How do you implement "endless progression" independently of time played?

How then do you think that these types of games even came to exist?

What was it the case that back in the 1940s there were 50 different brands of dungeons and dragons gaming companies and then slowly everyone grew tired of all the uneeded complexity of all these games, and in the 1970s the companies all went belly up and the world rejoiced now that there was only 1 company?

Do you think people burned class handbooks, instead of wrote them?

The only reaons these games came to be, is because nothing became little, and then less became more.

There is nothing for you to really disagree with or misinterpret.

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I love food & drink systems.

Why did they ever do away with these things?

well, when it comes a system like in TESO where you have to craft or buy your BIS buff food and drinks just to play in the meta, its really just stressful

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I still like the Iron Crown Enterprises ( ICE ) Arms Law Combat Tables.

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It is an easy system to boost immersion.

It doesn’t have to be anywhere near a “BiS buff”

It can be sold as a default at a regular npc vendor. I wouldn’t mind the return of rest and sleep features too. All stripped for the sake of more action? The RPG dynamics are what captivates fans of this franchise. The action part should completely revolve around the combat mechanics. It shouldn’t replace the dynamism of the RPG genre.

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can endless progression also be content like an endless dungeon “poe delve” or are we talking about stat and item progress?

i think the focus should be on endless content “you should not be able to beat all of this easy with one build” instead of endless char progression…

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I think endless content is nice, but it needs to be released on a regular basis that outstrips your hardcore players.

As someone else mentioned, how do you keep someone interested between content releases if you have finished the storyline, got all gear, and has mastered all the end game content?

Without some reward system beyond that, there’s really no reason to keep on playing.

Skins / "almost impossible achievements’ are ways to do that.

For example, if you kill 5 million elite packs, your name gets embossed with something and you get a special emote, special pet, special banner, special pose (Guildwars has this).

This successfully will add about 6000 hours of playtime.

But you need to ask yourself, even if this is accomplished, what then?

Even in guildwars, people finished all the the extreme achievements - had nothing to do and stopped playing.

if you battle vs other players like in poe the 100 race on hc or first boss kill or that battleroyal april fools or like in d3 legendary item challenges there will always be something to do… the approach of the poe devs is almost on this lvl of steady new content but if it is just pve there will be an end…

PoE is showing that you certainly can keep the content coming at a good rate.

But if someone plays 6000 hours and run out of ‘content’… that is probably fine.

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While the paragon system isn’t elegant per se, it serves this purpose.

It continually rewards continued play without end.

Again, as I mentioned before, besides rewarding power vs time, is there any other variable that can be given that does not exhaust against time played?

What would you have D3 change the paragon endless progression to?

I want to restate what I posted before.

We do NOT need complexity!!!

We need depth!!! DO not confuse depth with complexity. D4 should ONLY be as complex as need, as simple as can be without sacrificing depth. Simple doesn’t mean shallow.

I give some examples.
Chess is NOT complex, the rules can be learn within a day. But it has depth. Many team sports are simple, like basketball. WIthin a few playing sessions, you can know all the rules. But there is depth.

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I would rather pay $60 for a game that gives me quality content expediently than for a game that deliberately wastes my time with 6000 hours of filler content. I’m not saying that it should be removed or that Good Game > Good Game + 6000filler, I just don’t know why anyone would want the devs to spend their time adding something that one set of players will hardly even use on the one hand, and will only encourage guilt-driven gameplay for those that do on the other- I may be mistaken, but I doubt the people who paragon farm more than anyone else do it for the fun of grinding but so they’ll get the record, and records can reward things other than hours spent.

For clarity, if I pass the far border where I can literally make no progress but paragon farming, the paragon farming is so dull that the payout won’t be what motivates me to play- the intrinsic reward of the combat will.

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Reward non-permanent power instead.
Chests with mats/items, cosmetics, temporary buffs etc.

Indeed.
A great 5 hour game >>> a bad 6000 hour game with endless filler.

i think paragon should have ended at 100 and torment should have never gone above t10… looking at the current situation it took ages till they implemented season themes and they could have added a lot similiar stuff in various areas… trials for example was a terrible implementation BUT it could have been a great timesink with a little thought… legendary gems was also a little meh…

if you have to consider players with +5k hours playtime all you can do is let them battle eachother “on skill” in various activities otherwise they hit a wall no matter what… how you reward said events can be discussed…

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Thats true

Thats actually something that is easy to put in, in a regular base and you can control it with making the requirements nearly impossible to reach.
Its still a better achievement than “+5 +5 +5 for ever”
I’d prefer to play for months, just to get a special font color on my name. Its at least something new. More damage is nothing new and ruins competition and balance.

Yeah, you are completely right.

When people say they want complexity, depth is likely what they mean.

There isn’t a bloody difference. That’s the elephant in the room. Trying to flubber around and assert what aspect of what game is classified as depth or complexity, only goes to increase the chance that said aspect will be removed by a person who thinks they have arrived at a correct specification, when in reality it is their complete lack of understanding of the bigger picture that has just begun to erode the game into bland nothingness…

No aspect of D3 can be defined as belonging to depth or complexity exclusively, because these aspects are being interpreted by varying human minds.

The split second anyone tries to reason that they would appreciate having something else to click on beyond +5 mainstat, you have 2 or more casual kiddies whining that such an addition is unneeded, or to difficult to understand etc.etc.

Any system that is deemed far too shallow, any shred of an attempt to dare to deepen them, and the whiners start screeching about how overly complex it makes something. the game is bombarded by players who shout about depth or complexity, and the outcome is invariably less of both and a celebration over the lack or the removal of either.

It is beyond tragic how horribly D3 has been held back by players humming and hawing over those two words…

Its the year 2020 for pete’s sake. And we just recently got a blog post about removing ATK and DEF values from the most revered tier of items, and having those stats replaced with absolutely nothing.

This is the bloody stone age of RPG history. the fallout after an ensured destruction nuclear war…

D3 is actually 2 games:
Campaign mode which has an end-game.
Adventure mode that has no end-game.

D3 caps out when you find decent gear reguardless of paragon. You can be low paragon .There just nothing to do except grind paragon after that?. That is not progression its grinding. It takes a lot of imagination to keeps season going over 2 weeks tbh. I sure hope they rethink thing for D4. As far as content and season/leagues poe has them beat by a long shot.

EVE Online has been around 20 year. Offline Progression is the way to go.