With Seasons, if all we're getting is new legendaries, some QoL, and maybe a pet, then there isn't enough to retain players.
So I might have a couple of suggestions to help keep players. Maybe, maybe not. It's why I am here.
We need unique transmogs for each Class, each Season. The only way to get these new transmogs are to complete the previous Season to Champion, and while completing a T10 Solo Rift with that Class. I believe this helps with replayability a bit.
So for example, to get these new transmogs. You need to have completed Season 5 to Champion, and Soloed a T10 Rift with a that Class. This unlocks the transmogs for Season 6 for that Class only. Perhaps, even a Ultimate Set of effects for unlocking ALL the sets
Greater Rifts need to drop awesome transmog items unique for each class, or cosmetics after 45 and above. But make them like Old Windforce drops. Pennants, Wings, Walking effects, and glowing effects.
Because if this is all we are getting until the expansion, then that expansion is sorely needed. Without a complete overhaul of the systems in place, I believe this is the biggest change that can be done, to bring the most out of each Season.
I honestly believe that player retention will be higher, if Blizzard offered more incentive to play all the Classes. As of right now, you can get everything with just one Class and that is detrimental to the game.
While you can have all the QoL changes you want, that doesn't offer incentive to play. That just makes it easier. I see all these QoL ideas, that sounds fantastic, like the Armor Rack, but I don't see many ways offering ways to keep people playing.
It isn't about Transmog in general, but incentives to keep a player base. Although, I think awesome Transmogs are a sure fire way to keep me playing.
Personally if thats something you want in/from a game,then this is the wrong game for you.
The problem with this reply, is that it could easily be done. It's relatively simple.
Personally, if you have nothing to contribute, you shouldn't even reply. This isn't the thread for you.
The problem would be if the player is interested in cosmetics or not, a lot of players do not care. I myself have got rid of all the wings I got free except for one which I have never worn....why? because it doe not add to my character while playing, basically nice to look at but does not help. I would personally like to able to get a reward like that that has something like 10% attack increase and only the character class chosen can try to get it and wear it, try because it will be difficult to get. It needs to hard to get to feel rewarding and not a easy to get enhancement.
The problem would be if the player is interested in cosmetics or not, a lot of players do not care. I myself have got rid of all the wings I got free except for one which I have never worn....why? because it doe not add to my character while playing, basically nice to look at but does not help. I would personally like to able to get a reward like that that has something like 10% attack increase and only the character class chosen can try to get it and wear it, try because it will be difficult to get. It needs to hard to get to feel rewarding and not a easy to get enhancement.
The problem I have with actually having stat increasing items, is they will be mandatory. Once they are mandatory and just flat stat boosts, then it's going to grinding Paragon all over again. Charms have been offered as the solution for your talking points. Charms, will not offer the need to grind for the rewards. Flat stats, just become mandatory. It's the exact problem with Paragon grind. At a certain point, it won't keep players longer.
With Cosmetics, it's entirely optional, but offers a variety of options that aren't really used in the game. I'm going PoE style glowing effects and Transmog which seem to be really popular. But Diablo needs them to drop in Rifts. Blizzard needs to offer far more.
We are getting free games or other box games with far more content and quality content. GTAV is a prime example, of box content releasing free awesome content. For about 30 dollars less.
Seasons are free, but it offers little to nothing in gameplay changes and actual content differentials. If you guys want players, you want group content and the feel of a community and a presence, then we need Blizzard to welcome and implement changes to content differentials.
With Seasons, if all we're getting is new legendaries, some QoL, and maybe a pet, then there isn't enough to retain players.
So I might have a couple of suggestions to help keep players. Maybe, maybe not. It's why I am here.
We need unique transmogs for each Class, each Season. The only way to get these new transmogs are to complete the previous Season to Champion, and while completing a T10 Solo Rift with that Class. I believe this helps with replayability a bit.
So for example, to get these new transmogs. You need to have completed Season 5 to Champion, and Soloed a T10 Rift with a that Class. This unlocks the transmogs for Season 6 for that Class only. Perhaps, even a Ultimate Set of effects for unlocking ALL the sets
Greater Rifts need to drop awesome transmog items unique for each class, or cosmetics after 45 and above. But make them like Old Windforce drops. Pennants, Wings, Walking effects, and glowing effects.
