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".