2012年4月19日星期四

Infinite Hell Dungeon + Heaven Tower

As Discussed here:

http://www.battle.net/forums/thread....l&t=323693&p=1

http://diablo.incgamers.com/forums/s...=676115&page=8

http://www.diablofans.com/forums/showthread.php?t=13498

Quick summary (mine ideal ver based on other posters' ideas):

1) Infinite series (9999 lvl at least) of arena-style levels where mobs come at u actively (see opening barbarian scene for gameplay vid)

2) One set leading further into hell, one into heaven.

3) Mob difficulty scales up per level.

4) Waypoint every 10/50/x levels, if u TP out inbetween u start fom last wp.

5) Reduced xp&drop rates to avoid ppl doing 'inf dungeon runs' exclusively to anything else. You do this to get achievements, to compete for best pvm party build that can get past the most levels.

6) Can only initiate the run after last act on hell, via a mini-quest (or some other way that would cut down on botting)

If blizzard worried bout keeping it canon (e.g. not wanting deep lvl mobs be harder 2 take down than diablo), make this an official mod or something - like how Azure TD was to wc3|||Anything to be an alternative to end game boss grinding is good imo.

However; I would remove number 4). I think there should be no WP or even tping out. My idea is that if you tp out, you can't go back in and you have to start at the very beginning with a new dungeon and work your way back up to where you were before (kind of like with killing the ancients). Why? Well because:

-If they can tp out and back, people would just hang around in the deepest part of the dungeon they can handle and remake games every five minutes and take their highest wp. This would not be very challenging. Also, the dungeon would get boring too soon. It would just be another tp fest exploit.

-If you know you can't return to town without ruining your progress, certain "survival" skills will become very useful in this dungeon. The best players will be those who can get to the deepest levels without relying on endless tps and potions.

-Better mood (feeling trapped and desperate). Imagine being 50 stories down in an endless dungeon and you know the pressure is on. If you tp out, you will have wasted some time making you a poorer player.|||Quote:








Anything to be an alternative to end game boss grinding is good imo.

However; I would remove number 4). I think there should be no WP or even tping out. My idea is that if you tp out, you can't go back in and you have to start at the very beginning with a new dungeon and work your way back up to where you were before (kind of like with killing the ancients). Why? Well because:

-If they can tp out and back, people would just hang around in the deepest part of the dungeon they can handle and remake games every five minutes and take their highest wp. This would not be very challenging. Also, the dungeon would get boring too soon. It would just be another tp fest exploit.

-If you know you can't return to town without ruining your progress, certain "survival" skills will become very useful in this dungeon. The best players will be those who can get to the deepest levels without relying on endless tps and potions.

-Better mood (feeling trapped and desperate). Imagine being 50 stories down in an endless dungeon and you know the pressure is on. If you tp out, you will have wasted some time making you a poorer player.




I like it. That way you could add a significant reward at the end (or at a certain level if there is no "end"), and not have it be cheesy. Maybe a guaranteed unique (though it could always end up being a low level one, it would be random).

You could even randomize which level would drop the unique (anytime after level 100 for example), so people would really have to weigh, "It's 4:00am, but the big unique dropping monster could be coming any minute!"

|||Just another idea.

The infinite dungeon is Hell. Your mission is to simply kick as much *** as possible. This is not a mission for mere mortal warriors to try, only the greatest heroes attempt this task, conquerers of not only mortal flesh and blood, but champions over the prime evils themselves. Of coarse, once one excepts this task, there is no return, your eternity is set to battle Hell. Infinity. The only way to safely enter hell is through "The Sphere of Mental Chaos", which provokes insanity to such a degree that the forces of Hell cannot bend ones mind to it's will. No sensible, or compensable speech can be implored from whence then on, for the horrors of Hell are too much for even the protected minds to bear.

Just some actually intelligibility to what I just splurged.

First to make a statement on the heaven tower idea, I don't like it. Why would the champions of heaven turn to fight it? Doesn't make much sense from that POV. I'm not certain what the story in D3 involves, but I'm pretty sure you won't be fighting Tyreal.

Next, I don't think this area should be accessible to those who have not completed the game, through and through. So it would be best to start this area out at high levels. Maybe make each area alvl 99 or something.

Once you enter the portal there is no going back, if you die in hardcore, maybe the game can save your progress as some sort of account title, but thats it, as for softcore, that was your one chance and you blew it, you cannot remake the portal (*maybe you can join somebody else's.)