Because if this is all we are getting until the expansion, then that expansion is sorely needed. Without a complete overhaul of the systems in place, I believe this is the biggest change that can be done, to bring the most out of each Season.
Adding transmog items will appeal to very little, even the casuals you discuss later in the thread.
What this game needs is balance of all the skills. It needs the player to get back into the story. If all you are doing is grinding over and over for items, it gets boring. Random maps with no story, that just is not going to cut it.
The game needs to get the player back into the campaign, with features similar to rifts. An infinite scaling difficulty with greater rewards. I swear to you, if greaters were never in the game, and instead the leaderboard was based on boss clears on the highest level possible etc... more people would love this game. Adventure mode just destroyed it.
Player retention is shit because the game is monotonous, not because of lack of rewards.
They need some new play zones, repeatable play zones that offer good loot, not set dungeon bullshit you do once and forget forever.
Look at marvel heroes. Specifically the raids and the xdef/holosim. These are both things that could transfer into D3 easily if their lazy ass devs would actually do something worth doing.
I swear to you, if greaters were never in the game, and instead the leaderboard was based on boss clears on the highest level possible etc... more people would love this game. Adventure mode just destroyed it.
Uh, no, you're high. If there was no adventure mode, rifts, or grifts, this game would be dead.
With Seasons, if all we're getting is new legendaries, some QoL, and maybe a pet, then there isn't enough to retain players.
So I might have a couple of suggestions to help keep players. Maybe, maybe not. It's why I am here.
We need unique transmogs for each Class, each Season. The only way to get these new transmogs are to complete the previous Season to Champion, and while completing a T10 Solo Rift with that Class. I believe this helps with replayability a bit.
So for example, to get these new transmogs. You need to have completed Season 5 to Champion, and Soloed a T10 Rift with a that Class. This unlocks the transmogs for Season 6 for that Class only. Perhaps, even a Ultimate Set of effects for unlocking ALL the sets
Greater Rifts need to drop awesome transmog items unique for each class, or cosmetics after 45 and above. But make them like Old Windforce drops. Pennants, Wings, Walking effects, and glowing effects.
Because if this is all we are getting until the expansion, then that expansion is sorely needed. Without a complete overhaul of the systems in place, I believe this is the biggest change that can be done, to bring the most out of each Season.
Adding transmog items will appeal to very little, even the casuals you discuss later in the thread.
What this game needs is balance of all the skills. It needs the player to get back into the story. If all you are doing is grinding over and over for items, it gets boring. Random maps with no story, that just is not going to cut it.
The game needs to get the player back into the campaign, with features similar to rifts. An infinite scaling difficulty with greater rewards. I swear to you, if greaters were never in the game, and instead the leaderboard was based on boss clears on the highest level possible etc... more people would love this game. Adventure mode just destroyed it.
You mean how it was with just Torment difficulty? The one that was universally hated, to the point we have Adventure Mode and Rifts? Come on, are you even trying?
I swear to you, if greaters were never in the game, and instead the leaderboard was based on boss clears on the highest level possible etc... more people would love this game. Adventure mode just destroyed it.
Uh, no, you're high. If there was no adventure mode, rifts, or grifts, this game would be dead.
No need to harass someone.
If you just use some foresight, or even hindsight, and look at the ARPG greats, non of them had anything like adventure mode, and they slaughtered the competition. D3 is going to get destroyed by the likes of Grim Dawn and is being beaten by PoE.
You can have endless scaling content without removing players from the content my fellow friend. Rifts and Greater rifts are not needed. You could have Act Runs or hidden dungeons within acts that serve as rifts and greaters, but are still a part of the story. And again like I said, have an infinite scaling difficulty within.
The biggest mistake D3 made was taking players away from the story. They did this with the AH from the very beginning and now are doing the same thing with Adventure Mode. Again, you can have endless scaling progression without Adventure Mode. No reason to remove people from the story.
I swear to you, if greaters were never in the game, and instead the leaderboard was based on boss clears on the highest level possible etc... more people would love this game. Adventure mode just destroyed it.
Uh, no, you're high. If there was no adventure mode, rifts, or grifts, this game would be dead.
