So adding any sort of end-game to something like Diablo 3 is harder than other games, simply because it has to fall under a couple rules, such as not stepping on the toes of other end-game systems, and not being overtly better in terms of it's farm potential compared to the rest of the game.
This leads me to something that's really quite simple, yet I think it would add another layer of depth to farming. The Nephalem Cache (or chest, or spoils, whatever. The name is just something quick I came up with).
The pure basics is that it's a 3rd tier chest, and it's completely random. It'l take the spot of any normal chest, and there's only 1 per game. The whole point is to add something that creates a feel of having 'completed' a game of farming, other than keywardens, and it's rewarding enough to actually try and find. Having it spawn anywhere within the game you've created means it won't stop people from farming both the outside world and every dungeon. Something as simple as giving it an increase in MF compared to all other chests should be benefit enough in finding it. (Testing would, of course occur so if you choose to, you can just farm trash mobs and champs and not feel left out / gimped, but at the same time it's worth your time to search out.).
Now there's a couple 'rules' that could be put on this chest to make it more interesting. These are all just suggestions, that aren't in order and that probably wouldn't work if all were added. This thread is really about hearing what people think would be the best iteration, + their own ideas.
*Pretty obvious, but should probably require 5 stacks of NV to get the extra MF portion of the chest.
*Probably best to have it spawn only when you've picked the last quest of the act, BUT, you could just have it spawn anywhere in the act and if you chose the second quest, there's a chance you'll have to go through more quests to open up the area it's in.
*One cool thing you could do is have the TYPE of this chest be random. You could have a chest that's got higher chances for armor-only drops, or weapon only, crafting only and possibly class-specific type chests.
This last option (class specific) could be one of two thing; Playing your barb, upon finding the chest you realize (because of it being black and a skull on it) that it's a Demon Hunter chest. You can still open it and get loot, but if a class specific item is going to drop, it will always roll a Demon Hunter. This means all items that aren't class specific receive normal drop chances, it just changes any items that would have been class specific already to the class associated with that type of chest.
The second option would be to have a giant chest with every class symbol on it, and depending on what you're playing, you'll get loot tailored to your class, following the same rules as above.
Either way, finding the chest and having it be randomized between an armor / weapon / crafting / class chest would be another way to 'spice' it up.
*Another rule you could add to this chest is to have it require a 'key' or object to open. Probably the best way to add this in is to have the object be a random drop from any monster while within your game. This would actually promote further farming before finding the chest, past that which the required 5 stacks of NV add.
*A possibility is to make the amount (of keys / objects) allowed to be carried by the player only 1, and if you've got one on you or in the stash, more won't drop. This way you don't feel forced to find the chest once you have the object, like it will disappear if you leave the game or something, but it also prevents a ton of these dropping all the time, and stops botters from having another edge (having 8 stacks of 1000 DE anyone?).
*If the option to have a free-roam mode ever comes to fruition, then adding in a chance for the chest to drop a random key (because you'll be searching all over sanctuary for it) would be another benefit to this idea, and add even more fun.
Cons;
*It'l actually be pretty hard to find, if it does take the place of any random normal chest. Depending on the increased drop chance of legendaries / increased MF, it could be overpowered. That of course would just require fine tuning however.
Pros;
*Adds even more reason to farm the whole game you're in. Monster density helped a lot, but there's still areas no one really wants to go because it's not as dense. This would give a reason to players to go into those areas.
*As I mentioned earlier, it also will add a feeling of a game being completed when it's finally found (along with the keywarden, and the object needed to open the chest).
*It's a viable, fun end-game type content that, as far as I can see, can't hurt the game in any way.
*Probably best to have it spawn only when you've picked the last quest of the act, BUT, you could just have it spawn anywhere in the act and if you chose the second quest, there's a chance you'll have to go through more quests to open up the area it's in.
That would just kill the idea of farm anywhere, everyone would just farm the last acts' quest assuming the rewards form this 'Nephalem Cache' were any good.
What do people not get about this game not having a definitive end game is so hard to grasp?
You kill each boss through every difficulty, and then you farm the highest difficulty..THAT'S IT.
This game isn't going to get anymore 'end game' until the expansion comes out which builds onto the story line. If you want to think of this game even having an 'end game' UBERS is it.
You farm until you either get upgrades, or a BIS (best in slot) and even now its a moot point because PVP blows in this game so there really isn't even a point to super top tier gear outside of bragging rights and stroking your e-dick.
