And we're back!
Started by Syt, September 08, 2011, 12:53:54 AM
Quote from: FunkMonk on July 14, 2015, 10:01:36 PMIt's really fun to build your own character without relying on a build you find online and to see how far it gets before the game finally becomes too difficult. I'm hoping this guy can make it into merciless without too much of a hassle.
Quote from: FunkMonk on March 10, 2016, 01:53:18 PMOk this is hilarious https://youtu.be/xYiYHj1ktHw
Quote"Let's make a labyrinth!""Let's make it a very traditional-RPG-inspired labyrinth... Gigantic, with multiple interconnecting zones and branching paths... About the size of an entire act! Let's fill these zones with all kinds of interesting areas to explore, and puzzles, and traps, and lore pieces, and hidden things to find like treasure chests, or keys to later chests, and even drops that can assist you at later parts of the labyrinth or even the boss fights. Let's even go ahead and allow players to go back zones in the labyrinth if they want so they can fully experience all the labyrinth has to offer. Essentially, we should do as much as possible to encourage players to explore at their leisure. This is how casual players like to play. Of course we should also have a reward for completion of this labyrinth... How about a one time only per difficulty reward, which is essentially an important form of progression for individual characters, basically making it mandatory? Great, let's put it in mid to late act III as a way for players to prepare for act IV.""Let's also add completely optional rewards that can optionally be grinded endlessly, like as an endgame option. To keep it challenging to get these rewards, let's make it so that if you die, logout or portal out of the labyrinth you will have to start all over again. And of course, let's make the boss challenging as well. Let's tune him so that he should be fought after completing act IV on Normal and Cruel and should be difficult even for high-level mapping characters in Merciless. This risk/reward setup will encourage players to move through the labyrinth as quickly as possible, skipping everything in order maximize their rewards, as well as discourage them from wasting their time exploring, which would only hurt them in the event of failure or random DC or bug. That's how hardcore players like to play.""Now let's forget entirely that these are two contradicting ideas that shouldn't be combined."
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