I’ve noticed… (and quite a bit to be honest… this is the second post I’ve made around this topic, but the other one was an idea to improve the game)… that, players want more difficulty, but they don’t want it called torment.
But this is just the short way of saying it… the truth is that there are many rules that govern what the majority apparently wants…
1.- First of all… they want a lot of difficulties… not just 20 like in Diablo 3. Probably hundreds.
2.- They also want them to be less significant/difficult compared to the previous one. Not 10x or 15x like in Diablo 4. Probably between 20% and 75%.
3.- BUT, they do want them to be more concrete. Specific. Like (just) increasing the speed of monsters or the number of elites.
4.- Additionally, they want the rewards to increase significantly with each difficulty.
5.- And especially: they don’t want them to be linear… a tree would apparently be ideal. So you can also customize the difficulty/reward… And you know what, I think they want more trees, so they’d like a reward tree too.
So I think players do want more torments. Not a torment difficulty, but a Torment system.
A Diablo 3 torment/rift difficulty on steroids… with trees… lots of trees.
So I think the hypocrisy of “we don’t want more difficulties” should be changed to “we want more difficulties, but in a different way”.
Correction, D3 fans/players want to turn D4 into even more segmented D3.
D1, D2, D2R people wonder why T1 - T4 exist. We want to play together, not to be segmented. However the highest difficulty should be difficult otherwise there is no point. Contracting difficulties would make even more sense T1 -T3.
Unlimited torments are a rabbit hole.
You can keep playing D3 in your basement and set your game to private if you want to play alone. I want a balanced game where everyone can particioate to some degree depending on the efficiency of their build, not some kind of mobile game blaster.
Flavor of the month meta can exist each season for all I care, but it shouldn’t be 10000x stronger than the next build, 10-20x is good enough.
Suggest a consumable item that increases difficulty by 20% multiple times until reaching the equivalent of T5, and you’ll mostly get positive responses.
Suggest that the difficulties have a difference of that same 20% and create enough to reach T5, and you’ll get negative responses.
I’m sure CrazyMage and everyone who likes it in the future would love the consumable item.
Nope, I prefer a more difficult T4, so people aren’t limited to pits for leveling. No consumables are required then. You could do any activity and level up to level 300 in T4. Add a ladder board to that and we have a first basis for the endgame.
Pits and infernal hordes are popular because they aren’t a waste of time exp wise.
Long linear activity that has borderline zero secondary use other than increase an already preselected number
And there’s also a chance for failure, can’t be worse
Oh wait, actually it can, you lose when timer runs out so it’s literal maximizer of time-waste activity type by default, i.e. when you fail you receive a “capital” punishment in terms of failure at 110% effort
You don’t fail in minute 2, you fail minute maximum duration, especially when a close call
Nope, T3
Squeeze them together into 3 Torments => less player segmentation => more fun.
Difficult T3 with lots of exp => all activities are relevant not just pits and hordes.
That’s how you get a full world with things happening everywhere.
I don’t know why I feel like we’re talking about different activities…
I guess I’ve never enter hordes when I could fail.
That really depends on the player…
At least I don’t like playing seriously with friends… and if you’re not willing to lower your difficulty for a friend, then they’re not a real friend.
I believe relevance has nothing to do with difficulty.
I think the best way to build this is for each activity to be very good at something (highly rewarding in one way) and intermediate at everything else (providing a bit of all the rewards).
Players tend to do what’s best or what they like (no-meta). This way, no one goes without rewards.
To be honest, I like it when it’s empty.
For MMO lovers, there should be a single layer where everyone takes out all the mobs and resources… the classic full-world experience.
In that case there should be a high failure rate of rewards, otherwise everyone will get best from everywhere and be done
Bad idea… What should probably happen (and better idea IMO) is have activities at times have a surprise encounter (or potential surprise encounter), therefore a rare/r chance to get a rare reward
That way the impact is based on activity/ies attended by choice
Not sure what you mean by this but I don’t think it matters that much if there is room for impact based on personal experience/journey and there can be nice surprises and rare/r rewards (not just outright more powerful, rare stuff that have a tendency to kinda surprise folk)
For example, all activities give you XP, and there are activities that give you a lot of XP, but you’re not ready immediately.
Tempering scrolls are another example… I’ve never done the group event… and I have 5… I don’t even know where they came from, but I’m happy.
You should for example find scrolls that give you a level in Glyphs or something like that… so that the glyphs are not only leveled up in Pit (But that Pit continues to be the main activity of glyphs) thing likle that.
I mean, I like playing solo, but anyone who wants the MMO experience should be able to.
But every mode has its consequences.
Playing alone is inefficient, and playing in an overly populated world is annoying.
Yes, the difference between 16 torments is superficial.More TIERs doesn’t change the game.
More challenges and more difficulty does not mean more life for the monsters.
I want to be able to play Infernal Tide and kill the boss at the difficulty level that I find satisfactory. Maybe I don’t want to play dungeons at that same level. Maybe I want to go in there and just run through the dungeon.
Remember, more difficulty does not mean more life for the monsters. More difficult is more meteors in Infernal Tide, 2 Buchers hunting you, 5 Bloodseekers, one of each class at the same time. All of this can be a passive from a tree that you choose or not according to your preference.
Have you considered that there are different people, that may want different things? Things that sometimes are directly opposite? Friend, you sound like a newly made robot about to explode when faced with a contradiction.