Unleveled world

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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Gaggerballz
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Re: Unleveled world

Postby Gaggerballz » Thu Dec 07, 2017 6:38 am

Interkermit wrote:
Gaggerballz wrote:
Interkermit wrote:
I just noticed, you're the 300th member to join the forums!



Rad! Thanks for noticing me :D . Nice idea btw, I believe the DF main quest is kinda similar, each dungeon having a set level range and a level requirement before the quest becomes available.


It is isn't it... I've never really thought the idea through to much, so there might be some issues. The reasoning behind it is to be able to have an unleveled world without constantly dieing around every corner at lower levels, while it still being mostly plausible.

Most old-school classic rgps had some sort of "difficulty tier zones/levels" that served to sort of guide the player through the game in a more-or-less immersive manner (thinking of Gothic 1 and 2 off the top of my head). The trick with applying it to DF (coding issues aside) I think would be implementing some such system in a way that doesn't break the "openness" of the game.
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Jay_H
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Re: Unleveled world

Postby Jay_H » Thu Dec 07, 2017 7:05 pm

One of the things I thought of is that the mod would need to do is mark all dungeons with level markers, like from 1 to 5. These could be constant in every game; for example, Ruins of Old Lysanna's Place could be a 4, Castle Mastercroft could be a 1, and so on. Based on these numbers, enemies inside would spawn at corresponding levels: a 1 would be filled with weak humans, skeletons, and rats; a 2 would have atronachs, orcs, werewolves, and so on.

Of necessity, quests would probably have to stop causing a reputation loss on quest fail, since the PC is going to be sent to a lot of dungeons on quests way out of his/her level range.

As you come close to the dungeon, along with the flavor text ("You see runes etched in the dirt." "Was that an orcish sigil?"), you could also get some mention of how hard the dungeon is going to be. ("You sense serious turmoil in this area." "You feel little fear here.")
Come give your feedback on the ideas in my general thread, and share your DFU characters in the character thread.
Quest-writing tutorial here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.
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Interkermit
Posts: 37
Joined: Mon Sep 18, 2017 9:16 pm

Re: Unleveled world

Postby Interkermit » Thu Dec 07, 2017 7:16 pm

Jay_H wrote:One of the things I thought of is that the mod would need to do is mark all dungeons with level markers, like from 1 to 5. These could be constant in every game; for example, Ruins of Old Lysanna's Place could be a 4, Castle Mastercroft could be a 1, and so on. Based on these numbers, enemies inside would spawn at corresponding levels: a 1 would be filled with weak humans, skeletons, and rats; a 2 would have atronachs, orcs, werewolves, and so on.

Of necessity, quests would probably have to stop causing a reputation loss on quest fail, since the PC is going to be sent to a lot of dungeons on quests way out of his/her level range.

As you come close to the dungeon, along with the flavor text ("You see runes etched in the dirt." "Was that an orcish sigil?"), you could also get some mention of how hard the dungeon is going to be. ("You sense serious turmoil in this area." "You feel little fear here.")


What I was thinking is just having different dungeons being different levels, but not based on what region there were in, and having quests send you to dungeons of levels similar to yours.
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Jay_H
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Re: Unleveled world

Postby Jay_H » Thu Dec 07, 2017 10:27 pm

I had thought of matching quests to dungeon levels, but wouldn't that return us to the problem of a leveled world?
Come give your feedback on the ideas in my general thread, and share your DFU characters in the character thread.
Quest-writing tutorial here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.
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Interkermit
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Joined: Mon Sep 18, 2017 9:16 pm

Re: Unleveled world

Postby Interkermit » Thu Dec 07, 2017 11:31 pm

Jay_H wrote:I had thought of matching quests to dungeon levels, but wouldn't that return us to the problem of a leveled world?


I don't think so, but I could very well be wrong. My reasoning is that the quest giver is aware of your strength and sends you to an appropriate dungeon, this doesn't stop you from finding higher or lower level dungeons when exploring the wilderness or on maps, and also doesn't stop you from revisiting lower level dungeons.

Two side notes: The quests given out could be based on ranking in the faction instead of the player level, and that this whole idea might cause some issues in smaller kingdoms like Betony or Antiphyllos who only have 8 dungeons each.

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