I've been thinking, what if instead of using the classic "Monsters get stronger as you get through new acts" model, we took it and changed it into the "Oblivion's Monster level up as you do" model.
Now this would not only ensure that every monster would be up to par with your character, but would also guarantee that replaying act 1 wouldn't be all about bashing poor level 1 zombies. Instead you would get level 20 ghouls per say mixed with similar level baddies. Let me get into the finer details.
for example:
-Leveling: Diablo 1 and 2 you were stuck leveling in the same area all the time since it's the only place where you would find adequate level monsters worth killing. With this new system, it would make it possible to go back to Act 1,2,3 and get some exp. This way people wouldn't be stuck abusing the same areas over and over again just to gain a level up.
-Level replayability: You wouldn't have to bash zombies in this area for all eternity. Going back to Act 1? Level 15? The game would put you up against a new palette of creatures that are at your level. It wouldn't detract from the story line at all since people would still choose to go forward for various reasons. It would just make going back not so pointless.
Leechers and Losers: It would strongly discourage mentally challenged players to come in your game to follow and leech or simply cause havoc. They won't have the option to go in your game, jump to act 1 to leech exp since the monsters will be much stronger than what they would face if they created their own game, or someone of their level did. It would be the same case for higher level players coming in your game to steal your kills for exp or loot. Since the monster level would be so low compared to them, they wouldn't get any worth reward from the kills therefor would make doing so pointless.
Game Length: A player wouldn't be forced out of an area to the next simply because he wants to keep on leveling. He could choose to stay in a said area until he has played it out completely. Or had enough of the scenery. For example: I personally loved act 4 of D2. Also, The Harem of Luth Goleihn was very appealing to me. It was dark, scary and had a nice theme to it that reminded me of the feeling I used to have playing D1 back in the days. Unfortunately, I would end up having to walk right through it since playing for an extended period there would end up being a waste of time. You wouldn't gain much exp after 1 hour, and the monsters were just plain weak. Now if they had thrown in some stygian Dolls or Minotaurs in there for higher levels then you can bet your ass I would of been there more often.
In hope that we can discuss this subject if it hasn't been done already, please leave your comments.
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----------Brought to you by Diablofans.com Forums -------- Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
Agreed, it provided a consistant difficulty throughout the entire game, never really giving you much of a challenge.
Diablo however, you were free to rush into the areas you may not be prepared for, and test your abilities against the shit in there.
It would also make leveling way too easy. You could sit in act 1 until you're level 99.
Doesnt really promote moving forwards, seems to lean more towards "stay in one spot till' you're uber".
I do agree that it would deter leechers, however. This is the only strong point I can see with this system.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
It's like my pandemonium mode suggestion. It's basically a difficult beyond Hell were all monsters have the same level and all way points and acts are unlocked, then you could play whenever you want to. Something like:
Every common monster of every act are level 90.
Every super unic monster of every act are level 100.
Every act boss are level 115.
Quote from "Zhar" »
It would also make leveling way too easy. You could sit in act 1 until you're level 99.
Doesnt really promote moving forwards, seems to lean more towards "stay in one spot till' you're uber".
Act 1 are not necesserely easier then Act 2 and so. The monster would get new levels and new skills - imagine fallen shamans using hydras like council members and zumbies with strong poison attacks. The difficult of act 1 and act4 would be about the same.
The only problem i see with this system is that it is a bit to anti-climax. Fight a zumbie or a fallen should be easier then fight a Megademon right ?
Thats why a mode would fit this well. You would still play tne first 80 levels normally - from act to act, getting harder and harder. But in the end, for the sake of gameplay, you can face fallen getting the xp of any other monster, droping just like anyother monster - but of course, the difficult must be the same of anyother monster.
It's like my pandemonium mode suggestion. It's basically a difficult beyond Hell were all monsters have the same level and all way points and acts are unlocked, then you could play whenever you want to. Something like:
Every common monster of every act are level 90.
Every super unic monster of every act are level 100.
