Diablo® III

Endless Mode

I'm agree with Travis Day. Replayability need to be improve a lot... For example, it's amazing than today, we need to redo same story endless, pressing Esc or Space to avoid same dialogs and cinematics. Game is too short for that.
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The OP's idea needs too be in the game! I would love the grind,challenge and teamwork it would take too climb too the highest level. Plus bragging rights with the group you run with, and you could even put a leader bored with time sessions too see what group could accomplish this feat the fastest or lease deaths, something along that line. +1
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Posts: 6,910
03/29/2013 10:42 AMPosted by obiwan
Replayability need to be improve a lot...

This is the major point. And so very important. How did Diablo 2 survive for so long. Mods + Ladder kept the D2 replayability fun. D3 has no mods and no ladder. So it needs something else interesting to do to keep the players.
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@ Travis Waaaay ahead of ya ;)

GAME MODES

Seeing as PVP is in the pipelines I figured we could really tweak the system here. There has been a huge demand from the community for several of these things so I will go in depth on implementing them.

First things first add a button above the quest header that reads "Game Type" the modes would be as follows.

-Campaign: this would be the core of Diablo as it currently resides, short simple to the point.

-Free Roam: This system would be the same as what we had during Diablo 2. No need to talk to NPC's to advance the plot line. Just spawn into a point and let the demons hit the floor. This mode would have all the bosses spawned and all areas unlocked. The exception being you can only "roam" as far as you have progressed in the campaign. This way you actually have to play through the normal game play progression to hop around the acts and various waypoints. The advantages of this system are fairly clear and highly demanded by the community.

-Survival: This would be a wave survival mode which would have 2 variations with each wave getting progressively harder with more monsters and elites, gaining HP and damage per wave. The monsters and elites would drop MUCH less gold and items than the campaign or free roam modes due to the lack of needing to run around and find them.

*10 wave survival: Would take place in act 1, 2, and 3, with several locations sectioned off for the intents and purposes. They would have small objectives which the players would have to finish, like fetching an object for an NPC, taking out a very strong elite, opening a gate to let in reinforcements ect. This would be set in towns, forts, and various other encampments helping the locals defend their turf from the demonic onslaught. Once all the monsters had been wiped out and objectives that may spawn with that wave are completed the players would be allotted 30s to regroup, ID/vend their wares and restock on potions.

*Infinite survival mode: This mode would be that endless dungeon that the community has been clamoring for. This mode would take place in Heaven, Hell, or Purgatory. Each wave would last roughly a minute and a half, and would roll into the next. If you failed to mop up the current wave before the next begins things would be just that much harder. The increase in the number of monsters and their damage/HP per wave would be less than 10 wave mode but would become more difficult sooner than a full game of 10 wave would end. There would be no stash or vendor to drop off items, so its take what you can get.

Under this mode you could have 4-5 Siegebreakers' charging you with several Butchers and Lords of fat farting on you at once if you got far enough... Just an endless slaughter to test your metal, You could even add a latter to compare who's gotten the furthest in what time and how many kills & elites they took with them.

*The above listed mode could be affected by the Monster Powers system fairly easily to boot.

-PvP: -PvP: This menu would be dedicated to various types of PvP

*TDM: This is the initially outlined 4v4 kill fest we were told about and would be where your "team" would earn their ranking. This would have two modes, public or clan.

*FFA: 12 people in an all out slug fest, pure carnage.

*CTF: Two teams of 12 fight to capture each others flags.

*Conquest: Straight from battlefield 24v24 taking control of various points to whittle away at the enemies spawn tickets, your various heroes would be your classes :3
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how about just bringing back old inferno as an option, and then put up some achievements for it.
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I love the idea of an endless dungeon. Many good ideas have come up regarding these.
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Posts: 6,910
@ Travis Waaaay ahead of ya ;)

GAME MODES

Seeing as PVP is in the pipelines I figured we could really tweak the system here. There has been a huge demand from the community for several of these things so I will go in depth on implementing them.

First things first add a button above the quest header that reads "Game Type" the modes would be as follows.

-Campaign: this would be the core of Diablo as it currently resides, short simple to the point.

-Free Roam: This system would be the same as what we had during Diablo 2. No need to talk to NPC's to advance the plot line. Just spawn into a point and let the demons hit the floor. This mode would have all the bosses spawned and all areas unlocked. The exception being you can only "roam" as far as you have progressed in the campaign. This way you actually have to play through the normal game play progression to hop around the acts and various waypoints. The advantages of this system are fairly clear and highly demanded by the community.

-Survival: This would be a wave survival mode which would have 2 variations with each wave getting progressively harder with more monsters and elites, gaining HP and damage per wave. The monsters and elites would drop MUCH less gold and items than the campaign or free roam modes due to the lack of needing to run around and find them.

*10 wave survival: Would take place in act 1, 2, and 3, with several locations sectioned off for the intents and purposes. They would have small objectives which the players would have to finish, like fetching an object for an NPC, taking out a very strong elite, opening a gate to let in reinforcements ect. This would be set in towns, forts, and various other encampments helping the locals defend their turf from the demonic onslaught. Once all the monsters had been wiped out and objectives that may spawn with that wave are completed the players would be allotted 30s to regroup, ID/vend their wares and restock on potions.

