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Old Oct 10, 2006, 06:05 AM // 06:05   #1
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Default Hard Mode

I was just bored and was thinking of ways to make old things new and worth doing over again. So I came up with this idea to be able to go back to previous missions and play them in Hard Mode as opposed to the default Story Mode. Pretty much the difference is more enemies and higher level, with better drops and another snazzy title to go along with it.

The only goals of Hard Mode is to go through the entire mission and clear out all the monsters within, no story or cutscene just simply kill everything. Only main difference is that you can only get hard mode after you've beaten the final mission and it might be in a locked or hidden district so players who haven't beaten the game can't access it.

Now this may seem extrodinarily dull, but all the monsters are boosted in level drastically and have a unique "hard level" feel to it like the UW or FoW might. New and larger monsters might come out and maybe add in something new like a Hybrid Boss that's got like a zebra striped red and green aura to represent it being a necromancer and an elementalist. I don't know I'm just pulling this out of my pants and I need to wipe so brb, I'm interested in feed back.
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Old Oct 10, 2006, 06:09 AM // 06:09   #2
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hmm, sounds like the normal/nightmare/hell system in diablo 2.

/signed anyway, would add way more replayability
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Old Oct 10, 2006, 06:25 AM // 06:25   #3
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Only if there were a complete enchantment stripping mob in every pull so you can't just go to hard mode and solo it with whatever the new FoTM farmer build is that revolves around 55'ing.
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Old Oct 10, 2006, 06:36 AM // 06:36   #4
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Quote:
Originally Posted by Nickhimself
Only if there were a complete enchantment stripping mob in every pull so you can't just go to hard mode and solo it with whatever the new FoTM farmer build is that revolves around 55'ing.
Why?

I only ask because it's only accessable to people who've beaten the game. Honestly people all just farm anyway, why not just give them a good variety of stuff. Sure maybe don't make everything farmable, but I mean seriously what else are they going to do? :/
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Old Oct 10, 2006, 06:44 AM // 06:44   #5
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/not signed

The Normal/Nightmare/Hell system is what killed diablo for me, they could of at least changed things around instead of keeping it exactly same minus higher baddie levels etc. (i.e. new quest, different tasks, new storylines etc.)

I do know you suggest additional things i.e. better drops, more baddies. I'm skeptical as to if it would actually add replayability or just dull grinding. I think the changes would have to be more pronounced than higher badguy levels and better drops. I know you mean something slightly different but it sounds a little to close to the diablo system for me. As it is, playing each char through soon to be 3 chapters is a daunting task alone with all the missions and titles in mind.

Just my 2 cents.
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Old Oct 10, 2006, 06:47 AM // 06:47   #6
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I do like hard mode.. espcially if well rewarded.

I played the DnD:Online tryout before, and for their quest, you can choose normal, hard, and elite (but have to finish one to unlock the other), where they up the monst'er level and other difficulties. Its a great use of recyclying a used area/mission/quest/level.

But I think "hard", in GW term, must be more than just monster have more level. I do hope to see more needs for strategy to over come a difficult situation, rather than brute force. It would be the experience of playing that would save the day. (see the former spotlight concept on PvE improvment for some ideas)

Its not really something new, but good idea nevertheless. But one of my concern is how would the team forming be? Is it better to have a new "Hard District" seperate from the normal? Or a Mix of two and only decide when entering the mission? I think there are both good and bad in both situation, as one would make it harder to find other people to group with, with other might force some player to take the challenge they don't want to take. Whats your view on it?
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Old Oct 10, 2006, 06:49 AM // 06:49   #7
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Bah, this has been suggested before. Solution: Play through the game solo, or play with 7 skills. Difficulty is best done while self-induced, work on that.
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Old Oct 10, 2006, 09:09 AM // 09:09   #8
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/signed

But there might be issues of people only wanting to play in teams which are doing hard settings.

That might leave lower lvl players at disadvantage, if less people wanting to do easy or normal.

