What if Blizzard created a dungeon that had an infinite number of levels? As you progress through, the monsters would get more difficult, but the rewards would be better. Also, as a requirement to get to the next level, all monsters would have to be killed. If they do have full immunities in Diablo 3, this would create an extra challenge to get to the next level, but it should be worth it. I'm not sure if this has ever been implemented in any game, but I am interested in knowing if it's a good concept. The only thing I can think of that would be a problem is that this would be the only place where people would magic find. There would be no need to go through the storyline unless there was a requirement to get into the dungeon like killing all of the act bosses. Please share your ideas and let me know what you think.
I don't like the idea of something that cannot be finished.
The game must be planed, designed. And you can't design something infinit. In the end every monster will just get a bonus to HP, DMg and etc.. i don't like that.
But i would love a super insane dungeon with 99 levels.
I think it could be fun, but without the creeps giving you items, money maybe, but not items, so people wouldn't start playing that non-stop instead of the real game.
Or just to have a mode like nazi zombies in WaW, little dungeons with waves of monsters until you die. The idea have been said many times before, i don't know if it will be done tho.
neverending dungeons are theoretically impossible. Of course a program can be made to increase a percentage with each level and continue going but at some point the program has to peak. Now with character levels, this becomes even more impossible. Exp would either have to not be given in this dungeon or the player max would be hit and there would be no point.
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Thanks for all the criticism. I have played Torchlight and it got boring really fast because it was the same thing over and over.
I guess what I had more in mind when I was thinking of an infinite dungeon was that it got too hard so that you could not get to the next level. For example, even with the best gear and a high level you couldn't make it past level (whatever number, 5 or 10). Therefore, there would always be the challenge of making it past a certain level as a way of comparing one player to another. I think this would provide some sort of competition with PvM in the form of bragging rights instead of just PvP.
Also, I remember reading something about timed dungeons from one of the demos at a Blizzard's event. I know this is getting along the lines of achievements, but there is also the possibility of seeing how many levels you can clear within the time limit. There can even be an increased magic find or gold drop for this time limit. I am just throwing out some more ideas, share some if you have them.
I wouldnt mind this with a few rules now this is just my opinion of course
1) there must be a lockout timer
2) no xp in said dungeon (or ppl would just abuse this Dungeon for xp)
3) nice loot that would scale to player lvl (and there would also be a group lvl) say your lvl 45 you couldnt enter with a lvl 89 or what ever, you would say like a 10 lvl gap only
4) multi option upon entering said Dungeon= Solo/Group to scale diff (YES loot would differ by diff I no this is mmo like but why should it not scale and be easier for a group?)
TBO this isnt something I would ask for but if it must be then these are some of my wishes.
I guess what I had more in mind when I was thinking of an infinite dungeon was that it got too hard so that you could not get to the next level. For example, even with the best gear and a high level you couldn't make it past level (whatever number, 5 or 10). Therefore, there would always be the challenge of making it past a certain level as a way of comparing one player to another. I think this would provide some sort of competition with PvM in the form of bragging rights instead of just PvP.
Totally agree, it's just that unlimited dungeon is not the best way to implement that, imo.
In ADOM (Ancient Domains of Mystery) a Nethack like game, there is an infinite dungeon, I'm not really an expert in that game but it is fun every now and then. I think I've never got past level 15 or something, but that place is a nice to go at start to get some exp and gear You really get some nasty monsters in the lower levels of the dungeon.. nasty surprises.
I supppose this kind of thing wouldn't work in D3.. but there really should be some kind of endgame dungeon where you have 10 levels or something.. to get next level you would have to kill most of the monsters and unlock some things.. At the last levels there would be really tough monsters and good rewards. This kind of thing could make endgame more interesting.
Apparently part of the reason people play games is their inherent desire to conquer everything and everyone. Thus if they know they are not going to win before they start they will give up easily.
Also, there would be a point in the 32 or 64 programming of the game that the numbers would break the game, thus making is THEORETICALLY impossible, but the numbers required would be huge. All you would need is a calculator to add a certain percentage to stats when you lvl, a certain percentage of extra exp needed to make the next level, a certain percentage to skills when you level them, and a certain percentage to enemy monsters max hp, mp, damage and resistances/something similar that makes that a list of 3 parts. This also does not work because to have these calculations in play means that the difficulty does not scale the higher level you are, it would stay at roughly the same difficulty the entire time, thus stagnating gameplay quickly and overall ruining it. As well as that repetition in enemy character models would probably get old and re-used rather quickly.