Every act boss are level 115.
This is a MUCH better suggestion, if anything.
The Oblivion system is probably the most horrible thing an RPG can get. I mean, no seriously, you seriously think this is a good idea? Have you PLAYED Oblivion? You LIKED that?
There is nothing more boring than that. You are not SUPPOSED to go back constantly to previous areas because you are SUPPOSED to be constantly progressing forward.
Its also exagerated that anyone think they would give monsters new abilities and such over time. Get a grip. This is pointless and too much work, just showing that the progress is broken along the way. Monsters should get their new abilities in new difficulty level.
Its just wrong. You progress through the game, but you know you don't actually progress. Its the worse feeling ever. Hear me out: YOU DON'T GET STRONGER. There is no feeling. You will never be stronger than anything. They all are at your level no matter how much effort you put on your character?
So, instead of your leveling allowing you to go deeper in the game (or higher in difficulty level), they just... follow you? What the hell? Trust me, you will never feel like your character is getting stronger EVER AGAIN. And that is the WHOLE POINT of playing a game like this.
The only time that the whole "can only play the last act" should be a problem is at the end, since that is really all you will be stuck with and you won't progress farther. That is why a "new" difficulty level that puts every monsters at max level or something is a much better idea after you are done with Hell.
I have played Oblivion obviously, if I didn't I wouldn't of made the suggestion.
I did prefer the system they offered over the D1/D2 where all previous areas would become useless as soon as your 5 levels higher. You guys are just stuck in the 90's if you ask me. Stuck in a linear system where you're basically going down staircases to the next level to fight harders baddies.
Unfortunately for you guys this is 2009, were not even in the same millenium, it's time for games even those of the likes of Diablo to offer a world where travelling is not limited to going to the next stage. Going to and fro is a choice that should be valid. Especially when they are trying to create a world that looks alive.
Some of you might of been Oblivion haters it seems but some of the greatest RPG's of all time also used this principle. Baldur's Gate is one of the best examples. It wasn't as exagerated as Oblivion but it's the idea. Depending on your level, monsters spawned in some (not all) dungeons will vary. However, static bosses/mini bosses may still exist to provide challenges and create doors to next levels in such that you can't just run through the game like Diablo has always had before.
And yeah I played BG too, even with that system I was inclined to finish the game and no leveling wasn't unfair since questing would give you alot fo exp, not only beating baddies to a bloody pulp until your finger hurts in Act 1. This means you can't just stay in one area until your overpowered. I think you guys are just exaggerating without actually thinking of the idea if implemented right.
Quote from "Lux" »
I hated the oblivion system so much..... Totally worthless, as it offered virtually no challenges, i really like diablo as it is. Sorry if im a little to blunt, but the just the thought of it scares me...:S
*Sigh* Guess it's my fault to have expected people to actually give constructive comments..... Lux, it ain't about being blunt or being nice, you won't hurt my blog feelings, just try next time to actually explain yourself and not just pop by and say "man i hate that, that's dumb" that kind of crap ass comment. Or just don't post at all. You won't see me complaining about people disagreeing with my idea, I accept every idea. I just don't like stupid comments.
PS:Don't mind me being blunt.
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----------Brought to you by Diablofans.com Forums -------- Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
I have played Oblivion obviously, if I didn't I wouldn't of made the suggestion.
I did prefer the system they offered over the D1/D2 where all previous areas would become useless as soon as your 5 levels higher. You guys are just stuck in the 90's if you ask me. Stuck in a linear system where you're basically going down staircases to the next level to fight harders baddies.
Unfortunately for you guys this is 2009, were not even in the same millenium, it's time for games even those of the likes of Diablo to offer a world where travelling is not limited to going to the next stage. Going to and fro is a choice that should be valid. Especially when they are trying to create a world that looks alive.
Some of you might of been Oblivion haters it seems but some of the greatest RPG's of all time also used this principle. Baldur's Gate is one of the best examples. It wasn't as exagerated as Oblivion but it's the idea. Depending on your level, monsters spawned in some (not all) dungeons will vary.
