No Baal Runs!!!

Krugar

Banned
Re: No Baal Runs!!!

Yes, it's pretty much impossible. And it really doesn't have to do with technology. I think your desire for a system more rewarding of exploration is clouding you folks vision.

I'll try and explain...

You will immediately notice that there are several quests around town, for simplicities sake, let's say that there are 3 in this town. (There should be others in other towns, as well as in the game world.) These quests will be drawn from a pool of thousands of available quests, meaning that the quest that you receive will most likely be different then the one you just played, and the combination of quests you get will most certainly be different then any other combination you've gotten previously.
You just don't wave a developer's magic wand and "Pop! You get a thousand quests". In order for anything remotely like this to be enjoyable the level of randomness would have to be much reduced. The more randomness, the more every quest will look alike. You trade scripted quests with an involving storyline for quests built from cookie-cutter scripts capable of altering a set amount of details. Before you know it, after a few months playing everyone will be complaining that all quests look the same. You achieved some kind of "diversity" in which everything stays pretty much the same, much like every area in D2 looks pretty much the same no matter how many times you roll the map and the different monsters that spawn in it.

But to reduce the randomness comes at an heavy price. On the developer side, they will have to create those thousands of quests. On the user side this will mean an increase in system resources. At the very least HD space.

So, after already encountering unexpected mobs/events/bosses/chests along the way, the player comes onto his destination, for sake of ease let's just say it is a cave entrance. The last time he was here this cave entrance was where "Jim the Magician" lived. However, in this game world it is housing "Harmony and Melody the Musical Demons!" When you go into the cave, it will be a completely different instance, that has been randomly generated. (So even if you were doing the "Jim the Magician" quest again, the dungeon would still be wildly different then the first time you were through.)
A simple concept that crashes against an immense problem. Who will be writing these quests? Because if the "Jim the Magician" quests means you will have to walk down the dungeon to kill Jim the Magician and the "Harmony and Melody the Musical Demons!" means you will have to walk down the dungeon to kill Harmony and Melody, then you provided nothing in terms of diversity. Just killing the same boss/unique monsters at the end of the dungeon. Pretty much like what you did in D2.

Might as well spare everyone the increase in system resources and the failed attempt at diversity. Jim and the brother demons may look nice first times you play. "Wow! This is randomized too!". But after just a few weeks, you will start to realize all other random quests look pretty much the same. "Lame! All this randomness and everything ends up being just the same".

Even throwing in a few different quest purposes, you will always be limited by the fact no one is interested in scripting thousands of different quests. They would script maybe 10 or so, and feed them through a random number generator.

Being the purpose exploration, it would be much simpler, to the point, and easier on system resources and development time, to introduce the concept of non plot related paper chase quests.

Certain areas in the game are not plot-centric. They can (and probably should) be entirely skipped by players until they finished level. These areas are huge multilayered dungeons introducing such new concepts as shifting mazes (on game restart) or timed mazes, for instance. In order for the player to reach the final lair, the player will have to perform several tasks at certain key points that allow him to advance further. Things like getting a horn from Diablo, finding a hydra rune on monster drops, etc etc.
 

Knight_Wolf

Diabloii.Net Member
Re: No Baal Runs!!!

I don't like some of the suggestions in the thread. I don't want forced teamwork. I enjoy 1 man army. If I wanted teamwork and 30 people needed to kill a boss, I would play wow. I hate teams, I'm a loner. :)

Nobody here explicitly suggested "Forced" team work .. most of the suggestions aim at making team work more fun or more rewaridng .. but not forced.

Note that the D3 dev team are making D3 with a clear goal they declared many times ...... the game will be made to be more enjoyable as a team, but there is no forcing at all for single players to team up with others to play the game ... they are just making team play more appealing than D2.


Krugar said:
You just don't wave a developer's magic wand and "Pop! You get a thousand quests".
That i think was jsut an exaggeration to get the idea through ... but let's just move to the next part and i'll explain why it is possible that there will be many quests.


Krugar said:
In order for anything remotely like this to be enjoyable the level of randomness would have to be much reduced. The more randomness, the more every quest will look alike.
While JonoLith was talking about main quests i think his description fits perfectly with the "Random Adventures" quests D3 are planning, let me explain.

Many games succeeded at making side quests diverse and enjoyable (any optional quests that you can finish the game without doing them) ... take the PS3 game Infamous it is being praised for how much diversity and variety its side missions has .. so it is possible to have lots of side missions and still maintain a fun and interesting variety (a failed example would be Assassin's Creed .. it's side missions are the complete opposite of Infamous, in AC all the side missions are monotonous and repetitive).

