A simple game design idea to encourage clearing all areas, not just a few hotspots

Vantek

Diabloii.Net Member
A simple game design idea to encourage clearing all areas, not just a few hotspots

I've always felt it's kinda waste of the game to have only a select few areas be "the best" spots for xp or certain items. In my opinion, players should be encouraged to clear out a variety of areas, perhaps even all of them. As an illustration I'll just describe a simple idea how to achieve it.

The idea is to track how often a player has cleared every area, and give a bonus to areas he hasn't been to often, and give a penalty to areas he has been whoring.

One way to do it that I came up with, would be to, for every monster killed, tally the percentage of the area's monsters that this monster was (i.e if the area has 100 monsters, killing each monster would add 1 to the counter for this area, if the area has 5 monsters, killin each monster adds 20% to the counter, etc). You could have a separate counter for Super Uniques (and maybe Kurast chests? lol). Then, these counters could start to play in with bonuses and penalties for XP and item drops.

For an example, let's say there are 10 areas in the game. You fully clear areas 1...5 once each, and their counter goes to 100%. Then you clear area 6 ten times in a row, and it's counter goes to 1000%. Then you start clearing area 7 but you only manage to kill 5 monsters and then you have to leave, while the area has 50 monsters in total. The counter for area 7 goes to 5/50*100=10%. Next time you clear area 7 fully, and its counter now grows to 110%. Then you start to clear area 7 again, but only manage to whack 20 monsters before you have to go again, and its counter grows to 110%+(20/50*100%)=150%. Etc.

For a more specific way on how the bonuses and penalties would work, let's say perhaps:

-) If (the counter for the current area or super unique) is greater than (the (geometric?) mean counter for all the other areas or super uniques put together), meaning that you have cleared this area or killed this super unique more times than the average of all other areas and super uniques, you get a penalty dependent on that difference. Possibly, your XP and MF and other things for the area could be 100%/(100%+10^[(log of that difference in percentages) - 2]). What this would mean, if I didn't mess up, is that if you have cleared an area on average 1 more time than the mean of all other areas, you get a penalty of ~1%. If you have cleared an area on average 10 more times, you get a penalty of ~10%. If you have cleared an area on average 100 more times, you get a penalty of ~50%. If you have cleared an area on average 1000 more times, you get a penalty of ~90%.

+) If (the counter for the current area or super unique) is lower than (the (geometric?) mean counter for all the other areas or super uniques put together), meaning that you have cleared this area or killed this super unique fewer times than the average of all other areas and super uniques, you get a bonus dependent on that difference. Possibly, your XP and MF and other things for the area could be 100%+10^(log of that difference in percentages). What this would mean, is that if you have cleared all other areas on average 1 more time, you get a bonus of 100%. If 10 more times, a bonus of 1000%. Etc. This might seem a lot, but keep in mind that as you clear the area or kill the super unique, you are reducing the difference in the counter, and furthermore a geometric mean would protect from exploits as explained below.

I suggested geometric mean because it REALLY discounts extremely high values (arithmetic mean of 10000 and 1 is 5000,5, whereas geometric is... 100), meaning that it REALLY wouldn't pay off to clear one small dungeon a lot to get a better bonus (or lower penalty) for other areas. In general in order to get one area to be counted as cleared 10 fewer times than all other areas, you would have to clear pretty much all other areas about 10 times. I don't think that's ever worth it. In using geometric mean, the baseline for the counters would have to be greater than 0 though, or else all means would come out as zeros. Maybe a 100 then?

For comparability, perhaps the lowest counter you have should always be 100, and upon adding to this counter, instead of this counter growing in number, all others would be reduced, up to the point where this counter would stop being the lowest. For an example, let's say the lowest is Area A with 100% and the next lowest is Area B with 110%. Upon clearing Area A, all other counters would drop a proportional number, while Area A would remain 100%. After clearing 10% though, Area B would have dropped to 100%, and now Area A would start growing while all other areas stayed in place. For calculating means, counters could have weights depending on the size of the area (not so straightforward with geometric I guess, but possible).

Then there is the question of how to make it work in multiplayer and parties. The simple way would be to divide the gain to the counter equally between members of the party, and for means perhaps only take in account the highest counter in the party for every area. It's up to the players to not accept people who have whored the location. Geometric mean would make it less relevant wether the guy has whored a different location than the one currently being cleared. There could be a time decay to the counters. Let's say 100% a day for the highest counter. For an example Area A is highest with 2000%, Area B is second highest with 1450%. Every day, 100% is taken away from Area A. After 5 days, Area A will be 1500% and Area B will be 1450%. Now, after 1 more day, 50% of the 100% will be "spent" on getting Area A down to 1450% as well, and the remaining 50% will be split between the two, bringing both down to 1425%.

