I've been thinking about your NV stack solution and I don't really like it. Some people love shorter session. Sometimes, I do it too. People who did Mephisto run in Diablo 2 also loved short runs from time to time.
The NV should stay as it is (perhaps they should remove the timer though). Instead, how about some "Event bonus"? The more event you do, the more rewards you get.
I've been thinking about your NV stack solution and I don't really like it. Some people love shorter session. Sometimes, I do it too. People who did Mephisto run in Diablo 2 also loved short runs from time to time.
The NV should stay as it is (perhaps they should remove the timer though). Instead, how about some "Event bonus"? The more event you do, the more rewards you get.
I agree my NV stack solution needs a little adjusting, we've seen a bunch of good suggestions from the community on how to fix it. I think though. Something needs to be changed to allow people with small amounts of time to also feel like they are wasting their time if they don't have 1+ hours to kill.
Another thought I had to encourage playing other classes, would making class items drop more frequently for the actual class your playing be a way to encourage people to play a specific class? Instead of farming for gear for your Monk on a Barbarian you'd actually benefit from playing the specific class? I'm not talking a huge chance, but if they had like a 10-20% higher chance of finding class specific items it might have some merit.
I've been thinking about your NV stack solution and I don't really like it. Some people love shorter session. Sometimes, I do it too. People who did Mephisto run in Diablo 2 also loved short runs from time to time.
The NV should stay as it is (perhaps they should remove the timer though). Instead, how about some "Event bonus"? The more event you do, the more rewards you get.
I agree my NV stack solution needs a little adjusting, we've seen a bunch of good suggestions from the community on how to fix it. I think though. Something needs to be changed to allow people with small amounts of time to also feel like they are wasting their time if they don't have 1+ hours to kill.
Another thought I had to encourage playing other classes, would making class items drop more frequently for the actual class your playing be a way to encourage people to play a specific class? Instead of farming for gear for your Monk on a Barbarian you'd actually benefit from playing the specific class? I'm not talking a huge chance, but if they had like a 10-20% higher chance of finding class specific items it might have some merit.
Don't quote me on this, but I think I read in the Dev Interview (forgot which one) that they might do the following things:
=> You have more chance to find items that roll affixes useful to your class (if you find a helm, it's more likely to roll Strength if you are a barb)
=> You have more chance to find a class specific item for your character you are currently playing. Class specific items are going to roll more logical stats.
That alone should be a good reason to play other classes
They said that they might add some "specific loots" for "specific monsters" (ie Butcher dropping Butcher's Carver). I could see them extending this and "make the specific item" roll stats (Int for Wiz or WD) depending on which class you are currently playing.
I've been thinking about your NV stack solution and I don't really like it. Some people love shorter session. Sometimes, I do it too. People who did Mephisto run in Diablo 2 also loved short runs from time to time.
The NV should stay as it is (perhaps they should remove the timer though). Instead, how about some "Event bonus"? The more event you do, the more rewards you get.
I agree my NV stack solution needs a little adjusting, we've seen a bunch of good suggestions from the community on how to fix it. I think though. Something needs to be changed to allow people with small amounts of time to also feel like they are wasting their time if they don't have 1+ hours to kill.
Another thought I had to encourage playing other classes, would making class items drop more frequently for the actual class your playing be a way to encourage people to play a specific class? Instead of farming for gear for your Monk on a Barbarian you'd actually benefit from playing the specific class? I'm not talking a huge chance, but if they had like a 10-20% higher chance of finding class specific items it might have some merit.
Don't quote me on this, but I think I read in the Dev Interview (forgot which one) that they might do the following things:
=> You have more chance to find items that roll affixes useful to your class (if you find a helm, it's more likely to roll Strength if you are a barb)
=> You have more chance to find a class specific item for your character you are currently playing. Class specific items are going to roll more logical stats.
That alone should be a good reason to play other classes
They said that they might add some "specific loots" for "specific monsters" (ie Butcher dropping Butcher's Carver). I could see them extending this and "make the specific item" roll stats (Int for Wiz or WD) depending on which class you are currently playing.
Yeah some of those suggestions would be great.
The other thought that came to my head that I'm kicking myself for not putting in original post is why there's affixes like int/dex, str/int, and dex/str. Well I'm going to make a prediction that we'll be seeing classes that utilize these stat combinations in the expansion. Maybe something like this:
Pirate: Str/Dex (these exist in lore, think Westmarch or the novel The Black Road.)
Druid: Str/Dex or Dex/Int (druids are actually a part of the Barbarian lore, so they might have to use strength)
Cleric: Str/Int (priest could also be an option, but I'm thinking this would be a potential shield user)
Adding these classes would make sure that every single stat combination is useful for at least one class. This is just obviously food for thought.
The other thought that came to my head that I'm kicking myself for not putting in original post is why there's affixes like int/dex, str/int, and dex/str. Well I'm going to make a prediction that we'll be seeing classes that utilize these stat combinations in the expansion.
I think it's been mentioned before that crossover stats like that shouldn't be viewed as useless because even (for example) int and dex are useful for a Barb as all res and dodge boost, however minor. Of course, everyone prefers the min/max playstyle and I'm pretty sure Barbs get better return from 1 point in strength than 1 point in either dex or int anyway.
Still, It's what has been said by the Blue Almighty, so maybe they won't change it.