And yeah I played BG too, even with that system I was inclined to finish the game and no leveling wasn't unfair since questing would give you alot fo exp, not only beating baddies to a bloody pulp until your finger hurts. This means you can't just stay in one area until your overpowered. I think you guys are just exaggerating without actually thinking of the idea if implemented right.
Well, you did show Oblivion as the main example.
I am totally against monsters themselves gaining more strength just because you get stronger.
As far as having some more monsters and new monsters show up.. sure, maybe, but again whats the point?
We are in 2009 and I really don't see the point here. There are games designed to be linear, and there are games that are not designed to be linear. Diablo is a linear action game and is supposed to be.
BG and Oblivion are both the complete opposite. I simply don't see it here. Why should there be a reason to go back and have a challenge? Seriously, why? Because you want to.. well I'm sorry, I don't get it. Its a linear game. You will get back in Act 1 in other difficulties in time anyway.
To me, no matter how you put it, this doesn't have any real purpose in Diablo.
I am totally against monsters themselves gaining more strength just because you get stronger.
.
Care explain why, ?
Quote from "SFJake" »
As far as having some more monsters and new monsters show up.. sure, maybe, but again whats the point?
Wow, I love those "what's the point" arguments. They sure will go a long way as to explaining your complex line of thoughts.
Thank god most people actually have some sort of reasoning, otherwise we wouldn't get much done.
Blizzard: "Hey guys! Lets make a 3rd instalment of Diablo.......Yeah you're right screw it what's the point...."
You get the picture?
Quote from "SFJake" »
We are in 2009 and I really don't see the point here. There are games designed to be linear, and there are games that are not designed to be linear. Diablo is a linear action game and is supposed to be.
Man you don't see much point to anything do you....or is it just a habbit.
Maybe the thought that millions of people play MMORPG non-linear games online nowadays and nearly every Diabloish linear RPG have crashed and burned in the past 6 years has never occured to you but I'm willing to bet more people wish Diablo to be complex in it's storyline/and gaming experience as opposed to the same old game.
Quote from "SFJake" »
BG and Oblivion are both the complete opposite. I simply don't see it here. Why should there be a reason to go back and have a challenge? Seriously, why? Because you want to.. well I'm sorry, I don't get it. Its a linear game. You will get back in Act 1 in other difficulties in time anyway.
True, why should we go back..... Stupid right? Why should we be able to use early level spells in late game situations...pointless right. I mean, we should just go to the next stage, and keep on walking until we finish the game so we can all go and do baal runs for the next 9 years to come. Good idea.
Plus, obviously you have not much of a clue of what your talking about, either that or your not writing things down clearly. BG and Oblivion are far from being opposite. They are both games that challenged the linear fashions, giving you open worlds with choices to make and challenges around every corner. Strong story lines, and hundreds of side quests with tons of NPC's that you would mostly meet on your 3rd or 4th time back in the same area...
The only major differences between both games is 1) 1st person/3rd Person 2) Single Character/Party Control
yeah that's complete opposite....
Sorry but I'm not really buying it.
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----------Brought to you by Diablofans.com Forums -------- Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
I actually like this idea a lot. Probably because I like oblivion so much.
1. actual questing gives you more experience
2. You can go to any act and gain experience
3. no more baal runs
4. It really doesn't make a difference if one person stays in an area to level up. Who would want to anyway.
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I am cheese. I am loved by all. I go great with everything. Other foods hate me because I take all the glory. Like Nachos..Their just jealous cause no one eats them unless Im there. Shit..I even ruined broccili's rep. Broccili kept talkin shit so I was like. " You know what?, I think I might melt myself on some Broccilli. See how those humans enjoy that green [sexual slur censored] now." Shit...Now,People dont even touch him, unless Im all over that shit! Ahhh..Its not easy, being cheesy.. Peace. Cheese Out.