*Infinite survival mode: This mode would be that endless dungeon that the community has been clamoring for. This mode would take place in Heaven, Hell, or Purgatory. Each wave would last roughly a minute and a half, and would roll into the next. If you failed to mop up the current wave before the next begins things would be just that much harder. The increase in the number of monsters and their damage/HP per wave would be less than 10 wave mode but would become more difficult sooner than a full game of 10 wave would end. There would be no stash or vendor to drop off items, so its take what you can get.

Under this mode you could have 4-5 Siegebreakers' charging you with several Butchers and Lords of fat farting on you at once if you got far enough... Just an endless slaughter to test your metal, You could even add a latter to compare who's gotten the furthest in what time and how many kills & elites they took with them.

*The above listed mode could be affected by the Monster Powers system fairly easily to boot.

-PvP: -PvP: This menu would be dedicated to various types of PvP

*TDM: This is the initially outlined 4v4 kill fest we were told about and would be where your "team" would earn their ranking. This would have two modes, public or clan.

*FFA: 12 people in an all out slug fest, pure carnage.

*CTF: Two teams of 12 fight to capture each others flags.

*Conquest: Straight from battlefield 24v24 taking control of various points to whittle away at the enemies spawn tickets, your various heroes would be your classes :3


I'm quoting your entire post. I don't know about all of your PvP options. PvP needs a major fix to be good. But your idea to organise the game's menus to access everything is very nice. Heck they can do it like how SC2 - HotS does it now. A base battle.net screen from which you can access everything.
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03/28/2013 05:59 PMPosted by Travis Day
Replayability and ideas like Endless Dungeons come up a lot around the office. We definitely have plans to expand the game in these areas. Adding more monster power levels is also something that we have discussed. I personally love the idea of an endless dungeon, don't take that as a quote that I promised we are adding them though! At the heart of that idea is something really compelling, wave events, endless dungeons, hold out missions etc. Standing as the lone hero, or one of a party of heroes, against an onslaught of demons really sells the fantasy of Diablo, it's just a matter of taking the seed of that idea and iterating on it to a point where it feels like it fits into the game as a piece and not just "the only thing to do". I do hope that down the road we can find some way to make that idea a part of the content options players have at their disposal. I've said one numerous occasions, in a perfect world, when a player sits down at their computer for the evening to play the Diablo the question I want them to say to themselves is "What do I feel like doing tonight?" not "Ok time to run Act 3 again".

You know.. actual randomized maps throughout all of the acts could be a nice start, instead of implementing an entirely different feature attempting to achieve the same goal.

Every single time you play Diablo 3, it feels same-y. Nothing unique from one run to the next, every corner of the map is memorized. There is no sense of exploration or wonder when you fire up a session. You know what the run will be like before you even begin.

Want to know why games like Dota and Minecraft have such a big playerbase? I'd like to think it's the aspect of no two experiences being exactly the same.

Why map randomization has been ignored this long is beyond me, truly. This should have been in top 3 priorities of the development team. If you're going to butcher the story as badly as you did, then you cant use the reasoning that static environments are necessary anymore.

Just my 2 cents.
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Not sure if anyone brought this idea up before (sorry for the idea theft if so), but I was picturing an endless dungeon that had a streamlined path with an entrance to the next level at the end (no shortcuts to the way down). At the very end there would be a Resplendent chest with rewards based on the level of the dungeon. The catch is that you have to choose to open the chest, or go to the next level (a group would have to agree to go further with an Event popup). Open the chest and the entrance is closed. Go to the next level, and the entrance back up is closed, so you can't go back. And if you die, you start over (a group could still revive other members). So you have to make a choice, do I think I can clear the next level, or do I just grab the rewards I have right here. Each trip into the dungeon only gets one chest at most, but each level would be a huge decision that could lead to no rewards at all.
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03/29/2013 12:51 PMPosted by xAzathothx
Not sure if anyone brought this idea up before (sorry for the idea theft if so), but I was picturing an endless dungeon that had a streamlined path with an entrance to the next level at the end (no shortcuts to the way down). At the very end there would be a Resplendent chest with rewards based on the level of the dungeon. The catch is that you have to choose to open the chest, or go to the next level (a group would have to agree to go further with an Event popup). Open the chest and the entrance is closed. Go to the next level, and the entrance back up is closed, so you can't go back. And if you die, you start over (a group could still revive other members). So you have to make a choice, do I think I can clear the next level, or do I just grab the rewards I have right here. Each trip into the dungeon only gets one chest at most, but each level would be a huge decision that could lead to no rewards at all.