I feel there could be a further bonus for clearing an act and/or the whole game in one go, but that's not so relevant anymore. What I would like especially, would be if once in a while, the gains in one particular area were boosted. Let's say you are just playing, you go back to town, and some NPC will have the exclamation mark above his head. You go talk to him and he says: "This and this area is rumoured to have a lot of treasure!" Now when you go to that area, you gain a lot more XP and items than usually. A sort of mini-event, if you will. This could possibly be dependent on how many times you have cleared the entire game.

I've obviously just brought the first formulas and stuff that came to my mind to illustrate the underlying idea. I don't really care what exactly was in place as long as the result (encouraging clearing all areas not just the few hotspots) would be achieved.

What do you think?
 

Arkardo

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

I think this is pushing a bit too much, as this requires your character to be able to handle everything the game has to offer (i.e. only certain builds can make use of this).

A more simple approach would be to inform players that enter a game of the location of a rare item. For example, the game would tell you that there's a rare item in the Swampy Pit. So, you go there and keep killing the monsters. At some point, a monster drops a guaranteed unique, set or rune (say, Pul+), ignoring the drop restrictions (so, a TC87 item could drop in the Blood More, for example). The game then informs all players in the game, and the ones entering after that, that the item has been found. The game could then proceed to announce a new area.
 

Vantek

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

Ah, I forgot to add in a notice about the TC thing. It's been so long since I played this game that I've forgotten... Does the game still get progressively harder during Hell, or is the Act I of Hell roughly as difficult as Act V of Hell? If there isn't much difference, you could just make all Hell roughly as difficult, and bump the TC everywhere to worthwhile levels. If there is a difference though, it's not so straightforward. Still, basically, yeah, the TC thing should somehow be adjusted as well, so that all areas would be profitable.

I think this is pushing a bit too much, as this requires your character to be able to handle everything the game has to offer (i.e. only certain builds can make use of this).
Won't teamwork get around that? Let's say my char sucks at area A but breezes through area B, and your char sucks at area B but breezes through area A. We can just "trade" services.

You also still have a decent amount of wiggling room with the scheme I proposed, and you could increase it further. From what I put down, I think it actually does not matter much if you rarely go to a small number of areas where you suck. Doesn't that allow enough flexibility build-wise? Furthermore, if a few areas are particularly tough for your build, then when you finally have cleared the rest of the areas enough, they will have become so profitable, that due to the bonus it will still be worth it to clear them, and it will be particularly satisfying.

A more simple approach would be to inform players that enter a game of the location of a rare item. For example, the game would tell you that there's a rare item in the Swampy Pit. So, you go there and keep killing the monsters. At some point, a monster drops a guaranteed unique, set or rune (say, Pul+), ignoring the drop restrictions (so, a TC87 item could drop in the Blood More, for example). The game then informs all players in the game, and the ones entering after that, that the item has been found. The game could then proceed to announce a new area.
Yes, I would love that too and I mentioned it in my post as well. However, how would it be less strict on charachter builds? Because if this location is random, you still need to be able to "handle everything the game has to offer", no?

I would like to see BOTH something like the scheme I proposed, and then what you described. The latter would be not so frequent, but would have very good rewards.


 

redground

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

just cancel the area lvl thing. Then it will be no difference beteen WSK L3 or Blood More.
 

Vantek

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

But people would still farm bosses.
 

Arkardo

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

@Vantek: teamwork (REAL teamwork, not like how Baalruns are done, for example) is rare in Diablo, especially when it's about drops. But now that I think about it, this will basically ruin my idea; people will try to clear an area, while preventing others from getting the item. I don't think that'll be pretty.

@omg: Actually, I think that I once read that Fallen cannot drop uniques. Still, some easy kind of monster will be farmed.
 

Twoflower

Banned
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

No matter how you set it up, ther will always be somebody who calculates the most efficient way. The idea Vantek describes with buffs and debuffs for areas would lead to a most efficient rotation of areas that would eventualy be discovered, a guide would be written aboutit, then you would get 1000 threads about "which build is best for the new mf rotation" and then we are back in cookie cutter land.

