Hello guys, first of al sorry for my poor english.
I was thinking about a new mechanic that could be introduced in the game that would give us another kind of competition environment without compromising the core game and providing a lot of fun too.
The whole point is to share this idea to see if you guys would like it too giving your opinions and of course giving your ideas for new mechanics that would you like in the new game, well here we go:
Courrier System (similar to the Death Stranding game)
Based in the lore released so far, the world of sanctuary is breaking apart, humanity is colapsing, so one of the best ways to keep it holding togeter is making it more connected (i mean, commerce, information and etc, not the internet lol).
Basically the mechanic would be based on quests that the objective was to be taking something (item, consumable, letter, information, coin, wood, mineral, so many possibilities) from point A (town, camp, city, random place) to point B.
The rewards could be based on the time you took to make the run, the number of players doing it could have influence too (say too many players are doing a quest to transport wood to vilage X, so the reward would be less gold as payment)
There could be diferent types of quest, some with route freely choosed by the player (remember, geting to the objective faster will give better rewards) and some with a defined route (go throught this villages but be carefull they are suffering someking of invasion from Hell or Heaven who knows, kill this or that demon and get there asap kind of thing).
Since they said the mounts will have some itemization, i believe the mounting system will have somekind of dismount on hit chance similar to wow classic making you avoid hordes of demons to make to your objetive faster but making you take longer routes.
Here enter the mounting itens, like in the witcher 3, giving you resistance to dismount, slow effects, making you faster, with more stamina (diablo 2 style but in the mounts), even increasing your inventory with bigger saddlebags in your horse, could even have the same item lvls (normal, magic, rare and legendary, crafted or only droped [crafted only would be more fun for me]).
The focus of the game would still be slaying all sort of demons in dungeons or rifts, invasions or random events, and this would provide a new machanic that would improve the wandering part in the open world (going faster, without dismount so often, and with more space in inventory) and still giving a new way of playing the game killing some demons on the process. As i said, could even start a new way to compete inside the game, of who do that quest faster, of course being the person with best mount and equips.
I think most of my ideas for the mechanic are here, so what you guys think about it? and again, feel free to give your ideas too.
I think this is an interesting idea for a game mechanic. I'm curious how it would integrate with the rest of the game (i.e. could you just always try and set up a courier quest when travelling to gain extra XP or rewards from it, or would they pop up randomly and you would have to choose whether to accept or not?)
It seems like you've thought the idea through a fair bit. If I come up with any other ideas re: mechanics I'll add them here!
I think this is an interesting idea for a game mechanic. I'm curious how it would integrate with the rest of the game (i.e. could you just always try and set up a courier quest when travelling to gain extra XP or rewards from it, or would they pop up randomly and you would have to choose whether to accept or not?)
i think both case scenarios would be more fun, adding somekind of rarity to a few courrier quests, and of course to the rewards.
Other thing that got me excited is the angelic/demonic/ancestral system, we dont know much about it so far but they can have some really cool ideas here, for example:
Instead of items giving a fixed value of power (angelic/demonic/ancestral) the itens give a increase % in angelic prowess gains and at the same time give a decrease % of demonic prowess you loss, so, as far gear get better you can gain more angelic power and losing less demonic, since in the end you will want both powers (i guess) to gain all bonus from gear or skills (dont know if they will influence them).
And here comes the other part, since we are humans and can be both evil and good, they could insert a new kind of rift, where it transport you to Pandemonium and when you open this rift you could choose for which side you want to fight, hell or heaven. I need angelic power for my build? lets fight for heaven and slaughter hosts of demons, now i need demonic power, lets bring heaven down, and in the end of seasons they could reset this power values and see who was the worst/best human in the realm. Just here we could have an infinite ramification as monster families for each demon lord and angel in the angiris counsil, skins for itens, mounts, portraits, skills effects,man even wings in this scenario wouldn't be so awkward (kidding plz dont put wings in this game, this is not MU online).
Lol i think this game really got me, i do hope they nail it, Diablo is a so cool franchise and have an amazing potential.
I really hope they will use the open world as a big part of the game design, so features like this would definitely be a good idea. But it's kinda hard to imagine to be honest what they might come up with because, as far as i know, an open world APRG has not been made yet, at least at this scale. I'd like to see them take ideas from other great open world games like The Witcher 3 for example; one of my favorite things about that game is all the side quests and sub plots you get to experience from exploring the world. I'd really love to be able to explore Sanctuary in that way.
But since Diablo is an ARPG they have to handle it a bit differently - it has to be a much faster paced game and still work well with exploration - so they need to find a good way to balance it. But I feel like that could be a hard thing to accomplish if the game will be as fast as D3 was; i'd like it to be much closer to the pace that D2 had, not just because it fits better with an open world, but it also feels almost impossible to design strategic and thoughtful combat (which they said was the intent) when it's too fast. In my opinion, to achieve this, stepping back a little bit from the action and focusing more on the RPG aspect would be a smart choice. Most importantly though, i just hope they don't make an open world just for the sake of it and because it is impressive, but actually design the whole game around it. At least they said that they are "building Sanctuary as a living, breathing character" - which does sound pretty promising
completely agreed, D3 is just too shallow, dont necessary need to be as deep as PoE, but at least like a little bit more complex, Diablo 2 was so good because it wasnt just put a full set of a specific armour and go kill everithing in the game like a walk in the park.