Although I don't think having one random chest show up somewhere within an act constitutes an addition to the "end game," I do think that this is a cool idea. One thing that I've always felt is lacking in D3 is the excitement of opening chests; it would be neat if there were more to open, and if they were better-stocked. I'd even settle for more resplendent chests, to be honest, though I think the idea of ONE random excellent chest hidden somewhere in a given act is a really cool idea, especially if it's well-guarded.
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i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
*Probably best to have it spawn only when you've picked the last quest of the act, BUT, you could just have it spawn anywhere in the act and if you chose the second quest, there's a chance you'll have to go through more quests to open up the area it's in.
That would just kill the idea of farm anywhere, everyone would just farm the last acts' quest assuming the rewards form this 'Nephalem Cache' were any good.
Perhaps I misstated, I meant that if you started on the last quest of the act (or were made to for the chest to spawn) then the chest would spawn ANYWHERE in that act. It would INCREASE farming everywhere in the act, everywhere outside, every dungeon, ect, not kill farming.
What do people not get about this game not having a definitive end game is so hard to grasp?
You kill each boss through every difficulty, and then you farm the highest difficulty..THAT'S IT.
This game isn't going to get anymore 'end game' until the expansion comes out which builds onto the story line. If you want to think of this game even having an 'end game' UBERS is it.
You farm until you either get upgrades, or a BIS (best in slot) and even now its a moot point because PVP blows in this game so there really isn't even a point to super top tier gear outside of bragging rights and stroking your e-dick.
I do think you might need to settle down a tad.
Calling it 'end game' might not have been the best idea. It's more of another layer to add to farming; You start a game with the intent to just farm. Getting 5 stacks, killing the keywarden for a chance at a key and then clearing the couple areas with the highest density is the usual route for most. All I'm suggesting is adding in a really cool / unique type of chest that you can try and find while within your game. It would just add more reason to search every corner of your game.
Although I don't think having one random chest show up somewhere within an act constitutes an addition to the "end game," I do think that this is a cool idea. One thing that I've always felt is lacking in D3 is the excitement of opening chests; it would be neat if there were more to open, and if they were better-stocked. I'd even settle for more resplendent chests, to be honest, though I think the idea of ONE random excellent chest hidden somewhere in a given act is a really cool idea, especially if it's well-guarded.
My thoughts as well =) Like I said before, it would be a 3rd tier chest (normal resplendent, (whatever you want to call this one)) That may have some gimmicks to it (such as what type, and / or needing a special object / key to open) and would have better drops than other chests.
I like the idea of 1 key per account at a time that you need in order to find and unlock the chest. My main issue with this idea is that if someone gets lucky and finds it at the start of his run he will quit the game right after he got the loot. A way to counter that would be that if you open this chest it will give you a 6th nephalem valor stack or some sort of bonus that will encourage you to continue your farming.
i think it's a pretty decent idea and if implemented wisely it could be really nice. Good job.
I like the idea of 1 key per account at a time that you need in order to find and unlock the chest. My main issue with this idea is that if someone gets lucky and finds it at the start of his run he will quit the game right after he got the loot. A way to counter that would be that if you open this chest it will give you a 6th nephalem valor stack or some sort of bonus that will encourage you to continue your farming.
i think it's a pretty decent idea and if implemented wisely it could be really nice. Good job.
Ty sir =)
I suppose I was thinking that the scenario of just finding the chest / leaving would be countered with the fact that the chest can spawn anywhere ( so it'l take awhile to find ) and required 5 stacks. So, much like people get 5 stacks / kill KW and leave, they might do the same with this, except the chest isn't always easy to find. But a 6th stack is an awesome addition to the chest =D
ty =)
yea it's not meant to be a suggestion to end all suggestions, just something that would add some gameplay depth without ruining other parts of the game.
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This leads me to something that's really quite simple, yet I think it would add another layer of depth to farming. The Nephalem Cache (or chest, or spoils, whatever. The name is just something quick I came up with).
The pure basics is that it's a 3rd tier chest, and it's completely random. It'l take the spot of any normal chest, and there's only 1 per game. The whole point is to add something that creates a feel of having 'completed' a game of farming, other than keywardens, and it's rewarding enough to actually try and find. Having it spawn anywhere within the game you've created means it won't stop people from farming both the outside world and every dungeon. Something as simple as giving it an increase in MF compared to all other chests should be benefit enough in finding it. (Testing would, of course occur so if you choose to, you can just farm trash mobs and champs and not feel left out / gimped, but at the same time it's worth your time to search out.).
Now there's a couple 'rules' that could be put on this chest to make it more interesting. These are all just suggestions, that aren't in order and that probably wouldn't work if all were added. This thread is really about hearing what people think would be the best iteration, + their own ideas.