There is always a mathematical optimum. Either you totaly hide it, or you will have people chasing after it. Specialy in a game like Diablo where hunteing drops and XP are everything.
 

omgwtfbbqpwned

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

@omg: Actually, I think that I once read that Fallen cannot drop uniques. Still, some easy kind of monster will be farmed.
They can. :p

If all areas were level 85, you'd just go after Fallen clusters... which get pretty big. :D



 

redground

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

Caveat: everyone would just farm Fallen.

Boring as hell.

I like to play in different areas like cristaline passage, ancients way, act3 forests ou act4. Too bad those places can't drop any item.


I get tired of running pits/chaos/wsk all the time.


 

droid

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

First off, wall of text and so I just skimmed through the idea....

Second off, without judging the idea on its game-balance and game-design merits, it sounds horribly difficult to actually code.

A simpler, more elegant solution may simply be to have the bonus you suggest (XP, MF, maybe a Mlvl bonus so that lower-level areas can be boosted to 85) be tied to how long the player has been in the game. There'd be a cap of course too, maybe after 1h or 30m.

Thats a much simpler metric to track, and it would have much the same effect: people would have a reason to stay in one game, clearing different areas, rather than making many multiple games clearing the same bosses ad nauseum.
 

TheWhiz

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

While I like your idea to try and eliminate one of the larger issues with D2, being the heavy boss farming, your idea doesn't come without flaws as you know.

One immediate problem I see with your idea is that it will discourage people from playing with each other. Hypothetical situation being you have 4 players in one game; great multiplayer fun. They might all want to play in different areas depending on previous areas they've cleared, or worse they just flat out refuse to level in some areas. They would no doubt leave because they've hit their cap and it isn't worthwhile for them to stay, because if D2's taught us anything, it's that players are very efficient with what they do. To me this immediately discourages people from leveling together which comes back to a core D2 issue and one which Blizzard is very outspoken about eliminating. And don't forget, this is especially problematic with individual loot. Now, if you say the game creator sets the 'stats' on the % cleared areas, then you'll have characters strictly for creating games for the optimum area(s).

A quick point on what you've said: to have an incentive to keep players playing in the same game is unhealthy for the gamer; as much as the hardcore fans/gamers may not like, Diablo 3 will be more geared towards the average joe. Encouraging or rewarding people play the entire game through is ridiculous and extreme. People can't dedicate that amount of time (and rightfully shouldn't be expected) to clear an entire game in one sitting.

There are a couple other points but I'd just be adding to your Berlin Wall which needed to be broken down for interest sake :thumbup:. Again like others who've posted, I skimmed your wall of text so you may have already covered my point.
 

SnickerSnack

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

What do you think?
I don't think it would be too hard to devise a system that achieves what you're describing, but the real bottleneck may be server load if every drop has to perform a weighted mean on a few dozen parameters......and record them. Hmmmm. The system you describe would not be a problem in that regard, but devising a more effective system might become a problem.

Additionally, one could devise a system which cannot be predicted, but then, again, you might run into server load problems.

You could offload computations to the client, but then you'll have people making hacks for it.

A simpler, more elegant solution may simply be to have the bonus you suggest (XP, MF, maybe a Mlvl bonus so that lower-level areas can be boosted to 85) be tied to how long the player has been in the game. There'd be a cap of course too, maybe after 1h or 30m.
It might be better to base it on number of kills, or a combination of kills/time. Maybe you could have a value that acts like mf (but for runes, maybe) that increases as your kills (or average kills per second) increases, up to some bound.


 

Vantek

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

SnickerSnack said:
I don't think it would be too hard to devise a system that achieves what you're describing, but the real bottleneck may be server load if every drop has to perform a weighted mean on a few dozen parameters......and record them. Hmmmm. The system you describe would not be a problem in that regard, but devising a more effective system might become a problem.
Damn, that's a good point. Is server load possibly also the reason why the drops are based on such a horribly convoluted system of TC-s? Does that somehow achieve simplification of calculations?

Twoflowers said:
No matter how you set it up, ther will always be somebody who calculates the most efficient way. The idea Vantek describes with buffs and debuffs for areas would lead to a most efficient rotation of areas that would eventualy be discovered, a guide would be written aboutit, then you would get 1000 threads about "which build is best for the new mf rotation" and then we are back in cookie cutter land.

There is always a mathematical optimum. Either you totaly hide it, or you will have people chasing after it. Specialy in a game like Diablo where hunteing drops and XP are everything.
I know that there is always a mathematical optimum. I have no problem that there is a mathematical optimum. I want there to be a mathematical optimum. I want to chase that mathematical optimum myself.

