The world of Sanctuary is about to get a whole lot bigger. . .
Introducing: Adventure Mode
In Diablo® III's upcoming expansion, Reaper of Souls™, players will have the opportunity to choose between two different modes whenever creating a new game: Campaign Mode and Adventure Mode.
Campaign Mode
In Campaign Mode, players reprise their pivotal roles as the heroes of Sanctuary. With a greater focus on story, all of the quests, cut-scenes, and in-game movies will remain available to you in this mode. Progression through the game's five thrilling Acts is intentionally linear. Campaign Mode is very similar to the current Diablo III experience.
Adventure Mode
In Adventure Mode, the majority of these story-driven elements have been removed and all waypoints have been unlocked, allowing players the freedom to explore and play the game however they like. The world itself is your battlefield. Go anywhere, slay anything!
These modes can be accessed at any time, and you're welcome to switch between them whenever you please. In addition, we've unlocked all difficulty levels, giving you even more control over your in-game experience. Don't want to play through the story four times on each of your characters? Done. Looking to farm in Adventure Mode at one difficulty, then switch over to Campaign Mode at a different difficulty? You've got it.
But that's just the tip of the iceberg. Adventure Mode also includes two brand new, incredibly entertaining gameplay features:Bounties and Nephalem Rifts.
Bounties:
Having the ability to go wherever you want whenever you want is certainly compelling. But, what if you're not in the mood to choose your own adventure and would instead prefer a little direction? Enter Bounties.
Bounties are optional, randomized objectives available only in Adventure Mode. In addition to providing players with a guided experience within a specific Act, Bounties are also intended to showcase all the different content Diablo III has to offer. Some example of Bounties you can pick up include slaying a unique monster (like Mira Eamon), killing a boss (like Queen Aranae), clearing a dungeon (like the Khazra Den), and completing an event (like Last Stand of the Ancients).
Each Act will have its own set of randomized Bounties for players to explore and conquer, and you'll receive new Bounties each time you start a new Adventure Mode game.
For completing a set of Bounties, players will receive gold and experience. We also want Bounties to provide access to powerful Legendary items unique to the system, but we're still experimenting with how that reward mechanic will work. Definitely stay tuned!
Bounty hunters are also rewarded with a new item, Rift Keystones. Rift Keystones grant access to another feature we're introducing in Adventure Mode: Nephalem Rifts.
Nephalem Rifts:
Nephalem Rifts (previously called "Loot Runs") are randomized dungeons that are designed to be completed within 10-15 minutes. The goal of Nephalem Rifts is to provide players with a rewarding, endlessly replayable experience, one that continually offers new and exciting moment-to-moment gameplay. . .as well as heaps of loot. They're also what senior level designer Jesse McCree likes to describe as an opportunity to "break all the rules."
So, what does this mean in terms of actual gameplay?
First off, it means that Nephalem Rifts are completely randomized—random interior and exterior tile sets, random layouts, random lighting and weather, random monsters, and (of course) a random boss encounter to cap it all off. Each Nephalem Rift dungeon can be up to 10 levels deep, but even that's random too!
Here's just a peek at some of the crazy combinations you can experience as a result of this design:
In the spirit of breaking all the rules, Nephalem Rifts also include new shrines that will provide players with some pretty insane temporary buffs when activated, things like invulnerability, massive movement speed boosts, and a lightning aura that will one-shot any enemies who get within range. While these shrines would be overpowered in the campaign, they fit well within the self-contained environment of Nephalem Rifts.
We've had fun experimenting with monster density as well, which means there's always a chance your Nephalem Rift (or even one of the levels within a specific Rift you've opened) might suddenly get a little. . .crowded. For example, what would happen if we paired Skeleton Summoners from Act I and Morlu Incinerators from Act IV? Well, it'd look a little something like this:
(Pretty cool, right?)
To access Nephalem Rifts, simply bring a Rift Keystone to any town hub and click on the nearest Nephalem Obelisk. Step through the portal and get ready to kill ALL the things. As noted above, Rift Keystones can be earned by completing Bounties; however, they can also drop randomly anywhere in the world while in Adventure Mode.
Happy hunting!
BlizzCon 2013 Sneak Peek:
As a special treat, we've put together a short video featuring Nephalem Rifts in all their random, chaotic glory. Please enjoy this first look at Diablo III: Reaper of Souls!