*Pretty obvious, but should probably require 5 stacks of NV to get the extra MF portion of the chest.
*Probably best to have it spawn only when you've picked the last quest of the act, BUT, you could just have it spawn anywhere in the act and if you chose the second quest, there's a chance you'll have to go through more quests to open up the area it's in.
*One cool thing you could do is have the TYPE of this chest be random. You could have a chest that's got higher chances for armor-only drops, or weapon only, crafting only and possibly class-specific type chests.
This last option (class specific) could be one of two thing; Playing your barb, upon finding the chest you realize (because of it being black and a skull on it) that it's a Demon Hunter chest. You can still open it and get loot, but if a class specific item is going to drop, it will always roll a Demon Hunter. This means all items that aren't class specific receive normal drop chances, it just changes any items that would have been class specific already to the class associated with that type of chest.
The second option would be to have a giant chest with every class symbol on it, and depending on what you're playing, you'll get loot tailored to your class, following the same rules as above.
Either way, finding the chest and having it be randomized between an armor / weapon / crafting / class chest would be another way to 'spice' it up.
*Another rule you could add to this chest is to have it require a 'key' or object to open. Probably the best way to add this in is to have the object be a random drop from any monster while within your game. This would actually promote further farming before finding the chest, past that which the required 5 stacks of NV add.
*A possibility is to make the amount (of keys / objects) allowed to be carried by the player only 1, and if you've got one on you or in the stash, more won't drop. This way you don't feel forced to find the chest once you have the object, like it will disappear if you leave the game or something, but it also prevents a ton of these dropping all the time, and stops botters from having another edge (having 8 stacks of 1000 DE anyone?).
*If the option to have a free-roam mode ever comes to fruition, then adding in a chance for the chest to drop a random key (because you'll be searching all over sanctuary for it) would be another benefit to this idea, and add even more fun.
Cons;
*It'l actually be pretty hard to find, if it does take the place of any random normal chest. Depending on the increased drop chance of legendaries / increased MF, it could be overpowered. That of course would just require fine tuning however.
Pros;
*Adds even more reason to farm the whole game you're in. Monster density helped a lot, but there's still areas no one really wants to go because it's not as dense. This would give a reason to players to go into those areas.
*As I mentioned earlier, it also will add a feeling of a game being completed when it's finally found (along with the keywarden, and the object needed to open the chest).
*It's a viable, fun end-game type content that, as far as I can see, can't hurt the game in any way.
Feedback's appreciated =D What do you guys think?
That would just kill the idea of farm anywhere, everyone would just farm the last acts' quest assuming the rewards form this 'Nephalem Cache' were any good.
What do people not get about this game not having a definitive end game is so hard to grasp?
You kill each boss through every difficulty, and then you farm the highest difficulty..THAT'S IT.
This game isn't going to get anymore 'end game' until the expansion comes out which builds onto the story line. If you want to think of this game even having an 'end game' UBERS is it.
You farm until you either get upgrades, or a BIS (best in slot) and even now its a moot point because PVP blows in this game so there really isn't even a point to super top tier gear outside of bragging rights and stroking your e-dick.
Perhaps I misstated, I meant that if you started on the last quest of the act (or were made to for the chest to spawn) then the chest would spawn ANYWHERE in that act. It would INCREASE farming everywhere in the act, everywhere outside, every dungeon, ect, not kill farming.
I do think you might need to settle down a tad.
Calling it 'end game' might not have been the best idea. It's more of another layer to add to farming; You start a game with the intent to just farm. Getting 5 stacks, killing the keywarden for a chance at a key and then clearing the couple areas with the highest density is the usual route for most. All I'm suggesting is adding in a really cool / unique type of chest that you can try and find while within your game. It would just add more reason to search every corner of your game.
My thoughts as well =) Like I said before, it would be a 3rd tier chest (normal resplendent, (whatever you want to call this one)) That may have some gimmicks to it (such as what type, and / or needing a special object / key to open) and would have better drops than other chests.
i think it's a pretty decent idea and if implemented wisely it could be really nice. Good job.
Ty sir =)
I suppose I was thinking that the scenario of just finding the chest / leaving would be countered with the fact that the chest can spawn anywhere ( so it'l take awhile to find ) and required 5 stacks. So, much like people get 5 stacks / kill KW and leave, they might do the same with this, except the chest isn't always easy to find. But a 6th stack is an awesome addition to the chest =D
lmao I forget where I heard that, but I just had to make it my sig a couple years ago =D
ty =)
yea it's not meant to be a suggestion to end all suggestions, just something that would add some gameplay depth without ruining other parts of the game.