Until you reach the ceiling that exists in every arpg except RoS. Nice try though.
This guy gets it. This is exactly what an endless expgrind results in. I am willing to bet less than 1% of the entire playerbase actually benefits from an endless expgrind system. Whereas there are far more that get discouraged by it.
Any minute spent not farming exp results in loss of potential power. You don’t have to be Sigmund Freud to understand the psychological effects of this.
It has nothing to do with endless “progression” in such a sense
You create a game within which players are endlessly interested to experience outcomes. Rock paper scissors is the most basic and easy to understand example. the players do not know what is going to be powerful, instead they get to discover what is powerful from one moment to the next.
the capacity for endless entertainment is inherently there. same with chess. players do not know what pieces are going to be the most powerful. instead they are endlessly interested to find that out, each game.
Same with starcraft, hearthstone, overwatch, etc…
This very basic concept simply does not exist in D3 sadly…and the consequence is that what players get to “discover” is the exciting progression of clicking a mainstat arrow 10 thousand times in a row. its really a tragic story.
Not really. People generally know what is powerful (ala meta) or not in PVP games. The reason why is people still and keep playing PVP games because it is fun to win against human opponents.
D3, D2 and PVM are not. There is a limit on how many times you can keep going with mindless killing against AI.
You don’t. Endless progression and the paragon system is a great idea for a RPG games and a decent reward for time spent playing.
A lot of people here are whining about paragon and how it gives a advantage over other players who barely even play the game.
Well, yeah, duh. Of course it should give a advantage for the time you spent progressing your character and grinding. Character progression is the entire point of rpgs and paragon is a fundamental part of it. I probably have over a thousand hours over several years played on this game to achieve 4k paragon. Its completely fair that i am stronger than someone that barely plays the game and yet expects to be on the same level.
Another few things noobs don’t understand is that paragon diminishes in value as you get more and more mainstat and it is increasingly harder and harder to obtain. For instance, someone paragon 3000 probably can level to paragon 1000 a dozen times over and spent much more time to get those paragon levels. So it is not infinite and there is a softcap to paragon value unless you are running bots or willing to spend a week getting each paragon level after 4000.
Another thing; while a new “paragon system” should not give actual permanent power (stat boost), it should also not be account-wide. It was made account-wide in D3 because of how essential it was, forcing you to only play one character otherwise. But when they fix the first issue, the other is not needed anymore. Lvls should signify what the ‘character’ has done, not what the ‘account’ has done.
Imo, make it something like this (with the paragon lvls coming slower than in D3):
Paragon 10: Chest with random crafting mats
Paragon 20: Chest with random legendary
Paragon 30: Some cosmetic item
Paragon 40: A buff: 100% more gold find for the next hour played
Paragon 50: Chest with random crafting mats
and so on
Paragon 100: Chest with random mythic
etc.
So endless lvling, but limited rewards that could (except for the cosmetics) be gained outside of the paragon lvls too.
Or the quite different alternative:
Paragon 10: 10% magic find and gold find buff (endless duration) - enemies have 10% more HP
Paragon 20: 20% magic find and gold find buff (endless duration) - enemies have 20% more HP
etc. Bonus caps at paragon 1000 or similar.
On death; lose 10% of your paragon lvls or similar.
Well, lootboxes are basically the same thing as farming
If you don’t get the loot, you are looking for: I pLayEd 10 mInUTEs fOr NOtHinG, bLiZzaRd pLS
Imo. A bunch of cosmetics would be a good idea. Ppl can work for something, show off how much they have played and distinguish from more lazy players and we have no power creep
But that’s, what they are whining about
They play for some time and dont get an upgrade because RNGesus hates them (he might be right about that) and they think, their time was wasted
Because they don’t enjoy the game, they enjoy rewards
Actually, talking about addiction. Everyone here is missing one of the most successful game models in history. Gambling. RNG loot hunt is gambling. You invest your time and maybe you get something out of it. Maybe you don’t. That’s the awesome thing about this kind of games. If you can’t appreciate that. It might Just be the wrong genre.
Correct me if I’m wrong. But D3 has something similar, paragons get harder to achieve over time, so during the beginning of the season, everyone gets paragon points very quickly. In 1 month you can get 2k paragon during a season, in NS with 6k you will get around 500-700 if you play a lot.
I will tell you what really happened to diablo 3 - since development and bad decisions taken.
To start your quote is wrong. Diablo 3 classic with no expansion at level 60 you had at max 300k damage. And each paragon level we get 5 main stat point. It do not changed the game too much.
So what does ? At expansion the damage went to 1.2m nowadays 2m+. The paragon point kept 5 main stat point. So what really changed ? All the green set damage multiplier. A 10.000% damage buff increase each 5 paragon level main stat point together infinitely. So instead they recognize this step and add gameplay depth they just didnt. They had three options to make (1- Increase paragon earned point according certain paragon progress (200-400-500-etc) / 2 - Create other way to acquire source of power - it could be more 4 secret paragon tab / talents or etc / 3 - Add insane multiplier for sets/new itens). They just gave all this role for a limited set - killing the gameplay. Where the player has to use a mandatory set of rune skills and builds called META.
This is the error. They just killed the player freedom to play the way it wish. Instead they give all multiplier a green set gives they could give them in a secret paragon shape where the player would be required to do other stuff at game to advance power progress. But they lazily just gave all this power for free. The players was not required to climb for this power. It was gave for us with no effort - this is not diablo. This killed the mid-gameplay (progress in difficult towards torments - climbing for power little by little).
So, I would make it character bound not account bound for starters. If we are basing it off Paragon I would cap power categories at 100, just to use a value. I would mix in the ADA categories and cosmetic/gold/crafting mats and recipes/maybe a rare chance at gear cache into the mix.
With that, you only get points for non power categories every level. Every 10, you get one for a power category. So that way it will take a very long time to reach what is currently considered mandatory for progression, 800 paragon. You would need to be at level 8000.
This way you still benefit your character by getting ADA values to activate different attributes on gear, get opportunities for better gold and magic find, can build up your crafting supplies, gain cosmetics in between power gains.
Obviously something like this would need some retooling by people that know better. But you still have endless progression, you have very little power creep, for lack of a better term, and it relies on playing one character ot gaining account benefits.
Sure but traditional RPGs are something that aren’t designed as an ongoing service where Blizzard wants people to keep playing so they keep spending. Look at MMO’s: they receive an update, people clear the new zones, get the new gear, and then a big chunk of the population unsubscribes until the next update because there is no longer any progression available.
This is a completely biased view. So you’re really going to try and claim that having endless progression makes people quit, but playing a game where if you get no gear upgrade you essentially receive no reward for your time won’t make people quit?
This is exactly why a Paragon system that rewards power needs to exist, so that even if we don’t get a gear drop we still have progress.