Here's a far-out idea that could make a lot of sense, though I doubt it would be considered this late in the game's development:
Add another bar at the bottom of the screen that represents luck. Put the bar right above the EXP bar, but make it a light green color.
After every kill, whether it be a normal kill or a champion kill, the luck bar moves. Regular enemies give small amounts of luck, champions give a lot, and all other enemies in between. Type of enemy can count, too.
Let's say you kill a boss without anything built up in your luck bar. You get no added bonus Magic Find.
Now, let's say you kill a boss after filling your luck meter up half way. You get +50% Magic Find on bosses.
Furthermore, fill up the luck meter all the way (there's a cap, of course), and you'll get something like +100% Magic Find.
If they wanted to still steer players away from boss runs, they could make the +MF% add to all kills.
When you leave a game, say goodbye to your luck, for you'll need to boost it up again next game.
They could even implement a depletion rate on the luck meter to discourage people from staying in games for days without leaving. For example, a player gets up to half way on the luck meter, takes a break for an hour (we all eat sometime), and comes back to find that his luck meter is now down to a quarter full. In that case, the luck meter would deplete 25% per hour.
In this sense, players could be able to increase Magic Find without using less desirable gear, which would be a huge incentive overall. Honestly, I think this is the only way I can imagine something being implemented that is an example of "concentrated coolness." I think there are some good ideas out there, but it's important to realize that Blizzard will not implement something that is complicated for users to understand without having to consult a source outside of the game. It needs to be simple, yet effective, and I think this system would work really well.
Please humor me and tell what you think, regardless of if you believe Blizzard would dare push back release to implement something of the sort or not.
I'm afraid a visual bar would destroy my feeling of role playing through the dungeon. Also i would have to think, have i cleared everything, did i maybe miss a room before killing that boss?
I'd much rather have bosses just drop mediocre items that most of the time have a steady "worth" when used for crafting/vendor and champions possessing the real awesome stuff at a slightly higher drop rate.
This way you can casually grind towards the boss not being afraid you've missed anything and still know you'll get your piece from that boss one way or the other.
The game focus would quickly be with just filling up that "luck" bar instead of enjoying the adventure.
I understand what you're saying, and I mostly agree. I'm just wondering what Blizzard is going to do to "link" bosses with champions. The only thing I can come up with that seems to work without being overly complicated is the idea I proposed. Really, an added bar would be just as focused on as the EXP bar, in a sense, and wouldn't take much away from the game (in my opinion).
Don't get me wrong, but isn't this just what they disclosed to put in yesterday?!
Can't tell if troll. The only thing I read was that Blizzard is going to be showing off a new system soon that links bosses with champions. That's all I'm aware of.
If you're being serious, though... sweet. Link?
I think a lot of people will hate this idea honestly, but I think it's interesting. It gives a little bonus to people who, instead of doing lightning fast runs, stay in a game together and explore through the content over a pretty long play session.
I do think an entire extra bar in the dashboard for it might be a little distracting and call too much attention to it. But if it were a more tansparent system, where it just quietly added the bonuses that could be good. You wouldn't necesarily run around needing to focus on raising the meter, but you would know that staying in the same game and doing a wide range of content is benefitting you. 100% max bonus seems high to me too. Something that would be a worthwhile incentive, but not overly important makes more sense to me personally. Maybe like an additional 50% max?
One problem I see with it though, is that if you put a system in the game, if there's a way to mess it up, make it tedious, and take alll the fun out of it to get extra numbers, people will feel compelled to. There will be people that run all over the game killing everything, and when they find rares, they will run from them because their bonus isnt maxed, and then have to back track through everything to fight them later when their luck bonus is topped. LOL!
100% max bonus seems high to me too. Something that would be a worthwhile incentive, but not overly important makes more sense to me personally. Maybe like an additional 50% max?
[...]
There will be people that run all over the game killing everything, and when they find rares, they will run from them because their bonus isnt maxed, and then have to back track through everything to fight them later when their luck bonus is topped. LOL!
You make some good points. The +100% number was a ballpark guess, since I don't know what MF% will really be like. Definitely agree with you on the "worthwhile incentive, but not overly important" idea.
I didn't even think of your second point. I could definitely see a player locating a champion pack and saving it for later, which could potentially ruin the experience if players over-strategize to a point that the game becomes less fun.
100% max bonus seems high to me too. Something that would be a worthwhile incentive, but not overly important makes more sense to me personally. Maybe like an additional 50% max?
[...]
There will be people that run all over the game killing everything, and when they find rares, they will run from them because their bonus isnt maxed, and then have to back track through everything to fight them later when their luck bonus is topped. LOL!
You make some good points. The +100% number was a ballpark guess, since I don't know what MF% will really be like. Definitely agree with you on the "worthwhile incentive, but not overly important" idea.
I didn't even think of your second point. I could definitely see a player locating a champion pack and saving it for later, which could potentially ruin the experience if players over-strategize to a point that the game becomes less fun.
I think it's one of the saddest things about onlien style games. Everythign gets so competitive that instead of playing the most enjoyable way, some players will put themselves through stuff they don't enjoy just to gain the slightest stastical advantage. You almost have to design things so that the most fun way to play jsut happens to be the most effective too. LOL!
Another thing to consider, on my second point. All that backtracking takes time running through cleared areas. Time that could be used for killing things and getting more items. So I guess the catch would be setting the bonuses high enough to be worth working for, yet not high enough that backtracking is beneficial. And you're right, what that bonus should be depends on what will be available on gear. If people are running around in 300% MF gear, then 100% Luck bonus might be a fair incentive.
