I would like to express my intellectual concerns regarding the proposed instant nightmare dungeon travel feature in the upcoming game, Diablo 4. While I appreciate the convenience it offers, I believe that implementing such a system may inadvertently diminish the immersive and captivating world you have crafted. Allow me to elaborate on this viewpoint.
Preserving World Immersion: One of the remarkable aspects of the Diablo series is the meticulously designed world, brimming with atmospheric details and carefully placed points of interest. By introducing instant dungeon travel, there is a risk of diluting the sense of exploration and discovery that makes traversing the world of Diablo so enthralling. It is essential to strike a balance between convenience and preserving the immersion that draws players into the dark and mysterious realms.
Encouraging a Sense of Journey: The act of physically journeying to a dungeon not only adds a layer of anticipation but also fosters a deeper connection with the world itself. By removing the time and effort required to reach these locations, the sense of achievement and satisfaction derived from conquering a challenging dungeon could be diminished. Maintaining the physicality of travelling to dungeons encourages players to engage with the world and appreciate its intricacies, enhancing the overall gameplay experience.
Learning from Past Experiences: Drawing from the experience of other successful games, such as World of Warcraft, we can observe the potential repercussions of implementing instant travel systems. World of Warcraft initially introduced a similar feature, which ultimately led to a decrease in player immersion and a lessened sense of world exploration. This lesson from the MMO genre suggests that maintaining a sense of journey and discovery is crucial in ensuring long-term player engagement and satisfaction.
In conclusion, I respectfully urge the Diablo 4 Development Team to reconsider the inclusion of instant nightmare dungeon travel. By preserving the immersive nature of the world, fostering a sense of journey, and learning from the experiences of other games, you can ensure that Diablo 4 delivers an experience that captivates and enthrals players throughout their adventure.
Thank you for considering my intellectual feedback, and I eagerly look forward to the continued development of Diablo 4.
For some players your points are completely valid
However even with this change you donât have to use the portal that will take you to the entrance of your nightmare dungeon
For some one like me who finds the travel time to my chosen destination an inconvenience the whole open world is something I was looking forward to until I experienced it and was disappointed to be honest,especially with the lack of an overlay map and the useless block we currently have in the corner
On point 3 the mmo argument holds no water as Diablo as always been an arpg and not a mmo so speed of running the same content is what I would like over all the other mmo lite time wasting aspects
What immersion, I right click on my destination and follow the line on the mini map and donât even look at the world I am travelling through.
Its the same with all games that demand too much exp to level including WoW at its worst, we are focusing on moving that exp bar.
Normally in arpgâs I can relax and follow where the game guides you, but here the leveling is such a chore, I am just focussed on getting those extra levels and anything that delays that is just in the way.
If the leveling 1-100 took about the same time as 1-80 then the focus would move away from exp/hour to enjoying the game, and I would agree with your points, but that is not the state of the game atm.
True, I am not normally set on a level mindset, but am looking at the game from a 3 month season point of view, not playing on the eternal realm forever.
With the exp as it is currently set, then in a season a lot more people are going to be forced into a level mindset if they have limited hours to play.
Hence I will reserve judgement for the actual season, not this experimentation period we are in.
Seems like a quick fix to me rather than something that will address the problem but not act at the same as a catalyst to destroy the feeling of a vibrant outside world as a result ⌠all we are doing is creating a dead zone that then becomes a chore to everyone.
While I share the sentiment that this kind of convenience diminishes the open world to a not insignificant degree, at the same time itâs not a hill Iâm going to die on either.
The main reasons for running world content will remain intact in the form of farming specific crafting materials through Helltides and Whispers and of course getting your weekly world boss kill.
Probably - I donât know ⌠it could be good, bad or indifferent - no evidence available to support any conclusions.
My concern is because developers never seem to talk about any impact analysis they have done in respect of change, and folks should know much better from their past experiences that all change is a two sided coin.
The real problem is that going to that destination is horrible because of clunky horse riding. You get stuck on everything. You ride enemies cluster in a tight space your speed up is on a cd you get stuck get thrown of the horse and get 30 sec cd where you need to slog on foot. Also you get stopped by barricades, invisible obstacles and even touching anything slightly will stop you. When you are going to a further dungeon 100th time it becomes horrible chore and it has nothing to do with immersion.
You can not refer to yourself as an âintellectualâ and then post this about an ARPG!
You want immersion? You do the campaign.
Everything after that is an endgame/season rush.
I farmed Leoricâs Ring over 1000 times by loading one section of diablo 3 , killing everything, leaving game and reloading. That is what this game is about after the campaign. Efficient farming.
Yeah⌠most definitely NOT an âintellectualâ if you do not even know the game âstyleâ and have to refer to yourself as one as opposed to letting the content speak for itself.
I think youâre looking at a problem that doesnât really exist
when we use a sigil, myself (and i believe everyone else) look for the nearest waypoint to the dungeon
mount up and run towards the entrance, sometimes get stopped by a blockade forcing us to dismount use 1 ability to one shot everything and then proceed to the dungeon on foot.
completely unnecessary exercise that adds nothing to the gameplay and iâd argue it actually takes away.
I do understand where youâre coming from, but there are other ways to âforceâ people into the world
some of those ways already exist with materials that drop in helltides
or mount farming in the various zones/legion event
they should also add more fun and unique and MOST IMPORTANTLY rewarding activities that would encourage (key word) people to play in the open game world.
I donât get the complaints about mounts. They are so fast and useful on PC, not AS good on console as they are slower, by a good amount. Not sure why, but they only boost to level 1, not 3 like on PC.