Just wanted to share what I think would make the new Rift system stay fresh for longer. Apologies if these ideas have been said before, I don't read this forum all the time.
Currently as has been pointed out, you have a random number of levels (upto 10). You have the same objective each run, kill X amount of mobs and then kill the Rift Guardian.
If, as others have pointed out, you have accomplished this by say the 3rd level out of 7.. where is the incentive to explore the rest of the rift? The efficiency mongers will abandon the rift and start a new one as soon as the boss dies and on the surface of it, you can't really blame them.
I think it would be better to rework the "Kill x to spawn boss" mechanic.
Keep the meter, filling it once will lock in the spawn of the Rift Guardian. But the Rift Guardian will only spawn on the bottom level of the rift. You want him? Go get him.
If you've filled the bar once have another bar start up. The point of filling it will spawn Resplendent Chests or Goblins or a rift cache that has a chance of Legendary items at the stairs to the next level. Fill that one?
Well you must have scored a rift that has a lot of levels, this doesn't happen all the time, you feel excited that you get so much bang for your buck out of 1 key... The bar is ready to be filled again this time with (insert awesome reward that I haven't thought out yet).
Point is... you can do the bare minimum, kill what is required and rush to the boss if you really want to.
But to give some sense of purpose to the deeper rifts I think the incentive has to be increased.. the carrot needs to be dangled infront of the player's nose. Otherwise people are just going to ruin this promising game mode with "GOGOGO EFFICIENCY" type behaviour.
Thoughts? Thoughts on rewards or other incentives if you like this idea or state why you don't
I think that sounds rather cool and interesting myself.
I'm sure you are aware of this - but they've (Blizz) have said that they are working on Rifts and are tuning their reward system. I'm hoping that effort might fall somewhere in the realm of what you are describing. Right now watching folks arbitrarily slay 50 mobs just to hunt the Rift boss is sorta lack luster at best.
That sounds pretty cool. I suspect the reason why they haven't added anything more than kill X amount is because all the cool different types of challenges were meant for Nephalem Trials. BUUUUT, since those have been put to the side right now (and Blizzard said they added a bunch of the NT challenges as just events around the world) why not spice up Rifts a bit? I love the thought of Rifts as they are right now (obviously not in beta so I can't tell if they'll get boring or not), but I'm not against adding different types.
Some quick ideas;
Rift variant 1. 'Normal' Rift. Kill X amount of monsters to spawn Rift boss.
Rift variant 2. 'Collapsing' Rift. Smaller number of levels (think 3-5 at most), large tile sets. You have 5 minutes to find the already spawned boss before the Rift collapses.
Rift variant 3. 'Speed' Rift. Unlimited levels, 5 minutes to haul ass. Each subsequent level grants a tiny-moderate boost to MF / GF / XP, but is blocked by a boss. Each boss gives less treasure than a regular Rift boss, but still good loot.
Rift variant 4. 'Tiki Torch' Rift. Spawns one giant, more open level. Find all 4 tiki torches, light them and fight your way to the special treasure chest that spawns. The cool thing about this level is you can either try to speed through it, or kill most of the baddies first. The baddies left over after you light all torches become empowered.
Rift Variant 5. 'Empowered' Rift. Random number of levels ( think around 5), the boss is spawned at the end of the last level. The more baddies you kill, the more MF / GF you achieve on the boss kill. Once you leave a level you're locked out of it.
Rift Variant 6. 'Luck' Rift. (now we're getting into more silly rifts, but still these might be fun haha). You're teleported into one big room with the Boss already spawned in the middle. He's trapped however, and clicking the enchanted orb will release him. Before you do that however, why not test your luck on the 50 + treasure chests circled around the room? Each one has a small chance at some loot or gold, a slightly bigger chance at some sweet DPS / XP / MF / GF buffs specific for killing the boss, a chance to buff or debuff the boss, and a chance to receive debuffs yourself. Out of the ~50, you can only open 10 before fighting him. Eh? Ehhhhhh? =D
So these were pretty quick (and sorry to hijack the thread OP, just got all excited) but I'd like to see if anyone can come up with anything else that would be fun =D To restate myself; I think Rifts are pretty awesome as is, but some spice couldn't hurt.