The question is, how complex and varied is the mathematical optimum. The problem is, that the current mathematical optimum consists of much less variety than what I believe could be easily (?) achieved. There is actually a decent amount of variety already, otherwise so many people would not play it. For a more extreme example, imagine if no monster ever dropped anything of value except Pindleskin (it already seems to be the case that Baal's minions outperform all other targets in terms of XP...). Why would it be so bad? Because the mathematical optimum would be inanely simple and repetitive. Despite this thread, I feel the current mathematical optimum is decently complicated and varied, otherwise I would not play this game. But the same way that the current situation is better than only Pindleskin dropping anything of value, I feel the proposed situation where you had to keep clearing different areas would be more varied and complicated than the current system.

What would be best, would be of course if simply monster stats were adjusted so that all the areas were equally profitable. But, that would require an enormous amount of constant design effort to achieve. My suggestion is a "quick and dirty" way to get roughly a similar result with comparatively extremely little effort.

If the mathematical optimum was "completely hidden" I don't think anyone would play this game. What would that situation be like? From the perspective of the player, it would be completely random chaos. Noone would want that except for a laugh. It's chasing the mathematical optimum that makes the game fun. The question is, how complex is that optimum and how many different options you have to achieve it.

redground said:
I like to play in different areas like cristaline passage, ancients way, act3 forests ou act4. Too bad those places can't drop any item.

I get tired of running pits/chaos/wsk all the time.
This. The game is filled with wonderfully designed locations. Why is it, that only so few of them reward the player?

You know actually I wouldn't even mind if farming certain areas remained clearly the best, as long as clearing most areas would not be completely useless. Just give me a quarter of the reward for clearing any area in the game as I get for farming hotspots. I would be content with even that. But as it is, I get virtually NO reward for most areas. All their artwork is wasted.

droid said:
A simpler, more elegant solution may simply be to have the bonus you suggest (XP, MF, maybe a Mlvl bonus so that lower-level areas can be boosted to 85) be tied to how long the player has been in the game. There'd be a cap of course too, maybe after 1h or 30m.
It would indeed be simpler and more elegant, but I think it would have a more limited effect. If the bonus/penalty was on the small side, it wouldn't change much. If it was so large that it would actually make a difference, IMHO it would run the danger of being emotionally frustrating. People would just feel like they are forced to "waste time" for the bonus, and then they would hit all the worthwhile targets in rapid succession, just like the old days. Every move you make in the game should be rewarded on it's own merit. "You need to wait this long to get maximum gains, but what you do in the meanwhile doesn't matter" feels frustrating. This would still stand if the bonus was dependent on kills or kills/hour as SnickerSnack suggested - people would kill tons of monsters in irrelevant areas just to get the bonus, then strike the valuable targets. A time bonus would also ruin it for people who want to play less than the cap at a time.

droid said:
Second off, without judging the idea on its game-balance and game-design merits, it sounds horribly difficult to actually code.
I was actually suggesting it with full confidence that it would be easy to code. I don't have programming experience though. Do you? Anyone else have an opinion on this? Someone with programming experience?

TheWhiz said:
One immediate problem I see with your idea is that it will discourage people from playing with each other. Hypothetical situation being you have 4 players in one game; great multiplayer fun. They might all want to play in different areas depending on previous areas they've cleared, or worse they just flat out refuse to level in some areas. They would no doubt leave because they've hit their cap and it isn't worthwhile for them to stay, because if D2's taught us anything, it's that players are very efficient with what they do. To me this immediately discourages people from leveling together which comes back to a core D2 issue and one which Blizzard is very outspoken about eliminating. And don't forget, this is especially problematic with individual loot. Now, if you say the game creator sets the 'stats' on the % cleared areas, then you'll have characters strictly for creating games for the optimum area(s).
I think I've got this one covered. The example formulas that I used for illustration would lead to a situation where you would have to keep clearing the same few areas tens of times more than everything else in order to have reason to start avoiding them. So it could not happen unless the player specifically farmed them. Furthermore, every person could only realistically have only a few areas that they would not want to visit, so any realistic party, unless they were really unlucky, would still have a lot of areas that all of them would want to clear, even if there were a lot of areas that all of them would not want to clear. People would already be discouraged from farming the same location too much (more than say 20-50 times). If they whored only a few locations, the counters for these locations could decay quickly enough that they would not be ostracised for long. Only if someone farmed MANY locations, yet not the entire game, could there be a problem. I think that is unlikely to happen, if someone farms many locations, then he might as well farm the entire game.