Trolls would have a field day with the group decision thing, but like this idea as well.
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03/28/2013 05:59 PMPosted by Travis Day
Replayability and ideas like Endless Dungeons come up a lot around the office. We definitely have plans to expand the game in these areas. Adding more monster power levels is also something that we have discussed. I personally love the idea of an endless dungeon, don't take that as a quote that I promised we are adding them though! At the heart of that idea is something really compelling, wave events, endless dungeons, hold out missions etc. Standing as the lone hero, or one of a party of heroes, against an onslaught of demons really sells the fantasy of Diablo, it's just a matter of taking the seed of that idea and iterating on it to a point where it feels like it fits into the game as a piece and not just "the only thing to do". I do hope that down the road we can find some way to make that idea a part of the content options players have at their disposal. I've said one numerous occasions, in a perfect world, when a player sits down at their computer for the evening to play the Diablo the question I want them to say to themselves is "What do I feel like doing tonight?" not "Ok time to run Act 3 again".


I sometimes wonder if you guys are over thinking things way to much. I see this repeatedly about "only thing to do" or something along those lines. The truth is anything added is never bad simply by itself. You can't have less by adding more. It's when it is vastly different (better or worse) than other similar features. In this case a mode like Onslaught (as I described it when I suggested long ago and I know others have as well) won't ever be a bad thing to add provided you don't make it 10 times better than everything else. This is partly the problems we have with items IMO. Things like trifecta gloves are so vastly superior to anything else that everything else becomes trash. The answer there is not to nerf Trifecta gloves or add unique things to other ones to get people to use them. The answer is to get closer between to items and then add unique stats on top of that. For what we are talking about here, something like onslaught should be made where it feels awesome like you are describing. Then look at the rest of the game and think ok is this just as awesome and what needs done to bring it up to the same level of awesomeness. Changing the monster densitites as you guys are looking at is a great example of doing the right thing in matching those up with Act 3.

I was actually thinking about Onslaught the other day. I think you could add some sort of achievements and a ladder if you will of how many waves a character was able to progress through. Maybe both a solo and co-op rating in a ladder fashion on a page people could look at. This would bring competition between people without even fighting them, which is cool. And adding it even your online profile page might be a nice touch as well.

I know you guys still aren't happy with co-op. If the rewards were higher for co-op (maybe more gold?) and the difficulty of killing stuff was slightly less (elites without 75million life) I think you would find more people playing co-op than solo.
Edited by AxeLord#1992 on 3/29/2013 1:48 PM PDT
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@op
Sounds like an awesome idea, and if anyone has played Ragnarok Online before, one of the older mmos, this idea reminds me of Endless Tower they have in there.
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This would be a great implementation of endgame.... What gets me is that I KNOW the devs have thought of something like this... why not take a week to IMPLEMENT some half assed version, then upgrade the half assed version till its good? Like everything else?

Just saying, it would be nice to have a new mode or new type of gameplay unlocked at 60. Something else to do OTHER than farming the same 4 acts I have for over 600 hours
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03/28/2013 05:59 PMPosted by Travis Day
Replayability and ideas like Endless Dungeons come up a lot around the office. We definitely have plans to expand the game in these areas. Adding more monster power levels is also something that we have discussed. I personally love the idea of an endless dungeon, don't take that as a quote that I promised we are adding them though! At the heart of that idea is something really compelling, wave events, endless dungeons, hold out missions etc. Standing as the lone hero, or one of a party of heroes, against an onslaught of demons really sells the fantasy of Diablo, it's just a matter of taking the seed of that idea and iterating on it to a point where it feels like it fits into the game as a piece and not just "the only thing to do". I do hope that down the road we can find some way to make that idea a part of the content options players have at their disposal. I've said one numerous occasions, in a perfect world, when a player sits down at their computer for the evening to play the Diablo the question I want them to say to themselves is "What do I feel like doing tonight?" not "Ok time to run Act 3 again".


Travis, I really like that reply, and hopefully the team will keep this sort of thing in mind. I actually like some of the in-game mini-events, but as it stands, there is really zero reason to bother. I realize MP is something you guys added later, but it totally nullifies the reward/incentive for completing events, which were extremely weak to begin with in Inferno.

You guys have mentioned upping the experience from completing events. That's a start. Please make sure it's something substantial when you revisit the issue. I realize most events are quick to complete, but think of it this way. How much XP from killing random mobs could I kill in the time it takes to do this event? If the answer is "More than doing the event," then the event needs that amount plus a little. Same for the gold rewards.

Ideally, certain events would also have a slim chance to drop unique items as a reward, which would really make them alluring. For instance, the event where you help the Necromancer defeat the summoned spirits could have a 2% chance to yield a "Decayed Locket" necklace, or something similar. The chance to receive one would scale with MP levels, perhaps 1% per. Anything that brings more creativity is always a plus.
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I could even whip up a plot for a random endless dungeon...

"20 years ago... the heroes failed. Baal succeeded in corrupting the Worldstone and Sanctuary fell to a doom never once imagined. In his victory, the resulting release of tainted energies fractured the barriers between realities. It has taken nearly two decades, but now a path between the two worlds has been found, wrought with dangers and treasures for only the bravest of adventures to discover."

And so we venture into a Sanctuary twisted by the corrupted influences of the Worldstone. There could even be a cow level.
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@ Travis:

You are the man. Thanks for being here for the HC community.
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