Knight_Wolf
Diabloii.Net Member
Exploration ... the new experiance
Probably fans of Baal runs won't like most of the suggestions here, so if you are one and want to bring in Baal runs into the discussion i suggest you go here http://diablo.incgamers.com/forums/showthread.php?t=727187&page=9
This topic will be mostly for those who love to see Diablo 3 catering for explorers and rewarding adventuring around the world of Diablo 3 rather than spamming certain areas.
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First .. it is a fact D2 Dev team never cared about making exploring in D2 rewarding or interesting .. that's why people in D2 end game ended up either quitting or doing the infamous Baal runs endlessly (along side other famous runs) ... basically the game degenerated ... the design encouraged grinding since there was nothing else to be done around the world of Diablo once you explored it few times .. ans that was the biggest disappointment to any one who liked adventuring and exploration ... the question is .. how to avoid that in D3 and is it even possible without making D3 an MMO ... yes it .. let's see how.
Like JonoLith once said
Exploration ... the new experience in D3 .. how to make Dynamic events in a static world:
1-Random Adventures
(Blizz already promised to take optional quests to a whole new level in D3, with quests/events being drawn from a large pool of quests/events that spawns them randomly outdoors or indoors it is a clear move to encourage players to explore the world of D3 and is indeed a very good idea)
Possible types of Adventures and their variations
Cursed items are items that mess up the player character in various ways (makes stats fluctuate randomly / Drains HP from player unless he kills monsters / Switches Skills around / Reduces Base HP and MP/ Slightly Slow Player / ... etc etc) ... all cursed weapon prevent use of Town Portals and are can only be removed from the player's inventory by the quest giver, usually turning into useful and good copies of their previously cursed incarnations and given to the player as a reward .. so the better the item the bigger the curse you will have to deal with first.
2-Random majestic treasure boxes
(Blizz already hinted at the possibility of rare treasure boxes spawning randomly around the game, it is a good idea to encourage exploration and searching, specially when you know that out of those rare treasure boxes one or two will be majestic treasure boxes with nice loot)
3-Random Spawn portals/gates
(They were already in D2, but were never used effectively and never spawned dangerous monsters, if spawning portals and gates were scattered randomly around the world or even pop up during random times near the player it will take the feeling of fighting hell minions to a whole new level .. fit with the lore that Sanctuary is no longer hidden from hell and will be all around impressive since they will heighten the feeling of danger and hopelessness .. specially if they spawn dangerous and numerous monsters before being destroyed by the player)
4-Balanced Drop rates
(If Baal had lower rates while other bosses or even hi level monsters in hell and nightmare had better drop rates we wouldn't have had the problem of Baal runs ... not to mention that static drop tables are very bad for the end game .. if an item should be rare it should be made vague to encourage exploration not tied to a specific boss with a ridiculous astronomical drop rate ... anyone should be able to get it from anywhere just with differernt chance of getting it from different monsters -good chance from bosses and low from normal monsters- still it doesn't mean that bosses won't be more prone to dropping hi quality items .. just more random non specific hi quality items .. and no quivers XD)
5-Elaborate Main Quests with various set pieces and good rewards
(Looking back at D2 we can see many of the quests were pretty simple and straightforward .. most of them are better suited as being side quests not main quests ... in D3 however thing seem to going in the right direction ... main quests need to be long, epic and multilayered .. the Leoric quest in Blizzcon demo - if i remember correctly - required the player to search dungeon floors for Leoric's chamber key and crown .. then head to his room to open it (quests of this quality we only faced at ACT2,3 in D2 and only once or twice) ... if all quests in D3 are this interesting then hopefully things will change every time we reattempt them .. specially if they reward good EXP and loot)
6-Random unique mobs and mini-bosses
(They could come in two varieties, static ones who spawn in dungeons once a new game is generated .. usually related to guarding majestic treasure boxes or linked to optional quests ... others could be dynamic mini-bosses that roam around certain areas in the open world ... once you go to the nearest town in an area with a dynamic mini-boss the towns folk will ask for your help .. you need to search for the boss, intercept it and kill it .. towns folk could refuse to sell you items until you get rid of it ... since it cuts the trade routes or something like that)
7-Random Dungeon Challenge
(25% of the random dungeons generated in a new game will have the Dungeon challenge tag ... a dungeon with this tag will activate an optional quest once a player enters it .. a mysterious voice will speak to the player telling him that if he completes a certain goal he/she will be rewarded generously .... the challenges are usually time limited but not all are ... and failing them simply denies the player the reward there is no penalty of any sort ... and they can't be restarted)
Some Dungeon challenge types
8-Crafting notes/Recipes
