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Poll for the levels of mod


Skobble

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For the over ambitious mod I am working on, the player gets a chance to travel to a different world, complete with 3 unique regions with many different cultures, plus a climatic questline that encompasses all of the world.

 

What I am asking is what the preffered level for this quest should be. I was thinking around lv15, but I think that may be too low for people who have been playing for a long time. I also don't want it too high of a level, because then that will make it difficult for many people to get to a high enough level to even enter the world.

 

Help me out and please vote!

 

I would enjoy feedback on the poll including your votes, and any questions or persecutions on what i am attempting are wholly appreciated!

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He's making a mod :P

 

 

Well, personally I'd love a quest anywhere from the mid-forties to the legit level cap. We lack high-level, difficult content, and the difficulty slider really doesn't help.

 

Of course, the flipside to this is that it does kinda cut off the lower-levelled players, and levelling can be difficult with OOO, FCOM, or one of the many rebalances...

 

Just my opinion.

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Alright I cannot figure out how to work the polls, so I guess everyone is just going to have to comment on what levels they would preffer :wallbash:

 

Having the quest be lv40 seems kinda crazy to me... I would never be able to level a character that high, let alone other people who play this game casually (Or maybe im the only person below lv30). I'll go for at least 10 votes before I finalize my choice. The big thing is that I never wanted this to be Leveled, but if I get enough people backing that option up I will have to go with the flow.

 

Alright this is going to sound overambitious but It's what I'm doing and I am planning to get help after I finish the 1st stage of the mod.

 

The Quest begins after the player hears of an Archaeologic Dig at an Alyeid ruin that had gone wrong. If the player goes to the site they will see that the ruin had exploded, and a large crater is all thats left. Strange purple crystals have begun to grow on the rocks, flora and fauna of the area, and upon entering the cave at the bottom of the crater the player finds what appears to be the abandoned gear of the archaeologists, and manic screams can be heard from further inside.

 

The ruin is not the average Ayleid ruin, as it's purpose was much more nefarious than meets the eye. The same crystals from the outside have overgrown much of the white stone, and many of the deadly projects left behind by the elves are still active...

 

Like I stated earlier, I am planning to ad a new world space that will approximately be only a fraction smaller then cyrodil, but will have much more care and thought taken into account when building it. The three regions will be a lightly forested plain, a perilous mountain range, and a grand desert with sandstorms that you can lose yourself in. Three Nations will also be present, each having a different look on life and a distinct culture.

 

If you want me to explain more about the history of the ruin and how the world is accessed, you will have to ask, as it will contain very major spoilers if you care about that. I for one hate spoiling things :biggrin:

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I would aim for the level 20ish range if your mod is intended to be used after the main quest, or 15, if it is intended to be/required to be added at any point. Although this does seem to mean that the creatures and such may be a bit weaker for higher leveled people, in the big picture, this would be the case even if you had everything level 100. Some mods, like Deadly Reflexes, and a few others really end up making the player much stronger than any NPC should be. For these people, challenge lies in designing encounters which have some element of variety to them, not in the level of the encounter. For instance, take the standard hallway situation;

 

The player is moving through a hallway, and at some point enemies approach from the front.

 

A normal character may be challenged by these, but a heavily modded character would likely just cast a spell, or take out their bow of pwnage, and take out these enemies before they even get close. And naturally, the same enemy which might be hard for the normal player would be very easy for the modded player, just as the difficult enemy might be nearly impossible for the non-modded player. But if you design your encounters to be a bit more interactive, like things approaching from behind, or other scripted elements, the same enemy, who may still be easy for the modded player, will still pose some hinderance. Of course, setting up those things usually requires some good knowledge of scripting, and an ability to make use of the features of whatever tileset you are wanting to us.

 

Additionally, if you wanted to just use player level as a deciding factor, you could always use leveled lists, leveled spawns, or a combination of both, to keep the strength of a spawn consistant with the player's level.

 

But ultimately, what it comes down to is what sort of people you are designing your mod to cater to. Are these areas supposed to be mostly combat oriented, or will they be designed more for the casual player? What sort of experience do you really want your player to be dealing with?

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Alright, thanks to all of you guys, I now know what I am doing, and that is making a level min and then it levels with the player, until they get to a certain level and then it stops. It's not final but it's a start.

 

Vagrant, thanks for the imput on modded characters and encounters. I dont have many combat changing mods, but I've seen videos where fights have been cut short when the player lops off the enemy's head... Luckly, I was planning to have interesting encounters, opposed to Oblivion's ayleid hidden 'surprise' wall and the occasional spiked metal ball or log on a string flying down from the roof.

 

natsu666, I was planning for the dungeon with the access point to the other world have no quest involved, just a few little "escapades" and unexpected turns of events. Also, I'm not being a douche and placing the portal at the bottom of a 50 level dungeon that you would have to trek though each time you pass through point, so don't worry about that :thumbsup:

 

One last thing, I am re-joining the Coloured Rooms Team so I can learn more about modding and help other people in the proccess. The mod looks awesome anyways, especially the pit ;D

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I would aim for the level 20ish range if your mod is intended to be used after the main quest, or 15, if it is intended to be/required to be added at any point

 

Jeez, seriously? If I start the game and do the main quest, I am usually still level 1...

 

youm probably still are level 1 because you have the difficulty bar taken all the way down, and i did that the first time, and that made me quit oblivion because i thought it was gay that i could kill dremoras with flare. if you want fun and challenging play scroll the bar up to half.

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