Ive heard they are planning to sort of make the game rush proof, and make it so people fight in their own areas, and do quests as they should, instead of rushing to hell cow levels,
but I just hope they dont get too carried away with this, and make it so if im fighting something 8 levels higher than me I dont get the xp value for it I should, get 50 instead of 5000 xp, just to rush proof the game, does this make sense to anyone?
If I chose to be a bad ass I should be able to fight something 10 levels higher than me to get sick XP without some sort of level difference penalty.
I hope there is no exp restriction, pretty much every one wants to skip normal/nightmare difficulty and get to Hell mode as fast as possible.
Really? Man, I must be special...
I always loved normal/nightmare. That's when you build your character and it's always fun seeing as this was when most of my characters enjoyed real versatility, having to juggle different armors and weapons to best suit the current condition. It was really enjoyable.
When you hit hell, your deadliest skill is at its deadliest level and once your nice gear is on, you are pretty much stagnant. Only item farming remains I guess. Anyway this is just my own preference.
Eh? Was that off-topic? I think so... :woot:
Dang, Emil...you could have just asked you know, instead of going through that long story.
*Here's a cookie*
Now get the trash out you damn bastard! You know it's your freaking turn. No more excuses.
In any case, I think randomly generated side-quests and NPCs 'out in the wild' could really wipe away the boredom out of most 'long-trek' areas. And I am thinking of act 3 when I am saying that. That was the ugliest and crappiest act filled with crappy enemies. Nothing irritated me more than the long hunt through the spider forest and great marsh to find dungeons and lost daggers. And then you get the sewers... Oh man, that was even worse... These damn stygian dolls going crazy everywhere. Act 3 is definitely the worse act according to me- enemy and design wise. I know some people like it but I don't.
Incidentally I absolutely loved the 1st act. My favorite one by far closely followed by 4th(coz it's short :biggrin:) and 2nd (without maggot's lair and arcane sanctuary).
I usually have stuffs I don't like in most acts except the 1st one.
Imo the player must have the option to skip a few quests abd go kill some stronger enemys if he's good enough, gatting extra XP and lvling faster then normal.
Something i'm a farid of is that normal will problably be too easy, and when we get better in the game (know how to build out character, have some twinks), normal will be hell boring.
Allowing players to naturaly rush the game (naturaly i mean by his own merit) solves the problem in both sides:
* Rush will problabky be something difficult, so it's going to be a less boring for sure.
* By rushing you end normal faster and go play nightmare/hell.
Ive heard they are planning to sort of make the game rush proof, and make it so people fight in their own areas, and do quests as they should, instead of rushing to hell cow levels,
but I just hope they dont get too carried away with this, and make it so if im fighting something 8 levels higher than me I dont get the xp value for it I should, get 50 instead of 5000 xp, just to rush proof the game, does this make sense to anyone?
If I chose to be a bad ass I should be able to fight something 10 levels higher than me to get sick XP without some sort of level difference penalty.
Honestly rushing worked for Diablo 2's playstyle and kept it alive to some extent for the years. When it got the point that you just wanted to buy the gear for a char like get all ur gear set buy a bug rush and an uber lvl to get to 90 in an hour or 2. Which was fine because of the game Diablo was and what the game could handle back then. Rushing seems like it wont happen to me which I really hope it doesn't its nice to just grind up a char to cap easy but if the game is more WoWesque with how you level and it isnt to bad then I look forward to playing through norm then NM then hell and progressing a char through all that with some friends. Imo rushing and power lvling wont exist in D3 because video games have evolved past such major flaws.
again, im all for the not rushing, but I dont want to play for 5 hours before I can see what the second tier skills of my character can do 8D
and I dont want to have to nitpick where the best places to level up are either....
too many games where things arent worth what they should be, ie one monster is two hit kill for 500 xp, and another you have to beat the crap out of for 5 minutes only gives you 1200, bad xp ratio.
I think they should make side areas in all parts of the world (as in several places in each act) where there are much higher level enemies than any other non-boss monster you've faced in that difficulty. Like, for example in Eastern Sun, they changed the Pit, Abaddon, and Nihlathak's lair into very hard areas that needed you to have already beaten that act to be a high enough level to be able to kill stuff there. Otherwise, you could go in and try to kill whats in there - but would have a great deal of difficulty (making it funner and more suspensful)but be rewarded with real good items and experience. Nihlathak's Lair was an amazing change in that Eastern Sun mod, because it created that extra area (it was approximatly 6 or 7 levels, with a waypoint on the first)that had enemies that were much tougher than any of baal's minions, and gave good drops - if you could kill them, of course. These kind of "specialized" areas could be created in several areas for each act throughout the game, and could be made to be constantly changing level design so the player doesn't really know where to go for the "final boss" or sparkling chest at the end of the level. Am I right?