If you're at BlizzCon® this weekend, you can try out Adventure Mode first-hand at the Diablo III: Reaper of Souls PC demo area in Hall A of the Anaheim Convention Center. Just queue for the "Adventure Mode" line and get ready to explore!
For those of you at home or tuning in with a Virtual Ticket, be sure to stay tuned to diablo3.com for all the latest new and updates, including panel recaps, interviews, photos and links to coverage from media and fan sites in attendance.
And yet it's still the generic "hard" "expert" and "master" when we've already got a perfectly good "nightmare" "hell" "inferno" setup that fits the Diablo theme. Why do they feel the need to change that?!
And yet it's still the generic "hard" "expert" and "master" when we've already got a perfectly good "nightmare" "hell" "inferno" setup that fits the Diablo theme. Why do they feel the need to change that?!
/nerdrage
Note that its not the same setup as now. You dont need to beat 1 difficulty to go to the next. Appearantly you can play any difficulty whenever you want, and change whenever you want, just like TL2 did. Seems like a good idea to me
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I can see what you see not. Vision milky, then eyes rot.
When you turn, they will be gone. Whispering their hidden song.
Then you see what cannot be. Shadows move where light should be.
Out of darkness, out of mind. Cast down into the Halls of the Blind
Note that its not the same setup as now. You dont need to beat 1 difficulty to go to the next. Appearantly you can play any difficulty whenever you want, and change whenever you want, just like TL2 did. Seems like a good idea to me
I'm not complaining about the format. (Well, not at the moment, that's a whole other discussion). I'm complaining about the NAMES. Call me petty, but Norm>NM>Hell is just a Diablo tradition. It would be one thing if they decided from the beginning of D3 not to do it that way, but what's the point of changing it when it's already in the game?
But as for the actual purpose of the thread, Adventure mode looks like pretty much exactly what we wanted in terms of a progression-less exploration mode. Even without bounties and rifts it would be a welcome addition. I know a lot of us knew this stuff was coming, but it's wonderful to see it in screenshots and a proper UI. Kudos to the developers, this is a truly great change.
Currently if you play the game "normally" you're around lvl 30 when you finish act 4 right? Let's just for the sake of it say you'll be lvl 40 when you finish act 5, what will you do then? Just crank up the difficulty and go back and grind previous acts, which would be no different from what's currently in the game? Do you need to play through the campaign once to "unlock" adventure mode or can you jump into it at lvl 1 if you wish?
Or will RoS simply just balance the exp so that if you play the game on normal from lvl 1, you will be close to 70 at the end of act 5?
According to the post, adventure mode and story mode are interchangeable. You can switch between them at any time, regardless of level, and you aren't required to do anything in one to unlock stuff in the other.
As for how this will affect the leveling curve, monster levels, and other concerns, that has yet to be revealed. Hopefully tomorrow.
RoS is looking good, 1 more day of Blizzcon, JM was hush hush about the question regarding ladder at the RoS overview, most likely some more news, or possibly official confirmation of ladder (seasons) during tomorrow's game system panel.
Note that its not the same setup as now. You dont need to beat 1 difficulty to go to the next. Appearantly you can play any difficulty whenever you want, and change whenever you want, just like TL2 did. Seems like a good idea to me
I'm not complaining about the format. (Well, not at the moment, that's a whole other discussion). I'm complaining about the NAMES. Call me petty, but Norm>NM>Hell is just a Diablo tradition. It would be one thing if they decided from the beginning of D3 not to do it that way, but what's the point of changing it when it's already in the game?
yeah you're petty. MedianXL had Hatred/Terror/Destruction. so what?
get over it, there are more important things to fret about.
"First off, it means that Nephalem Rifts are completely randomized—random interior and exterior tile sets, random layouts, random lighting and weather, random monsters, and (of course) a random boss encounter to cap it all off. Each Nephalem Rift dungeon can be up to 10 levels deep, but even that's random too!"
kind of sounds alot like my idea #2 from way back when, even though this is not for PvP and Im sure others have said the same thing
This is a very welcome addition to Diablo 3's gameplay and will definitely get me playing again. The chaos it's going to create in dungeons is just too much to resist.
Anyway, as for the difficulty levels, I think it works like so...
The Normal, Expert Master, etc will replace the monster power system.