So D3 Adventures won't indeed be in thousands but the devs already showed they can come up with some interesting ideas, i can already presume there will be not less than 30 or 40 adventures that spawn randomly around the game in both outdoors and indoors ... and expect even more +20 or +30 in expansions.

Krugar said:
You trade scripted quests with an involving storyline for quests built from cookie-cutter scripts capable of altering a set amount of details. Before you know it, after a few months playing everyone will be complaining that all quests look the same. You achieved some kind of "diversity" in which everything stays pretty much the same, much like every area in D2 looks pretty much the same no matter how many times you roll the map and the different monsters that spawn in.

But to reduce the randomness comes at an heavy price. On the developer side, they will have to create those thousands of quests.
The scripted quests you describe fits perfectly with the main quests, they are few in numbers but are well scripted and directed with little randomness .... but on the other hand the Adventures can be anything ... they can be very random, can be large in numbers and have variety.


Certain areas in the game are not plot-centric. They can (and probably should) be entirely skipped by players until they finished level. These areas are huge multilayered dungeons introducing such new concepts as shifting mazes (on game restart) or timed mazes, for instance. In order for the player to reach the final lair, the player will have to perform several tasks at certain key points that allow him to advance further. Things like getting a horn from Diablo, finding a hydra rune on monster drops, etc etc.
I think that description you say fits perfectly with the D3 demo people played, as far as i remember .. in order to unlock the door to Leoric throne room you had to search the dungeon previous floors for some items or key, and when you got it you head down to the bottom of the dungeon to open the room and fight Leoric ... and that was a scripted quest .. if every time the layout of the dungeon changes finding those pieces or keys will indeed be a different experience.

Also Adventures as Devs described them ... they are taking a chunk of the static landscape of the outdoors or a part of a room in a dungeon and placing a random event in it (not even necessarily a side-quest every time) pulled from a large pool of events or side-quests.

And as for tech ... it makes scripting and making a large number of quests a much easier and accessible process indeed.


 

Ishtor

Diabloii.Net Member
Re: No Baal Runs!!!

I think that description you say fits perfectly with the D3 demo people played, as far as i remember .. in order to unlock the door to Leoric throne room you had to search the dungeon previous floors for some items or key, and when you got it you head down to the bottom of the dungeon to open the room and fight Leoric ... and that was a scripted quest .. if every time the layout of the dungeon changes finding those pieces or keys will indeed be a different experience.
sorry a little off topic but if they have quest like this were it is manditory to have an object or something to fight a boss, this could criple rushing and make it were it is just as easy to play through the game, which would be a good thing.

I say the more they give us the more fun it will be, even is some of the extra quest repeat a little bit, they always can add stuff to increase the challenge and the fun of doing it.

Assaasian creeds was very repetative, and hopefully this will not be the case of diablo 3. i have faith in blizzard that they will not mess this up.


 

JonoLith

Diabloii.Net Member
Re: No Baal Runs!!!

Yes, it's pretty much impossible. And it really doesn't have to do with technology. I think your desire for a system more rewarding of exploration is clouding you folks vision.

I'll try and explain...
An interesting explanation, and one that I flatly disagree with on every point. I am going to respond to your post as best I can, and respond to your points as I understand them. If I am incorrect in any of my interpretations of what you have said, please feel free to correct me.

A) This System is Too Expensive.

Blizzard is a multi-billion dollar conglomerate that has made their entire fortune based on doing one simple thing; releasing high quality games that are polished until they are blindingly good looking. If there is any game company on earth that can manage doing this, it is blizzard. This goes into hiring writers, hiring developers, hiring designers, and so on and so forth.

You talk about Blizzard as if it’s amateur hour over there, but these guys make solid titles for a living, and have done so by giving the players systems and game play that are not simple duplicates of something they have already done in the past.

Need I remind you that this is the company that has developed games almost to completion and then shelved them because they were unhappy with them. Can you name any other game developer that has done that and hasn’t closed shop? We’re talking about a studio who has already admitted that they have done a complete overhaul of their skill tree system for Diablo 3 over six times!!! That’s massive, and would be financial suicide for any other studio.

The statement that it will be too expensive on the developers side is almost completely laughable in this case.

B) This System will take too long to Develop.

Blizzard has already shown that they’re more then willing to take a ridiculously long time to develop a game, to the point of pushing back it’s release. Diablo 2 itself was pushed back several times before being released. Star Craft 2 has been in development for ten years! Once again, this point is somewhat laughable as Blizzard doesn’t really care about it.

C) This system will demand more from CPU system specs.

I don’t really disagree with you, but I don’t really see that as a problem, just as a fact of life. Diablo 2 requires more system specs then Diablo 1 did. Doom 3 required more then Doom did. I don’t understand why suddenly Diablo 3 would be able to operate on the same system Diablo 2 did.