But this is good criticism of course. Some problems, wether this or something different, is bound to arise on first implementation, and testing is needed to get things right. But, the question is, do you think it is realistic to get such a system right with testing and necessary adjustments. I think the issue you brought up, even if it arised, could be solved with adjustments. What do you think?

TheWhiz said:
A quick point on what you've said: to have an incentive to keep players playing in the same game is unhealthy for the gamer; as much as the hardcore fans/gamers may not like, Diablo 3 will be more geared towards the average joe. Encouraging or rewarding people play the entire game through is ridiculous and extreme. People can't dedicate that amount of time (and rightfully shouldn't be expected) to clear an entire game in one sitting.
I think when I originally wrote it, I meant that the game would "understand" that you have cleared the entire game "in order", even if you have saved and exited a lot while doing it. Sorry, I wasn't being very clear. No way in hell would I want people to be pressured into keep playing for one long period of time. I don't think I've ever played the game for longer than three hours in a row, and usually it's been no more than an hour or so.

TheWhiz said:
There are a couple other points but I'd just be adding to your Berlin Wall which needed to be broken down for interest sake
The crux of my suggestion is contained within the first three paragraphs, really. The rest is just a detailed elaboration of it.

EDIT: Wow, I should really cut down on all these "quotation marks". No idea where they're coming from, I usually don't do this.
 

Vantek

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

After getting back to the game a bit and refreshing my memory of it, I think for something like this to work, a new difficulty ("Abyss"?) might still be needed, where the difficulty (and along with it of course profitability) of the first three Acts would be bumped up to equal that of the last two.
 

IntellectSucks

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

Why do people take issue with boss/lvl85 farming? I play through most every area, doing full clears a lot. If I play multiplayer, it slows down the people I'm playing with. Some like it, some don't, but I don't really care, because it's how I enjoy the game. If people enjoy boss farming then why not let them enjoy it?
 

Vantek

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

People don't farm bosses/lvl85 because it's the most enjoyable thing to do for them. They farm bosses/lvl85 because farming bosses/lvl85 is most profitable, and most profitable *BY FAR*. If doing full clears of a variety of areas was most profitable, then they would do that just as happily. And if doing full clears of a variety of areas was even barely close to the profitability of boss/lvl85 farming, already then A LOT more people would be doing it.

I don't take issue with the fact that people farm bosses/lvl85 under current game rules - I do it myself. I take issue with the current game rules which make boss/lvl85 farming the overwhelmingly optimal strategy. I take issue with it because I think with only minor adjustments the strategic optimum of the game could be A LOT more varied. Lovely graphics, music and atmosphere has already been created for a variey of areas. It would be a comparatively small amount of work to actually utilise them in the hunt for in-game riches.

I could limit myself to accept much weaker profitability and do full clears of variety of areas, but that would completely smash the illusion that doing something within the game is meaningful. "I could get that Shako from Meph much more easily, but I'm going to refrain from it because it's monotonous" would immediately be followed by "Wait a minute, why do I even want that Shako in the first place?" And the answer is, I don't, really. I just want to play the game, without being reminded that I'm only playing a game.

Or, well. I don't really play games these days. But speaking from the perspective if I did.
 
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FionordeQuester

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

Wait, in exactly what way is Diablo III going to be geared more towards the "average joe"?
 

bigtexasButters

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

I guess the real question is why they should implement increased variety. Diablo 2 is all about repetitiveness and if you are still playing this game regardless then you sure as **** won´t give a f if Diablo 3 is equally repetitive, no?
I think this falls more under the category "nice to have" as in the sense of it would be nice if the game makes the pc crap 100 CA$ Bills every 29 minutes.
 

Vantek

Diabloii.Net Member
Re: A simple game design idea to encourage clearing all areas, not just a few hotspot

I guess the real question is why they should implement increased variety. Diablo 2 is all about repetitiveness and if you are still playing this game regardless then you sure as **** won´t give a f if Diablo 3 is equally repetitive, no?
The point is sure as **** more people would play if it had more variety.

I think this falls more under the category "nice to have" as in the sense of it would be nice if the game makes the pc crap 100 CA$ Bills every 29 minutes.
The difference between the two is, it would be very difficult to make the PC crap 100 CA$ Bills every 29 minutes, while it would be pretty damn easy to add more variety to the game.

The artwork has already been created. The graphics, sound and atmosphere has already been created. Why then stop at the most easy part and let so much of already finished had work go waste? You need to do so little additional work to integrate all this graphics sound and atmosphere into treasure hunting.


 
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