I've recently made the switch to full-time hardcore, because I'm just completely sick of the dps race in softcore that has led to a playstyle that makes death completely irrelevant and not something to be even remotely feared. I don't have any characters to 60 yet, but I'm working on it!
Anyway, as a softcore player, I've long been interested in the concept of endless dungeons as a way of adding new content and challenges to the game. Given the quote from Travis Day up on the front page about the dev team considering them, it made me think about how they would fit into my new life as a hardcore player. The concept is basically that each level gets harder until eventually you reach a level you can't clear, and you die, right? If that's the way they would be designed, I can't imagine they would be very attractive to the hardcore community.
So, what do you think? Is there any way to add endless dungeons that would appeal to the hardcore community, or are they simply destined to be ignored by all of us with one life only?
Well, a link to a post you made on the official forums proposing one possible implementation of endless dungeons with no specific discussion relevant to hardcore wasn't really what I was looking for, but thanks for your input.
Only thing I can really imagine is lifting the "you die you're done" part of hardcore... which is tough. I just don't know if that would really appeal to people. As a hardcore player I personally wouldn't mind "dying" in a specific event and then just going back to town and being actually alive..... but on the flip side, I would be worried that actually dying in any situation would make me lazy in other situations. Even when I switch back to core for a while, there's some adjustment when back in hardcore in terms of avoiding damage.
I also wonder if they could implement it in a way that allows you to "stop" the event at given points. In this case, a hardcore player could practice on core and understand that they could easily handle up to wave 5 but not beyond. I've done something similar to practice ubers. I load up core with gear as close as I can manage, and try them with my group in various monster powers with different builds and strategies to see which is safest.
My understanding is that a lot of the developers play hardcore, so I can't see them adding something to the game that wouldn't be tailored to work for that crowd.
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Anyway, as a softcore player, I've long been interested in the concept of endless dungeons as a way of adding new content and challenges to the game. Given the quote from Travis Day up on the front page about the dev team considering them, it made me think about how they would fit into my new life as a hardcore player. The concept is basically that each level gets harder until eventually you reach a level you can't clear, and you die, right? If that's the way they would be designed, I can't imagine they would be very attractive to the hardcore community.
So, what do you think? Is there any way to add endless dungeons that would appeal to the hardcore community, or are they simply destined to be ignored by all of us with one life only?
I also wonder if they could implement it in a way that allows you to "stop" the event at given points. In this case, a hardcore player could practice on core and understand that they could easily handle up to wave 5 but not beyond. I've done something similar to practice ubers. I load up core with gear as close as I can manage, and try them with my group in various monster powers with different builds and strategies to see which is safest.
My understanding is that a lot of the developers play hardcore, so I can't see them adding something to the game that wouldn't be tailored to work for that crowd.