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I am one of those people who can never replay a game ,so I would rather have all the quests avalible so I can do as much as posible in only one run.Another thing that wories me is the random dungeons, in most games random usually means generic,and the end result is a game with twisty labyrinths that lack detail ,and personaly I don't see how having different looking hallways makes for a better replay value.Anyone else fells the same?

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so I would rather have all the quests avalible so I can do as much as posible in only one run.


If <img src="/ubbthreads/images/graemlins/riftrunner.gif" alt="" /> is anything like <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> there shouldn't be a problem questwise....... <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


[color:"#33cc3"]Jurak'sRunDownShack!
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yeah, no problems there. it is Larian after all <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />



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You're not alone.

Look at diablo 2. The maps are random. But it still looks the same every time you play. So... what gives?

I hope larian is doing a better job than blizzard. Just placing some corridors in another position does not really adding replay value.


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yeah, one of the only bad parts about Diablo, but not what makes <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> better.



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it already takes mega hours...
just to per,fect the one "scenic backdrop" for your mazes
and dungeons,... to do it twice would be a waste of time and money.


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huh, tell me about it



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I would think this is more of a checkbox item than a fundamental change in Larian's game design. If the random quests are done right, there may be much more re-play value, so you would not want to know the exact layout of every area. I was also a little concerned about RiftRunner having 5 'acts', but this is probably (hopefully) an attempt at weaning D2/LOD players off a straight action-RPG game and into a real RPG game. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

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From what I've heard, having not yet finished Divine Divinity, it sounds like it has three acts: Aleroth, Rivertown/Verdistis/Dark Wood, and the Wastelands. These are the only really linear points in the game. I imagine the Acts in Riftrunner will be story mile-stones.

Actually, they'll probably be different universes given that's what the game is about. <self head-tap> <img src="/ubbthreads/images/graemlins/ouch.gif" alt="" /> I wonder if you'll be able to rift back through the universes.

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<img src="/ubbthreads/images/graemlins/cool.gif" alt="" /> <img src="/ubbthreads/images/graemlins/up.gif" alt="" />

[color:"yellow"]JuRaK the RiFTRuNNeR !! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> [/color]


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I like the idea of random quests. The first Diablo had random quests, and I thought it made playing the game more interesting.

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<img src="/ubbthreads/images/graemlins/cool.gif" alt="" /> <img src="/ubbthreads/images/graemlins/up.gif" alt="" />

[color:"yellow"]JuRaK the RiFTRuNNeR !! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> [/color]
uh oh, I'm leaving rivillon for good. <img src="/ubbthreads/images/graemlins/sad.gif" alt="" />



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I like the idea of random quests. The first Diablo had random quests, and I thought it made playing the game more interesting.


Ignore that cat, it is a decietful feline. I am the true cat. That is pus in boots <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />



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You haven't seen Arhu, have you ? <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />


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what about Larian giving us a 'dungeon' editor which us being loyal runners will do our best to design. give us freedom to put in monsters & boss & quests. there's no need to be multi-level dungeon like iona's but hey, we the fans are crazy enough 2 do some of the jobs 4 u Larians.

after that, choose or let us vote for the best design then Larian puts it in the final build of the game.

i smell MOD.


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I agree 100% percent with that!! I hate, *HATE* randomly made dungeons that seem like a full time job to clear of monsters, like wastelands.

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What happens if you drop a item of great importance in a radomly created battlefield? If you leave the battlefield, wouldn't those items disapear?


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The game could save any items (or just quest items) on exiting the battlefields, and place them at the entrance the next time an area is generated.

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That makes sense


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The game could save any items (or just quest items) on exiting the battlefields, and place them at the entrance the next time an area is generated.


I might differ with you on this dear Raze. A randomly generated battlefield has its rules. If you may loot a foe on conquering her/ him then a dropped item is also for the loot by other NPCs. You drop it = you lose it; that is the rule. On coming back to the “same” battlefield, which is randomly regenerated, the item you dropped could be with any NPC in that field for you to buy or loot by battle and winning. Now the technical question is whether it is a good idea to tag and keep track of such items or if it was much better to forget them and generate the most optimum NEW items needed by the player. The basic concept of random generation is to save memory storage space, and keeping track of tagged items is exactly what destroys the gained benefits of random generation. Like Ally Baba and the cave of the forty thieves, in which he had a camel that could carry that much and no more. So, consider that he dropped the remaining treasures that were over 90% of the contents of the cave. Even if there was no way for a comeback the gain is, what was gained and that is it. In fact, greed should be dealt with in penalty. This would be in harmony with the spirit of game design to save space and depend on random generation.

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