I agree with xxxorb and bleu and i like those ideas but unfortunately, i really don't think they will implement anything newer than what we have seen already
I agree with xxxorb and bleu and i like those ideas but unfortunately, i really don't think they will implement anything newer than what we have seen already
It's worth a try =P But that's just like us fans, we get something as game changing as everything in RoS and patch 2.0.1, and we still want moar!
Bleu42, It isn't so much about wanting more as it is wanting that new toy you open up on Christmas morning to have the batteries supplied with it lol no point having this awesome potential new mode with no substance.
Really hope we have been worrying for nothing and they are going to blow us all away!
I think they should have incorporated their previous idea of Nephalem Trials into Rifts. Not every level needs to spawn a Trial, however, but it would have been interesting and exciting if say one in every three rift levels spawned a special trial that you could do for some extra rewards.
And I agree with xxxrob, it's not that we're looking a gift horse in the mouth. It's more that we can see how much potential it has and we want it to reach its full potential.
Agree with all Bleu's ideas, I think that Rifts have ALOT of potential, but at the moment 95% of it is wasted.
I've watched ALOT of Streamers and when they do rifts it's almost universally the same thing Enter>kill mobs till boss spawns>Kill boss> Leave.
I don't think I've EVER seen a player get the the "final" floor of a rift... who cares if you have 10 levels to explore, if the monster density is so high that you can get enough kills to spawn the boss in the first 3?
oh dear, these are really good ideas. post these on the official forums, maybe a blue sees them
I'd love to post this on the official forum lol but I can't get access to it at work.. which is evidently where i do most of my daydreaming
If someone wants to post this I'm more than happy for them to, at the end of the day it's OUR game
Just thinking about it, I reckon it would be fun if they would allow Followers to aid you in Rifts even on Multiplayer. They said themselves that the normal rules don't apply for Adventure mode, imagine a party of 4 players and 4 Enchantresses with those MAXIMUS demons fire chaining the sh*t out of everyone lol. Mayhem..
The issue that I see with rewarding players for going deep into a rift is that the difficulties of rifts vary wildly due to randomization. This is likely why the current system is the same across all rifts.
(Pulling numbers here)
If you spawned a 10 level rift and you spawn the guardian on the 5th level, you now have to go 5 more levels (but you don't know that yet). Then the next time you spawn a guardian on the 5th level of a 5 level rift. So the same reward for a dungeon twice as big.
To counter, you might suggest scaling: deeper rift, longer to activate the guardian. Then you would need a scaling reward. If it's based on rift depth, maybe a deep rift is full of an easy combination, but a shorter rift rolls something really difficult. What if a player keep spawning short rifts for mediocre rewards? They may be discouraged and just never bother with them again.
Adding incentives for rifts (or others gimmicks) is a great idea, there are just many aspects in play here.The feature has a ton of room for expansion which makes it very exciting and gets the game mechanic brain juices flowing!
I prefer the luck of the draw type approach, scaling and all that other stuff contradicts RNG which is what Diablo is all about, or so it seems lol.
I like the idea that I won't know how deep the rift is when I step into it, obviously the deeper I have to go, the better I am going to be rewarded along the way. If I luck out and get a deep rift then good for me, if I get a shallow(?) one then I know I will still be rewarded but obviously not as much as if I'd spawned a 10 level one. I would only have the Rift Guardian as a loot pinata as opposed to say Resplendent Chests and Goblins (if you want to keep my original examples) as well as the RG in a deeper one.
Thinking about scaling, it would become pretty obvious pretty quickly how fast the bar is moving, to determine the depth of your rift. This would take away alot of the mystique my original idea is trying to create.
I want the game to have some unknown quantities about it, as much as they can say the maps are random blah blah.. we know they are not, they are tiles randomly arranged. This at least would give some sense of exploration to the game mode, at least in my opinion.
I prefer the luck of the draw type approach, scaling and all that other stuff contradicts RNG which is what Diablo is all about, or so it seems lol.