No need to harass someone.
If you just use some foresight, or even hindsight, and look at the ARPG greats, non of them had anything like adventure mode, and they slaughtered the competition. D3 is going to get destroyed by the likes of Grim Dawn and is being beaten by PoE.
You can have endless scaling content without removing players from the content my fellow friend. Rifts and Greater rifts are not needed. You could have Act Runs or hidden dungeons within acts that serve as rifts and greaters, but are still a part of the story. And again like I said, have an infinite scaling difficulty within.
The biggest mistake D3 made was taking players away from the story. They did this with the AH from the very beginning and now are doing the same thing with Adventure Mode. Again, you can have endless scaling progression without Adventure Mode. No reason to remove people from the story.
I dont understand this mindset.If you find D3 lacking in some aspect and enjoy PoE because of it,all the more power to you.Enjoy your game dear sir.
However i ask you this;how many people who arent seriously interested in the ARPG genre have heard of grim dawn or even poe?I cant talk about grim dawn but poe does surely appeal only to a minority mindset.Hardcore players may be getting bored with D3 and going to PoE,but those people dont make up the majority of people who leave D3.Just join an average guild where people are not chasing some high GR level,people who just play for the fun of it,couple weeks after the season start they drop like flies because they dont care about min-max'ing their toon.A game with the complexity such as PoE wont attract those people.
Also when you are farming the same location for maps,farming maps or doing atziri runs,do you really feel trully immersed in the story?There are stuff that PoE does better than D3 surely,but non of those had anything to do with story or adventure mode.
Exactly, which is why I say the game isn't rewarding enough. There needs to be tangible rewards you can get each Season, by completing preset from the previous Season, along with Achievements.
Blizzard needs to involve synergy among Seasons, and non-seasons. Farming is Farming no matter where it's at. Rewards are unique and one of a kind. It might give more players some Veteran stand outs, if you could show off some cool effects.
I swear to you, if greaters were never in the game, and instead the leaderboard was based on boss clears on the highest level possible etc... more people would love this game. Adventure mode just destroyed it.
Uh, no, you're high. If there was no adventure mode, rifts, or grifts, this game would be dead.
No need to harass someone.
If you just use some foresight, or even hindsight, and look at the ARPG greats, non of them had anything like adventure mode, and they slaughtered the competition. D3 is going to get destroyed by the likes of Grim Dawn and is being beaten by PoE.
You can have endless scaling content without removing players from the content my fellow friend. Rifts and Greater rifts are not needed. You could have Act Runs or hidden dungeons within acts that serve as rifts and greaters, but are still a part of the story. And again like I said, have an infinite scaling difficulty within.
The biggest mistake D3 made was taking players away from the story. They did this with the AH from the very beginning and now are doing the same thing with Adventure Mode. Again, you can have endless scaling progression without Adventure Mode. No reason to remove people from the story.
PoE, Grim Dawn, and marvel Heroes all slaughter D3 because of how much they have to do. D3 has..... bounties and rifts. Thats it. These other games have much much more to keep people entertained.
And read wtf you just said. "Rifts and Greater rifts are not needed. You could have Act Runs or hidden dungeons within acts that serve as rifts and greaters, but are still a part of the story. " Rifts and greater rifts aren't needed, you just have rifts and greater rifts in the story. So, uh..... They are needed then now aren't they? LMAO.
The biggest mistake D3 made was not listening to their community. Not communicating with us on their forums. Not reading those forums for ideas, of which there are tons. As to removing people from the story, did you play D2 for the story from day 1 until you quit? No. You played a few times for the story, then you farmed bosses forever for drops. The story doesn't mean shit after you have played through the game a few times so taking people out of the story is a non-issue.
The biggest mistake D3 made was not listening to their community. Not communicating with us on their forums. Not reading those forums for ideas, of which there are tons. As to removing people from the story, did you play D2 for the story from day 1 until you quit? No. You played a few times for the story, then you farmed bosses forever for drops. The story doesn't mean shit after you have played through the game a few times so taking people out of the story is a non-issue.
All they have done from day 1 was listen to their community, which there in lies the biggest problem of all.
