A system where after each level we gain in a day we get an x% less XP during the next level, capping at 5% XP until 24 hours have passed since your last level up.
Example given:
0 levels gained today = 100% of normal XP.
2 levels gained today = 80% of normal XP.
4 levels gained today = 50% of normal XP.
5 levels gained today = 25% of normal XP.
6 > levels gained today = 5% of normal XP.
I like this, to an extent. My problem with it in the lower levels. Maybe don't have it kick in until you've reached lvl 20(assuming you lvl at the same speed as in D2)? That way it doesn't take you 2-3 days to beat the first act. I'm also trying to come up with a better formula than what you have.
The other thing, You should cut it by act's completed and difficulties completed, also. That encourages people to take breaks at logical stopping points.
New XP rate per level =
New EXP Rate = Current XP rate * .88 (12% reduced each level)
THEN, cut it by 25% for every act completely, and 50% for every difficulty completed.
Eaxmple, you leveled up 3 times in 6 hours, and beat the act you are on:
3rd level = 68.1
68.1 * .75 = 51%
Now, this is really complex. So, just have a little box that says at what speed you are currently lvling up at, on the character sheet. And When you hit LVL 20, and beat an act, have Cain(or someone) explain simply : "You should rest, you won't gain experience as fast as you would if you rest"
Fun. I love algebra. I figure, the more complex the numbers like this are, the harder it will be for people to exploit the game.
I like this, to an extent. My problem with it in the lower levels. Maybe don't have it kick in until you've reached lvl 20(assuming you lvl at the same speed as in D2)? That way it doesn't take you 2-3 days to beat the first act. I'm also trying to come up with a better formula than what you have.
The other thing, You should cut it by act's completed and difficulties completed, also. That encourages people to take breaks at logical stopping points.
New XP rate per level =
New EXP Rate = Current XP rate * .88 (12% reduced each level)
THEN, cut it by 25% for every act completely, and 50% for every difficulty completed.
Eaxmple, you leveled up 3 times in 6 hours, and beat the act you are on:
3rd level = 68.1
68.1 * .75 = 51%
Now, this is really complex. So, just have a little box that says at what speed you are currently lvling up at, on the character sheet. And When you hit LVL 20, and beat an act, have Cain(or someone) explain simply : "You should rest, you won't gain experience as fast as you would if you rest"
Fun. I love algebra. I figure, the more complex the numbers like this are, the harder it will be for people to exploit the game.
I hope they don't add an auction house because I think that would take a lot of the player interaction out of the game.
I do think they need an account bank or shared stash or whatever you want to call it. Muling was always a pain and it doesn't make sense why you wouldn't be able to share things between your characters more easily.
I hope they don't add an auction house because I think that would take a lot of the player interaction out of the game.
I do think they need an account bank or shared stash or whatever you want to call it. Muling was always a pain and it doesn't make sense why you wouldn't be able to share things between your characters more easily.
I don't know, you would have more time to actually play with people rather than trade with them or actually first spam 1 hour and then u find someone who is interested and trade in 10 minutes and go back to trade channel..
Don't know if thats much of an interaction. I rather play with people and get to know them as a players not traders.
grinders/farmers there always be in diablo, just because all about gearing in diablo is farming last bosses.
I want this to change.. rather also have a chance to drop some good items from all monsters. And maybe one time drop good loot from the last bosses after that would be same chance as all monsters. With this system you could just do solo runs to where ever you wanted and clear out whole areas of monsters. I think what blizzard wanted is to kill masses of enemies.. not just to tele baal room and kill the minions and then baal.
I wouldn't mind some account based bank slots. Not really any point in keeping it so that you have to keep a game open to trade items to your other characters.
For the love of God, no auction house... it's unrealistic but more importantly it destroys any social aspect of trading that many people enjoy. I hate that part the most...
It's also another way for gold farmers to screw the game over (if the economy is gold based, unlike the item based trade of other Diablo games) because you know damn well they're going to undercut your prices no matter what, and you'll have more difficulty selling your stuff.
Then sometimes you get the issue of some people buying everything out and jacking up the price to whatever they want for certain items. etc...
I don't know, you would have more time to actually play with people rather than trade with them or actually first spam 1 hour and then u find someone who is interested and trade in 10 minutes and go back to trade channel..