If you’re trying to suggest that the system specs required would somehow make the game unplayable, I’d be very curious to know how. We’re talking about technology that currently exists and is used in games that can play on a standard system. Basically, if your system can run Diablo 3, I don’t see why it’d have a problem with this system at all.

D) They’ll only be able to make a handful of these types of quests

Simply put, your suggestion that they will only be able to make ten of these quests is laughable. That’s less then the average single player game made by an indie developer. That’s less then any RPG ever made. That’s less then any game made in the last five years. Blizzard would literally have to forget how to turn their computers on to create only ten of these quests. The idea that Blizzard would release a game with such a blisteringly poor amount of content when every other game developer on the planet as not done so is silly.

Also, you forget about patching in quests. Let’s say that they somehow managed to totally screw the pooch and only release ten quests for their game, somehow. They can still turn around and patch quests in. This system fully allows this, and allows them to do it in an extremely streamlined manner. They can expand their endgame at will, even if they somehow, ASTOUNDINGLY, only put ten quests into the game.

F) This System Encourages Static Play

This is just completely false on the most basic of levels. You said several times through your post that somehow this system would lead to static play. A paradoxical statement I find. Let’s assume for a moment that you are correct and they only manage to create ten of these types of quests. That means that this system would be ten times more diverse and randomized then a standard static boss. (Such as Baal) So even in your worst case scenario where only ten quests get made, the game is already ten times more diverse then having one standard boss encounter at the end of the game. Even if they only created TWO of these kinds of quests, the game is already twice as diverse as the standard boss farm. To get this system to the point where it is actually LESS diverse then the one that is currently in place, they would actually have to not have the system in the game at all, as even having ONE encounter would make it EQUAL to the current system.

Saying that somehow this system creates game play that is more static then the game play that currently exists is just flatly wrong.

G) The Quest will be exactly the same as one another.

This is true only on the most basic of levels. Those levels being that you will be your character, and you will be exploring a dungeon in order to find a boss to fight. This is like saying Half-Life and Doom were exactly the same because they were First Person Shooters, or that President Bush and President Obama were the same because they were both presidents, or that every day I’m ever going to have is the exact same because I’m the same person and I wake up every morning. It’s a senseless argument to make because anyone can see that those statements aren’t true simply by looking into the details of those things.

Were Duriel and Andarial the same? Was Diablo the same as them? Was Baal? According to your argument these fights played out exactly and precisely the same as one another. You went into an environment and fought a monster, so, precisely the same… except not at all.

Take my example of “Jim the Magician†and “Harmony and Melodyâ€. Let’s assume the absolute possible worst case scenario and say that the dungeon you walked through to fight Harmony and Melody was exactly the same as the one for Jim the Magician. (A statistical miracle, and most likely a total impossibility, but that’s ok, we’re playing worst case scenario here.) So you make it to Harmony and Melody.

Now, let’s say that Jim is spell caster who has no control over what he casts. Sometimes he might raise skeletons, sometimes he might throw a fireball, sometimes he might accidentally teleport himself. He doesn’t know what to do with his magic and he’s quite bad at it. He’s a bit of a comical character, as you can see. Still deadly, however, as the magic will still kill you. Add in a few more abilities, as well as a bit of a change up come the half health, or quarter health mark, perhaps he turns into a demon, and you’ve got an encounter. (This is all off the top of my head, so trying to pick it apart will be a waste of time.)

Compare that to Harmony and Melody. Now, they are already completely dissimilar to Jim in that there are two of them. Harmony loves to use charms and fear affects to confuse the players, and bog them down in minions that she sends at them relentlessly. Melody is far more vicious and prefers to get into combat, howling and screeching to debuff you and buff herself. All of their abilities are musical, perhaps harmony could be waify and beautiful, while Melody is truly demonic, and a horror. They would only attack you one at a time, switching spots periodically, and if you kill one of them the other turns into a total terror that you have to deal with. (Harmony could become much more physical, and Melody would lose her ****.)

So, already you can see that I’ve created two completely different encounters that are only similar in the regard that there is fighting going on, and you had to walk to get there. I don’t even get paid to do this and I know that creating encounters that are the same is boring. Why would Blizzard make the same mistake?

H) Players skipping content is good game design.

This is just outright false. If players are skipping content that means that they find that content to be worthless in terms of fun or in terms of rewards. This is an outright failure for the developer, and any statements that encourage developers that creating meaningless content is a good thing should be totally shunned.

I want to play a game where every footstep I take is engaging and fun. Don’t you?

