Dangerous quest locations.

Post » Mon Dec 06, 2010 12:30 pm

When you play an RPG game, do you want to be able to complete all the given quests any time you like, or do you like to follow a quest to a dangerous place and be forced to retreat and return when you are ready, after you have developed your character and his/her inventory?

Do you think that some quest location should be extremely dangerous for even high level characters, and would require extreme measures and caution and strategy from us to be able to conquer them, in order to complete their respective quests?

I was just a bit curious about the taste of the players.

Edit:

Sorry a late addition, and I changed my vote, as well.

I think, in addition to the hope that some quest locations are really harder than other locations, I hope that the difficulty slider changes the type of encounters in those location and changes the percentage that those locations are scaled to the character level, so on easier mode those places are more scaled to character level and on harder mode those locations should be merciless.

Like those old doom levels. :hehe:
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JLG
 
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Post » Mon Dec 06, 2010 1:18 pm

I want the harder quests to be a challenge. I think they should take us to some really hard places. Misc Quests, Guild quests, and the Main Quest. Some randomness thrown in would be nice, too.
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Darrell Fawcett
 
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Post » Mon Dec 06, 2010 5:07 pm

I want the harder quests to be a challenge. I think they should take us to some really hard places. Misc Quests, Guild quests, and the Main Quest. Some randomness thrown in would be nice, too.

That means you are forced to develop your character quite a bit before you can complete the main quest.

I like it! :thumbsup:
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glot
 
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Post » Mon Dec 06, 2010 3:13 pm

As I hate Level Scaling I want low, mid-low and high-low danger areas with medium and high danger equivalents
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Emma Copeland
 
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Post » Mon Dec 06, 2010 11:39 pm

Some misc quests can lead us to some initially dangerous places.

Some misc quests can lead us to some really dangerous places.

Some guild quests can lead us to some initially dangerous places.

Some guild quests can lead us to some really dangerous places.

The main quests can lead us to some initially dangerous places.

The main quests can lead us to some really dangerous places.
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james kite
 
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Post » Mon Dec 06, 2010 4:59 pm

Sorry a late addition, and I changed my vote, as well.

I thing in addition to the hope that some quest locations are really harder than other locations, I hope that the difficulty slider changes the type of encounters in those location and changes the percentage that those locations are scaled down to the character level, so on easier mode those places are more scaled to character level and on harder mode those locations should be merciless.

Like those old doom levels. :hehe:
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SaVino GοΜ
 
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Post » Mon Dec 06, 2010 11:19 am

I think that there should definitely be things that are too hard for you to do at lower levels. Realistically, Kvatch wouldn't have been filled with tons of scamps and 1 Dremora caster in black robes, which is what it's like at lower levels. But once you get up higher, the place is populated with impossible enemies. While I can understand there being a lot of weaker guys left behind to finish everybody who tries to escape off, a plaza full of stunted scamps is a bit much, and then at wicked high levels, why did they send such advanced warriors just for "clean-up"?

I'd like level-scaling to be done away with, it made the game less fun. In Morrowind I had to fight for my life, and I felt so happy the first time I killed a group of Nix Hounds at level 2. In Oblivion, there was never really that "accomplishment" for long because the enemies scaled with you. Why is it that there are NO Spriggans in the wild until your reach a certain level? It doesn't make sense. You should feel threatened by the wild at lower levels, and as you work your way up you should feel more and more accomplished. ... Now that I think about it there should be SOME level scaling, especially if you have things like party members or arch-rivals.

P.S. I'm not hating on Oblivion, I'm making my character a country-side home right now. :)
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Marine x
 
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Post » Mon Dec 06, 2010 2:28 pm

Difficulty is relative. I think the difficulty should be based on your actual relavent skills in-game (like destruction for the mage's guild) and your skill as a player (if you can't aim, it's going to be harder). So difficulty should be based on whether a good player with, say, a 50 skill in destruction, would be able to finish it. So for some, they could do it with a 40 skill, while others it would require a 55 skill.

I think guild quests should start off fairly easy, and get progressively more difficult, with random quests thrown in to gain rep from the person who will give you your next quest and to raise your relavent skills.

I think the main quest should require you to develop your character.