Normal, Nightmare, Hell, Inferno stay in campaign mode. If you are in adventure mode, the monsters are just scaled to your level and you can play wherever you want to in the game without the need for story progression, which sounds pretty awesome to me.
wait I'm totally confused now. I thought that Normal/Nightmare/Hell/Inferno were gone, replaced by the new 5 ones. and you would no longer need to complete one difficulty to unlock the next (forcing you to play the entire game 3 times just to get to Inferno).
wait I'm totally confused now. I thought that Normal/Nightmare/Hell/Inferno were gone, replaced by the new 5 ones. and you would no longer need to complete one difficulty to unlock the next (forcing you to play the entire game 3 times just to get to Inferno).
There seems to be a lot of disagreement both between the people here and between what Blizzard is saying. Hopefully this will cleared up at the panel today.
Look, if you think I'm being an asshat about the names, that's fine, I've already admitted it's a minor issue. The things that seem like small, obvious changes that get mishandled get under my skin a lot worse than stuff like economy and class balance. It's just a personality quirk of mine, not just in video games.
Personally I don't understand why they changed the MP format. I though it was just right to this 5 difficulty think seems to be a step down.
The adventure mode sounds interesting probably the most interesting thing about the expansion so far yet I still think the expansion on the whole is underwhelming.
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Reaper of Souls First Look: Adventure Mode
The Adventure Mode blog is here! Information galore!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Introducing: Adventure Mode
In Diablo® III's upcoming expansion, Reaper of Souls™, players will have the opportunity to choose between two different modes whenever creating a new game: Campaign Mode and Adventure Mode.
Campaign Mode
In Campaign Mode, players reprise their pivotal roles as the heroes of Sanctuary. With a greater focus on story, all of the quests, cut-scenes, and in-game movies will remain available to you in this mode. Progression through the game's five thrilling Acts is intentionally linear. Campaign Mode is very similar to the current Diablo III experience.
Adventure Mode
In Adventure Mode, the majority of these story-driven elements have been removed and all waypoints have been unlocked, allowing players the freedom to explore and play the game however they like. The world itself is your battlefield. Go anywhere, slay anything!
These modes can be accessed at any time, and you're welcome to switch between them whenever you please. In addition, we've unlocked all difficulty levels, giving you even more control over your in-game experience. Don't want to play through the story four times on each of your characters? Done. Looking to farm in Adventure Mode at one difficulty, then switch over to Campaign Mode at a different difficulty? You've got it.
But that's just the tip of the iceberg. Adventure Mode also includes two brand new, incredibly entertaining gameplay features:Bounties and Nephalem Rifts.
Bounties:
Having the ability to go wherever you want whenever you want is certainly compelling. But, what if you're not in the mood to choose your own adventure and would instead prefer a little direction? Enter Bounties.
Bounties are optional, randomized objectives available only in Adventure Mode. In addition to providing players with a guided experience within a specific Act, Bounties are also intended to showcase all the different content Diablo III has to offer. Some example of Bounties you can pick up include slaying a unique monster (like Mira Eamon), killing a boss (like Queen Aranae), clearing a dungeon (like the Khazra Den), and completing an event (like Last Stand of the Ancients).
Each Act will have its own set of randomized Bounties for players to explore and conquer, and you'll receive new Bounties each time you start a new Adventure Mode game.
For completing a set of Bounties, players will receive gold and experience. We also want Bounties to provide access to powerful Legendary items unique to the system, but we're still experimenting with how that reward mechanic will work. Definitely stay tuned!
Bounty hunters are also rewarded with a new item, Rift Keystones. Rift Keystones grant access to another feature we're introducing in Adventure Mode: Nephalem Rifts.
Nephalem Rifts:
Nephalem Rifts (previously called "Loot Runs") are randomized dungeons that are designed to be completed within 10-15 minutes. The goal of Nephalem Rifts is to provide players with a rewarding, endlessly replayable experience, one that continually offers new and exciting moment-to-moment gameplay. . .as well as heaps of loot. They're also what senior level designer Jesse McCree likes to describe as an opportunity to "break all the rules."
So, what does this mean in terms of actual gameplay?
First off, it means that Nephalem Rifts are completely randomized—random interior and exterior tile sets, random layouts, random lighting and weather, random monsters, and (of course) a random boss encounter to cap it all off. Each Nephalem Rift dungeon can be up to 10 levels deep, but even that's random too!