(just the notion that you had to experiment endlessly in D2 in order to find combination or had to fire up your browser and open a web site with the recipes detracted greatly from the experience ... funny thing is D2 already planned recipes to be in-game items .. good idea .. but was never implemented ... maybe that's why it felt awkward .. but in D3 it could be made valuable again ... Crafting blueprints or notes could be an in-game item you need to collect and give to blacksmiths in order to craft certain items -no there are no rare ingredients collection or anything, that's the blacksmith job- so that you can't craft the best items even if there were tons of internet sites with crafting guides .. you need to adventure to earn the notes and craft the best items) .. for more about crafting see my topic here http://diablo.incgamers.com/forums/showthread.php?t=727334
9-Encyclopedia/Bestiary and Achievements
(Many modern RPGs has bestiaries if not full encyclopedias encompassing the game world built within the game to increase and deepen the feeling of immersion and depth .... some are simple and some are complex with detailed info, tons of text, 3D showcase models .. etc etc ... D3 could use a detailed an integrated lore encyclopaedia specially for new comers who don't know much about the world .. those who want to can spend from minutes to hours reading through the lore and info on Diablo world, events and creatures .. but first they have to unlock the entries for each one .. some by collecting them off fallen monsters .. some by killing a certain monster a number of times or killing a certain boss .. or upon completing certain quests or entering certain places ... not only that .. but the bestiary section cloud have useful info about monsters and such .. and the more you kill a monster type the more info becomes available about it .. and so on)
10-Rewarding Long term team play
(If a group of friends make a team and schedule long sessions of exploration and adventuring there should be great benefits from it .. up to this point there is the fact that they get perosnal drops .. so the total summation of their items gain is 4 times more than usual ... and also there is the Combo Kill system the gives Bonus EXP ... it will work even better if the Combo can be kept by anyone in the party .. not each player having a combo meter of his/her own .. so as long as the Party is on a killing streak they all gain extra EXP ... same with a single healing globe healing the whole party)
-----------------------------------------------------------
All these things if implemented tweaked and balanced will make playing D3 a whole different experience .. and encourage people to replay the game many times and actually never get enough of it since every time the combination of many random elements will make it a new, fresh, and rewarding experience each and every time.
Ideas and thoughts ... why do you like Exploration, and how do you want to see it in D3 !!?
Probably fans of Baal runs won't like most of the suggestions here, so if you are one and want to bring in Baal runs into the discussion i suggest you go here http://diablo.incgamers.com/forums/showthread.php?t=727187&page=9
This topic will be mostly for those who love to see Diablo 3 catering for explorers and rewarding adventuring around the world of Diablo 3 rather than spamming certain areas.
----------------------------------------------------
First .. it is a fact D2 Dev team never cared about making exploring in D2 rewarding or interesting .. that's why people in D2 end game ended up either quitting or doing the infamous Baal runs endlessly (along side other famous runs) ... basically the game degenerated ... the design encouraged grinding since there was nothing else to be done around the world of Diablo once you explored it few times .. ans that was the biggest disappointment to any one who liked adventuring and exploration ... the question is .. how to avoid that in D3 and is it even possible without making D3 an MMO ... yes it .. let's see how.
Like JonoLith once said
If the game becomes so worthless after few playthroughs .. why bother making it .. there is no point to that .. unless it is made worth playing over and over.JonoLith said:Essentially, if players simply want to rush to the very last boss to farm him, then why even bother making the game leading up to it? Why not just create a single room with that boss in it for players to farm all day?
Exploration ... the new experience in D3 .. how to make Dynamic events in a static world:
1-Random Adventures
(Blizz already promised to take optional quests to a whole new level in D3, with quests/events being drawn from a large pool of quests/events that spawns them randomly outdoors or indoors it is a clear move to encourage players to explore the world of D3 and is indeed a very good idea)
Possible types of Adventures and their variations
- Escort (Non-combatant NPC/Combatant NPC/Both/Caravan)
- Search and Fetch (Singe Items/Specified location/non-specified location/Multiple Items/Cursed Items)
- Kill or Destroy (Mini-boss/Object/Number of Monsters)
- Protect (A place or an object/A group of people)
- A combination of two or more of the above in one random adventure with a coherent theme.
Cursed items are items that mess up the player character in various ways (makes stats fluctuate randomly / Drains HP from player unless he kills monsters / Switches Skills around / Reduces Base HP and MP/ Slightly Slow Player / ... etc etc) ... all cursed weapon prevent use of Town Portals and are can only be removed from the player's inventory by the quest giver, usually turning into useful and good copies of their previously cursed incarnations and given to the player as a reward .. so the better the item the bigger the curse you will have to deal with first.