The biggest mistake D3 made was not listening to their community. Not communicating with us on their forums. Not reading those forums for ideas, of which there are tons. As to removing people from the story, did you play D2 for the story from day 1 until you quit? No. You played a few times for the story, then you farmed bosses forever for drops. The story doesn't mean shit after you have played through the game a few times so taking people out of the story is a non-issue.
All they have done from day 1 was listen to their community, which there in lies the biggest problem of all.
Thank you for proving you have no idea what you're talking about.
I don't think it's a good idea. This is only nice for someone who plays each season anyways. For someone who plays irregularly, this is a punch in the face. Seasons should be closed entities separated from each other. Players should play the game when they want to play the game, not feel obliged to play it for the limited rewards. This is not a F2P game where it's most important to get players back every day with virtual micro rewards. With the D3 business model, it's more important to make it a good game that you can play whenever you feel like playing it.
How is this any different from any other game? You play from the start, you earn more exclusive things. You can still play whenever you feel like it. No different then how Seasons are now. Seasons offer replay value. If you don't play Seasons, then I don't understand why you play. There comes a point when you cannot get better gear without 100s more hours invest for nominal gains. Wiping, is the only way to start fresh. Only way to add replay value.
I don't get where you are coming from.
I agree with you that seasons are not rewarding enough,but a requirement of previous season achivements for current season rewards is not a good idea for the reasons Shapookya explained in his post.
Off the top of my head,as a reward,they could implement transmog rewards for set dungeons,obtainable only in seasons.Like each set dungeon adds a little spice to its set,and doing all set dungeons for a class unlocks a complete badass transmog set for the class.Considering that set dungeons currently offer no reward,they're the ideal candiate for such a thing,if blizz is thinking adding more cosmetic stuff.
Also off-topic,in your post you say "if this is all we are getting until the expansion".Is there a blue post stating there wont be a major patch after this one or something?Just curious.
Not that I am aware, but RoS is already past it's prime. Expansion is the only way to fix the true core problems of the game.
I also like the idea of using Set Dungeons. This is what I am talking about ideas. Season need to be more rewarding, the game needs to be more rewarding. This isn't 2001 anymore. The formula doesn't work like it did. Other companies are offering far more, for far less and Blizzard is lagging behind.
I care, but I love the franchise. I have investment in it since the first Diablo and the old B.Net. I want to see it successful on a grand scale, ala Diablo 2 style. But currently, D3 is a joke competitively against a 20 year old game.
or atleast only a small percentage of players are interested in that
u can already buy plenty of wings to feel vry special with it lol
Less then 1% of the playerbase managed to get the final Paragon Portrait for S4. Chances are, even fewer will get the final Paragon Portrait for S5.
Non-Asian realms are only able to buy, what, 4 wings, all of which are part of the various CEs for blizzard games? So, yea, there is no "plenty".
Cosmetic items are more rare then you would think, and require a certain amount of investment to get. They are definetely NOT "Fore teh cazualz" as you put it.
As for OP, I would be against having to have progression in a class in a previous season in order to unlock collectables in the next season, unless this was told months in advance. Soloing T10 Rift is pretty damn easy no matter what class, but you only have a certain number of character slots.
I agree with you that seasons are not rewarding enough,but a requirement of previous season achivements for current season rewards is not a good idea for the reasons Shapookya explained in his post.
Off the top of my head,as a reward,they could implement transmog rewards for set dungeons,obtainable only in seasons.Like each set dungeon adds a little spice to its set,and doing all set dungeons for a class unlocks a complete badass transmog set for the class.Considering that set dungeons currently offer no reward,they're the ideal candiate for such a thing,if blizz is thinking adding more cosmetic stuff.
Also off-topic,in your post you say "if this is all we are getting until the expansion".Is there a blue post stating there wont be a major patch after this one or something?Just curious.
Not that I am aware, but RoS is already past it's prime. Expansion is the only way to fix the true core problems of the game.
I also like the idea of using Set Dungeons. This is what I am talking about ideas. Season need to be more rewarding, the game needs to be more rewarding. This isn't 2001 anymore. The formula doesn't work like it did. Other companies are offering far more, for far less and Blizzard is lagging behind.