Don't know if thats much of an interaction. I rather play with people and get to know them as a players not traders.
I want this to change.. rather also have a chance to drop some good items from all monsters. And maybe one time drop good loot from the last bosses after that would be same chance as all monsters. With this system you could just do solo runs to where ever you wanted and clear out whole areas of monsters. I think what blizzard wanted is to kill masses of enemies.. not just to tele baal room and kill the minions and then baal.
Thats right, grinders/farmers screw the game. Also a auction house is for quick buy/sell or trade (of there aren't farmers/grinders gold worth lots more and is like wow/gw gold). Then there is time to have fun in groups
Thats right, grinders/farmers screw the game. Also a auction house is for quick buy/sell or trade (of there aren't farmers/grinders gold worth lots more and is like wow/gw gold). Then there is time to have fun in groups
Now this is just speculation, but its based off of what the dev. team discussed at WWI.
I think that grinding/farming is going to be reduced greatly, and will also be more enjoyable.
-More mini-bosses, that are more likely to drop worthwhile shit.
-More action based gameplay/less of a click fest(with the skill hotbar)
-More variety in the action and more in-depth action. They were talking about how they pull influence from god of war and zelda. That would mean some bosses that would have a little bit of a puzzle to them.
Now this is just speculation, but its based off of what the dev. team discussed at WWI.
I think that grinding/farming is going to be reduced greatly, and will also be more enjoyable.
-More mini-bosses, that are more likely to drop worthwhile shit.
-More action based gameplay/less of a click fest(with the skill hotbar)
-More variety in the action and more in-depth action. They were talking about how they pull influence from god of war and zelda. That would mean some bosses that would have a little bit of a puzzle to them.
The fact that they might do this, Act 1-3 normal Act 4-6 nightmare Act6 6-10 Hell. Might stop rushing tactics ... also the fact that they are scaling boss's/ MOBS to the party number/level. This means that you can run from the start to finish again and the Xp will be scaled. Also they are making mobs better xp and droping the big boom xp from boss's.
And on the AH, they wont make that knowing diablo2 players it will be full of scamers lol and its just not the game unless they make diablo 3 one massive world... but more bag space yes
The fact that they might do this, Act 1-3 normal Act 4-6 nightmare Act6 6-10 Hell. Might stop rushing tactics ... also the fact that they are scaling boss's/ MOBS to the party number/level. This means that you can run from the start to finish again and the Xp will be scaled. Also they are making mobs better xp and droping the big boom xp from boss's.
And on the AH, they wont make that knowing diablo2 players it will be full of scamers lol and its just not the game unless they make diablo 3 one massive world... but more bag space yes
Good idea that act system :), it would work fine i think
A system where after each level we gain in a day we get an x% less XP during the next level, capping at 5% XP until 24 hours have passed since your last level up.
Example given:
0 levels gained today = 100% of normal XP.
2 levels gained today = 80% of normal XP.
4 levels gained today = 50% of normal XP.
5 levels gained today = 25% of normal XP.
6 > levels gained today = 5% of normal XP.
Explain to me how this would prevent rushing, sounds like it would just reduce leveling and if leveling is fast as is diablo 2, this would just prevent people from playing the game. (E.G. Having fun until level 6 but than you realize for some reason, you're getting practically any experience)
Quote from "nzkobc" »
I like this, to an extent. My problem with it in the lower levels. Maybe don't have it kick in until you've reached lvl 20(assuming you lvl at the same speed as in D2)? That way it doesn't take you 2-3 days to beat the first act. I'm also trying to come up with a better formula than what you have.
The other thing, You should cut it by act's completed and difficulties completed, also. That encourages people to take breaks at logical stopping points.
New XP rate per level =
New EXP Rate = Current XP rate * .88 (12% reduced each level)
THEN, cut it by 25% for every act completely, and 50% for every difficulty completed.
Eaxmple, you leveled up 3 times in 6 hours, and beat the act you are on:
3rd level = 68.1
68.1 * .75 = 51%
Now, this is really complex. So, just have a little box that says at what speed you are currently lvling up at, on the character sheet. And When you hit LVL 20, and beat an act, have Cain(or someone) explain simply : "You should rest, you won't gain experience as fast as you would if you rest"
Fun. I love algebra. I figure, the more complex the numbers like this are, the harder it will be for people to exploit the game.