I) Assumed Failure

This wasn’t an outright point you made, but it is certainly at the heart of almost everything you say. You assume that the system will fail in almost every single one of your points. You constantly take the worst possible case scenario, and assume that the people creating the system will be incompetent, and moronic. This is an extreme flaw in logic which corrupts your entire point, and creates a foundation which is impossible to stand on.

Your counter to this might be that I am taking the best case position, which is also a flaw in logic, but I am not. I am looking at what Blizzard has done in the past, and in what the player base wants to have in a new game, as well as accounting for any potential problems that this system could create. So far the only one that holds any merit to me is that Power Gamers might hate it. I simply shrug at that and say “Ok.â€

I simply do not see how this system is worse then Static Baal Runs. If you would care to explain that to me, I would very much like to hear it.


 

sinned

Diabloii.Net Member
Re: No Baal Runs!!!

Aren't you all missing one important point? Players seek the best exping spot, this occurs to be a baal run in D2. It's the best exp spot cuz it is - arguably - the hardest large part of the game (the last boss of the game, his lair, etc.). You wanna make more spots for "best exp" so players would spread out but why should spots with easier monsters be as much rewarding in exp as the hardest endgame parts? Are you suggesting that some spots should give as hard a time players as the endgame ones? Why the endgame location should be the endgame location then, where's the challenge? Should the last location be the most challenging, shouldn't it offer the best rewards?
 

Brother Laz

Diabloii.Net Member
Re: No Baal Runs!!!

All that would have to happen is all the XP and Loot rewards that come off of every boss on the hardest difficulty (Including the random encounter bosses, which sounds awesome) to be equal to the rewards that come off of the final boss.
Backseat driver. <snicker>

'Equal' is impossible in a game like this. It is full of unstable equilibriums. If one location is 1% better that's all people will do. If the drops are magically 'equal' but one boss and its intervening monsters is easier than another, that's all people will do.

......

In Median I have 28 uberquests with a natural progression from easy to hard, as well as a reward bias for some (Khalimgrad - rares; Duncraig - sacred items; Tran Athulua - uniques; Death Projector - experience; etc.). This is the only solution and it is only a partial solution either because half of them are only done for the charm reward, leaving about 6 frequently played areas. (Still, it's better than 1)

......

H) Players skipping content is good game design.

This is just outright false. If players are skipping content that means that they find that content to be worthless in terms of fun or in terms of rewards. This is an outright failure for the developer, and any statements that encourage developers that creating meaningless content is a good thing should be totally shunned.
Wrong. This is a game about items. People want to play the area with the best items, because anything else is a waste of time. If this were a survival game like D1 (where you had to stop and level up once in a while on NM/Hell) or an exploration game like WoW, fine, but it isn't.

I saw a lot of this in Median. People want to skip most of the game and proceed to Hell difficulty uberquests because those drop sacred uniques and sets and Great Runes.



 

sbn

Diabloii.Net Member
Re: No Baal Runs!!!

Why not create a special type of game to promote leveling/item drops, seeing as that IS what people are going to do. Instead of the same boss runs, give incentive to do something else, otherwise it simply will not happen.

When making a game, it could be selected that this will be the type of game. Once a team is formed a NPC could provide a quest. The difference here is once the quest is given, creatures faced along the way, regardless of area, would be much tougher to fight. Incentive to keep going is easy, just slowly add a timer; a small boost in XP gained as time goes on, and the more someone participates (thus leeching is not advantageous). You could also mark it so that players who have completed the game are the ones that can fully participate, and reap the rewards.

Through in some random events. While going through a dungeon, why not have randomly something like 3 Ubers smawn, they need to be killed to get a key to continue passed a locked area. Another area players could trigger an even where you have a mass spawning of creatures that have to be cleared before continuing.

I have to say that it would be quite easy for Blizzard to release a script editor where players could create their own scripted events, and the most popular could be approved by Blizzard to be added into online play. A lot of games have done this, added in user created content through contests.

In the end, unless D3 offers something new, we will see the old, plain and simple. Now it may actually change, maybe Blizzard plans to end of life D3 sooner than we anticipate, and release D4 in 4-5 years. But, we should not expect too much. Hell, I remember in 2001, although there was sill much more play, the game was still pretty much centered socially on Cow games, because that was what was left after finishing all Acts.

Give people a reason to play, and they will. Otherwise the community will find the cheapest method, one which will probably be just as dull as Baal runs.
 

Krugar

Banned
Re: No Baal Runs!!!

Jonolith. I don't know where to start replying to your last post. You completely, utterly, shockingly... supercalifragilisticexpialidociously misread almost everything I said. You even put words in my mouth (or in my writing) that were never there.