Here's just a peek at some of the crazy combinations you can experience as a result of this design:
In the spirit of breaking all the rules, Nephalem Rifts also include new shrines that will provide players with some pretty insane temporary buffs when activated, things like invulnerability, massive movement speed boosts, and a lightning aura that will one-shot any enemies who get within range. While these shrines would be overpowered in the campaign, they fit well within the self-contained environment of Nephalem Rifts.
We've had fun experimenting with monster density as well, which means there's always a chance your Nephalem Rift (or even one of the levels within a specific Rift you've opened) might suddenly get a little. . .crowded. For example, what would happen if we paired Skeleton Summoners from Act I and Morlu Incinerators from Act IV? Well, it'd look a little something like this:
(Pretty cool, right?)
To access Nephalem Rifts, simply bring a Rift Keystone to any town hub and click on the nearest Nephalem Obelisk. Step through the portal and get ready to kill ALL the things. As noted above, Rift Keystones can be earned by completing Bounties; however, they can also drop randomly anywhere in the world while in Adventure Mode.
Happy hunting!
BlizzCon 2013 Sneak Peek:
As a special treat, we've put together a short video featuring Nephalem Rifts in all their random, chaotic glory. Please enjoy this first look at Diablo III: Reaper of Souls!
If you're at BlizzCon® this weekend, you can try out Adventure Mode first-hand at the Diablo III: Reaper of Souls PC demo area in Hall A of the Anaheim Convention Center. Just queue for the "Adventure Mode" line and get ready to explore!
For those of you at home or tuning in with a Virtual Ticket, be sure to stay tuned to diablo3.com for all the latest new and updates, including panel recaps, interviews, photos and links to coverage from media and fan sites in attendance.
Ha. Bagstone.
5 difficulties, no Easy mode.
So...what's the deal here?
And yet it's still the generic "hard" "expert" and "master" when we've already got a perfectly good "nightmare" "hell" "inferno" setup that fits the Diablo theme. Why do they feel the need to change that?!
/nerdrage
Note that its not the same setup as now. You dont need to beat 1 difficulty to go to the next. Appearantly you can play any difficulty whenever you want, and change whenever you want, just like TL2 did. Seems like a good idea to me
I'm not complaining about the format. (Well, not at the moment, that's a whole other discussion). I'm complaining about the NAMES. Call me petty, but Norm>NM>Hell is just a Diablo tradition. It would be one thing if they decided from the beginning of D3 not to do it that way, but what's the point of changing it when it's already in the game?
According to the post, adventure mode and story mode are interchangeable. You can switch between them at any time, regardless of level, and you aren't required to do anything in one to unlock stuff in the other.
As for how this will affect the leveling curve, monster levels, and other concerns, that has yet to be revealed. Hopefully tomorrow.
Difficulty: Normal, Hard, Expert, Master & Torment.
Difficulty: Easy, Normal, Hard, Torment, Demonic & Apocalypse.
Both are explicitly quoted as "difficulties"... wtf! O.o
yeah you're petty. MedianXL had Hatred/Terror/Destruction. so what?
get over it, there are more important things to fret about.
"First off, it means that Nephalem Rifts are completely randomized—random interior and exterior tile sets, random layouts, random lighting and weather, random monsters, and (of course) a random boss encounter to cap it all off. Each Nephalem Rift dungeon can be up to 10 levels deep, but even that's random too!"
kind of sounds alot like my idea #2 from way back when, even though this is not for PvP and Im sure others have said the same thing
http://www.diablofans.com/topic/98869-suggestion-pvp-ideas-yet-again/page__p__1194856#entry1194856
You'll have to live with your mistake forever.
Ha. Bagstone.
Anyway, as for the difficulty levels, I think it works like so...
The Normal, Expert Master, etc will replace the monster power system.
Normal, Nightmare, Hell, Inferno stay in campaign mode. If you are in adventure mode, the monsters are just scaled to your level and you can play wherever you want to in the game without the need for story progression, which sounds pretty awesome to me.
They specified several times that in Adventure mode you can go to any waypoint in any act.
There seems to be a lot of disagreement both between the people here and between what Blizzard is saying. Hopefully this will cleared up at the panel today.
Look, if you think I'm being an asshat about the names, that's fine, I've already admitted it's a minor issue. The things that seem like small, obvious changes that get mishandled get under my skin a lot worse than stuff like economy and class balance. It's just a personality quirk of mine, not just in video games.
The adventure mode sounds interesting probably the most interesting thing about the expansion so far yet I still think the expansion on the whole is underwhelming.