway, they've been very vague so far about quests, which most likely means that they don't have a principle system set up yet- they're probably still unsure of it. So, well, I guess we'll see what happens...
Yes, I totally agree. That's something I don't like about, well, most RPG's- that kind of "talk to person A, go kill monster(s)/collect item(s), return to person A/go to person B". Very linear. Given, I do like linear storylines, they have their place, but in a game that's focused on randomness to perpetuate entertainment, such linearity isn't fitting
Anyway, they've been very vague so far about quests, which most likely means that they don't have a principle system set up yet- they're probably still unsure of it. So, well, I guess we'll see what happens...
Indeed. Well put.
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"A wizard is never late Frodo Baggins. Nor is he early.
He arrives precisely when he means to."
"Losers always whine about their best, winners go home and Fvck the prom queen."
it would be an easy way to avoid rushing or boosting,
At the opposite side of that, High lvl chars should not be able to do low lev quests (a lvl 95 should not be able to help another char lvl.3 with his quests.)
just makes the game all around more fun, taking longer to complete.
Everybody gets their own loot right? Let's just make it so you wont get any loot if you play with a friend with a level to high above your own (say perhaps 10+ your level? or w/e). And regarding boosting, that will be a problem even if quests aren't free to do as you like (You did not mention it yet, but just in case you were going to:)).
That way, you will get nothing out of calling your friend = balanced.
A severely underleveled character will probably end up with drops appropriate for there level if they are aided by a higher level toon to down a big aass boss they should not be able to kill yet...
[quote name='Doppelganger']Why act so butthurt? There are numerous ways to balance the game out, as in raise the monster level to you level 30 friend, and then some.[/quote
Still the reward will be the same no matter the monster level. So i call my level 30 friend to do a quest that involves level 25 monsters. When my friend help me with this quest, even with high leveled mob, i still get my reward that must be good enough for a level 25 char, still i'm only 12. So if the reward will be a item, it will have a level requeriment, but if the quests gives XP i would just get a monstruos amount of those and rush would be very easy.
The other problem in quests that requires no level is the viability of creat a huge random quests database.
I just get mad because you don't even read the post. You obviosly didn't even realise what kind of exploit i was talking about and totally ignored the second problem in have all quests free from level requeriments.
Just imagine wow, war or aoc without level requeriments. It would be a disaster.
We just need a few experience blocks against rushing and leeching.
Killing monsters that are 20 levels higher than you would grant you a lot less exp than killing monsters that are about your level. Why rush to last areas when playing easier areas would be better exp anyways?
Being in a party with a player that is 5 (or maybe 10) levels higher than you would cause a situation where the higher player would get all experience. This would probably be the best way to stop leeching. This is how it was before LOD IIRC, I remember once trying to help my friend leveling up his dueling barb that used ITD Divine Scepter with a poor damage (88 1h). He was level 70 or something and I was 83 and he would get close to no exp at all, which was good I had to get a lower level char to play with him.
Loots shouldn't be like now in D2. Now they are pretty much like this: Normal and Nightmare items are pretty much totally useless in Hell which causes a problem, people don't want to spend time in Normal and Nightmare when there is nothing to gain from there.. why not go straight to Hell and perhaps gain some good items while leeching in a party.
I remember back in pre-LOD when rares where the number 1 items and you were able to gamble uniques.. many players gambled things like twitchtroe or tarnhelm with their first characters and were able to trade them for very good items. Also finding good rares already in Normal difficulty wasn't impossible, I happened to find my best Helmet ever from river of flame when back then some mods had lower level requirements than now (like 59 hp on helmet). All these things made it worth to spend the time in Normal and Nightmare.
Akse, you are 100% correct, but i'm not talking about it O.o
ni'm not talking about killing monster for leveling... I'm talking about make high level quests with a friend and won a imba reward.
"You must be at least this awesome in order to go here."
I played the D2 mod Meridian for a little while, until I came across several dungeons that were marked "Warning 'high' level characters only". What does 'high' mean? Higher than me? How high? 50? 75? 100? No information was provided, so I walked in and died at several different levels. Then I stopped playing that mod.
I played Fallout 3, and many times came across doors/chests that I couldn't open. They detailed the reason, saying I needed skill-75 lockpicking first, or science-50. Just come back when you are high enough level -- but there's the catch.
There's a bajillion doors/locks, and I'll never remember where that one I couldn't open a week ago was. So after finishing the game, there was a bunch of stuff/content I never got, because my random walk through the countryside didn't match the designer's secret plan for where I need to go first.
It's not so easy creating a free-roaming world.
I would suggest that there be a "Recommended Character Level" for quests, but not a 'required' level. Let anyone try anything, but be sure to keep them fully informed. A good aid would be player-placed note flags on the mini-map.
It seems to me that area denial is the job of the monsters.
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My five-point rating system: Yay, Kay, Meh, Erm, Gleh
i think side quests shouldnt have lvl caps or be very leniant on the lvl caps
but the main quests should have lvl caps xD
reguardless of what quests you have your just gonna be grinding the whole game anyway so give the players lvl caps so they can have aims of how strong to be at certain points in time
(much like how i play in D2 anyway just D2 doesnt exactly set any standard for this)
I didn't read ALL the posts and i'm not sure if it's already been mentioned, but class specific and level+class specific would also be good. maybe instead of item rewards at the end of X chain quest you receive an extra point slot in 'whirlwind'.
So it moves from (for example) 0/5 to 0/6.
I dont know i think that will cool. what do you think?
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[SIGPIC][/SIGPIC] "Religion is an insult to human dignity. Without it you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion." - Steven Weinberg -
I dont like the idea of level-based quests.. Adds nothing to the game, just subtracts from the player who can complete the campaign/story mode in a lower level..