Quite an extraordinary feat, considering my post was in fact rather short. I want some of that you are taking...
 

Knight_Wolf

Diabloii.Net Member
Re: No Baal Runs!!!

Why not create a special type of game to promote leveling/item drops, seeing as that IS what people are going to do. Instead of the same boss runs, give incentive to do something else, otherwise it simply will not happen.
It doesn't need a special game mode to seperate the two groups of people (those who want to do runs and those who want to explore) ... boss runs will still be possible even if changes were made to the game to cater for exploration and normal play-throughs VS Boss runs .. it's all about providing more options.

sbn said:
In the end, unless D3 offers something new, we will see the old, plain and simple. Now it may actually change, maybe Blizzard plans to end of life D3 sooner than we anticipate, and release D4 in 4-5 years. But, we should not expect too much. Hell, I remember in 2001, although there was sill much more play, the game was still pretty much centered socially on Cow games, because that was what was left after finishing all Acts.
Yeah because even though the game in D2 seemingly was random (maps randomly generated every new game) the content within the maps was 100% static (the quests that is) and there weren't much surprises, good drops that pop randomly in any location or worthy opponents spawning at random locations ... now D3 will hopefully change all that with Random adventures, random hi-lv. treasure boxes and mini-bosses (who are hopefully random).

sbn said:
Give people a reason to play, and they will. Otherwise the community will find the cheapest method, one which will probably be just as dull as Baal runs.
That's why we shouldn't count on people to change how the game plays, Blizz needs to change somethings forcefully even if some will hate it.



Brother Laz said:
'Equal' is impossible in a game like this. It is full of unstable equilibriums. If one location is 1% better that's all people will do. If the drops are magically 'equal' but one boss and its intervening monsters is easier than another, that's all people will do.
That's why multiple static farming locations won't work and won't solve the Baal runs problem ... making these locations vague and random will encourage exploration and such ... and those hidden/random/vague locations should be equally rewarding if not more rewarding than the static known ones (main game bosses) but hard to find and overcome.


Do you realize you can't actually run Leoric in the Blizzcon demo .. or at least can't just rush to his room right away blazing .. you have to search the dungeon (multiple floors) for his crown and his room chamber (if i remember correctly) and then head to his chamber to unlock it and place the crown over his head to awake him ... if all quests (main or side) follow suite running will be greatly diminished.


Brother Laz said:
Wrong. This is a game about items. People want to play the area with the best items, because anything else is a waste of time. If this were a survival game like D1 (where you had to stop and level up once in a while on NM/Hell) or an exploration game like WoW, fine, but it isn't.
Wrong, and correction abound, everything is waste of time because nobody on the D2 team ever cared making it otherwise .. they made Baal the cash cow he is ... and they can't blame the players for what happened later .. luckily the D3 won't fall in that trap.

If the best farming locations are random and change with every new game so that you have to play first and explore a little to find them things will change ... also .. normal bosses will still be an option to farm but they won't be as rewarding as the secret or hidden random locations that you need to explore every new game in order to reach them (i.e like in Final Fantasy 7 .. the optional hidden bosses are way more rewarding than the end game boss and far harder to beat).


Wanna settle for farming the normal bosses .. you are welcome .. want to explore and find even better locations you are welcome .. that's what the game needs ... viable choices for getting the best gear and items .. not just endless boss runs.




Aren't you all missing one important point? Players seek the best exping spot, this occurs to be a baal run in D2. It's the best exp spot cuz it is - arguably - the hardest large part of the game (the last boss of the game, his lair, etc.). You wanna make more spots for "best exp" so players would spread out but why should spots with easier monsters be as much rewarding in exp as the hardest endgame parts? Are you suggesting that some spots should give as hard a time players as the endgame ones? Why the endgame location should be the endgame location then, where's the challenge? Should the last location be the most challenging, shouldn't it offer the best rewards?
No it shouldn't be at all ... many RPGs have optional hidden bosses that are way harder to beat than the end game ones and require a lot of effort to even reach.

On the other hand nobody said the end game bosses shouldn't be rewarding or challenging .. but it only works the first time around ... after you replay the game they become just like any other monster in terms of challenge or meaning ... people ran over Baal like a stray dog on a high road to milk him for rewards .. he simply became a static ugly gimmick .. a pinata people smack to collect items .. no challenge and no excitement whatsoever.



Making getting to the best location for farming require exploration and actually playing through game (which will be far more interesting the D2 due to many reasons .. random adventures being the main) is the way to go ... look at my reply regarding the Leoric demo and you will understand.

