Suggestion for new ideas to include in End-Game.



Currently(patch 0.9.11) here is the list of thing you can do in end-game:-
1. Map runs
2. Farming (and trading)
3. PvP (in future)

note1: pls remember i am refering to end-game, not the "making a new char after complete the game".

As you can see that all 3 have their purpose, seriousness, and competiveness in them.
There is a missing element here, that is the "just for fun" or "just fooling around" in the game.

I hope the community and GGG could come out with ideas to include that missing element in the game.


I would start with one:-

"please add destructable objects in the maps"










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PvE arenas would be fun (I'm thinking something similar to what they did in Borderlands f.e.).
I like the "Bottomless Pit" idea (perhaps an old abandoned mine?), where a dungeon has an unlimited number of levels and you see how far you can get. You'd go into it knowing that if you keep going deeper, eventually you will die. There should be a public ladder showing the deepest levels players have reached as incentive to push for "just one more level". So for HC players, you'd have to decide just how deep you're willing to risk going.

It would probably need certain restrictions/features:
- Unlimited levels starting at that of maps.
- Max monster level somewhat less than maps?
- Temporary waypoints every 3-4 levels that expire with the instance.
- No waypoints unless levels between waypoints are in same instance like Pyramid to prevent repeating quality content (in which case, every 3-4 levels).
- No portals, or at least portals that can only return you to the latest active waypoint.
- Limit number of portals similar to maps to prevent abuses. Perhaps one-way portals, but that gives you one load out of loot per run (not necessarily a bad thing). You should be allowed at least the chance to escape from anywhere.
- Can't reset instances for minimal-risk/high-reward repetition.
- Increasing monster levels that reach a cap (to perhaps somewhat less than the max from maps) before switching to increasing mob density, buffs, etc..
- Periodic bosses, perhaps prior to waypoints.
- Slowly increasing item quantity/rarity, perhaps, as further incentive to risk deeper levels.
- Public ladder showing characters' deepest level with perhaps a count of attempts and/or deaths. (This could simply be added columns to the existing league ladder.)
Last edited by Durentis#4897 on Sep 13, 2012, 3:33:14 PM
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Durentis wrote:
I like the "Bottomless Pit" idea (perhaps an old abandoned mine?), where a dungeon has an unlimited number of levels and you see how far you can get. You'd go into it knowing that if you keep going deeper, eventually you will die. There should be a public ladder showing the deepest levels players have reached as incentive to push for "just one more level". So for HC players, you'd have to decide just how deep you're willing to risk going.

It would probably need certain restrictions/features:
- Unlimited levels starting at that of maps.
- Max monster level somewhat less than maps?
- Temporary waypoints every 3-4 levels that expire with the instance.
- No portals, or at least portals that can only return you to the latest active waypoint.
- Increasing monster levels that reach a cap (to perhaps somewhat less than the max from maps) before switching to increasing mob density, buffs, etc..
- Periodic bosses, perhaps prior to waypoints.
- Slowly increasing item quantity/rarity, perhaps, as further incentive to risk deeper levels.
- Public ladder showing characters' deepest level with perhaps a count of attempts and/or deaths.



+1

very neat idea.



edited on 6th sept.
BTW i forgot there used to be the "Maelstrom of Chaos" map, which is similar to your suggestion.





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Self-impost EXILED.
Last edited by starsg#0408 on Sep 6, 2012, 6:49:08 AM
I would also like some large scale warfare PvP, would be funny :P

But a bottomless Pit is a good idea, you could also add a Survival-Arena with endless waves *g*
The bottomless pit is quite the awesome idea! Perhaps one of the best non-balance suggestions I've read.

Just to add, because people do have lives -- I believe it would be unreasonable to have wp expire with the instance. I would instead rather see every level have a one time use wp that only expires under three circumstances: 1) player death, 2) upon use (to return to the level), or 3) when the next wp is reached. It is important that people be able to save their progress when the "real world" comes a knocking; the significance of the expiring wp should be to prevent players from farming their "optimal" level -- you'll be forced to either go deeper, or reset the whole dungeon and start over.

One more feature/rule to consider, mainly for HC characters: One way ticket tps. Using a tp scroll in the dungeon will return you to town, but not let you back in. This feature depends upon whether or not the player should be forced to decide when to quit before venturing deeper, or if they should be given the option to back out if they see an impossibly rolled boss guarding the next wp.

Anywho, this is simply amazing, and I would play the hell out of this feature! Hoping one of the Devs likes the idea and comments on its viability :)

Edit: I completely forgot to add my own suggestion to the mix XD
I would like to see a commonly dropped unique map (non-unique drop rates, same as any other map) with an inherent +20% item quantity and rarity, and with all other properties set as "???" the reason for this is because maps become highly predictable after a while. Players will roll through a stack of 20 alts to get the right mods for their build (knowing full well they'll replace those alts in the next map run), trading off anything too unmanageable. There's no real incentive to run every map, it's better to just trade the ones with good rolls but qualities that your build can't handle. It'd be nice to have incentive to participate in a truly random map, with no idea what to expect from it (though once inside, or at some point after the map is opened, the qualities should be revealed).
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Last edited by CanHasPants#3515 on Sep 5, 2012, 9:03:59 AM
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CanHasPants wrote:
Just to add, because people do have lives -- I believe it would be unreasonable to have wp expire with the instance. I would instead rather see every level have a one time use wp that only expires under three circumstances: 1) player death, 2) upon use (to return to the level), or 3) when the next wp is reached. It is important that people be able to save their progress when the "real world" comes a knocking; the significance of the expiring wp should be to prevent players from farming their "optimal" level -- you'll be forced to either go deeper, or reset the whole dungeon and start over.


1) and 2) don't really work well with parties. Someone could hold the wp or remove it for the whole party unless the wp is instanced to each party member but then you get a shrinking party.
3) is given since you can only have one wp per area.

I think waypoints might simply need to not be (see below).

"
CanHasPants wrote:
One way ticket tps. Using a tp scroll in the dungeon will return you to town, but not let you back in. This feature depends upon whether or not the player should be forced to decide when to quit before venturing deeper, or if they should be given the option to back out if they see an impossibly rolled boss guarding the next wp.


I initially thought no portals or portals that take you to the last waypoint when you go back through from town, but you do need a way out at any time and going to the waypoint can be abused (and split the party). This means no waypoints as well unless each set of levels between waypoints are in a single instance similar to the levels in the pyramid.

I do think portals need to be limited somehow like with maps to deter/prevent abuses. I don't think restricting loot by portals is necessary unless the depths give increasing +IQ/IR bonuses as risk reward. Having the portal return you to a waypoint like I initially suggested would allow you to repeat a couple levels worth of the dungeon between waypoints as often as you'd like, which is bad. That pretty much leaves returning to where you created the portal (dangerous or otherwise) and limiting their number or as you suggest making the portal a one-way trip (but this gives you one load out of loot).

Will edit these points above.
The pit idea is really cool and something my friends and I have talked about in the past. I really wish this couuld be implemented but definately not how maps are, more like how maelstrom was except it gets harder and harder until you just die or bail and start over.

I can tell you one thing, this will keep people interested for longer than maps will, based on the feedback and chats i've had with my friends who are all 80+ on ladder and slowly getting bored of the map grind.
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