The system isn't bad, but personally I wouldn't like to play like that. I'd be too "obsessed" with getting it right... For me it would take away some freedom.
I think it's one of the saddest things about onlien style games. Everythign gets so competitive that instead of playing the most enjoyable way, some players will put themselves through stuff they don't enjoy just to gain the slightest stastical advantage. You almost have to design things so that the most fun way to play jsut happens to be the most effective too. LOL!
Sounds like you just summed up the end of my Diablo 2 career. I remember the first few months playing D2, not knowing anything at all about online play and playing with my friend on a LAN network. The farthest we ever got was up to Andariel, then we'd make new characters and do it again.
Got online and everything changed. Beat the game once (probably only on normal) and then got rushed from there on out. Everything was about getting items, not about the actual game.
At the end of the 7 years I played D2, I saw that my friend kept playing D2 in single player, and I tried it out again. No lag, no jerks, just the content of the game to complete. I found that the game was much better playing offline, where I wasn't tempted to get rushes and uber level, or anything like that. Online ruined the whole game and created something else.
I think Blizzard is doing something right, so far as I can tell. They're forcing the player to want to go through everything again (pretty bad that they have to convince people to play the game as it was intended), and I think they're doing a good job at avoiding things that could really destroy and pervert the game like what happened to D2.
This is an interesting idea. A way that I think would be better is that your "luck" builds off all the mobs you kill to some max percent like you said; the difference being that it will count for both the random elites and the bosses, and it will be reset to zero once one of these mobs drops a rare/unique or something like that. This way it increases your chances of getting a good item, but will reset every time you receive one. This would encourage killing lots of mobs, while hopefully not being exploitable. It would also hopefully decrease people worrying about leaving their game and leaving their "luck" behind. Anyways, what do you guys think?
Not sure I like it. Would pretty much remove the need for stacking MF, since you can fill your bar then go kill a champion pack \ boss.
I'm unlucky by nature, so I'll say no to this one
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Please humor me and tell what you think, regardless of if you believe Blizzard would dare push back release to implement something of the sort or not.
I understand what you're saying, and I mostly agree. I'm just wondering what Blizzard is going to do to "link" bosses with champions. The only thing I can come up with that seems to work without being overly complicated is the idea I proposed. Really, an added bar would be just as focused on as the EXP bar, in a sense, and wouldn't take much away from the game (in my opinion).
Can't tell if troll. The only thing I read was that Blizzard is going to be showing off a new system soon that links bosses with champions. That's all I'm aware of.
If you're being serious, though... sweet. Link?
I do think an entire extra bar in the dashboard for it might be a little distracting and call too much attention to it. But if it were a more tansparent system, where it just quietly added the bonuses that could be good. You wouldn't necesarily run around needing to focus on raising the meter, but you would know that staying in the same game and doing a wide range of content is benefitting you. 100% max bonus seems high to me too. Something that would be a worthwhile incentive, but not overly important makes more sense to me personally. Maybe like an additional 50% max?
One problem I see with it though, is that if you put a system in the game, if there's a way to mess it up, make it tedious, and take alll the fun out of it to get extra numbers, people will feel compelled to. There will be people that run all over the game killing everything, and when they find rares, they will run from them because their bonus isnt maxed, and then have to back track through everything to fight them later when their luck bonus is topped. LOL!
I still think its an interesting idea.
You make some good points. The +100% number was a ballpark guess, since I don't know what MF% will really be like. Definitely agree with you on the "worthwhile incentive, but not overly important" idea.
I didn't even think of your second point. I could definitely see a player locating a champion pack and saving it for later, which could potentially ruin the experience if players over-strategize to a point that the game becomes less fun.
I think it's one of the saddest things about onlien style games. Everythign gets so competitive that instead of playing the most enjoyable way, some players will put themselves through stuff they don't enjoy just to gain the slightest stastical advantage. You almost have to design things so that the most fun way to play jsut happens to be the most effective too. LOL!
Another thing to consider, on my second point. All that backtracking takes time running through cleared areas. Time that could be used for killing things and getting more items. So I guess the catch would be setting the bonuses high enough to be worth working for, yet not high enough that backtracking is beneficial. And you're right, what that bonus should be depends on what will be available on gear. If people are running around in 300% MF gear, then 100% Luck bonus might be a fair incentive.
Sounds like you just summed up the end of my Diablo 2 career. I remember the first few months playing D2, not knowing anything at all about online play and playing with my friend on a LAN network. The farthest we ever got was up to Andariel, then we'd make new characters and do it again.
Got online and everything changed. Beat the game once (probably only on normal) and then got rushed from there on out. Everything was about getting items, not about the actual game.
At the end of the 7 years I played D2, I saw that my friend kept playing D2 in single player, and I tried it out again. No lag, no jerks, just the content of the game to complete. I found that the game was much better playing offline, where I wasn't tempted to get rushes and uber level, or anything like that. Online ruined the whole game and created something else.
I think Blizzard is doing something right, so far as I can tell. They're forcing the player to want to go through everything again (pretty bad that they have to convince people to play the game as it was intended), and I think they're doing a good job at avoiding things that could really destroy and pervert the game like what happened to D2.
(end of tangent)
I'm unlucky by nature, so I'll say no to this one