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Hello guys, first of al sorry for my poor english.
I was thinking about a new mechanic that could be introduced in the game that would give us another kind of competition environment without compromising the core game and providing a lot of fun too.
The whole point is to share this idea to see if you guys would like it too giving your opinions and of course giving your ideas for new mechanics that would you like in the new game, well here we go:
Courrier System (similar to the Death Stranding game)
Based in the lore released so far, the world of sanctuary is breaking apart, humanity is colapsing, so one of the best ways to keep it holding togeter is making it more connected (i mean, commerce, information and etc, not the internet lol).
Basically the mechanic would be based on quests that the objective was to be taking something (item, consumable, letter, information, coin, wood, mineral, so many possibilities) from point A (town, camp, city, random place) to point B.
The rewards could be based on the time you took to make the run, the number of players doing it could have influence too (say too many players are doing a quest to transport wood to vilage X, so the reward would be less gold as payment)
There could be diferent types of quest, some with route freely choosed by the player (remember, geting to the objective faster will give better rewards) and some with a defined route (go throught this villages but be carefull they are suffering someking of invasion from Hell or Heaven who knows, kill this or that demon and get there asap kind of thing).
Since they said the mounts will have some itemization, i believe the mounting system will have somekind of dismount on hit chance similar to wow classic making you avoid hordes of demons to make to your objetive faster but making you take longer routes.
Here enter the mounting itens, like in the witcher 3, giving you resistance to dismount, slow effects, making you faster, with more stamina (diablo 2 style but in the mounts), even increasing your inventory with bigger saddlebags in your horse, could even have the same item lvls (normal, magic, rare and legendary, crafted or only droped [crafted only would be more fun for me]).
The focus of the game would still be slaying all sort of demons in dungeons or rifts, invasions or random events, and this would provide a new machanic that would improve the wandering part in the open world (going faster, without dismount so often, and with more space in inventory) and still giving a new way of playing the game killing some demons on the process. As i said, could even start a new way to compete inside the game, of who do that quest faster, of course being the person with best mount and equips.
I think most of my ideas for the mechanic are here, so what you guys think about it? and again, feel free to give your ideas too.
well, at least no one said it was a terrible idea, lol
Hi Duke,
Your English is excellent - no need to apologise.
I think this is an interesting idea for a game mechanic. I'm curious how it would integrate with the rest of the game (i.e. could you just always try and set up a courier quest when travelling to gain extra XP or rewards from it, or would they pop up randomly and you would have to choose whether to accept or not?)
It seems like you've thought the idea through a fair bit. If I come up with any other ideas re: mechanics I'll add them here!
i think both case scenarios would be more fun, adding somekind of rarity to a few courrier quests, and of course to the rewards.
Other thing that got me excited is the angelic/demonic/ancestral system, we dont know much about it so far but they can have some really cool ideas here, for example:
Instead of items giving a fixed value of power (angelic/demonic/ancestral) the itens give a increase % in angelic prowess gains and at the same time give a decrease % of demonic prowess you loss, so, as far gear get better you can gain more angelic power and losing less demonic, since in the end you will want both powers (i guess) to gain all bonus from gear or skills (dont know if they will influence them).
And here comes the other part, since we are humans and can be both evil and good, they could insert a new kind of rift, where it transport you to Pandemonium and when you open this rift you could choose for which side you want to fight, hell or heaven. I need angelic power for my build? lets fight for heaven and slaughter hosts of demons, now i need demonic power, lets bring heaven down, and in the end of seasons they could reset this power values and see who was the worst/best human in the realm. Just here we could have an infinite ramification as monster families for each demon lord and angel in the angiris counsil, skins for itens, mounts, portraits, skills effects,man even wings in this scenario wouldn't be so awkward (kidding plz dont put wings in this game, this is not MU online).
Lol i think this game really got me, i do hope they nail it, Diablo is a so cool franchise and have an amazing potential.
I really hope they will use the open world as a big part of the game design, so features like this would definitely be a good idea. But it's kinda hard to imagine to be honest what they might come up with because, as far as i know, an open world APRG has not been made yet, at least at this scale. I'd like to see them take ideas from other great open world games like The Witcher 3 for example; one of my favorite things about that game is all the side quests and sub plots you get to experience from exploring the world. I'd really love to be able to explore Sanctuary in that way.
But since Diablo is an ARPG they have to handle it a bit differently - it has to be a much faster paced game and still work well with exploration - so they need to find a good way to balance it. But I feel like that could be a hard thing to accomplish if the game will be as fast as D3 was; i'd like it to be much closer to the pace that D2 had, not just because it fits better with an open world, but it also feels almost impossible to design strategic and thoughtful combat (which they said was the intent) when it's too fast. In my opinion, to achieve this, stepping back a little bit from the action and focusing more on the RPG aspect would be a smart choice. Most importantly though, i just hope they don't make an open world just for the sake of it and because it is impressive, but actually design the whole game around it. At least they said that they are "building Sanctuary as a living, breathing character" - which does sound pretty promising
completely agreed, D3 is just too shallow, dont necessary need to be as deep as PoE, but at least like a little bit more complex, Diablo 2 was so good because it wasnt just put a full set of a specific armour and go kill everithing in the game like a walk in the park.