Some gameplay ideas for D4 endgame.
Two infinite types of instanced “dungeons” where one type is solo run.
And the other one is with a full group.
Think of it a bit like how the Key system would work in WoW where you would add a risk to try a harder level at the cost of loosing the key or key level.
And the instance types shouldn’t be all just 100% random generated runs that use the same algorithm every run but just with harder enemies.
I think it would be fresh to actually have some what pre-designed “dungeons” with some slight random generation added to it. Again, if compared to WoW people have no problem doing the exact same dungeon layout over and over again. but with harder enemies that get new mechanics the higher you go.
Take that formula and add just a slight bit of randomness and you have some good content.
It would also add to the fact that you could frequently add new types of dungeons every x certain period of time. Including new enemies, loot and seasonal theme. Maybe even consider doing just seasonal releases adding 2-3 new dungeons to the already existing pool.
I think the biggest issue in D3 was that even tho it’s fun to grind for loot. The setup of the infinite portal was basically not unique enough and quite repetitive in the sense that the environments that do “change” with the random generation weren’t significant to the gameplay that much.
So I truly believe that pre-designed specific dungeons would have a bigger impact and add a future proof release cycle of content that would excite a large audience. That type of structure works so well for so many other categories of games. Even Path of Exile has been able to survive for so long due to their constant releases of new content.
Another part to keep D4 alive would be to design a subscription model to keep gaining funds for further development. I think the hardest part of how people are used to playin diablo games is that you pay once and you play forever.
The problem with that is of course that it does boost the economy for D4 a lot in the beginning. There is nothing else in the future that makes you money with further releases. Doing big expansions and selling those is not the best for the game either, because they take much longer to develop and people play the game for long enough to get bored without anything new.
One way is of course cosmetics. But that’s only a minority that care about them. It is usually then not enough to support the server costs and further development.
I think on top of that a meaningful season pass would be your best bet.
Hardest think to balance there is you don’t want to make it pay to win. And you don’t want to make it mandatory for users to enjoy the game. That means a season pass would have to contain something like extra challenges that reward you with cosmetics and/or quality of life features. Like maybe a faster/cooler mount on the last challenge or something.
It’s just something to get users more engaged and also have an additional source of income for the game.
It’s sad to see a great game be released, but then die because of lack of content or not fast enough delivery of future content.
It has to be clear to players that they should buy things like season passes to support the development.
Sorry for a long post. Hope this reaches at least a discussion on a meeting or something
Keep up the good work!