This I think is a lot more of a complex question than it might sound, and I’m not really sure how best to layout this issue for discussion.
I have most fun in ARPGs when the game is in what one might describe as a “progression” setting. That is to say when I am playing against foes who are both dangerous to me, and what I need to defeat in order to obtain rewards.
So let’s look at examples in my gaming past of when I’ve experienced this level of challenge. Most notably, modern Path of Exile provides this level of challenge, however in a way I don’t enjoy. To maximize loot collection a roughly apt description is that one needs to fight mobs that can instantly kill them, but they also roughly instantly kill. There exists a few bosses in teh game that some players farm, but for the most part people are farming in a very insta kill environment.
From what I understand this community already seems to understand that this is NOT what we want, but what exactly DO we want? I think that question is one that I don’t think we have answered yet.
An example that I found closer to my ideal for an endgame system was Diablo’s on release “inferno” difficulty. In this difficulty the game became incredibly difficult however not 1 shotty. Mobs took a long time to kill however most builds outside of some glass cannon ones from previous difficulties could die in close to 1 shot. I really enjoyed this difficulty system for myself, however there were massive issues with it in my view for players who were better than me, and other players had issues with the system that I thought were unfounded but I think we also need to discuss (to decide if we think they are worth paying attention to).
To start, I need to describe how the D3 system had “progression” system for me. The difficulty had the player replay through the 4 acts of teh campaign with all the mobs buffed up. Act 1 dropped max ilvl i think it was 61 gear, act 2 63, act 3 64 and act 4 ilvl 65. Each acts mobs also got progressively harder. This deals with the issue that if the only thing that changes at endgame difficulties, for example in higher monolith levels, is the # of rare drops or their rarity/unique rate this will still make farming easier to kill mobs the most beneficial way to play. In other words, a “speed clear meta” can still emerge due to there simply be no actual gear improving value to facing challenges besides doing it once to be able to say “i beat it.”
Diablo 3 further attempted to add to this by guaranteeing a legendary drop every time a player played all the way through teh campaign again, encouraging not facing just act 1 mobs rather than the harder later acts.
Now lots of players hated this for reasons such as
- You faced the same early act zones/mobs repeatedly when early in the grind
- A lack of granularity in difficulty levels. Lots of builds went from wrecking in the end of the previous difficulties campaign to getting wrekt in inferno.
- Lots of more hard to define factors, e.g lack of balance between melee and ranged, players not wanting to do content below what teh best players did etc.
Please read all the questions before answering to keep feedback as precise to each question as possible
So my question to all of you is 2 fold
(Try and copy my layout so we can aggregate thoughts on individual aspects if you can.)
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Can you try to describe what your ideal farming session looks like? Lets break this into a few parts,
A: Do you like feeling like you should kill everything you see, or skip to rare or boss mobs (be specific)
B: What level of mobs should take significant time to kill? even whites? should each rare be a 10-20 second encounter?
C: How big of threats should individual mobs be? Currently i often just charge to the end of a zone while pulling as much as possible to AoE everything down
D: Anything I missed you would like to mention -
The harder question:
A: Do you agree with my general assessment that farming in places where enemies are somewhat difficult to defeat is more fun, and should be the quickest way to gear (tho maybe not the safest for HC players), ideally provide examples of your gaming experiences that you felt matched your ideal farming experience in this way.
B: The hard part: What sorts of systems can you think of that accomplish this goal of constantly enouraging a player to fight smth harder to continue getting better gear. Ilvl? affix ranges going up at higher tiers (still effectively ilvl lul)? Systems like the monolith system where completion for the first time on a higher difficulty rewards a permanent boon?
PS: I look forward to hearing your feedback, love yall for being such a positive community <3 I’ve really enjoyed my brief time interacting with people here, very patient and constructive y’all are.
PSS: Many people don’t like giving suggestions as they believe that developers ideas will always be better than theirs, and while I partly agree with this, I think this kinda discussion is worthwhile because not only might it spark an idea for them, but also I want to help this game be as good as it can be and there is very little else we can do to help in that regard lol, so why not !