Do you realize you can't actually run Leoric in the Blizzcon demo .. or at least can't just rush to his room right away blazing .. you have to search the dungeon (multiple floors) for his crown and his room chamber (if i remember correctly) and then head to his chamber to unlock it and place the crown over his head to awake him ... if all quests (main or side) follow suite running will be greatly diminished.


 

Krugar

Banned
Re: No Baal Runs!!!

If the best farming locations are random and change with every new game so that you have to play first and explore a little to find them things will change ... also .. normal bosses will still be an option to farm but they won't be as rewarding as the secret or hidden random locations that you need to explore every new game in order to reach them
If this would be the case with D3 (I do doubt it will to the extent you would probably desire), they would better come up with some serious balancing on the drop rates. With such easy, fast and repetitive targets as Baal, Pindle, Andy, Pits and AT, one still needs a huge investment of time and dedication to come up with even a mildly interesting collection of items. With the introduction of yet more items and more mods in D3, a game that changes farming locations on restart would become a nightmare.

The game is indeed about items. It's everything about items. Blizzard specifically said so on a few occasions already that D3 will be even more about items. Make no mistake that players - a large representative number of players, which I would risk being the vast majority -- would become incredibly annoyed if they couldn't farm and would have to continuously run around a much bigger game than D2 was, trying to find (god knows how) where to farm for equipment... only to have to repeat the process the next day.

...

I think this discussion is becoming a little out of hand. If one wants to explore the game, do what you did in D2. Create characters and run them through the game from level 1 to Pat/Mat. We were promised questing in D3 will be more dynamic and force players to explore tha game.

Certainly introduce a few MFing areas. Heck make some of them random, while preserving others. And certainly allow for more rewards during the questing stage.

But let's get a hold of ourselves here and not go too far. For the benefit of your liking, you are removing from the game one of the pillars of every item-hunting game: mob/area runs. Fixed, predictable, mob/area runs that many players enjoy.

I think both sides of the fence can be served.


 

JonoLith

Diabloii.Net Member
Re: No Baal Runs!!!

Jonolith. I don't know where to start replying to your last post. You completely, utterly, shockingly... supercalifragilisticexpialidociously misread almost everything I said. You even put words in my mouth (or in my writing) that were never there.
If this is, in fact, the case, then I apologize. Perhaps you would clarify your points, because as it stands it appears that the points I outlined are what you have said.

Aren't you all missing one important point? Players seek the best exping spot, this occurs to be a baal run in D2. It's the best exp spot cuz it is - arguably - the hardest large part of the game (the last boss of the game, his lair, etc.). You wanna make more spots for "best exp" so players would spread out but why should spots with easier monsters be as much rewarding in exp as the hardest endgame parts? Are you suggesting that some spots should give as hard a time players as the endgame ones? Why the endgame location should be the endgame location then, where's the challenge? Should the last location be the most challenging, shouldn't it offer the best rewards?
In short, no.

The "final boss" of a game is there to fulfill one thing, and one thing only. The story objective. The first time through a game people are generally less concerned with loot and more curious with the encounter and the story in general. This is not to say that loot isn't on their mind, just to say that most people are also interested in seeing a neat boss and have a bit of fun the first go around.

Once you've killed that final boss, played the encounter, and gotten the story, the priorities shift away from "See something keen" to "Improve my character." This is a very natural shift for a player to take, and one that should be expected. However, it is still a shift that any developer should try and keep their players from making for as long as possible.

In Diablo 2 the shift is almost immediate. Once you killed Baal, then you've got him figured out and you can just go on killing Baal over and over again to gear up. There's literally no reason to do anything else, unless you're just bored of Baal. Players have no interest in looking around his lair, or in trying to find extra things going on in there, because they know there are none to be had, and even if they were, they would be a waste of time in a game where the guarenteed best loot and best xp comes off of a static boss.

The goal, then, is to try and make the endgame as varied as possible so as to keep players into the "Gee this is neat" stage of gameplay and holding them back from the "Just Need Loot" side of gameplay for as long as possible. Ideally, you will always have a healthy mixture of both going on in your player base, but it is an impossibility for any game to hold out for forever, and eventually, no matter how well crafted your game is, it will turn into an item hunt.

All that said: I believe that a static boss mob that drops guarenteed items and xp for players will turn Diablo 3 into a play one time and don't ever bother again for many many players. I see no reason why the player base would ever want to pay to play Diablo 2 again. Diablo 3 is going to require new systems, and one of those new systems is going to be a more randomized endgame where people are always unsure of what adventure they'll be going on next, or what lies around the next corner. Anything else is going to result in alot of people asking "Why did they bother making this game? Diablo 2 already exists."

Sorry for the long winded answer.