You would also need a way of resetting your skill points because after awhile you're gonna want to play with different skills, but leveling them would be useless and they would never be useful depending at what lvl you are in the game.
Also, am I the only one who has trouble reading the default font's colour?
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An endless dungeon sounds delighful... provided Blizzard aquires a superintelligent AI that can continue to create new content the further down you get.
Supposing that does not happen, this sounds horrible. As stated, the only way this can possibly go down in the end is monsters getting a +% percentage on their stats, Blizzard can't generate seemingly endless content any other way and scale the difficulty at the same time.
Give me a large dungeon at the end, but with carefully designed levels and monsters instead.
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The best replay recipe is a good game pluss the option to finish it with different strategies.
We all know that diablo is a customisation intensive game, so all they have to do is creat a good content. If it work like wow (were you get max level and still has a load of quests to do) then it's done.
I had once thought a neverending dungeon would be the greatest thing for Diablo. Then I played Torchlight. I would vastly prefer more sidequests than a neverending dungeon. I would, however, like it if Blizzard added a new dungeon onto the end of the game every now and then in a patch. Sometimes it also gets boring doing the same runs over and over.
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The game must be planed, designed. And you can't design something infinit. In the end every monster will just get a bonus to HP, DMg and etc.. i don't like that.
But i would love a super insane dungeon with 99 levels.
Second that.
Or just to have a mode like nazi zombies in WaW, little dungeons with waves of monsters until you die. The idea have been said many times before, i don't know if it will be done tho.
People tryed to get D2 concept of dungeon crawling and pushed further. But what the genre need is the oposite (diversify the gameplay a little).
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I guess what I had more in mind when I was thinking of an infinite dungeon was that it got too hard so that you could not get to the next level. For example, even with the best gear and a high level you couldn't make it past level (whatever number, 5 or 10). Therefore, there would always be the challenge of making it past a certain level as a way of comparing one player to another. I think this would provide some sort of competition with PvM in the form of bragging rights instead of just PvP.
Also, I remember reading something about timed dungeons from one of the demos at a Blizzard's event. I know this is getting along the lines of achievements, but there is also the possibility of seeing how many levels you can clear within the time limit. There can even be an increased magic find or gold drop for this time limit. I am just throwing out some more ideas, share some if you have them.
I wouldnt mind this with a few rules now this is just my opinion of course
1) there must be a lockout timer
2) no xp in said dungeon (or ppl would just abuse this Dungeon for xp)
3) nice loot that would scale to player lvl (and there would also be a group lvl) say your lvl 45 you couldnt enter with a lvl 89 or what ever, you would say like a 10 lvl gap only
4) multi option upon entering said Dungeon= Solo/Group to scale diff (YES loot would differ by diff I no this is mmo like but why should it not scale and be easier for a group?)
TBO this isnt something I would ask for but if it must be then these are some of my wishes.
Totally agree, it's just that unlimited dungeon is not the best way to implement that, imo.
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I supppose this kind of thing wouldn't work in D3.. but there really should be some kind of endgame dungeon where you have 10 levels or something.. to get next level you would have to kill most of the monsters and unlock some things.. At the last levels there would be really tough monsters and good rewards. This kind of thing could make endgame more interesting.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
Also, there would be a point in the 32 or 64 programming of the game that the numbers would break the game, thus making is THEORETICALLY impossible, but the numbers required would be huge. All you would need is a calculator to add a certain percentage to stats when you lvl, a certain percentage of extra exp needed to make the next level, a certain percentage to skills when you level them, and a certain percentage to enemy monsters max hp, mp, damage and resistances/something similar that makes that a list of 3 parts. This also does not work because to have these calculations in play means that the difficulty does not scale the higher level you are, it would stay at roughly the same difficulty the entire time, thus stagnating gameplay quickly and overall ruining it. As well as that repetition in enemy character models would probably get old and re-used rather quickly.
You would also need a way of resetting your skill points because after awhile you're gonna want to play with different skills, but leveling them would be useless and they would never be useful depending at what lvl you are in the game.
Also, am I the only one who has trouble reading the default font's colour?
[SIGPIC][/SIGPIC]
Yes and the white burns my eyes.
Supposing that does not happen, this sounds horrible. As stated, the only way this can possibly go down in the end is monsters getting a +% percentage on their stats, Blizzard can't generate seemingly endless content any other way and scale the difficulty at the same time.
Give me a large dungeon at the end, but with carefully designed levels and monsters instead.
We all know that diablo is a customisation intensive game, so all they have to do is creat a good content. If it work like wow (were you get max level and still has a load of quests to do) then it's done.