True, why should we go back..... Stupid right? Why should we be able to use early level spells in late game situations...pointless right. I mean, we should just go to the next stage, and keep on walking until we finish the game so we can all go and do baal runs for the next 9 years to come. Good idea.
As opposed to grinding monsters endlessly in the same act just so you can take your time ?
Hate to say it, but it really is pointless. The diablo games, as you can't seem to figure out, are linear. They are not an oblivion styled game, nor a BG styled game. The focus in diablo games is making your character stronger, and getting better items, not a massive, complex storyline with several outcomes.
A scaled monster system is the realm of open ended game, it has no place in Diablo.
I do agree with italofoca though, it would be nice to have a scaled environment as a final dungeon, but it really does not belong in the bulk of the game.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
um... to the OP... guy diabo 3 isn't an open world RPG it's an dungeon crawler, how could the system of a game that centers around exploration and travel work with in a game that has a very linear focus?
i understand what you are saying about act 1 becoming useless, but isn't that what nightmare and hell modes are for?
in the system you propose there is no sense of your character becoming more powerful because the dificulty ratio between the character and the monsters remains the constant. I lends little satisfaction to somone playing a game where one of the primary focuses of the game is the gap in power between player and AI.
The problem of monster scaling is that it's unlogical. Why a zumbie that are just hanging round the local graveyard should be powerfull like the demonic elite guarding the Evils ? Why should the player been able to reach it's full potential by scavenging natural caves instead of the bloody pits of hell ? I don't like the idea of monsters scaling with you because it takes out the sense of some places been more dangerous then others. It also takes out the sense of progression the game should have.
I understand that sometimes we fall in love for certain areas and want to keep playing in that place forever - and most of time we get tired of the same run and want to change the scenarium a bit. And of course, break a little the linearity in the series would deeply add something new and posivite to the game (it's so true that D3 in the begnning were a wide open world just like ES and BG, but they found it was too hard to balance everything and make the progression right, so they took a step back and used the old act model of D2. However the intentions fo break the linearity persist and will be implemented in the game in another way).
Edit: Just because a the is a dangeon crawler doesn't mean it must be linear. Demon's Soul is a crawler game were you must finish 5 *really* large dangeons but you choose the order to finish then - my brother started in the palace, i started in the undead ruins. And DS is so far one of the best crawlers i'v ever played.
True, why should we go back..... Stupid right? Why should we be able to use early level spells in late game situations...pointless right. I mean, we should just go to the next stage, and keep on walking until we finish the game so we can all go and do baal runs for the next 9 years to come. Good idea.
Thanks for your smartass attitude. You completely miss my points yourself. Uh, sure, keep going on with what you want. You are missing my points yourself, and you want to give examples that have nothing to do with it?
Thanks for your smartass attitude. You completely miss my points yourself. Uh, sure, keep going on with what you want. You are missing my points yourself, and you want to give examples that have nothing to do with it?
I'm not going to waste more time with you.
You, sir, are the smartass. That's all you do. I've seen you post a few times, and it's never constructive or nice, not including when you compliment someone on being mean.
To OP: This would be a good idea, except how would you adjust for more players in an online game? You can't average it because that might make them extraordinarily weak, or way too powerful, depending on what level the person who joins is. I would like this idea a WHOLE lot more, if instead of automatically being your level, monsters only did that once you beat that Act. Say you're playing Act I, you beat it. You move on to Act II, the monsters in Act I, should you choose to go back, will be just the right amount of difficulty for you. I like this idea, it would make you feel like you're progressing, while never really becoming easy.
Reading through a couple more posts, I realised other people problems with this aren't mine. I think it makes sense, why should you get any more experience lobbing a fireball at an Elite Demon Guard than at a zombie? You're doing the same thing, just different targets.
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RAmen
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ooh no no no you don't understand the science of magic at all
The magic will not touch the elite demon guard at all unless you give your VERY BEST, the zombie will die no matter what. This makes the character slack.