I like the idea that I won't know how deep the rift is when I step into it, obviously the deeper I have to go, the better I am going to be rewarded along the way. If I luck out and get a deep rift then good for me, if I get a shallow(?) one then I know I will still be rewarded but obviously not as much as if I'd spawned a 10 level one. I would only have the Rift Guardian as a loot pinata as opposed to say Resplendent Chests and Goblins (if you want to keep my original examples) as well as the RG in a deeper one.
Thinking about scaling, it would become pretty obvious pretty quickly how fast the bar is moving, to determine the depth of your rift. This would take away alot of the mystique my original idea is trying to create.
I want the game to have some unknown quantities about it, as much as they can say the maps are random blah blah.. we know they are not, they are tiles randomly arranged. This at least would give some sense of exploration to the game mode, at least in my opinion.
Agreed. I think spawning a 'shallow' rift, sure while it isn't as good as a deep one, works really well with a game like D3. Also, it takes like 10 minutes to do a set of bounties and get a rift key, so it's not like someone spent all night farming only to get a 3 level rift or something.
I agree the boss should only be on the last level, seems obvious. Why else would there by any more levels? IMO there should just be a reasonable monster kill requirement on each level before you can proceed to the next one.
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Just wanted to share what I think would make the new Rift system stay fresh for longer. Apologies if these ideas have been said before, I don't read this forum all the time.
Currently as has been pointed out, you have a random number of levels (upto 10). You have the same objective each run, kill X amount of mobs and then kill the Rift Guardian.
If, as others have pointed out, you have accomplished this by say the 3rd level out of 7.. where is the incentive to explore the rest of the rift? The efficiency mongers will abandon the rift and start a new one as soon as the boss dies and on the surface of it, you can't really blame them.
I think it would be better to rework the "Kill x to spawn boss" mechanic.
Keep the meter, filling it once will lock in the spawn of the Rift Guardian. But the Rift Guardian will only spawn on the bottom level of the rift. You want him? Go get him.
If you've filled the bar once have another bar start up. The point of filling it will spawn Resplendent Chests or Goblins or a rift cache that has a chance of Legendary items at the stairs to the next level. Fill that one?
Well you must have scored a rift that has a lot of levels, this doesn't happen all the time, you feel excited that you get so much bang for your buck out of 1 key... The bar is ready to be filled again this time with (insert awesome reward that I haven't thought out yet).
Point is... you can do the bare minimum, kill what is required and rush to the boss if you really want to.
But to give some sense of purpose to the deeper rifts I think the incentive has to be increased.. the carrot needs to be dangled infront of the player's nose. Otherwise people are just going to ruin this promising game mode with "GOGOGO EFFICIENCY" type behaviour.
Thoughts? Thoughts on rewards or other incentives if you like this idea or state why you don't
I'm sure you are aware of this - but they've (Blizz) have said that they are working on Rifts and are tuning their reward system. I'm hoping that effort might fall somewhere in the realm of what you are describing. Right now watching folks arbitrarily slay 50 mobs just to hunt the Rift boss is sorta lack luster at best.
Monkalicious: http://us.battle.net/d3/en/profile/OptimusPrime-12194/hero/79139477
Some quick ideas;
Rift variant 1. 'Normal' Rift. Kill X amount of monsters to spawn Rift boss.
Rift variant 2. 'Collapsing' Rift. Smaller number of levels (think 3-5 at most), large tile sets. You have 5 minutes to find the already spawned boss before the Rift collapses.
Rift variant 3. 'Speed' Rift. Unlimited levels, 5 minutes to haul ass. Each subsequent level grants a tiny-moderate boost to MF / GF / XP, but is blocked by a boss. Each boss gives less treasure than a regular Rift boss, but still good loot.
Rift variant 4. 'Tiki Torch' Rift. Spawns one giant, more open level. Find all 4 tiki torches, light them and fight your way to the special treasure chest that spawns. The cool thing about this level is you can either try to speed through it, or kill most of the baddies first. The baddies left over after you light all torches become empowered.
Rift Variant 5. 'Empowered' Rift. Random number of levels ( think around 5), the boss is spawned at the end of the last level. The more baddies you kill, the more MF / GF you achieve on the boss kill. Once you leave a level you're locked out of it.
