2012年4月12日星期四

D3 Daily Dungeons

[:1]I just wanted to detail a possible end-game idea I had that's similar to ideas already posted, but I think it's big enough to have its own thread.

Daily Dungeons would be special quests offered only to level-capped characters as a challenging farming area, unlocked after completion of the main storyline. Aged mystic/grizzled general in the final town gives you an item that unlocks a door/opens a portal to a 1-3 level randomly generated dungeon from one of the themes available in the game and asks you to destroy a high ranking minion of whatever evil you already killed. Since the random world generation is already in, you'd just have to pass some modified values to it, like tripling the number of champion packs and multiplying the spawn rate of regular fodder. At the end there would be an ascended minion type boss with a special mechanic (like the siege breaker, or a thousand pounder with reinforcements).

Rewards could be, in addition to the naturally higher drops from more champions, rare crafting items or an >5 level gem, something not so unbalancing as to make these quests mandatory, but enough that even if nothing decent dropped you still accomplish something by doing it.

As implied by the "daily" term, you could only complete these once per day (or week, or three days, or whatever). Players would have to accept the quest lock to enter the dungeon, both to prevent accidental cow-level lockout type things and to limit the quest to once per character per lockout period. This would also allow you to bring in a friend after spawning the dungeon, provided they hadn't done one that day and didn't mind missing out on part of the fighting. The player-specific drop system means there's no gain or penalty for doing these in a group as opposed to solo, since everyone gets one shot per lockout per character either way.

Pros:
  • Since these can only be done at level cap, there's no powering aspect with low-level characters.

  • Also since this is at level cap, minimal tweaking of the random spawn settings is needed, as everyone participating is roughly the same power level.

  • It's basically a modified Baal run, and that system seems to have worked for a while.

  • This would be a natural place to add new content, such as hooks for new expansions.



Cons:
  • If the random dungeon data is saved in the game it was created in, getting disconnected can wipe it out and ruin your quest for the day.

  • If the random dungeon data is saved as part of the character, that adds more data storage needs per account on the servers.

  • One could argue that the option of having these quests would make them semi-mandatory, and add strong incentive to make many level-capped characters to run this multiple times per lockout. (This could be solved by making quests lockout by account instead of by character.)

  • Depending on the build system, single-target heavy hitters might be at a disadvantage versus more specialized crowd-control builds.

|||Diablo's starting to sound more and more like WoW by the minute!|||You're right, I was misled and have wandered astray.

I amend my suggestion to removing everything that even remotely resembles something in WoW.

Let's make a petition to remove crossbows, a mail system, any kind of open economy, the stash (which is like the bank in WoW), icons on skills, points spendable on talents (WoW has talent trees), all PvP, demons and undead, magic, and an installation program.

Finally we'll be rid of any WoW influence as we sit and stare at blank monitors!

Wait... WoW runs on computers.. better throw those out too.

Anyone NOT blatantly trolling have an opinion? |||My personal problem with it is that I don't want the end-game mechanic to be simultaneously the best farming mechanic. There is almost all of Hell mode to populate with end-game item drops and random events + quests for farming. An end-game dungeon should be there purely as a challenge to the best of the best, not as an idealized farm. Otherwise, we are back to LoD where everyone just runs the same area over and over again - even if it is more visually randomized this time.|||You have a good point there. I think I was approaching the idea from the same perspective via randomization as opposed to trying to spread out the best gear over 10 character levels' worth of content (at least that's the figure I remember reading, currently 1-30 for normal, 31-50 nightmare, 51-60 hell). It seems like that would also weight efficiency towards mowing down easier stuff in act 1 because it dies faster.

What about a different system where, after the main quest is completed on hell, new games made with that character have an option to increase every monster in every location to level cap? The entire game could be farmed in any location, and all areas would be equal.|||That could be fun, but I think it best handled with events/quests rather than a Hell+ mode. You randomly pick a waypoint of your preferred enemies to slaughter and visual aesthetics, run in, and try to find the event.

They could even try to tie it into the story - for example, what if Act 4 triggers the "Demonic Invasion" that is supposed to be the focus of this game? Once that happens, all areas in the game are populated with more numerous enemy packs and more frequent champions. While it wouldn't have much application in Normal and Nightmare beyond flavor ideas, in Hell difficulty it would turn all 4 acts into suitable end-game content for farming.

And it would free up the various special end-game dungeon ideas specifically for the challenge bit - "fight off 20 champion/unique level enemies" or "fight increasingly scarier enemy waves."|||I think I prefer the idea of random dungeons that are already in the game. You are exploring an area, you find a dungeon entrance. And then you see what dungeon you find.

I never really liked farm in D2. Doing over and over again the same (little) areas. So I would not like to have something similar in D3. I would prefer to be encouraged to explore the world around and not going directly into the same dungeons over and over again.

One of the defaults of MMO, for me, is that you have this huge world to explore but, when you arrive at the max level, you are only playing in some dungeons and you now longer have any reason to explore the world around. It becomes very repetitive and you always see the same things. I hope there will be some random events in all the areas that makes it worth going back to these areas.|||I really like the endgame invasion idea, it would be a good reminder of the war not being over at the end of the main quest.

I mostly play single player mods now (Eastern Sun, I didn't get into Median before I had a chance to see how caustic and bitter Laz is, so that one is kind of a turnoff), so the random exploration to find dungeons seems a bit strange, but I'm sure I could get to like it.

Speaking of Eastern Sun, that one has an interesting idea for endgame material. There's about a dozen areas tuned for post-Hell-Baal characters that offer different challenges per area. One of them has boss packs of Duriels, another can spawn SWARMS of fallen and boss Blood Ravens, and the final one has some teleporting monsters, a boss with static field thorns aura, stuff like that. They weren't something you could just crawl into unprepared, but they did offer quite a challenge and tactical gameplay once you crafted gear good enough to survive. This probably wouldn't work for D3 really, but it was a pretty engaging idea.

I guess what I'd really prefer to avoid is things like LK runs or "unfindable" top-end stuff like Zod runes and set pieces that only drop from the last boss (i.e. you can only get them after you need them). I don't mean things should be free, far from it, but doing a month of runs for something you still probably won't get feels a whole lot like WoW's rep grinds without the trackable benefit.|||I'd be worried about "dailies" in D3. For me personally, I don't like game mechanics that punish people for not playing every day.|||I'm not sure how this would punish people not playing every day any more than... not playing every day. If this is a cooperative example and you take a week off while your friend plays for that week, he'll be ahead of you when you come back. This will be true with any system that involves spending time playing a game for betterment of a character in the game. If it were a bonus exp opportunity I'd agree, but since it's level capped, that's not the issue.

Can you elaborate on what I've missed?

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