It's really like playing Starcraft against me or someone who is good at it, you learn nothing from beating me.
I can't tell if you're serious or j/k but either way I LoLed
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Here's to hoping His Noodly Appendage touches you and may His Sauce rain down upon you,
-GM
RAmen
Church of the Flying Spaghetti Monster website: www.venganza.org
personally I don't think that system really even makes sense.... different environments are made for different creatures and different levels of difficulty
Quote from "italofoca" »
The problem of monster scaling is that it's unlogical. Why a zumbie that are just hanging round the local graveyard should be powerfull like the demonic elite guarding the Evils ? Why should the player been able to reach it's full potential by scavenging natural caves instead of the bloody pits of hell ? I don't like the idea of monsters scaling with you because it takes out the sense of some places been more dangerous then others. It also takes out the sense of progression the game should have.
I understand that sometimes we fall in love for certain areas and want to keep playing in that place forever - and most of time we get tired of the same run and want to change the scenarium a bit. And of course, break a little the linearity in the series would deeply add something new and posivite to the game (it's so true that D3 in the begnning were a wide open world just like ES and BG, but they found it was too hard to balance everything and make the progression right, so they took a step back and used the old act model of D2. However the intentions fo break the linearity persist and will be implemented in the game in another way).
Edit: Just because a the is a dangeon crawler doesn't mean it must be linear. Demon's Soul is a crawler game were you must finish 5 *really* large dangeons but you choose the order to finish then - my brother started in the palace, i started in the undead ruins. And DS is so far one of the best crawlers i'v ever played.
just a note, your sig should read "AN eternity" =)
I don't mind oblivion-like systems (which worked fine in games such as Rage of Mages, mind you, Oblivion's issues are tied to a specific implementation), but I doubt Blizzard would do it. DIII needs to be pretty close to the standard or the public won't eat it.
I hated how Oblivion did that. It always made me feel like I never really got anywhere in the game because the monsters were still just as strong, even in places like the worldmap near towns. I hate it if this was in Diablo III. They need something infinitely more creative than this. It kind of defeats the purpose of going deep down in a dungeon to fight ultimate evil when everywhere else everything is just as powerful.
I don't mind a challenge or powerful enemies, but I don't think this is the right way to do it.
Blizzard Likes the idea of high level players helping lower level players, i think if it was like oblivion there would be no helping, unless its with your own level, and thats no fun.
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From my experience, D2, was very item based and not so much dependent on the levels. A geared up character at level 70 was really powerful. However, a weakly geared character may even find Hell difficulty (in the newer patches) to be quite challenging.
Because of this fact, it think it would be really difficult to balance the game using a leveling system as suggested by the OP. What if you are a person that lacks skill, lacks reflexes, and is poorly geared? You would essentially be stuck, since there are no monsters that you can defeat with ease. Is Blizzard going to reduce the difficulty to compensate for these players? Or are they going to make it more difficult to compensate for the expert players?
The reason why this wasn't an issue in D2 was simply because there were difficulty levels, pros could move on, while new players could grind a bit before progressing. It was easy to make the normal and nightmare difficulties somewhat leaning on the easy side while making the Hell difficulty much harder and more challenging. Thus, it supports the notion that Blizzard wants to make a game that is easy to pickup but difficult to master, which they have mentioned in videos.
Also one more thing to mention, some people just like grinding. D2 didn't have THAT much grind, so it was still somewhat IMO enjoyable.
I enjoyed Oblivion, but I never really liked the leveling model. I always felt like I was either always super strong or always super weak depending on my character play style. I'd much rather have areas where I feel super powerful and area's were i feel overwhelmed on the same character rather then each feeling on specific characters.
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Now this would not only ensure that every monster would be up to par with your character, but would also guarantee that replaying act 1 wouldn't be all about bashing poor level 1 zombies. Instead you would get level 20 ghouls per say mixed with similar level baddies. Let me get into the finer details.
for example:
-Leveling: Diablo 1 and 2 you were stuck leveling in the same area all the time since it's the only place where you would find adequate level monsters worth killing. With this new system, it would make it possible to go back to Act 1,2,3 and get some exp. This way people wouldn't be stuck abusing the same areas over and over again just to gain a level up.
