Some ideas of cool stuff for D4 (maybe too weird or tangential, depending on the “right” direction for D4), and miscellaneous thoughts:
- “The Greater Rift”: There is a particular place that some very strong monsters really want. If players claim this spot, a portal opens and unleashes endlessly-more-difficult waves until the monsters retake it.
- Wandering monster packs, and even large armies roaming about
- Towns that come under attack and must be defended (or one particular town as a special case), or else you must wait a while (or help rebuild the town with some tradeskill?)
- Player-controlled monsters (Play without creating a single character! You’re weak but together you are strong…)
- “Thieves’ Guild”: The avenue by which players “go hostile” toward other players?
- Allow PK, but there’s an emissary-guy that gives you a “diplomatic immunity”, basically a buff that condemns anyone who PKs you. (Or make players invincible, and the emissary is just an elaborate “toggle option”…if you must.)
- Each character is running around with a different “karma”. Monsters grow more aggressive toward characters with bad karma, traps are more common too, and overall there is added trouble & misfortune.
- In Hardcore mode, equipment loses maximum durability every time you repair it (and PKing can similarly permanently damage the equipped armor pieces that drop)
- If you die in PvP, you must win a rematch with the same opponent or you LOSE a piece of your equipment.
- Maybe some in-game incentives and/or honorary accolades for winning with mediocre gear or similar power-handicap (eg. a child NPC you are trying to save will flee from you unless you are wearing no helmet) instead of “best gear always”.
- 3 stats “trifecta”: Power, Speed, and Mind(?); among other benefits, Power increases damage, Speed increases base move speed, and Mind zooms out the camera, so you will definitely want all three of these.
- PvP zone: Blatant MOBA-style tug-of-war between two teams.
- PvEvP zone: Monster/boss race and/or endurance-trial between two teams.
- Paragon is fine, whatever.
- Infinite paragon is fine? as long as it’s “isolated” to single-player (ie. gets stripped away in PvP and similar settings).
- Time-gating a few extra bits of power (“levels 90-99”) is potentially annoying but fine.
- Would be nice if it didn’t take hours to find the first decent challenge.
- 2 teams send endlessly scarier monsters at eachother
ORIGINAL POST
Everything that D4 needs to please D3 players:
- Tight, responsive controls
- Lengthy, satisfying story
- Practical, sensible user-interface
- “Endgame progression”
- Not too difficult
…is par-for-the-course, all-but-guaranteed for D4.
But D4 can be “great” and not only “decent”. That’s where D2 player input can be valuable, who desire an expanded skill-ceiling beyond WoW, D3, etc.
Blizzard already said that all of D4 will be solo-friendly. So whatever competitiveness that D4 offers will have no effect on non-competitive solo players.
Not trying to be incendiary, only saying that, better not sell D4’s legacy short for the sake of players who would enjoy it regardless (legacy or no legacy). And who knows, these casual players just might enjoy D4 all-the-more, when it has guys like Kripparian at the forefront, pushing its boundaries to the utmost.
tl;dr: No good reason that Diablo series shouldn’t be at the forefront of the ARPG domain in every possible way.