Miscellaneous quests that are available right off the bat should be fairly easy. Those that require a high fame (or infamy), progress in the MQ, or a few pre-requisite quests should be more difficult.
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Reven Lord
 
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Post » Mon Dec 06, 2010 9:16 am

While I'm fine with individual questlines visiting progressively more dangerous locations, I didn't vote for any of the MQ/guild options. Simply put, the concepts of initially dangerous and really dangerous are rather vague. I wouldn't want to see a guild questline be necessarily written for a level 28 character minimum, nor the MQ designed around a set level. That kind of crap annoys me from ye olde JRPG days.

Misc questage, on the other hand, has a precedented nature of being limited to accomplished individuals. Therefore, it makes sense to have some of these be inherently targetted towards players of different ranges.

The difficulty slider definitely should influence how steep the curve gets. Easy should make the dangerous areas even less dangerous (while remaining more dangerous than standard gameplay areas), while ramping the challenge should make "quite difficult" become "war for survival".
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Chantelle Walker
 
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Post » Mon Dec 06, 2010 8:10 pm

I want the hardest areas they can throw at us. I never feel in danger, with my 200 potions on hand and ability to return to town at any time and zero environmental danger and nonexistent enemy AI.
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Nina Mccormick
 
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Post » Mon Dec 06, 2010 1:20 pm

Level Scaling can DIE. I liked it in morrowind were after some leveling new creatures appeared. But in Oblivion where thats Rats always take two hits, despite being the ultimate warrior.
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Alan Cutler
 
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Post » Mon Dec 06, 2010 1:14 pm

I would like to see the random difficulty and the general fact that you never realy know what you are going to be going up against of Morrowind and Daggerfall.

In thoes games if you died in a dungeon, random encounter, or quest location you knew that you would have to build your character up before trying it again. It also added surprize, variety, and the difficult that Oblivion was lacking.

I am not trying to bash oblivion or praise older games with this, I am simply speaking my opinion.
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tiffany Royal
 
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Post » Mon Dec 06, 2010 7:21 pm

I think that there should definitely be things that are too hard for you to do at lower levels. Realistically, Kvatch wouldn't have been filled with tons of scamps and 1 Dremora caster in black robes, which is what it's like at lower levels. But once you get up higher, the place is populated with impossible enemies. While I can understand there being a lot of weaker guys left behind to finish everybody who tries to escape off, a plaza full of stunted scamps is a bit much, and then at wicked high levels, why did they send such advanced warriors just for "clean-up"?

Yes, Kvatch should have forced players to retreat and develop their characters to for instance levels 5-10 before they could go on.

Difficulty is relative. I think the difficulty should be based on your actual relavent skills in-game (like destruction for the mage's guild) and your skill as a player (if you can't aim, it's going to be harder). So difficulty should be based on whether a good player with, say, a 50 skill in destruction, would be able to finish it. So for some, they could do it with a 40 skill, while others it would require a 55 skill.

Yes, depending on how good you have developed your characters and their gear, those required levels might differ, so an average value can show the required level to be able to beat an area.

I think guild quests should start off fairly easy, and get progressively more difficult, with random quests thrown in to gain rep from the person who will give you your next quest and to raise your relavent skills.

Yes, those guild quests would better start with easy jobs to be easy on new members, but if those new members show their worth, they can get more and more dangerous quests, but as you said filler quests are always nice to have, so we can have guild members that give away progressively hard quest as guild's backbone quests, and other members that would give random quests with random difficulties as the meat of those back bones.

I think the main quest should require you to develop your character.

Yes, the main quest line should be progressively hard to conquer, so that one player can come here and inform the other players that he has beaten the game before level 30, without any cheats, and challenge other players if they could do the same. :toughninja:

Misc questage, on the other hand, has a precedented nature of being limited to accomplished individuals. Therefore, it makes sense to have some of these be inherently targetted towards players of different ranges.

Yes, those misc quests should have different difficulties, depending on the situations, so if you see an old woman that needs help with finding a missing cat in the neighborhood, then that should normally be a relatively easy quest unless the designers want to give the players a nice surprise, on the other hand, if you find a secluded monk in the depths of a massive and dangerous cavern that needs the "Talisman of Shrouded Shadows", from the "Apocalypse Abyss" then it should be quite a hard task.

The difficulty slider definitely should influence how steep the curve gets. Easy should make the dangerous areas even less dangerous (while remaining more dangerous than standard gameplay areas), while ramping the challenge should make "quite difficult" become "war for survival".