I care, but I love the franchise. I have investment in it since the first Diablo and the old B.Net. I want to see it successful on a grand scale, ala Diablo 2 style. But currently, D3 is a joke competitively against a 20 year old game.
What, in your opinion, are the core problems with Blizzard? Exactly how are companies offering "far more" - PoE, and a few other hacknslash adventures don't really offer too much more over what Blizzard gives. Diablo 3:RoS is THE top game of its genre.
Now, there ARE a good number of QoL changes that could be made, and blizzard could be less stingy on the extra stash tabs, ect, but mechanically, D3:RoS is in a GREAT spot atm. Sure, max-lvl builds are pretty strigent, but name one game where you can go ANY build at the very top lvl - There are no games that have been balanced to that point, theres always a top answer. Overall, beyond QoL changes, the only things blizzard can add to the game to really make it better is A: Providing an alternative to Greater Rifts in terms of XP farming (This can easily be done by just upping Torment lvls, and making the bonus XP/Gold increase at a rate similar to GRs. Going up from T6-T10 is actually extremely inefficient in terms of whatever gained per hp needed to go through - If it wasn't for the fact that damage was so high, nobody would do T7, everyone would do T6 for efficiency of farming basically everything.
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Frankly, there isn't enough.
With Seasons, if all we're getting is new legendaries, some QoL, and maybe a pet, then there isn't enough to retain players.
So I might have a couple of suggestions to help keep players. Maybe, maybe not. It's why I am here.
We need unique transmogs for each Class, each Season. The only way to get these new transmogs are to complete the previous Season to Champion, and while completing a T10 Solo Rift with that Class. I believe this helps with replayability a bit.
So for example, to get these new transmogs. You need to have completed Season 5 to Champion, and Soloed a T10 Rift with a that Class. This unlocks the transmogs for Season 6 for that Class only. Perhaps, even a Ultimate Set of effects for unlocking ALL the sets
Greater Rifts need to drop awesome transmog items unique for each class, or cosmetics after 45 and above. But make them like Old Windforce drops. Pennants, Wings, Walking effects, and glowing effects.
Because if this is all we are getting until the expansion, then that expansion is sorely needed. Without a complete overhaul of the systems in place, I believe this is the biggest change that can be done, to bring the most out of each Season.
Cosmetics are fore the casuals,
or atleast only a small percentage of players are interested in that
u can already buy plenty of wings to feel vry special with it lol
99% of the player base is casual.
I honestly believe that player retention will be higher, if Blizzard offered more incentive to play all the Classes. As of right now, you can get everything with just one Class and that is detrimental to the game.
While you can have all the QoL changes you want, that doesn't offer incentive to play. That just makes it easier. I see all these QoL ideas, that sounds fantastic, like the Armor Rack, but I don't see many ways offering ways to keep people playing.
It isn't about Transmog in general, but incentives to keep a player base. Although, I think awesome Transmogs are a sure fire way to keep me playing.
Personally if thats something you want in/from a game,then this is the wrong game for you.
Personally, if you have nothing to contribute, you shouldn't even reply. This isn't the thread for you.
The problem would be if the player is interested in cosmetics or not, a lot of players do not care. I myself have got rid of all the wings I got free except for one which I have never worn....why? because it doe not add to my character while playing, basically nice to look at but does not help. I would personally like to able to get a reward like that that has something like 10% attack increase and only the character class chosen can try to get it and wear it, try because it will be difficult to get. It needs to hard to get to feel rewarding and not a easy to get enhancement.
With Cosmetics, it's entirely optional, but offers a variety of options that aren't really used in the game. I'm going PoE style glowing effects and Transmog which seem to be really popular. But Diablo needs them to drop in Rifts. Blizzard needs to offer far more.
We are getting free games or other box games with far more content and quality content. GTAV is a prime example, of box content releasing free awesome content. For about 30 dollars less.
Seasons are free, but it offers little to nothing in gameplay changes and actual content differentials. If you guys want players, you want group content and the feel of a community and a presence, then we need Blizzard to welcome and implement changes to content differentials.
What this game needs is balance of all the skills. It needs the player to get back into the story. If all you are doing is grinding over and over for items, it gets boring. Random maps with no story, that just is not going to cut it.