-Level replayability: You wouldn't have to bash zombies in this area for all eternity. Going back to Act 1? Level 15? The game would put you up against a new palette of creatures that are at your level. It wouldn't detract from the story line at all since people would still choose to go forward for various reasons. It would just make going back not so pointless.
Leechers and Losers: It would strongly discourage mentally challenged players to come in your game to follow and leech or simply cause havoc. They won't have the option to go in your game, jump to act 1 to leech exp since the monsters will be much stronger than what they would face if they created their own game, or someone of their level did. It would be the same case for higher level players coming in your game to steal your kills for exp or loot. Since the monster level would be so low compared to them, they wouldn't get any worth reward from the kills therefor would make doing so pointless.
Game Length: A player wouldn't be forced out of an area to the next simply because he wants to keep on leveling. He could choose to stay in a said area until he has played it out completely. Or had enough of the scenery. For example: I personally loved act 4 of D2. Also, The Harem of Luth Goleihn was very appealing to me. It was dark, scary and had a nice theme to it that reminded me of the feeling I used to have playing D1 back in the days. Unfortunately, I would end up having to walk right through it since playing for an extended period there would end up being a waste of time. You wouldn't gain much exp after 1 hour, and the monsters were just plain weak. Now if they had thrown in some stygian Dolls or Minotaurs in there for higher levels then you can bet your ass I would of been there more often.
In hope that we can discuss this subject if it hasn't been done already, please leave your comments.
--------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums --------
Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
Diablo however, you were free to rush into the areas you may not be prepared for, and test your abilities against the shit in there.
It would also make leveling way too easy. You could sit in act 1 until you're level 99.
Doesnt really promote moving forwards, seems to lean more towards "stay in one spot till' you're uber".
I do agree that it would deter leechers, however. This is the only strong point I can see with this system.
Every common monster of every act are level 90.
Every super unic monster of every act are level 100.
Every act boss are level 115.
Act 1 are not necesserely easier then Act 2 and so. The monster would get new levels and new skills - imagine fallen shamans using hydras like council members and zumbies with strong poison attacks. The difficult of act 1 and act4 would be about the same.
The only problem i see with this system is that it is a bit to anti-climax. Fight a zumbie or a fallen should be easier then fight a Megademon right ?
Thats why a mode would fit this well. You would still play tne first 80 levels normally - from act to act, getting harder and harder. But in the end, for the sake of gameplay, you can face fallen getting the xp of any other monster, droping just like anyother monster - but of course, the difficult must be the same of anyother monster.
This is a MUCH better suggestion, if anything.
The Oblivion system is probably the most horrible thing an RPG can get. I mean, no seriously, you seriously think this is a good idea? Have you PLAYED Oblivion? You LIKED that?
There is nothing more boring than that. You are not SUPPOSED to go back constantly to previous areas because you are SUPPOSED to be constantly progressing forward.
Its also exagerated that anyone think they would give monsters new abilities and such over time. Get a grip. This is pointless and too much work, just showing that the progress is broken along the way. Monsters should get their new abilities in new difficulty level.
Its just wrong. You progress through the game, but you know you don't actually progress. Its the worse feeling ever. Hear me out: YOU DON'T GET STRONGER. There is no feeling. You will never be stronger than anything. They all are at your level no matter how much effort you put on your character?
So, instead of your leveling allowing you to go deeper in the game (or higher in difficulty level), they just... follow you? What the hell? Trust me, you will never feel like your character is getting stronger EVER AGAIN. And that is the WHOLE POINT of playing a game like this.
The only time that the whole "can only play the last act" should be a problem is at the end, since that is really all you will be stuck with and you won't progress farther. That is why a "new" difficulty level that puts every monsters at max level or something is a much better idea after you are done with Hell.
