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 <[EMAIL PROTECTED]>
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
> >
> > _______________________________________________
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> > [email protected]
> >
>
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> 
> -- 
> Yann Chachkoff
> -----------------------
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>
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> 



        
                
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