But if it did go ahead, there should be varied rewards for the hardness of the mission. Rarer drops for hard settings or more experience gained.
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Old Oct 10, 2006, 01:43 PM // 13:43   #9
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Hmm what would a hard mode Kunny look like? lvl 50 dragon summoning eggs with a special -10 arrows degen of 10 hp per arrow per second?
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Old Oct 10, 2006, 03:11 PM // 15:11   #10
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Quote:
Originally Posted by Sir Mad
Hmm what would a hard mode Kunny look like? lvl 50 dragon summoning eggs with a special -10 arrows degen of 10 hp per arrow per second?
I would very much doubt they would ever have a lvl50 creature in GWs.

They might make more powerfull boss's, but I doubt they would ever label anything as lvl50.

lvl30 will stay the max for creatures I expect.

Anything greater would annoy people who already winge about the huge difference between lvl20 max for humans and lvl30 max for creatures.

Even is a creature is lvl50, it wouldn't be anymore powerfull then a human at lvl20.

Creatures have never really got harder in GWs.

Anets approach to making areas or missions harder is to either make larger mobs, give them powerfull healing abilities or (as in factions) make nearly every creature able to block and interupt.

If they introduced this idea of easy, normal and hard. They only variable which would change, but be that which I mentioned. Mob levels, healing and interupting.
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Old Oct 10, 2006, 07:48 PM // 19:48   #11
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Aside from the missions that you need people to succeed just because you have to carry stuff or be at several places at the same time, you can get very far solo-ing. Getting to the desert is definately do-able and not just by running but by killing mobs, but after that it just gets really really hard. Especially the mursaats. Don't expect any bonusses either.
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Old Oct 10, 2006, 08:17 PM // 20:17   #12
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Quote:
Originally Posted by Terra Xin
Bah, this has been suggested before. Solution: Play through the game solo, or play with 7 skills. Difficulty is best done while self-induced, work on that.
You shouldn't be limiting youself to get a harder game, the game should be harder.
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Old Oct 10, 2006, 08:35 PM // 20:35   #13
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Quote:
Originally Posted by The truth itself
You shouldn't be limiting youself to get a harder game, the game should be harder.
Making the game harder is more limited than making it harder for yourself. There are many things you can do to make the game harder. You could clear out the entire map of monsters, take no healers, get yourself rushed in prophecies and complete the game as lvl 10

And then there's the fact that EVERYONE is going to want to play hard mode JUST for the increased drops. It makes it difficult for people who actually do want the challenge, but being paired up with PuGs who have absolutely no idea how to play the game expertly. It will be a re-run of the Elite mission special event but... FOREVER...
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Old Oct 10, 2006, 09:24 PM // 21:24   #14
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This can't be done. Programmers have added areas like SF, ToPK, and similar mini-expansions to bring a new challenge to the pve audience. A fully intuitive and learning AI system is hard to write, much less to implement.

If you think you have mastered role-play mode and wish to have a new challenge, try team arenas.
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Old Oct 11, 2006, 12:05 AM // 00:05   #15
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http://www.gamespy.com/articles/730/730271p1.html

Stop trying to make it harder for newer players.

Hardcore gamers don't matter, especially when the game has casual playerbase.
http://www.gamespy.com/articles/701/701787p1.html
Quote:
Kowalewski: Sometimes, yes. It's a fine line to develop games that "anyone" could enjoy, and if you pay too much attention to pleasing the most vocal of your audience (the "hardcore" gamers), you run the risk of making the game unappealing to the market you're really going after (the "casual" gamers) by making it too difficult or specialized.

So my point is no. If you want it harder play with inexperienced PUGs, people that use mending as a heal, or W/Mos who aggro the map.
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Old Oct 11, 2006, 05:47 AM // 05:47   #16
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LifeInfusion, that's pretty much one of the most untrue things I've heard. I said it'd be available to players who've beaten the game, and if you haven't looked at the titles recently, what casual player opens up 50,000 chests?

Anywho, I am seeing some good points from other people and gotta say that I honestly don't care. Just thought I'd check up on things and see what people thought. A hard mode would be nice, not something I'd necisarily want, but the game is pretty much at the level of either being too weak or to elite. Seriously I might want to do an elite mission, why can't I? I'd like to clear out the underworld but it's too damn huge and everyone wants to farm anyway. I mainly do PVP, almost always have, but yet I have easily skated through PVE and it's just very lacking in my oppinion.

Maybe a hard mode isn't the answer but I'm sure something can be done. For starters, never make a mission like a factions mission ever again, the prophecies missions were much better.
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