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View Full Version : Infinite Hell Dungeon + Heaven Tower


PiSeasA
06-08-2008, 08:25
As Discussed here:
http://www.battle.net/forums/thread.aspx?fn=d3-general&t=323693&p=1
http://forums.diii.net/showthread.php?t=676115&page=8
http://www.diablofans.com/forums/showthread.php?t=13498

Quick summary (mine ideal ver based on other posters' ideas):
1) Infinite series (9999 lvl at least) of arena-style levels where mobs come at u actively (see opening barbarian scene for gameplay vid)
2) One set leading further into hell, one into heaven.
3) Mob difficulty scales up per level.
4) Waypoint every 10/50/x levels, if u TP out inbetween u start fom last wp.
5) Reduced xp&drop rates to avoid ppl doing 'inf dungeon runs' exclusively to anything else. You do this to get achievements, to compete for best pvm party build that can get past the most levels.
6) Can only initiate the run after last act on hell, via a mini-quest (or some other way that would cut down on botting)

If blizzard worried bout keeping it canon (e.g. not wanting deep lvl mobs be harder 2 take down than diablo), make this an official mod or something - like how Azure TD was to wc3

stillman
06-08-2008, 11:40
Anything to be an alternative to end game boss grinding is good imo.

However; I would remove number 4). I think there should be no WP or even tping out. My idea is that if you tp out, you can't go back in and you have to start at the very beginning with a new dungeon and work your way back up to where you were before (kind of like with killing the ancients). Why? Well because:

-If they can tp out and back, people would just hang around in the deepest part of the dungeon they can handle and remake games every five minutes and take their highest wp. This would not be very challenging. Also, the dungeon would get boring too soon. It would just be another tp fest exploit.

-If you know you can't return to town without ruining your progress, certain "survival" skills will become very useful in this dungeon. The best players will be those who can get to the deepest levels without relying on endless tps and potions.

-Better mood (feeling trapped and desperate). Imagine being 50 stories down in an endless dungeon and you know the pressure is on. If you tp out, you will have wasted some time making you a poorer player.

sicilian
06-08-2008, 16:23
Anything to be an alternative to end game boss grinding is good imo.

However; I would remove number 4). I think there should be no WP or even tping out. My idea is that if you tp out, you can't go back in and you have to start at the very beginning with a new dungeon and work your way back up to where you were before (kind of like with killing the ancients). Why? Well because:

-If they can tp out and back, people would just hang around in the deepest part of the dungeon they can handle and remake games every five minutes and take their highest wp. This would not be very challenging. Also, the dungeon would get boring too soon. It would just be another tp fest exploit.

-If you know you can't return to town without ruining your progress, certain "survival" skills will become very useful in this dungeon. The best players will be those who can get to the deepest levels without relying on endless tps and potions.

-Better mood (feeling trapped and desperate). Imagine being 50 stories down in an endless dungeon and you know the pressure is on. If you tp out, you will have wasted some time making you a poorer player.

I like it. That way you could add a significant reward at the end (or at a certain level if there is no "end"), and not have it be cheesy. Maybe a guaranteed unique (though it could always end up being a low level one, it would be random).

You could even randomize which level would drop the unique (anytime after level 100 for example), so people would really have to weigh, "It's 4:00am, but the big unique dropping monster could be coming any minute!"

:D

theBanger
06-08-2008, 21:28
Just another idea.

The infinite dungeon is Hell. Your mission is to simply kick as much *** as possible. This is not a mission for mere mortal warriors to try, only the greatest heroes attempt this task, conquerers of not only mortal flesh and blood, but champions over the prime evils themselves. Of coarse, once one excepts this task, there is no return, your eternity is set to battle Hell. Infinity. The only way to safely enter hell is through "The Sphere of Mental Chaos", which provokes insanity to such a degree that the forces of Hell cannot bend ones mind to it's will. No sensible, or compensable speech can be implored from whence then on, for the horrors of Hell are too much for even the protected minds to bear.

Just some actually intelligibility to what I just splurged.

First to make a statement on the heaven tower idea, I don't like it. Why would the champions of heaven turn to fight it? Doesn't make much sense from that POV. I'm not certain what the story in D3 involves, but I'm pretty sure you won't be fighting Tyreal.

Next, I don't think this area should be accessible to those who have not completed the game, through and through. So it would be best to start this area out at high levels. Maybe make each area alvl 99 or something.

Once you enter the portal there is no going back, if you die in hardcore, maybe the game can save your progress as some sort of account title, but thats it, as for softcore, that was your one chance and you blew it, you cannot remake the portal (*maybe you can join somebody else's.)

When in Hell you would suffer from a negative modifier that builds to a greater degree the further through you fight. Only the sphere of mental chaos (or whatever) prevents this, however, this gives a negative modifier in mortal world forcing you to make a choice, I like choices. Obviously this only effects softcore.

Any way just one more idea to throw in the pot.

Dwovar
07-08-2008, 20:08
I was actually thinking of taking it the other way.

The tower is something that your soul enters, but not your body. You can find all the crazy, wild, out-of-this-world items you want, but you can't bring them back (or maybe you can only bring one back by reaching some kind of milestone).

If you die, your soul gets shunted back to your body. You can enter again, but you start on the 1st floor.

I like the idea of heaven tower and hell pit. But thats because I think in D3 we're going to end up facing off against both the luminaries of heaven and the savages of hell.

I'd really like to see it work into some kind of trophy room. Something you can see (maybe let others see) in which you collect trophies from various levels. A trophy for reaching the bottom of the pit or the top of the tower. Trophies for finding special 'Tower Only' or 'Pit Only' items.

hostileeffect
08-08-2008, 07:43
It would be interesting to have eight barbarians hacking and slashing through a crowd of auto-respawning mobs, where you have to kill them faster than they spawn, in order to reach the next room of level.

I am indeed interested in an infinite level kind of thing, IIRC, Delta Force 2 had destructible trees and near-infinite levels. Keep in mind, I played DF2 on a P3/64MB/Voodoo2-32MB, computer which I still have right here, IIRC, 1998 compaq home PC. I also used this computer to play Diablo 2 but I don't think LoD Xpack would load on it.

With the limited graphics of Diablo 3 and modern computers, an infinite leveled dungeon would probably be pie to even the slowest of modern gaming computers.