Sounds better, but I think only having the EXP go down with the completion of acts and difficulties and having a really complex formula for EXP based on the level of the characters in the game (If there's a higher level in the game, they gain a little more EXP but everyone else's EXP is reduced alot), the amount of contribution (Damage, Monsters, Damage Taken, HP Healed, Hits Taken, and votes from people that can be view by everyone in the party), and what act and difficulty you're in (Certain level ranges would gain more experience in one place than another). Complicated, but I think this would be optimal.
One of the fun parts of diablo 2 was the social part of trading, i don't want an auction house, but it would be nice to have a 2D lobby maybe where you could trade with other people without having to join a game, kinda like a trading lobby with your merchant character, maybe there could be a special character per acc that was a merchant character with ALOT of slots just for trading.
Don't think the idea of a merchant character because it kinda sounds like that's just for our benefit as merchants. And wouldn't this support using these characters as "mules"
I Just got another idea, how about a system that allows you to pull items off your other characters, for a price of coarse, maybe an NPC that says he found an item another adventurer said to give to you, and than you choose what character and what item you want and if you don't pick an item, he just says he can't find it. (Gold is taken off other character)
With the addition of the shared stash (With a different name so it fits in better) that's upgradeable. (starts at 8*6)
Expansion costs W/e amount and increases by 85% each time and increases your stash by 4 slots
The bank system should be shared between characters, with more space, but not unlimited since that'll completely ruin the economy (everyone would have tons of the same unique item stored in their bank.)
I don't think they should make aunction houses, but they could make trade specialized rooms. Rooms that are in a different area, with no mobs at all. And could contain a lot more than 10 people. Basically, a room where people spam each other for trades. Trade specialized rooms would make trading a lot lot easier.
As for grinding/rushing. Rushing needs to go away, but grinding maybe not.
The bank system should be shared between characters, with more space, but not unlimited since that'll completely ruin the economy (everyone would have tons of the same unique item stored in their bank.)
I don't think they should make aunction houses, but they could make trade specialized rooms. Rooms that are in a different area, with no mobs at all. And could contain a lot more than 10 people. Basically, a room where people spam each other for trades. Trade specialized rooms would make trading a lot lot easier.
As for grinding/rushing. Rushing needs to go away, but grinding maybe not.
Yeah, good idea, and there could be a trade room associated with each game.
And grinding will never go away
I think no rushing is an absolutely great idea, I would always hate it when you create a game like "Act1, Quest1" or "Act1 Start" and you and say 5 other level 1's would start questing, and form this temporary camaradarie, knowing you have to rely on your teammates as much as yourself, only to have it broken by some level 80 coming and being like... hey, want me to rush you guys? there's a certain feeling of an inept effort to do something yourself.
Why would anyone want to take grinding away from the game, I have some of my best memories grinding characters at 1 in the morning blasting techno! Don't take grinding away its an important aspect of the game that adds to its atmosphere that its just not quest by quest you have other options to level.
Also, I don't think auction houses would work because gold isnt worth anything in Diablo so I think Blizzard should increase the value of gold so it becomes more neccesary.
They basically have to rework the entire economy to make gold valuable.
Also to stop rushers just have it so if theres a higher level in the party 10+ you don't get as much exp when your in a party with him.
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I like this, to an extent. My problem with it in the lower levels. Maybe don't have it kick in until you've reached lvl 20(assuming you lvl at the same speed as in D2)? That way it doesn't take you 2-3 days to beat the first act. I'm also trying to come up with a better formula than what you have.
The other thing, You should cut it by act's completed and difficulties completed, also. That encourages people to take breaks at logical stopping points.
New XP rate per level =
New EXP Rate = Current XP rate * .88 (12% reduced each level)
1st :: 100 * .88 = 88
2nd :: 88 * .88 = 77.4
3rd :: 77.4 * .88 = 68.1
4th :: 68.1 * .88 = 59.9
5th :: 59.9 * .88 = 52.8
and so on
THEN, cut it by 25% for every act completely, and 50% for every difficulty completed.