I did prefer the system they offered over the D1/D2 where all previous areas would become useless as soon as your 5 levels higher. You guys are just stuck in the 90's if you ask me. Stuck in a linear system where you're basically going down staircases to the next level to fight harders baddies.
Unfortunately for you guys this is 2009, were not even in the same millenium, it's time for games even those of the likes of Diablo to offer a world where travelling is not limited to going to the next stage. Going to and fro is a choice that should be valid. Especially when they are trying to create a world that looks alive.
Some of you might of been Oblivion haters it seems but some of the greatest RPG's of all time also used this principle. Baldur's Gate is one of the best examples. It wasn't as exagerated as Oblivion but it's the idea. Depending on your level, monsters spawned in some (not all) dungeons will vary. However, static bosses/mini bosses may still exist to provide challenges and create doors to next levels in such that you can't just run through the game like Diablo has always had before.
And yeah I played BG too, even with that system I was inclined to finish the game and no leveling wasn't unfair since questing would give you alot fo exp, not only beating baddies to a bloody pulp until your finger hurts in Act 1. This means you can't just stay in one area until your overpowered. I think you guys are just exaggerating without actually thinking of the idea if implemented right.
*Sigh* Guess it's my fault to have expected people to actually give constructive comments..... Lux, it ain't about being blunt or being nice, you won't hurt my blog feelings, just try next time to actually explain yourself and not just pop by and say "man i hate that, that's dumb" that kind of crap ass comment. Or just don't post at all. You won't see me complaining about people disagreeing with my idea, I accept every idea. I just don't like stupid comments.
PS:Don't mind me being blunt.
--------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums --------
Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
Well, you did show Oblivion as the main example.
I am totally against monsters themselves gaining more strength just because you get stronger.
As far as having some more monsters and new monsters show up.. sure, maybe, but again whats the point?
We are in 2009 and I really don't see the point here. There are games designed to be linear, and there are games that are not designed to be linear. Diablo is a linear action game and is supposed to be.
BG and Oblivion are both the complete opposite. I simply don't see it here. Why should there be a reason to go back and have a challenge? Seriously, why? Because you want to.. well I'm sorry, I don't get it. Its a linear game. You will get back in Act 1 in other difficulties in time anyway.
To me, no matter how you put it, this doesn't have any real purpose in Diablo.
Care explain why, ?
Wow, I love those "what's the point" arguments. They sure will go a long way as to explaining your complex line of thoughts.
Thank god most people actually have some sort of reasoning, otherwise we wouldn't get much done.
Blizzard: "Hey guys! Lets make a 3rd instalment of Diablo.......Yeah you're right screw it what's the point...."
You get the picture?
Man you don't see much point to anything do you....or is it just a habbit.
Maybe the thought that millions of people play MMORPG non-linear games online nowadays and nearly every Diabloish linear RPG have crashed and burned in the past 6 years has never occured to you but I'm willing to bet more people wish Diablo to be complex in it's storyline/and gaming experience as opposed to the same old game.
True, why should we go back..... Stupid right? Why should we be able to use early level spells in late game situations...pointless right. I mean, we should just go to the next stage, and keep on walking until we finish the game so we can all go and do baal runs for the next 9 years to come. Good idea.
Plus, obviously you have not much of a clue of what your talking about, either that or your not writing things down clearly. BG and Oblivion are far from being opposite. They are both games that challenged the linear fashions, giving you open worlds with choices to make and challenges around every corner. Strong story lines, and hundreds of side quests with tons of NPC's that you would mostly meet on your 3rd or 4th time back in the same area...
The only major differences between both games is 1) 1st person/3rd Person 2) Single Character/Party Control
yeah that's complete opposite....
Sorry but I'm not really buying it.
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Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
1. actual questing gives you more experience
2. You can go to any act and gain experience
3. no more baal runs
4. It really doesn't make a difference if one person stays in an area to level up. Who would want to anyway.
As opposed to grinding monsters endlessly in the same act just so you can take your time ?