When in Hell you would suffer from a negative modifier that builds to a greater degree the further through you fight. Only the sphere of mental chaos (or whatever) prevents this, however, this gives a negative modifier in mortal world forcing you to make a choice, I like choices. Obviously this only effects softcore.

Any way just one more idea to throw in the pot.|||I was actually thinking of taking it the other way.

The tower is something that your soul enters, but not your body. You can find all the crazy, wild, out-of-this-world items you want, but you can't bring them back (or maybe you can only bring one back by reaching some kind of milestone).

If you die, your soul gets shunted back to your body. You can enter again, but you start on the 1st floor.

I like the idea of heaven tower and hell pit. But thats because I think in D3 we're going to end up facing off against both the luminaries of heaven and the savages of hell.

I'd really like to see it work into some kind of trophy room. Something you can see (maybe let others see) in which you collect trophies from various levels. A trophy for reaching the bottom of the pit or the top of the tower. Trophies for finding special 'Tower Only' or 'Pit Only' items.|||It would be interesting to have eight barbarians hacking and slashing through a crowd of auto-respawning mobs, where you have to kill them faster than they spawn, in order to reach the next room of level.

I am indeed interested in an infinite level kind of thing, IIRC, Delta Force 2 had destructible trees and near-infinite levels. Keep in mind, I played DF2 on a P3/64MB/Voodoo2-32MB, computer which I still have right here, IIRC, 1998 compaq home PC. I also used this computer to play Diablo 2 but I don't think LoD Xpack would load on it.

With the limited graphics of Diablo 3 and modern computers, an infinite leveled dungeon would probably be pie to even the slowest of modern gaming computers.|||Quote:








Anything to be an alternative to end game boss grinding is good imo.

However; I would remove number 4). I think there should be no WP or even tping out. My idea is that if you tp out, you can't go back in and you have to start at the very beginning with a new dungeon and work your way back up to where you were before (kind of like with killing the ancients). Why? Well because:

-If they can tp out and back, people would just hang around in the deepest part of the dungeon they can handle and remake games every five minutes and take their highest wp. This would not be very challenging. Also, the dungeon would get boring too soon. It would just be another tp fest exploit.

-If you know you can't return to town without ruining your progress, certain "survival" skills will become very useful in this dungeon. The best players will be those who can get to the deepest levels without relying on endless tps and potions.

-Better mood (feeling trapped and desperate). Imagine being 50 stories down in an endless dungeon and you know the pressure is on. If you tp out, you will have wasted some time making you a poorer player.






this is one of the funnest sounding ideas i have ever heard bout never ending dungeons

the only things i have 2 say is that

1. along with the endless levels of mobs that get stronger each level of the area you choose (heaven or hell) you should have to fight a boss from the game with a higher xp rate (but not that much higher) kind of like uber tristram but with each higher level you should fight stronger bosses and with each level it should get closer to an END GAME boss

another cool idea that would be fun to do would be to expand on the available skill of enemys and bosses and when they get harder the skills that they can use get buffed as well.

2. each dungeon/level should have a mob of a cartain type or 2 of monsters and you start from the weakest and work up like (this is a d2 monster example) you start with fallen then on the 2nd dungeon/level you have to fight skeleton warriors/archers/mager with a random mix of these and a max # of types being 2 (and mabey putting a little option box with a player being able to specify what type of monsters to start out with and what difficulty to go from ex. norm nm or hell)

3. when you get so many levels down it'll give you MULTIPLES of buffed bosses and 4 RANDOM TYPES of monsters then at area depth lvl 1000 (or whatever impossible #) you can get a godly item/char buff or a have a chest that drops 3 runes (or whatever because of possible unknown balancing issues) that have a high chance of being the equivalent of high runes in d2|||Awesome concept, this makes the game a lot more interesting and less likely to be boring after beating Diablo 3 a couple times.

Maybe you could start as the character in Heaven and you fight down the "tower" between heaven and hell in which the door to Hell has been breached. The further you go down, the more corrupted it looks (level one there are white walls/buildings and stuff, level 200 there are corpses everywhere, blood everywhere and black degrading walls/buildings. Also there could be NPC allies (that suck) but come along for the fun and fighting making more bloodshed and more corpse falling. Every level should look different.

I'd like there to be monsters/bosses that aren't seen in the normal Diablo 3 single player. Since this is an infinity leveled dungeon tower there can always be new monsters made and bosses to defeat.

Plus there should be a second stash where you can put the items from this dungeon, you shouldn't be able to use these items in normal D3 or multiplayer D3, this way you can get awesome weapons only used in the dungeon challenge and you can't "cheat" in normal D3.