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One becomes strong when they are fighting to protect someone close to them... - Shiro Haku
There most likely will be an XP penalty if your higher level than the "Act" your running through.
I doubt they will make the monsters very difficult if your 20 lvls higher than the Act requires.
It could be possible that they are stronger and do more damage, and possibly more of them to kill hordes maybe.
But more health? nah, not likely.
Not to mention they will probably do away with the Item drop on specific bosses.
Like how SOJ's were dropped by Andy, meph etc etc.
Less predictable...
I like the thought of if your 30+ levels higher than the Act your in (difficulty included like Normal etc)
the thought of there being a VAST abundance of monsters sounds really fun.
Your too high level to be there, so you get 6 times the monsters trying to kill you lol.
I know its not likely to happen but a fun idea none the less.
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I really wish they had made nightmare/hell separate difficulty levels instead of progressive. Like you start a new lvl 1 character on nightmare and work your way up through it. The levels will go a little higher, like say ending at 50, and there would be some more gear rewards to grind for, so you might need to buff yourself up with sidequests instead of bee-lining straight for finish. Anyway this would mean you pick higher difficulties for you know, higher difficulty rather than just getting the biggest numbers, yet keep the good character progression curve and balance from early levels.... sadly it's already clear Blizzard is not going this path.
That would actually be nice, but not the part that you have to make a new character. A level 1 without equipment in Hell, sounds pretty hardcore :/
That wasn't the intent. The idea is a lvl 1 char starting in hell would be against level 2-3 monsters or such. They would be much more difficult than normal mode and require more time and better tactics, but they are still balanced against poorly equipped lvl 1 character. So rather than hell being about gearing up, it's just the "normal" game tweaked to be more challenging. Think of it like "easy - normal - hard" difficulties seen in most games - these aren't just excuses to keep a single character going through content again, instead they try to provide options for different levels of player skill and commitment.
The advantage of course, is that you don't have to fundamentally rebalance all aspects of the game to keep progression happy over all 3 difficulty levels. Normal is your "base" that you just tweak slightly to make harder, instead of trying to control the continual inflation of everything beyond normal. For example in D2, there was progression in character tactics because you slowly unlocked more skills up to level 30. Beyond that it was basically more and more points in the same skill for most builds, which meant that the gameplay did not change or evolve anymore. Conversely you had issues with act design, where you gave nightmare act 1 mobs insane stats to compensate for their intentional slow or dumb behavior, or lack of balanced attacks (e.g. Oblivion Knights vs Fallen Shaman) that was part of the difficulty curve from act 1-4.
An advantage for end users is you don't have to "rush" to the challenging stuff, and players can select a mode according to the kind of challenge they want, rather than everyone rushing to hell for the uber items, and complaining if said area is too difficult for them. Between the optional-ness of it, and the better balance by controlling inflation, it would give a chance for Hell to actually be, well, "hell", instead of "kinda easy with the right gear/build but takes a while to get to."
So really the only thing you would do with that solution is to increase the difficulty of Hell, which everyone will play on.
Why is everyone playing hell if the items aren't any better?
This is like arguing that everyone will go play hardcore just because it's there and leet... they really won't!
Anyway, enough of my cool ideas that will never happen. The real reason rushing will be less of an issue is as follows:
1) Respec instead of rebuild chars
2) I am assuming limited character slots/accounts and no expiry
3) There will not be a ladder wipe/reset mechanic to bandaid economy.
Basically you will likely not be making as many characters period... so less need to keep rushing them up.
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but I just hope they dont get too carried away with this, and make it so if im fighting something 8 levels higher than me I dont get the xp value for it I should, get 50 instead of 5000 xp, just to rush proof the game, does this make sense to anyone?
If I chose to be a bad ass I should be able to fight something 10 levels higher than me to get sick XP without some sort of level difference penalty.
Really? Man, I must be special...
I always loved normal/nightmare. That's when you build your character and it's always fun seeing as this was when most of my characters enjoyed real versatility, having to juggle different armors and weapons to best suit the current condition. It was really enjoyable.
When you hit hell, your deadliest skill is at its deadliest level and once your nice gear is on, you are pretty much stagnant. Only item farming remains I guess. Anyway this is just my own preference.
Eh? Was that off-topic? I think so... :woot:
*Here's a cookie*
Now get the trash out you damn bastard! You know it's your freaking turn. No more excuses.
In any case, I think randomly generated side-quests and NPCs 'out in the wild' could really wipe away the boredom out of most 'long-trek' areas. And I am thinking of act 3 when I am saying that. That was the ugliest and crappiest act filled with crappy enemies. Nothing irritated me more than the long hunt through the spider forest and great marsh to find dungeons and lost daggers. And then you get the sewers... Oh man, that was even worse... These damn stygian dolls going crazy everywhere. Act 3 is definitely the worse act according to me- enemy and design wise. I know some people like it but I don't.