Rift Variant 6. 'Luck' Rift. (now we're getting into more silly rifts, but still these might be fun haha). You're teleported into one big room with the Boss already spawned in the middle. He's trapped however, and clicking the enchanted orb will release him. Before you do that however, why not test your luck on the 50 + treasure chests circled around the room? Each one has a small chance at some loot or gold, a slightly bigger chance at some sweet DPS / XP / MF / GF buffs specific for killing the boss, a chance to buff or debuff the boss, and a chance to receive debuffs yourself. Out of the ~50, you can only open 10 before fighting him. Eh? Ehhhhhh? =D
So these were pretty quick (and sorry to hijack the thread OP, just got all excited) but I'd like to see if anyone can come up with anything else that would be fun =D To restate myself; I think Rifts are pretty awesome as is, but some spice couldn't hurt.
It's worth a try =P But that's just like us fans, we get something as game changing as everything in RoS and patch 2.0.1, and we still want moar!
Moving on..
Bleu42, It isn't so much about wanting more as it is wanting that new toy you open up on Christmas morning to have the batteries supplied with it lol no point having this awesome potential new mode with no substance.
Really hope we have been worrying for nothing and they are going to blow us all away!
And I agree with xxxrob, it's not that we're looking a gift horse in the mouth. It's more that we can see how much potential it has and we want it to reach its full potential.
I've watched ALOT of Streamers and when they do rifts it's almost universally the same thing Enter>kill mobs till boss spawns>Kill boss> Leave.
I don't think I've EVER seen a player get the the "final" floor of a rift... who cares if you have 10 levels to explore, if the monster density is so high that you can get enough kills to spawn the boss in the first 3?
I'd love to post this on the official forum lol but I can't get access to it at work.. which is evidently where i do most of my daydreaming
If someone wants to post this I'm more than happy for them to, at the end of the day it's OUR game
Just thinking about it, I reckon it would be fun if they would allow Followers to aid you in Rifts even on Multiplayer. They said themselves that the normal rules don't apply for Adventure mode, imagine a party of 4 players and 4 Enchantresses with those MAXIMUS demons fire chaining the sh*t out of everyone lol. Mayhem..
/end daydream
I copy/pasted your OP xxxrob, as well as the list I made quick, just to test the waters with the ever-so-nice Bnet croud lol
Your suggestions remind me of LDoNs in EQ. Definitely worthy of consideration.
tyvm
*Equips flame retardant gear
lol
Cool man, hopefully something good will come of it or a blue will clarify one way or the other.
(Pulling numbers here)
If you spawned a 10 level rift and you spawn the guardian on the 5th level, you now have to go 5 more levels (but you don't know that yet). Then the next time you spawn a guardian on the 5th level of a 5 level rift. So the same reward for a dungeon twice as big.
To counter, you might suggest scaling: deeper rift, longer to activate the guardian. Then you would need a scaling reward. If it's based on rift depth, maybe a deep rift is full of an easy combination, but a shorter rift rolls something really difficult. What if a player keep spawning short rifts for mediocre rewards? They may be discouraged and just never bother with them again.
Adding incentives for rifts (or others gimmicks) is a great idea, there are just many aspects in play here.The feature has a ton of room for expansion which makes it very exciting and gets the game mechanic brain juices flowing!
I like the idea that I won't know how deep the rift is when I step into it, obviously the deeper I have to go, the better I am going to be rewarded along the way. If I luck out and get a deep rift then good for me, if I get a shallow(?) one then I know I will still be rewarded but obviously not as much as if I'd spawned a 10 level one. I would only have the Rift Guardian as a loot pinata as opposed to say Resplendent Chests and Goblins (if you want to keep my original examples) as well as the RG in a deeper one.
Thinking about scaling, it would become pretty obvious pretty quickly how fast the bar is moving, to determine the depth of your rift. This would take away alot of the mystique my original idea is trying to create.
I want the game to have some unknown quantities about it, as much as they can say the maps are random blah blah.. we know they are not, they are tiles randomly arranged. This at least would give some sense of exploration to the game mode, at least in my opinion.
Agreed. I think spawning a 'shallow' rift, sure while it isn't as good as a deep one, works really well with a game like D3. Also, it takes like 10 minutes to do a set of bounties and get a rift key, so it's not like someone spent all night farming only to get a 3 level rift or something.