Instead, I'd prefer quests based on other stuff, like class, main skill focus (different random quests for the Whirlwind Barbarian and the Leap One), number of players, time played, amount of gold spent on shops, or anything like that..
I really like this idea, it would add an incredible alternative to the regular runs of the game. Would also add some much needed variation, not to say the last two games didn't have this ! But each game, even though the landscape was generated randomly, consisted of accomplishing the exact same goals.
Anywho, good idea, good thread ^^.
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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.
Perhaps there would be just certain quests or "special" quests unlocked once you reach a certain lvl.
Maybe that's what you already said...I read the original a while ago....blah blah rambling now sorry....
Anyway :thumbsup:
"Losers always whine about their best, winners go home and Fvck the prom queen."
remember DIII is singleplayer too.
"to the worm in horseradish, the world is horseradish."
Yes, I totally agree. That's something I don't like about, well, most RPG's- that kind of "talk to person A, go kill monster(s)/collect item(s), return to person A/go to person B". Very linear. Given, I do like linear storylines, they have their place, but in a game that's focused on randomness to perpetuate entertainment, such linearity isn't fitting
Anyway, they've been very vague so far about quests, which most likely means that they don't have a principle system set up yet- they're probably still unsure of it. So, well, I guess we'll see what happens...
Indeed. Well put.
"Losers always whine about their best, winners go home and Fvck the prom queen."
At the opposite side of that, High lvl chars should not be able to do low lev quests (a lvl 95 should not be able to help another char lvl.3 with his quests.)
just makes the game all around more fun, taking longer to complete.
A severely underleveled character will probably end up with drops appropriate for there level if they are aided by a higher level toon to down a big aass boss they should not be able to kill yet...
Still the reward will be the same no matter the monster level. So i call my level 30 friend to do a quest that involves level 25 monsters. When my friend help me with this quest, even with high leveled mob, i still get my reward that must be good enough for a level 25 char, still i'm only 12. So if the reward will be a item, it will have a level requeriment, but if the quests gives XP i would just get a monstruos amount of those and rush would be very easy.
The other problem in quests that requires no level is the viability of creat a huge random quests database.
I just get mad because you don't even read the post. You obviosly didn't even realise what kind of exploit i was talking about and totally ignored the second problem in have all quests free from level requeriments.
Just imagine wow, war or aoc without level requeriments. It would be a disaster.
Killing monsters that are 20 levels higher than you would grant you a lot less exp than killing monsters that are about your level. Why rush to last areas when playing easier areas would be better exp anyways?
Being in a party with a player that is 5 (or maybe 10) levels higher than you would cause a situation where the higher player would get all experience. This would probably be the best way to stop leeching. This is how it was before LOD IIRC, I remember once trying to help my friend leveling up his dueling barb that used ITD Divine Scepter with a poor damage (88 1h). He was level 70 or something and I was 83 and he would get close to no exp at all, which was good I had to get a lower level char to play with him.
Loots shouldn't be like now in D2. Now they are pretty much like this: Normal and Nightmare items are pretty much totally useless in Hell which causes a problem, people don't want to spend time in Normal and Nightmare when there is nothing to gain from there.. why not go straight to Hell and perhaps gain some good items while leeching in a party.
I remember back in pre-LOD when rares where the number 1 items and you were able to gamble uniques.. many players gambled things like twitchtroe or tarnhelm with their first characters and were able to trade them for very good items. Also finding good rares already in Normal difficulty wasn't impossible, I happened to find my best Helmet ever from river of flame when back then some mods had lower level requirements than now (like 59 hp on helmet). All these things made it worth to spend the time in Normal and Nightmare.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
ni'm not talking about killing monster for leveling... I'm talking about make high level quests with a friend and won a imba reward.
I played the D2 mod Meridian for a little while, until I came across several dungeons that were marked "Warning 'high' level characters only". What does 'high' mean? Higher than me? How high? 50? 75? 100? No information was provided, so I walked in and died at several different levels. Then I stopped playing that mod.
I played Fallout 3, and many times came across doors/chests that I couldn't open. They detailed the reason, saying I needed skill-75 lockpicking first, or science-50. Just come back when you are high enough level -- but there's the catch.
There's a bajillion doors/locks, and I'll never remember where that one I couldn't open a week ago was. So after finishing the game, there was a bunch of stuff/content I never got, because my random walk through the countryside didn't match the designer's secret plan for where I need to go first.
It's not so easy creating a free-roaming world.
I would suggest that there be a "Recommended Character Level" for quests, but not a 'required' level. Let anyone try anything, but be sure to keep them fully informed. A good aid would be player-placed note flags on the mini-map.
It seems to me that area denial is the job of the monsters.
but the main quests should have lvl caps xD
reguardless of what quests you have your just gonna be grinding the whole game anyway so give the players lvl caps so they can have aims of how strong to be at certain points in time
(much like how i play in D2 anyway just D2 doesnt exactly set any standard for this)
Be my Buddy =^.^=
I didn't read ALL the posts and i'm not sure if it's already been mentioned, but class specific and level+class specific would also be good. maybe instead of item rewards at the end of X chain quest you receive an extra point slot in 'whirlwind'.
So it moves from (for example) 0/5 to 0/6.
I dont know i think that will cool. what do you think?
"Religion is an insult to human dignity. Without it you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion."
- Steven Weinberg -
Instead, I'd prefer quests based on other stuff, like class, main skill focus (different random quests for the Whirlwind Barbarian and the Leap One), number of players, time played, amount of gold spent on shops, or anything like that..
I really like this idea, it would add an incredible alternative to the regular runs of the game. Would also add some much needed variation, not to say the last two games didn't have this ! But each game, even though the landscape was generated randomly, consisted of accomplishing the exact same goals.
Anywho, good idea, good thread ^^.