Give people a reason to play, and they will. Otherwise the community will find the cheapest method, one which will probably be just as dull as Baal runs.
Unless it is a randomized series of quests. Then it will remain fresh and interesting for much longer. Ultimately all systems become a bit repetitive, and it is impossible to avoid that. But that doesn't mean that you can't create a system that is still a startling improvement on the old style of play.

'Equal' is impossible in a game like this. It is full of unstable equilibriums. If one location is 1% better that's all people will do. If the drops are magically 'equal' but one boss and its intervening monsters is easier than another, that's all people will do.
I believe you misunderstand me. I am not saying "Give the player 100 quests to chose from in a game." I am saying "Give the player 3 quests from a potential pool of 100." (For example) This means that when they start up their game the quests that they've been given are the quests that they have to deal with. If they dislike their quests, they are welcome to restart a new game, but even the most hardcore player on the planet will realize that dropping out of games and remaking new ones over and over to find the one game that has a slightly higher percentage for loot, or is perceived as being slightly easier, will be a stunning waste of time.

Most players will simply play those quests, unless, of course, they dislike them on a personal level, like someone would have a distaste for the color pink. But there's nothing to be done about that.

I saw a lot of this in Median. People want to skip most of the game and proceed to Hell difficulty uberquests because those drop sacred uniques and sets and Great Runes.
People want to skip most of the game and proceed to those encounters because they feel that the rest of the game is worthless to them, and they are correct. This is an outright failure in design. Players should find worth in all aspects of the game. If they do not, then the developers have failed.

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?

A player should feel like he is improving his character and not wasting his time if he walks into an Act 1 dungeon. Is it a challenge? Yes. Is it impossible? No.


 

Knight_Wolf

Diabloii.Net Member
Re: No Baal Runs!!!

farming locations on restart would become a nightmare.
I think the notion that Blizz intended for the farming thing to happen this way is misleading .. D1 and D2 never originally had anything called farming locations pre-release in their deign .. it just happened due to bad design .. just like the Mutalisk bug in SC that became later a tactic.


Krugar said:
The game is indeed about items. It's everything about items.
Everything !!! ... Maybe for power gamers .. a minority ... for others its items and many other things as well ... its just one of the incentives but not necessarily the best or most interesting aspect of the game for all people or all casual gamers (which will be the majority of D3 players)

Krugar said:
Make no mistake that players - a large representative number of players, which I would risk being the vast majority -- would become incredibly annoyed if they couldn't farm
I really wouldn't say representatives ... just the vocal minority of power gamers who feel the need to complain about any change made to Diablo 3 .. they aren't a majority by far ... try making an online petition (like the art thing) and you will get only a couple of thousands ... out of around 8 millions who bought D2 (even counting multiple buys casual gamers would still be in millions).


Krugar said:
and would have to continuously run around a much bigger game than D2 was, trying to find (god knows how) where to farm for equipment... only to have to repeat the process the next day.
Blizz already stated that D3 will be roughly as long as D2 ... but will be loaded with much more better quality and varied content indeed ;)



Krugar said:
I think both sides of the fence can be served.
I never said otherwise .. exploring is as time consuming as boss runs so it needs to equally rewarding and fun for those who like it .. that's all.\


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?
Hahaha .. so true ... that way they should have renamed the game Baal 2 not Diablo 2 ... they are brothers anyway XD

Personally i don't want to see a Baal 3 in any way or form.


 

Krugar

Banned
Re: No Baal Runs!!!

People want to skip most of the game and proceed to those encounters because they feel that the rest of the game is worthless to them, and they are correct. This is an outright failure in design.

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?
What you are essentially saying is that every game is a fail. Because every game is about a journey and a climax.

The only type of game that I know off that can be equally interesting at all levels of play and still support content for the endgame is a scalable game. But so far the industry hasn't found the right ingredients, as games like Morrowind and Oblivion obvious design flaws have shown.


 

Krugar

Banned
Re: No Baal Runs!!!

Oh brother I guess this is going nowhere. We will at some point have to agree to disagree...

I think the notion that Blizz intended for the farming thing to happen this way is misleading .. D1 and D2 never originally had anything called farming locations pre-release in their deign ..
And this is the argument that we have been so desperately trying to pass. There is no solution. Players will always explore the cracks and eventually settle for the simple, fastest, more rewarding solution.

What you are trying to propose to alter this natural tendency is penalizing to a large group of players who don't want to search the whole game for an area to find items. In contrast, a system like it was in place for D2 but with more and varied run targets does not penalize those wanting to explore, provided drop rates are made more accessible and questing more rewarding.

And you didn't answer yet how exactly a player will find in every game what is the best area to farm.

