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The Collapsing Tomb

2 bytes removed, 11:11, 15 September 2010
Gameplay Changing Quests
::'''Julian:''' Well, that's actually the first one that we've done that we -- well it's not the first one we planned for but it's the first one that we actually completed and put in front of people to actually test and obviously is a new kind of scenario for a game like Diablo. It's something we've been kicking around and working on and so far the feedback seems to be that people really enjoyed it.
:::So I think we're looking for ways to really open up a little bit the gameplay model for the game to include scenarios that are a little bit, you know, that are more interesting than the straightforward "Kill X number of monsters" or "There's the boss" kind of scenarios, things that really give you something different to do. And the whole point of that is really to support a lot more re-playability in the game.
As Julian said, this one changes the gameplay style by forcing characters to rush through or die. The other change is related to that, since the super chests are where the real dungeon rewards are found. In comparison to them, and the experience reward for finishing the quest, the monsters are speed bumps. Players are better off running right past the monsters, or where narrow hallways make that impossible, it's wise to kill them as quickly as possible.
The real riches in the Collapsing Tomb come from these chests, many of which contained 8-10 stacks of gold along with 4-6 rare items, all of which came fountaining out when they were clicked upon. (There are no locked chests in D3 at this time.) As a result, the monsters in these tombs are obstacles, speed bumps that get between your character and heaps of rare items, and the larger goal; finding the exit before the roof falls on your head.
 
==References==