Yes, that was what I meant. :goodjob:

Edit: No, I don' start any sentence with a "Yes".
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Da Missz
 
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Post » Mon Dec 06, 2010 10:51 pm

I wouldn't object if some quests have enemies that are scaled to your level, but there should definately be ones that will lead you to challenges you can't handle at the present time. One thing I liked about Morrowind which Oblivion sadly lacked was that in Morrowind, there were places which I could not safely go to at first, sometimes, I'd go to a place, then find that I can't handle it, and therefore need to go back later. When I came back at a higher level, I'd get the satisfaction of killing the enemies who killed me before. It also meant that to survive in Morrowind, you didn't just need to raise your skills, you also needed to be able to judge which places are safe for you to go to right now. In Oblivion, most places were safe from the start. Now, not every quest needs to become an epic fight for survival, of course, it depends on what, exactly, the quest is about and where the player must go, but I hope that future Elder Scrolls games can once again capture that sense of danger you get when you're not sure what lies ahead of you or if you're ready to handle it.

And yes, I agree with the idea that the main quest and faction quests should start off reletively easy and get progressively harder as you advance, I mean, even in Morrowind, you could probably complete the first task in the main quest early enough after gaining a few levels, but you really shouldn't be able to become the hero who completes an epic quest to save the world on only level 2.
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Manny(BAKE)
 
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Post » Mon Dec 06, 2010 11:09 pm

I'm pro level-scaling, cause static level scale is boring/unchallenging/unimaginative/lazy... but the lvl scaling in Oblivion was not well thought out at all, in it wasn't implimented in anything resembling a good way.

If I had designed the lvl scaling system I wouldv'e had it to where all creatures/npc's were a random lvl range compared to the pc's, and you'd be as likely to encounter a minotaur (well, maybe not as likely, they are rare creatures, after all) as you would be a mudcrab. But whereas the strength would allways just be so, a higher lvl pc would be more equiped to deal with a Minotaur Loard that's allways arround 15 lvls over their own than a the same npc at lower lvls.
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Stephy Beck
 
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Post » Mon Dec 06, 2010 11:28 am

I would like many dangerous places in Skyrim. I think it would be great if you had to go there to complete a quest.
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Jessica Nash
 
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Post » Mon Dec 06, 2010 8:34 pm

Edit:

ooOOopss :( sorry for double post.
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clelia vega
 
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Post » Tue Dec 07, 2010 12:58 am

I would really like for the dungeons to have some randomisation, not knowing what will be insinde the dungeon when you enter it, instead of knowing what you're going to find, would be a fantastic touch.
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Juan Cerda
 
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Post » Tue Dec 07, 2010 12:07 am

Edit: No, I don' start any sentence with a "Yes".


Yes, you do.

Anyhoo, I want randomized. Leveled areas sickens me to the fullest extent of sickenism.
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Roisan Sweeney
 
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Post » Tue Dec 07, 2010 1:51 am

Level scaling is helpful sometimes. but it shouldn't really be visible to the player.
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Andrew
 
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Post » Mon Dec 06, 2010 12:57 pm

I want there to be areas where I know I will get my bum kicked if I go there when I'm still low level.
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Multi Multi
 
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Post » Mon Dec 06, 2010 9:55 am

It's like this, in Morrowind, there's places I know as a low level character to avoid like the plague. Red Mountain, Daedric Ruins, the middle of the Ashlands, some Dwemer and Dunmer strongholds. I completely fear this places when I'm weak.

Oblivion, with its equivalents, Ayleid Ruins, Oblivion gates, fort ruins. I fear nothing, and I have no reason to avoid these places because I can clear them at any level. The feeling of entering a ruin, getting your ass handed to you on a plate, but returning latter and being the ass-hander is a much needed effect that was missing from Oblivion.
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Frank Firefly
 
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Post » Mon Dec 06, 2010 4:13 pm

No, I didn't like that the quests scaled, maybe some quests, but there should definitely be quests that are set at a static level, difficulty wise, same with loot. Difficulty slider should really effect everything, so I'm okay with that suggestion. If I'm underpowered in relation to a quest I'm about to go on, then I would like a warning first, like either the mission having a rating, or I'm being warned from the superior that he doesn't think I'm ready.
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Aliish Sheldonn
 
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Post » Mon Dec 06, 2010 11:02 pm

Dangerous anywhere a quest sends you. If the MG sends me to hunt a lich and I'm level 1, I better die. If they send me to kill Mannimarco, he should be at least level 50 and Master of all magic schools.
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Jennie Skeletons
 
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Post » Mon Dec 06, 2010 1:08 pm

As I hate Level Scaling I want low, mid-low and high-low danger areas with medium and high danger equivalents


I agree
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Lew.p
 
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