Everything !!! ... Maybe for power gamers .. a minority ...
You know perfectly well "everything" was loosely used in that context. Point in case is that Blizzard announced D3 will be more item-centric than D2 was.

I really wouldn't say representatives ... just the vocal minority of power gamers. who feel the need to complain about any change made to Diablo 3 .. they aren't a majority by far
No. I'm not a power gamer and I have 0 complaints about anything D3 so far. And yet, I prefer to run well known mobs and areas. I do not want to fish for these every time I start the game, neither I want to be forced to explore to find new items after having played the the game for 6 months or more.

Meanwhile, I enjoy exploring. Yes I do. And to that effect, I quest often and am always creating new characters.

If you think I'm a minority and I'm a power gamer, you are seriously wrong. Besides it's not only power gamers that would like it simple and predictable. Casual players or players who aren't interested in dedicating too much of themselves every time they start a new game would simply abhore the notion of being forced to explore the game.

An ARPG wants to be fast and to the point. And I'm sorry to go on an arrogant note here, but I'm pretty sure Blizzard would never implement a system like this. And do not tell me they said they would. They didn't. read their words more carefully.


 

Knight_Wolf

Diabloii.Net Member
Re: No Baal Runs!!!

You know perfectly well "everything" was loosely used in that context. Point in case is that Blizzard announced D3 will be more item-centric than D2 was.
Yes i know, as in making more item variety and making items more interesting , that in no way means that the majority of players will only play the game to collect items like crazed Pokemon hunters.


Krugar said:
No. I'm not a power gamer and I have 0 complaints about anything D3 so far.
Im' sorry if you thought i meant you .. not at all ... i was talking about the group that will really feel pissed and might make several petitions if they know that Blizz is trying to cater for explorers.


Krugar said:
An ARPG wants to be fast and to the point. And I'm sorry to go on an arrogant note here, but I'm pretty sure Blizzard would never implement a system like this. And do not tell me they said they would. They didn't. read their words more carefully.
Just the fact they implemented random adventures/quests that pop up anywhere on the game speaks clearly they want to encourage exploration in D3.


 

Es Mors

Diabloii.Net Member
Re: No Baal Runs!!!

I've been thinking, what if they made the drop chances in every end-game area (every area in Hell?) somewhat randomised everytime you make a new game? Not knowing where the best drop chances are would actualy force players to go play in their personally favourite areas when looking for items.
 

Krugar

Banned
Re: No Baal Runs!!!

Just the fact they implemented random adventures/quests that pop up anywhere on the game speaks clearly they want to encourage exploration in D3.
Absolutely. And this is exactly the point I've been trying to make;

Blizzard wants to expand the exploration component of the game. They have said so before. But they have always placed this in the context of questing. So this is an aspect of the game that is being taken care of. Do not try to make it the holy grail of every other aspect of the game. Most importantly, item finding.

Certainly I could see parts of this concept being applied to some runnable target, though. Heck, I would love it! But never to the game as a whole.


 

Zeek

Diabloii.Net Member
Re: No Baal Runs!!!

The only way I could think of successfully accomplishing this is having some diminishing returns built in. Something like every time you kill a boss or even a monster type you have to kill x amount of other bosses/monsters or you take a 15% xp and mf hit. Keep doubling that every time you kill them before clearing the proper amount of other monsters. Soon all you'll get is 1xp and a few stamina potions for kill Baal. Unless you go out and kill other monsters as a cool down timer.

People will still find the fastest solution but runs will be much longer. Like chaos sanctuary, worldstone keep, bloody foothills, cows, repeat.
 

JonoLith

Diabloii.Net Member
Re: No Baal Runs!!!

And this is the argument that we have been so desperately trying to pass. There is no solution. Players will always explore the cracks and eventually settle for the simple, fastest, more rewarding solution.
No one, literally no one, has said otherwise on this thread. We have all admitted and acknowledged that players are looking for the fastest way to get rewards. No one on earth is denying this.

What we ARE saying, and this is the point that I'm trying to jam into your head, is that there is a much better way to do that then to create a Baal Run. How, you ask? With the exact system that I've already put in place. Randomized quest generation.

If that is ALL the player has available to him, then that is what he is going to do. If you put that in the game, AS WELL AS a boring Baal run, then the players will do the Boring Baal Run. So don't put in the boring Baal run. It's a simple point, and the foundational point of what we've been saying. The fact that you don't get it is what astounds me.


 

Krugar

Banned
Re: No Baal Runs!!!

Don't be astounded. I got it, 2 pages ago. And I what I have been saying is I don't agree with this bit:

So don't put in the boring Baal run.
Are we clear now? Or do I also need to be astounded with the fact you keep not being able to read my arguments?
 
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