Incidentally I absolutely loved the 1st act. My favorite one by far closely followed by 4th(coz it's short :biggrin:) and 2nd (without maggot's lair and arcane sanctuary).
I usually have stuffs I don't like in most acts except the 1st one.
Something i'm a farid of is that normal will problably be too easy, and when we get better in the game (know how to build out character, have some twinks), normal will be hell boring.
Allowing players to naturaly rush the game (naturaly i mean by his own merit) solves the problem in both sides:
* Rush will problabky be something difficult, so it's going to be a less boring for sure.
* By rushing you end normal faster and go play nightmare/hell.
Honestly rushing worked for Diablo 2's playstyle and kept it alive to some extent for the years. When it got the point that you just wanted to buy the gear for a char like get all ur gear set buy a bug rush and an uber lvl to get to 90 in an hour or 2. Which was fine because of the game Diablo was and what the game could handle back then. Rushing seems like it wont happen to me which I really hope it doesn't its nice to just grind up a char to cap easy but if the game is more WoWesque with how you level and it isnt to bad then I look forward to playing through norm then NM then hell and progressing a char through all that with some friends. Imo rushing and power lvling wont exist in D3 because video games have evolved past such major flaws.
and I dont want to have to nitpick where the best places to level up are either....
too many games where things arent worth what they should be, ie one monster is two hit kill for 500 xp, and another you have to beat the crap out of for 5 minutes only gives you 1200, bad xp ratio.
One becomes strong when they are fighting to protect someone close to them... - Shiro Haku
I doubt they will make the monsters very difficult if your 20 lvls higher than the Act requires.
It could be possible that they are stronger and do more damage, and possibly more of them to kill hordes maybe.
But more health? nah, not likely.
Not to mention they will probably do away with the Item drop on specific bosses.
Like how SOJ's were dropped by Andy, meph etc etc.
Less predictable...
I like the thought of if your 30+ levels higher than the Act your in (difficulty included like Normal etc)
the thought of there being a VAST abundance of monsters sounds really fun.
Your too high level to be there, so you get 6 times the monsters trying to kill you lol.
I know its not likely to happen but a fun idea none the less.
Or else!!! ̿ ̿̿’̿’\̵͇̿̿\з==(•̪●)==ε/̵͇̿̿/’̿’̿ ̿ ̿̿
That wasn't the intent. The idea is a lvl 1 char starting in hell would be against level 2-3 monsters or such. They would be much more difficult than normal mode and require more time and better tactics, but they are still balanced against poorly equipped lvl 1 character. So rather than hell being about gearing up, it's just the "normal" game tweaked to be more challenging. Think of it like "easy - normal - hard" difficulties seen in most games - these aren't just excuses to keep a single character going through content again, instead they try to provide options for different levels of player skill and commitment.
The advantage of course, is that you don't have to fundamentally rebalance all aspects of the game to keep progression happy over all 3 difficulty levels. Normal is your "base" that you just tweak slightly to make harder, instead of trying to control the continual inflation of everything beyond normal. For example in D2, there was progression in character tactics because you slowly unlocked more skills up to level 30. Beyond that it was basically more and more points in the same skill for most builds, which meant that the gameplay did not change or evolve anymore. Conversely you had issues with act design, where you gave nightmare act 1 mobs insane stats to compensate for their intentional slow or dumb behavior, or lack of balanced attacks (e.g. Oblivion Knights vs Fallen Shaman) that was part of the difficulty curve from act 1-4.
An advantage for end users is you don't have to "rush" to the challenging stuff, and players can select a mode according to the kind of challenge they want, rather than everyone rushing to hell for the uber items, and complaining if said area is too difficult for them. Between the optional-ness of it, and the better balance by controlling inflation, it would give a chance for Hell to actually be, well, "hell", instead of "kinda easy with the right gear/build but takes a while to get to."
I dont think thats what most ppl consider rushing.
I think that they want to stop players skipping huge amounts of the game.
ie: Getting flail from counsil then going strait to Meph.
This is what I think they wanna stop as it cuts down huge amounts of content.
I dont think they (or hope they wont) will make is so you get a lower amount of xp from mob due to your lvl.
They may make it avarage team lvl balanced thats to say if your 15 and someone is 30 it may lower xp due to you being grouped with a higher lvl char.
Thats my take thanks for reading.
Why is everyone playing hell if the items aren't any better?
This is like arguing that everyone will go play hardcore just because it's there and leet... they really won't!
Anyway, enough of my cool ideas that will never happen. The real reason rushing will be less of an issue is as follows:
1) Respec instead of rebuild chars
2) I am assuming limited character slots/accounts and no expiry
3) There will not be a ladder wipe/reset mechanic to bandaid economy.
Basically you will likely not be making as many characters period... so less need to keep rushing them up.