Eaxmple, you leveled up 3 times in 6 hours, and beat the act you are on:
3rd level = 68.1
68.1 * .75 = 51%
Now, this is really complex. So, just have a little box that says at what speed you are currently lvling up at, on the character sheet. And When you hit LVL 20, and beat an act, have Cain(or someone) explain simply : "You should rest, you won't gain experience as fast as you would if you rest"
Fun. I love algebra. I figure, the more complex the numbers like this are, the harder it will be for people to exploit the game.
This could work
I do think they need an account bank or shared stash or whatever you want to call it. Muling was always a pain and it doesn't make sense why you wouldn't be able to share things between your characters more easily.
Don't know if thats much of an interaction. I rather play with people and get to know them as a players not traders.
I want this to change.. rather also have a chance to drop some good items from all monsters. And maybe one time drop good loot from the last bosses after that would be same chance as all monsters. With this system you could just do solo runs to where ever you wanted and clear out whole areas of monsters. I think what blizzard wanted is to kill masses of enemies.. not just to tele baal room and kill the minions and then baal.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
For the love of God, no auction house... it's unrealistic but more importantly it destroys any social aspect of trading that many people enjoy. I hate that part the most...
It's also another way for gold farmers to screw the game over (if the economy is gold based, unlike the item based trade of other Diablo games) because you know damn well they're going to undercut your prices no matter what, and you'll have more difficulty selling your stuff.
Then sometimes you get the issue of some people buying everything out and jacking up the price to whatever they want for certain items. etc...
Thats right, grinders/farmers screw the game. Also a auction house is for quick buy/sell or trade (of there aren't farmers/grinders gold worth lots more and is like wow/gw gold). Then there is time to have fun in groups
Now this is just speculation, but its based off of what the dev. team discussed at WWI.
I think that grinding/farming is going to be reduced greatly, and will also be more enjoyable.
-More mini-bosses, that are more likely to drop worthwhile shit.
-More action based gameplay/less of a click fest(with the skill hotbar)
-More variety in the action and more in-depth action. They were talking about how they pull influence from god of war and zelda. That would mean some bosses that would have a little bit of a puzzle to them.
I hope so.
And on the AH, they wont make that knowing diablo2 players it will be full of scamers lol and its just not the game unless they make diablo 3 one massive world... but more bag space yes
Good idea that act system :), it would work fine i think
Explain to me how this would prevent rushing, sounds like it would just reduce leveling and if leveling is fast as is diablo 2, this would just prevent people from playing the game. (E.G. Having fun until level 6 but than you realize for some reason, you're getting practically any experience)
Sounds better, but I think only having the EXP go down with the completion of acts and difficulties and having a really complex formula for EXP based on the level of the characters in the game (If there's a higher level in the game, they gain a little more EXP but everyone else's EXP is reduced alot), the amount of contribution (Damage, Monsters, Damage Taken, HP Healed, Hits Taken, and votes from people that can be view by everyone in the party), and what act and difficulty you're in (Certain level ranges would gain more experience in one place than another). Complicated, but I think this would be optimal.
Don't think the idea of a merchant character because it kinda sounds like that's just for our benefit as merchants. And wouldn't this support using these characters as "mules"
Oh and Chris, I hate WOW!
I Just got another idea, how about a system that allows you to pull items off your other characters, for a price of coarse, maybe an NPC that says he found an item another adventurer said to give to you, and than you choose what character and what item you want and if you don't pick an item, he just says he can't find it. (Gold is taken off other character)
With the addition of the shared stash (With a different name so it fits in better) that's upgradeable. (starts at 8*6)
Expansion costs W/e amount and increases by 85% each time and increases your stash by 4 slots
I don't think they should make aunction houses, but they could make trade specialized rooms. Rooms that are in a different area, with no mobs at all. And could contain a lot more than 10 people. Basically, a room where people spam each other for trades. Trade specialized rooms would make trading a lot lot easier.
As for grinding/rushing. Rushing needs to go away, but grinding maybe not.
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Yeah, good idea, and there could be a trade room associated with each game.
And grinding will never go away
Also, I don't think auction houses would work because gold isnt worth anything in Diablo so I think Blizzard should increase the value of gold so it becomes more neccesary.
They basically have to rework the entire economy to make gold valuable.
Also to stop rushers just have it so if theres a higher level in the party 10+ you don't get as much exp when your in a party with him.
All Your Base Belong To Us!
THIS IS MY BOOMSTICK!!!!!