The game needs to get the player back into the campaign, with features similar to rifts. An infinite scaling difficulty with greater rewards. I swear to you, if greaters were never in the game, and instead the leaderboard was based on boss clears on the highest level possible etc... more people would love this game. Adventure mode just destroyed it.
Player retention is shit because the game is monotonous, not because of lack of rewards.
They need some new play zones, repeatable play zones that offer good loot, not set dungeon bullshit you do once and forget forever.
Look at marvel heroes. Specifically the raids and the xdef/holosim. These are both things that could transfer into D3 easily if their lazy ass devs would actually do something worth doing.
Uh, no, you're high. If there was no adventure mode, rifts, or grifts, this game would be dead.
No need to harass someone.
If you just use some foresight, or even hindsight, and look at the ARPG greats, non of them had anything like adventure mode, and they slaughtered the competition. D3 is going to get destroyed by the likes of Grim Dawn and is being beaten by PoE.
You can have endless scaling content without removing players from the content my fellow friend. Rifts and Greater rifts are not needed. You could have Act Runs or hidden dungeons within acts that serve as rifts and greaters, but are still a part of the story. And again like I said, have an infinite scaling difficulty within.
The biggest mistake D3 made was taking players away from the story. They did this with the AH from the very beginning and now are doing the same thing with Adventure Mode. Again, you can have endless scaling progression without Adventure Mode. No reason to remove people from the story.
Blizzard needs to involve synergy among Seasons, and non-seasons. Farming is Farming no matter where it's at. Rewards are unique and one of a kind. It might give more players some Veteran stand outs, if you could show off some cool effects.
PoE, Grim Dawn, and marvel Heroes all slaughter D3 because of how much they have to do. D3 has..... bounties and rifts. Thats it. These other games have much much more to keep people entertained.
And read wtf you just said. "Rifts and Greater rifts are not needed. You could have Act Runs or hidden dungeons within acts that serve as rifts and greaters, but are still a part of the story. " Rifts and greater rifts aren't needed, you just have rifts and greater rifts in the story. So, uh..... They are needed then now aren't they? LMAO.
The biggest mistake D3 made was not listening to their community. Not communicating with us on their forums. Not reading those forums for ideas, of which there are tons. As to removing people from the story, did you play D2 for the story from day 1 until you quit? No. You played a few times for the story, then you farmed bosses forever for drops. The story doesn't mean shit after you have played through the game a few times so taking people out of the story is a non-issue.
I don't get where you are coming from.
I also like the idea of using Set Dungeons. This is what I am talking about ideas. Season need to be more rewarding, the game needs to be more rewarding. This isn't 2001 anymore. The formula doesn't work like it did. Other companies are offering far more, for far less and Blizzard is lagging behind.
I care, but I love the franchise. I have investment in it since the first Diablo and the old B.Net. I want to see it successful on a grand scale, ala Diablo 2 style. But currently, D3 is a joke competitively against a 20 year old game.
Non-Asian realms are only able to buy, what, 4 wings, all of which are part of the various CEs for blizzard games? So, yea, there is no "plenty".
Cosmetic items are more rare then you would think, and require a certain amount of investment to get. They are definetely NOT "Fore teh cazualz" as you put it.
As for OP, I would be against having to have progression in a class in a previous season in order to unlock collectables in the next season, unless this was told months in advance. Soloing T10 Rift is pretty damn easy no matter what class, but you only have a certain number of character slots.
Now, there ARE a good number of QoL changes that could be made, and blizzard could be less stingy on the extra stash tabs, ect, but mechanically, D3:RoS is in a GREAT spot atm. Sure, max-lvl builds are pretty strigent, but name one game where you can go ANY build at the very top lvl - There are no games that have been balanced to that point, theres always a top answer. Overall, beyond QoL changes, the only things blizzard can add to the game to really make it better is A: Providing an alternative to Greater Rifts in terms of XP farming (This can easily be done by just upping Torment lvls, and making the bonus XP/Gold increase at a rate similar to GRs. Going up from T6-T10 is actually extremely inefficient in terms of whatever gained per hp needed to go through - If it wasn't for the fact that damage was so high, nobody would do T7, everyone would do T6 for efficiency of farming basically everything.