2-Random majestic treasure boxes
(Blizz already hinted at the possibility of rare treasure boxes spawning randomly around the game, it is a good idea to encourage exploration and searching, specially when you know that out of those rare treasure boxes one or two will be majestic treasure boxes with nice loot)
3-Random Spawn portals/gates
(They were already in D2, but were never used effectively and never spawned dangerous monsters, if spawning portals and gates were scattered randomly around the world or even pop up during random times near the player it will take the feeling of fighting hell minions to a whole new level .. fit with the lore that Sanctuary is no longer hidden from hell and will be all around impressive since they will heighten the feeling of danger and hopelessness .. specially if they spawn dangerous and numerous monsters before being destroyed by the player)
4-Balanced Drop rates
(If Baal had lower rates while other bosses or even hi level monsters in hell and nightmare had better drop rates we wouldn't have had the problem of Baal runs ... not to mention that static drop tables are very bad for the end game .. if an item should be rare it should be made vague to encourage exploration not tied to a specific boss with a ridiculous astronomical drop rate ... anyone should be able to get it from anywhere just with differernt chance of getting it from different monsters -good chance from bosses and low from normal monsters- still it doesn't mean that bosses won't be more prone to dropping hi quality items .. just more random non specific hi quality items .. and no quivers XD)
5-Elaborate Main Quests with various set pieces and good rewards
(Looking back at D2 we can see many of the quests were pretty simple and straightforward .. most of them are better suited as being side quests not main quests ... in D3 however thing seem to going in the right direction ... main quests need to be long, epic and multilayered .. the Leoric quest in Blizzcon demo - if i remember correctly - required the player to search dungeon floors for Leoric's chamber key and crown .. then head to his room to open it (quests of this quality we only faced at ACT2,3 in D2 and only once or twice) ... if all quests in D3 are this interesting then hopefully things will change every time we reattempt them .. specially if they reward good EXP and loot)
6-Random unique mobs and mini-bosses
(They could come in two varieties, static ones who spawn in dungeons once a new game is generated .. usually related to guarding majestic treasure boxes or linked to optional quests ... others could be dynamic mini-bosses that roam around certain areas in the open world ... once you go to the nearest town in an area with a dynamic mini-boss the towns folk will ask for your help .. you need to search for the boss, intercept it and kill it .. towns folk could refuse to sell you items until you get rid of it ... since it cuts the trade routes or something like that)
7-Random Dungeon Challenge
(25% of the random dungeons generated in a new game will have the Dungeon challenge tag ... a dungeon with this tag will activate an optional quest once a player enters it .. a mysterious voice will speak to the player telling him that if he completes a certain goal he/she will be rewarded generously .... the challenges are usually time limited but not all are ... and failing them simply denies the player the reward there is no penalty of any sort ... and they can't be restarted)
Some Dungeon challenge types
- Kill (X) monsters in (X) time
- Kill (X) of monster type (X) only
- Destroy mini-boss (X) at the bottom of the dungeon in (X) time
- Rescue (X) number of lost soldiers in (X) time
8-Crafting notes/Recipes
(just the notion that you had to experiment endlessly in D2 in order to find combination or had to fire up your browser and open a web site with the recipes detracted greatly from the experience ... funny thing is D2 already planned recipes to be in-game items .. good idea .. but was never implemented ... maybe that's why it felt awkward .. but in D3 it could be made valuable again ... Crafting blueprints or notes could be an in-game item you need to collect and give to blacksmiths in order to craft certain items -no there are no rare ingredients collection or anything, that's the blacksmith job- so that you can't craft the best items even if there were tons of internet sites with crafting guides .. you need to adventure to earn the notes and craft the best items) .. for more about crafting see my topic here http://diablo.incgamers.com/forums/showthread.php?t=727334
9-Encyclopedia/Bestiary and Achievements
(Many modern RPGs has bestiaries if not full encyclopedias encompassing the game world built within the game to increase and deepen the feeling of immersion and depth .... some are simple and some are complex with detailed info, tons of text, 3D showcase models .. etc etc ... D3 could use a detailed an integrated lore encyclopaedia specially for new comers who don't know much about the world .. those who want to can spend from minutes to hours reading through the lore and info on Diablo world, events and creatures .. but first they have to unlock the entries for each one .. some by collecting them off fallen monsters .. some by killing a certain monster a number of times or killing a certain boss .. or upon completing certain quests or entering certain places ... not only that .. but the bestiary section cloud have useful info about monsters and such .. and the more you kill a monster type the more info becomes available about it .. and so on)
10-Rewarding Long term team play
(If a group of friends make a team and schedule long sessions of exploration and adventuring there should be great benefits from it .. up to this point there is the fact that they get perosnal drops .. so the total summation of their items gain is 4 times more than usual ... and also there is the Combo Kill system the gives Bonus EXP ... it will work even better if the Combo can be kept by anyone in the party .. not each player having a combo meter of his/her own .. so as long as the Party is on a killing streak they all gain extra EXP ... same with a single healing globe healing the whole party)
-----------------------------------------------------------
All these things if implemented tweaked and balanced will make playing D3 a whole different experience .. and encourage people to replay the game many times and actually never get enough of it since every time the combination of many random elements will make it a new, fresh, and rewarding experience each and every time.
Ideas and thoughts ... why do you like Exploration, and how do you want to see it in D3 !!?
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