Infinite Dungeon / Survival Arena
#1
Posted 04 August 2008 - 06:41 AM
http://www.battle.ne...al&T=323693&P=1
Quick rundown: the OP proddeh suggested an infinite series of levels, randomly generated, where you can just let loose on mobs & gain exp+items. The mobs difficulty should scale up by certain percentage every lvl with few boss monsters thrown here and there. And you have to do it in one go, once u TP out u start from lvl 1 again. This would:
1) Provide a more fun alt to doing the 8578th baal run
2) Provide some form of bragging rights (mayb a counter on ur BNet toon showing highest lvl
u made it to)
3) (IMO) Solve once and for all the whine of 'my hammerdin solo'd uber&pandemonium diablos togethr on one testicle..cant u guys dish up some real punishment???
An alt idea (or maybe let's have both!) every1 liked was a survival area where random waves of mobs jus come at u, scaling up as well.
Now my guess is if Bashiok sees this, the argument will be "this wil take focus away from other game content / bots will overrun / wot a load of crap" . However i think something like this will really enhance playability & the challenge factor, without too much extra developing work involved, so why not? Some guys said the exp&item drop can be reduced, so if u wanna MF go do boss runs®ular game content, and come here for some challenge&ownage
#2
Posted 04 August 2008 - 06:59 AM
Bots are inevitable though I think. Even in regular gameplay.

#3
Posted 04 August 2008 - 11:56 AM
If anyone have any memories of the cave,, please share :)
King Gouner_II 89 lvl Barbarian DEAD
Ladder 1.13 Europe Diablo 2 Hardcore Classic
Duke Gouner_III 79 lvl Barbarian
#4
Posted 04 August 2008 - 03:28 PM
#5
Posted 04 August 2008 - 03:40 PM
My idea was pretty much the same, but instead of being infinite it would just be insanely long and have some sort of reward at the end.
Also I don't think you should able to TP at all just to make it more challenging and if you die you have to restart a new game.
Finally to prevent bots and free access to this dungeon, People should have to do a sidequest a la Uber Tristram to get there first.
I already see the name of this dungeon, The Tower of Terror :cool:
#7
Posted 04 August 2008 - 05:17 PM
ZharTheMad said:
If you are talking about a raid, then as the player limit is at most going to be around 8 a 24 person raid would be impossible. That and D3 will be a single player game as well so anything that requires more than one person to achieve is unlikely, not impossible though.
Also any raid, and WoW didnt do them first, relies on a tank+healer+dps. As all classes in Diablo are designed for DPS and there is no real tank or healer it would just be a bunch of people wailing on a boss on screen.
That and the entire game is its own instance.
#8
Posted 04 August 2008 - 05:38 PM
Ezekel said:
Also any raid, and WoW didnt do them first, relies on a tank+healer+dps. As all classes in Diablo are designed for DPS and there is no real tank or healer it would just be a bunch of people wailing on a boss on screen.
That and the entire game is its own instance.
"A child laughs when it feels joy and cries when it feels pain. Both things, laughing and crying it does with it's whole heart. We all became so tall and so clever. We know so much and we have read so much. But one thing we forgot: to laugh and cry like the children do". - The Ranger.
#9
Posted 05 August 2008 - 04:00 AM
Luckmann said:
that seems really low. i like 8 just fine.
but the idea of this tower is pretty good. let it have an end and a final boss. also make it not just 1 room, but a randomly generated dungeon, with random monsters and resists.

