There should be NO redistribution of the quests IMHO. If you want more quests in an area do what I'm doing and make more (I'm working on a navar quest). If you don't make more quests you don't have a right to complain about a lack of quests in an area IMHO. --- Yann Chachkoff < yann.chachkoff at myrealbox.com > wrote: > I don't really like that idea. > > Sure, the intend - force people to explore the world > furthermore - is good. > But I see little justification of forcing them to > make a given quest to > increase their level. Arbitrarily capping the levels > looks very artificial to > me. > > On the other hand, I think that a similar principle > (make some quests a "must > do" to go further) could be used to unlock other > quests and areas. Such a > system would be easy to justify scenaristically-wise > and would achieve the > same result without artificially bending the > skills/levels system, or > requiring changes to the code. > > It would mean that a geographical redistribution of > the quests would have to > be done at some point, and/or that "locks" would > have to be put to prevent > access to higher-level quests. > > But all this sounds like map-making job, which I see > as a better (or > cleaner ?) way to go than creating another > special-case to rules in the code. > I tend to think that the whole problem of people not > exploring the world all > comes down to the quests structure and locations: > people don't explore > because they have no reasons to do it, and because > travelling without > encountering anything is just plain boring. I'm far > from being convinced that > we'd solve that problem with another piece of code - > I think that improving > *maps* would lead to more satisfying solutions. > > So, my opinion: > - No to artificial capping of levels; > - Yes to "capping" of quests and areas access, > unlocking them by finishing > some "key quests". > > Le Samedi 26 Novembre 2005 15:47, Nicolas Weeger a > écrit : > > Hello. > > > > Here's an idea concerning skills: add a "cap level > without doing a quest". > > For instance (levels are random numbers): a player > could level up to 15 > > in one handed weapons. Then he'd need to complete > a quest to be able to > > get to 25, then another for 40, and so on. > > > > The aim would be to force players to explore the > world, to find those > > quests to reach higher levels. Of course the > quests should be designed > > to be do-able with level ~15 / 25 / 40 one-handed > weapon. > > > > Ryo > > > > _______________________________________________ > > crossfire mailing list > > crossfire at metalforge.org > > > http://mailman.metalforge.org/mailman/listinfo/crossfire > > -- > Yann Chachkoff > ----------------------- > Garden Dwarf's Best Friend > ----------------------- > GPG Key : > http://keyserver.veridis.com:11371/export?id=9080288987474372064 > Fingerprint: 6616 2E02 BAD2 4AEF C90A F1EB 7E03 > AAB9 844D 25E0 > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > __________________________________ Yahoo! Mail - PC Magazine Editors' Choice 2005 http://mail.yahoo.com