And yea.. no waypoints or such stuff, you start back at level one but as you get higher levels you go much faster killing at a quicker rate than before, and with a party it will get even quicker. (For party there should be a 5 level difference in the party so no level 3 just comes along for shared exp... so lame in D2...)|||Here is my variation of the idea, i added few touches ( like having to collect 4 orbs on each floor to be able to move to the next .. which encourages team work without making it mandatory )





Hell Pit


1-Hell Pit is a sort of end game quest or mode that the player can take anytime by choosing it from the game main menu, it is unlocked after player finishes the game on Hell difficulty for 5 times.

2-Hell Pit is a sort of huge dungeon with a large number of floors ( up to 100 ) that goes deep into hell with random generated designs.

3-In Hell Pit player can find some very nice items, gold and gain lots of XP .. BUT .. if the player dies even once before reaching lv.100 all this is lost and he/she will be sent back to lv.1 with none of the items or XP, only thing player keeps is the gold he/she gained from the Hell Pit.

4-In Hell Pit team work is greatly encouraged since mobs respawn after being killed from indestructible portals around the floor ground all the time ( with a certain numbers cap to keep performance stable ),the real goal is not just to kill the endlessly spawning monsters but the main goal is to collect a group of orbs scattered in every floor randomly to be able to move to the next floor ( 4 orbs or more depending on the max number of players possible in a party ) and after collecting all orbs heading out to the gateway to the next floor until the bottom floor is reached where a hefty prize is waiting ( of course after you tear through an army of mobs to reach it ) .... so with a team of 4 each player could go to get one of the orbs by himself/herself to save time or all four could work hand in hand to get each orb faster .. it all depends on the team mentality .. still a single player can go collect all 4 orbs and proceed accordingly deeper into the dungeon/pit but it will take slightly more time than a team ( which is natural ) .. so having a team is not mandatory but makes things more fun and faster paced.

5-To prevent Hell Pit runs ( players skipping thought the dungeon using evasion techniques like teleport ) no bosses will found in it .. only random powerful versions of the typical monsters, so players who want to get XP and Items will have to fight all the way, those who skip floors will die very quickly and will be sent back to floor-1 with none of what they gained.



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Making a special mode like this ( which could be considered an extra variation to HC ) will give the game great longevity and will give the players a great and fresh challenge since the Hell Pit is generated randomly so are the monsters, items, and Orb locations in every floor, and because of the total randomization it won't be a problem to make up to 100 levels ( with a very unique item lying at the bottom of the Pit )

It will be challenging and fresh while also bashing abusers who want to get quick bucks out of it since it is required to fight constantly to gain XP, gold and items .. there will be no bosses to skip to and no possibility of quick runs ... this will mean only dedicated and skilled players will enter the Hell Pit hoping to reach Lv.100 without dying ( which could take up to 8 hours or more straight out ) which will equal lots of fun specially if the player forming the team are friends and good at team work .. and also besides the gold, items and XP there could be honor titles and torphies those who beat the Hell Pit get.

Personally i think ( and i'm sure many agree as well ) games with various extra and unlockable modes and challenges prove to be the most fun and always give something fresh to offer even after its SP and typical MP has been done to death.|||I like the idea, but I think you guys are being too extreme in some respects.

Having no waypoints/tp is just silly. Obviously you arn't thinking about the people who have to work/school or have other things that they have to do or families etc.

What about the player can choose to save at whatever level they are on, but they can only save once every 5 or 10 levels? That way someone who has to work dosn't have to stay up until 4am to try to get past level 50, or leave their computers running for days on end just to try to get to the end/loot etc.

Personally if I couldn't have some form of checkpoint then I wouldn't bother playing it.

Dying should send you back to level 1.

If you save at say level 34 and things start getting hard you can't go back into the normal D3 world and level up/get better gear and come back. If you leave then your back at level 1. (Like the ancients).

There should be a party-only dungeon (Accessible from as little as 2 players or a full party) and a solo dungeon. Otherwise things may get too hard to balance, or the solo players will never beable to travel as deep into the pits as they could in a party.

That last point is mainly if there is some reward for reaching the end. Sucks if you just play single player/solo and miss out on something because you don't get online.

Tp'ing should be limited to 1 Tp every 3 levels. (Lets people repair items with low-durability and stock up on potions) This would make the initial stages of the dungeon easier than if you couldn't go back at all, but later levels going back once every three levels for potions will only get you so far.

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