#10
Posted 05 August 2008 - 04:01 AM
I disagree though that exp and MF should be reduced, I think they should be left at the normal rate.
I think the levels shouldn't be too big like jail/catacombs because it would be very annoying looking for the stairs, they should be more compact and action packed like jail/catacombs from the Median 2008 mod (or like forgotten tower if you've never played Median)
About the scaling of difficulty I think the level increase of monsters per floor should be logarithmical rather than linear or exponential so that the difference in difficulty in the higher levels (floor 30 or something) isn't astronomical and it doesn't get to a point where everyone can get to say floor 32 rather easily but is just impossible to get to 33. With logarithmical scaling the increase in difficulty should be way smoother, that way the regular bunch of players could push it to level 40s while a party with really skilled and coordinated players could push it to level 60 and beyond.
PiSeas1984 said:
Well that can be easily avoidable if the dungeon(s) is only available after you beat the game in hell difficulty. Also I don't know much about botting but I think the new positional strategy and health orb system will not let players bot effectively.
#11
Posted 05 August 2008 - 07:53 AM
Really would prefer this to be infinite rather than just really long dungeon with an end (thats just regular diablo isnt it...), since otherwise its jus a matter of time b4 whole ranks of ppl going 'now what?' after lvl100. I can see this ruining lives tho~there'll def b diehard nuts sitting at 'lvl 23894763' a week down the line! XD
How bout each level being one big arena? Easy2program, and differentiates from regular play (=dungeon crawling).Let the mobs come to me instead of me running around looking for them (similar to mobs swarming over the barbarian in the gameplay vid's opening scenes). Open portal to next level once arena is clear.
If you guys like the idea, spread the seeds! Make posts on the other d3 forums!! Really want to see something come from this, if only just to make blizzard implement ONE community-suggested feature into the game! (anyone heard of that happening in d3 yet??)
#12
Posted 05 August 2008 - 02:48 PM
#13
Posted 05 August 2008 - 04:05 PM
PiSeas1984 said:
Actually I don't see how the infinite dungeon can have more drops/min than a boss run since basically every level in the game is filled with monsters, not to mention that the boss drops way better items than normal monsters and you only have to go through 2-3 levels to get to the boss.
Also I don't see the problem in people prefering to do a tower run rather than a boss run, they should be able to do whatever they want in the endgame, not be forced to do boss runs to get the better items. Maybe there could be a number of other uberquests with biased loot so that players can alternate between them rather than just running the same thing over and over.
#14
Posted 06 August 2008 - 03:10 AM
#15
Posted 06 August 2008 - 03:38 AM

#16
Posted 06 August 2008 - 06:26 AM
applesoffury said:
You know, if you think about it, the cow level doesn't it into the storyline either. But it is an unlock-able level where people can just go in and kill cows. But yeah, they can decide to add it into the storyline if they want, but I see it as completely optional.
#17
Posted 07 August 2008 - 07:31 AM
1) Add excitement&tension. "Weighing my skills, can I try finishing next wave and risk losing all, or should take safe route out by now". If u save&exit mid-level u get nothing
2) Add apprehension of death, which hasnt been a part of diablo really since anytime u feel scared can simply save&exit, no penalty. At least make this ONE area actually feel dangerous to fight in.
3) Reduce bots? i assume bot logic is 'if health < x%, save&exit'. if that happens here the botter gains nothing.
4) Increase the multiplayer incentive which bliz is trying so hard to do. Bigger party = bigger chance of one person surviving to enable party escape with loot. Mite null the #2 point tho, if party of bots r used...
#18
Posted 08 August 2008 - 03:49 AM
PiSeas1984 said:
1) Add excitement&tension. "Weighing my skills, can I try finishing next wave and risk losing all, or should take safe route out by now". If u save&exit mid-level u get nothing
2) Add apprehension of death, which hasnt been a part of diablo really since anytime u feel scared can simply save&exit, no penalty. At least make this ONE area actually feel dangerous to fight in.
3) Reduce bots? i assume bot logic is 'if health < x%, save&exit'. if that happens here the botter gains nothing.
4) Increase the multiplayer incentive which bliz is trying so hard to do. Bigger party = bigger chance of one person surviving to enable party escape with loot. Mite null the #2 point tho, if party of bots r used...

#19
Posted 08 August 2008 - 04:33 PM
Veltras said:
You thinking Bloody Palace too Veltras? ;)
applesoffury said:
I think it's a good idea for sure, if it's going to be in then there should be a ranking system for it.
PlugY allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please click the link and use it. I've done so many posts in this forum it's impossible for anyone to miss my signature.
#20
Posted 09 August 2008 - 04:32 AM
PiSeas1984 said:
1) Add excitement&tension. "Weighing my skills, can I try finishing next wave and risk losing all, or should take safe route out by now". If u save&exit mid-level u get nothing
2) Add apprehension of death, which hasnt been a part of diablo really since anytime u feel scared can simply save&exit, no penalty. At least make this ONE area actually feel dangerous to fight in.
3) Reduce bots? i assume bot logic is 'if health < x%, save&exit'. if that happens here the botter gains nothing.
4) Increase the multiplayer incentive which bliz is trying so hard to do. Bigger party = bigger chance of one person surviving to enable party escape with loot. Mite null the #2 point tho, if party of bots r used...
You mean a masoquistic idea, and like applesoffury pointed out, only the masoquist hardcore players would like this system. Us softcore sadists would probably never use a feature like this.
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