Can ubers actually have some feint amount of immersion?

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Dude Love
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Right now uberquests are just 'click on area with funny text color and kill dude' with absolutely no regards to how jarring it is to have half of act III filled to the brim with things that you can't do until at least level 75. Since ubers are no longer going to replace areas (at least IIRC that was stated, since the limitations of the original D2 engine didn't let you make whole new areas) can we maybe get a LITTLE SMIDGEON of the lore/explanation for each uber there is in the documentation put into the game?

For example, you could use the new bounty system to have a bounty to kill the three Amazon priestesses and it could read something like:

"A band of pirates is offering you vast rewards to take out the Amazons' capital city, Tran Athulua!"

Or if you really wanna go for it...

You could get a notification for a bounty that reads,

Stop the powerful demonlord Assur before he takes over the world!

    The powerful demonlord Assur is on the move, burning a wake of destruction across the Western Kingdoms and turning the inhabitants of the towns he razes into mindless minions on his side. All efforts to stop him so far have failed thanks to Assur's powerful invulnerability rune. Find a way to kill him before he takes over the world.

    Assur wields powerful fire magic, but his main threat is the invulnerability shield. It is impossible to damage Assur directly. You will have to wrestle the secret to destroy Assur from his henchmen.
Location: Duncraig

Difficulty:
N I G H T M A R E!

Reward:
Assur's Bane
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Icegod101
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You do realize said bounty system is being implemented in sigma for just uberquests/heroics right?
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Dude Love
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Icegod101 wrote:You do realize said bounty system is being implemented in sigma for just uberquests/heroics right?


Well yeah, but a little bit more in the way of flavor than...

The head developer dude wrote:Image


...would definitely be welcome, man
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suchbalance
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Putting gameplay irrelevant information in a quest window in an arpg is inefficient. The repetitive nature of the tasks means that after the first completion 100% of the players are going to ignore a few paragraphs of text every time they want to see what the objective is. Not to mention that the vast majority of the player base does not care about this stuff to even read it in the first place (most people don't even read the median statue).

There is a reason why all arpgs have kept their quest interface clean and concise and lore has been shifted to less obtrusive places (which may be done to some extent eventually).

BTW if you want someone to take your suggestion seriously in the future, I suggest trying to sound like less of a whiny git.
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Anonymous:
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Here is all the immersion you need. Have fun.
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Aphex
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Honestly, that level of immersion is something you think you want until you see it for the 20th time. A good example of this is that in the current Path of Exile league, the special temporary addition of prophecies make it so that every time you purchase one of these prophecies, you get a giant purple banner telling you what prophecy you just received, as well as an obnoxious narration of the prophecy's flavour text. At first, it's kinda neat, but once it's gotten to the point that you've memorized what you're about to hear, you just wanna mute your sound.
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Taem
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Sounds like something you'd see in a "journal" in rpg's or arpgs. Divinity Original Sin uses it well. Even FPS's use it, such as Doom 3 and Halo to some extent. Worth creating a new item in game for? Most likely not, but some might like it?