so when I leveled up my first character, I played normal from act 1-act4 without skipping any quests. this game = total linear progression, you literally do not skip ANY quests.
the only time i skipped a full story progression was power leveling my remaining 9 characters to level 60. and even so once you hit level 60, it will take you barely less than 30 mins - to 1 hr to complete all 4 acts
so I ask again how in the heck will any of these "suggestions" encourage someone to farm inferno another 500,000 times? does your "power up" quest suggestion actually ADD anything to the longevity of the game?
you dont understand. THis isnt about "farming" or what ever.
This is about interaction and quest design. It simply feels better to find a magic knife for a wizard in the jungle to use it to cast a protection spell for the town and he gives you a rare ring as reward compared to a small "message" on top of your screen that says "you got 2000 gold"
In the end, 99,99% of the time the ring was useless anyway! And you just sold it, but it gives you at least the ILLUSION
like there would be some interaction in the game and that the wizard was talking to YOU directly.
Thats the point of doing quests, not just to "farm" them or doing them over and over again, this here isnt World of Warcraft or some other MMO where this might be a standart "get me 100 roots for 10 gold" quest. Seriously, if its all only becaues of the experience and gold, then you could just give it to the player while he is waiting 30 min. to get it. What would be better in the end? If you do something where you have to accomplish a task, talking with NPCs maybe killing something and get your reward? Or if all you have to do is to stand there and wait 30 min. for a bar to fill up like if you would be crafting gems? The reward is the same. But the interaction is different.
Of course you spend a lot of time killing monsters and farming content in the hope to get that awesome loot. Doing the same maps eventually a thousand times. But that is ONE side of the game.
The other is interesting quests which are part of the overall game and which you do maybe only once with every character. Like to kill that evil monster that summons the death amazons on the graveyard and as reward the amazons in the camp grant you a mercenary that follows you. The quest to clean a cave filled with evil monsters, and once you killed them all, the leader of the amazons grants you a small stat upgrade. Some other quest involves to find a small statue in the jungle not knowing what it is and asking the people in town about it they send you to the alchemist and from the ashes inside he is making a potion to increase your vitality while telling you that the ashes are from a great warrior or something. No one really farmed those monsters thousand times, and in the case of the statue you could only get it once for every character.
But those are things that make the game more alive and giving you the ILLUSION of diversity and that youre doing more then just "farming" over and over again. Of course in the end 99% of the time what you do is to collect something or to kill some bad !@# monsters that eats all the children in the village or what ever.
But it is about plausibility here. Not every quest has to be like that of course. But all you get is a random message poping up telling you that got some 4000 gold for killing the major act boss ... then it simply feels bland and uninspiring. You can even do that! No problem. But only after the quest has been done already once where you got a proper reward eventually. Or just let the Monster that you killed drop that gold, where is the problem with that? It definietly was fun to replay Diablo 1 and 2 from sometimes, if not for the "farming" but just to play the story again. I think people today dont understand how great Diablo1 and 2 have been actually, FOR ITS TIME(!), because they made a lot of things that are TODAY a STANDART in games.
Diablo has its root in the hack and slay games and somewhat in roque based games, dungeon crawlers. It is today though, seen as a single player action RPG, not as MMO. So I dont see why the quests and their rewards cant be more tied in to the story line. It definitely feelt more epic to go to the soul force, crushing mephistos soul stone getting eventually some nice gems and maybe even awesome runes out of it or a task to find the Horadric Cube which not only is a part of the story, but also a very valuable item for farming, compared to the the thousand times you kill Rakanoth and getting like what? Only gold for it ...
I am really missing items like the Horadric cube, that saw their use in the storyline AND which had a value for the player, to create for example items, combining gems and runes etc.