Hate to say it, but it really is pointless. The diablo games, as you can't seem to figure out, are linear. They are not an oblivion styled game, nor a BG styled game. The focus in diablo games is making your character stronger, and getting better items, not a massive, complex storyline with several outcomes.
A scaled monster system is the realm of open ended game, it has no place in Diablo.
I do agree with italofoca though, it would be nice to have a scaled environment as a final dungeon, but it really does not belong in the bulk of the game.
i understand what you are saying about act 1 becoming useless, but isn't that what nightmare and hell modes are for?
in the system you propose there is no sense of your character becoming more powerful because the dificulty ratio between the character and the monsters remains the constant. I lends little satisfaction to somone playing a game where one of the primary focuses of the game is the gap in power between player and AI.
I understand that sometimes we fall in love for certain areas and want to keep playing in that place forever - and most of time we get tired of the same run and want to change the scenarium a bit. And of course, break a little the linearity in the series would deeply add something new and posivite to the game (it's so true that D3 in the begnning were a wide open world just like ES and BG, but they found it was too hard to balance everything and make the progression right, so they took a step back and used the old act model of D2. However the intentions fo break the linearity persist and will be implemented in the game in another way).
Edit: Just because a the is a dangeon crawler doesn't mean it must be linear. Demon's Soul is a crawler game were you must finish 5 *really* large dangeons but you choose the order to finish then - my brother started in the palace, i started in the undead ruins. And DS is so far one of the best crawlers i'v ever played.
Thanks for your smartass attitude. You completely miss my points yourself. Uh, sure, keep going on with what you want. You are missing my points yourself, and you want to give examples that have nothing to do with it?
I'm not going to waste more time with you.
You, sir, are the smartass. That's all you do. I've seen you post a few times, and it's never constructive or nice, not including when you compliment someone on being mean.
To OP: This would be a good idea, except how would you adjust for more players in an online game? You can't average it because that might make them extraordinarily weak, or way too powerful, depending on what level the person who joins is. I would like this idea a WHOLE lot more, if instead of automatically being your level, monsters only did that once you beat that Act. Say you're playing Act I, you beat it. You move on to Act II, the monsters in Act I, should you choose to go back, will be just the right amount of difficulty for you. I like this idea, it would make you feel like you're progressing, while never really becoming easy.
Reading through a couple more posts, I realised other people problems with this aren't mine. I think it makes sense, why should you get any more experience lobbing a fireball at an Elite Demon Guard than at a zombie? You're doing the same thing, just different targets.
Here's to hoping His Noodly Appendage touches you and may His Sauce rain down upon you,
-GM
RAmen
Church of the Flying Spaghetti Monster website: www.venganza.org
I can't tell if you're serious or j/k but either way I LoLed
Here's to hoping His Noodly Appendage touches you and may His Sauce rain down upon you,
-GM
RAmen
Church of the Flying Spaghetti Monster website: www.venganza.org
just a note, your sig should read "AN eternity" =)
I don't mind a challenge or powerful enemies, but I don't think this is the right way to do it.
Because of this fact, it think it would be really difficult to balance the game using a leveling system as suggested by the OP. What if you are a person that lacks skill, lacks reflexes, and is poorly geared? You would essentially be stuck, since there are no monsters that you can defeat with ease. Is Blizzard going to reduce the difficulty to compensate for these players? Or are they going to make it more difficult to compensate for the expert players?
The reason why this wasn't an issue in D2 was simply because there were difficulty levels, pros could move on, while new players could grind a bit before progressing. It was easy to make the normal and nightmare difficulties somewhat leaning on the easy side while making the Hell difficulty much harder and more challenging. Thus, it supports the notion that Blizzard wants to make a game that is easy to pickup but difficult to master, which they have mentioned in videos.
Also one more thing to mention, some people just like grinding. D2 didn't have THAT much grind, so it was still somewhat IMO enjoyable.