Personally, I think it's better they fix non-main stats on class specific item. I hate finding wizard hats at the best of times, but finding one with +125 str and +90 vit and no int at all is crazy. Whether they remove str and dex from wiz hats completely I don't know, but there should be (random number time!) a set 100-200 int roll on them, with a max 100 roll of str/dex if they stay.
Quite frankly, I feel that Strength and Dex are the only "non-main stats" I want. Dodge is extremely good and Strength is good because I always need more armor. I feel that All Resist gear gives plenty.
I think it's been mentioned before that crossover stats like that shouldn't be viewed as useless because even (for example) int and dex are useful for a Barb as all res and dodge boost, however minor. Of course, everyone prefers the min/max playstyle and I'm pretty sure Barbs get better return from 1 point in strength than 1 point in either dex or int anyway.
Still, It's what has been said by the Blue Almighty, so maybe they won't change it.
Personally, I think it's better they fix non-main stats on class specific item. I hate finding wizard hats at the best of times, but finding one with +125 str and +90 vit and no int at all is crazy. Whether they remove str and dex from wiz hats completely I don't know, but there should be (random number time!) a set 100-200 int roll on them, with a max 100 roll of str/dex if they stay.
There's a problem I have with main stat being eligible to roll on class specific items that isn't the main stat for said class. A serious problem.
Sure, they may find a niche for classes to stack non-class specific main. However, when STR can spawn on a Manticore (as I just had happen not 10 minutes ago) ....it takes away from the precious RMP. A Manticore has 2 RMP's. If it can roll STR, that takes away from 1 of only 2 RMP's, only to give the DH a very minimal armor bonus.
On weapons in particular, people don't want to see this happening. If people begin wanting to stack non-class main stats, they won't want this to occur on weapons.
Simply put, having non-class mains roll on class specific items is the #1 reason why many potentially godly Legendary items roll as brimstone.
We need EVERY single idea you have for Diablo 3... Why haven't they hired you yet?! Blizzard needs to stop being like a slowpoke and bringing small features. We need big changes, and alot of them. Not just "Ok here you go, have PvP, 3 bosses and Loot V2 that isn't as good as MrMonstrosity's ideas". Blizzard really needs to think for once about their fans, in the end we made them how they are today, atleast they should stop being 100% greedy and atleast care alittlebit, they sure don't lack the money. 15mil copies sold of Diablo 3? A ton from RMAH? I think if they'll improve the game drastically pre-expansion that will benefit Diablo 3 forever, then release a huge expansion with alot of features, it's gonna be the only way to save Diablo 3. But anyways, I expect the worst and hope for the best. Even though my bet is on that they won't make it as awesome as it would be with these changes from MrMonstrosity. But we can hope...
PS I hope you're working in the gaming industry, your ideas are beyond this world. You could probably create the best game in gaming history with those ideas lol.
Nice to see and hear some ideas which are really intriguing. I think the basic principles you are talking about have merit but not necessarily the implementation such as rewarding the player with a buff for discovering items.
You state that item hunt is the single most important aspect of the game and to a certain extent I agree with that. I would say that it is a critical aspect of the game but only in combination with other important aspects.
That said with regards to item hunt one aspect that has always confused me is why the entire game is geared around selling and destroying items that you have worked hard at finding or been lucky enough to find (specifically legendaries). The stash available is so limited that you have to sell or destroy items and you can't keep them for future use or just to collect them which is fun in and of itself.
Collecting items should be encouraged and rewarded as well (not with a buff but like a trophy room for viewing them).
Just interested to hear your thoughts on the idea that collecting items should be rewarded not discouraged.
Ideas are great and there is only one thing I would change there.
I'm not sure why people force Gold so much. Whenever I see someone using mystic, it requires millions of gold to upgrade some items, that's just stupid.
Involve better game mechanics to upgrade items, to find certain materials, I don't know why is everyone forcing gold and Chinese farmers so much.
I don't want to farm endlessly and beg Gods for some drop so I can sell it for bunch of gold and upgrade my item. Upgrading items should be completely separated from Gold. Not everyone is getting billion worth items. I have over 1300 hours played and I m farming mp10 for past couple of months and I never got item worth more then 50 mils. Not everyone is lucky and have 160 million gold (just giving an example from your post) to upgrade an item.
Nice to see and hear some ideas which are really intriguing. I think the basic principles you are talking about have merit but not necessarily the implementation such as rewarding the player with a buff for discovering items.
You state that item hunt is the single most important aspect of the game and to a certain extent I agree with that. I would say that it is a critical aspect of the game but only in combination with other important aspects.
That said with regards to item hunt one aspect that has always confused me is why the entire game is geared around selling and destroying items that you have worked hard at finding or been lucky enough to find (specifically legendaries). The stash available is so limited that you have to sell or destroy items and you can't keep them for future use or just to collect them which is fun in and of itself.
Collecting items should be encouraged and rewarded as well (not with a buff but like a trophy room for viewing them).
Just interested to hear your thoughts on the idea that collecting items should be rewarded not discouraged.
That somewhat scares me too, if all the legendary items are good for at least some build does that mean we're going to want to collect one of each item? We'd be running out of space for sure.
What you have to remember though is "destroying" (salvaging) the item is actually a smaller hunt for items in itself. The hunt for those rare brimstones that you can use to craft other items. That's one of the reasons the 100% salvage rate needs to disappear, we need a risk.
Awesome awesome post. The effort is impressive. I find myself agreeing with most of your suggestions (did not really care for your insistance that the drop rates must be tied to the AH ... it doesn't).
That said, while these changes would make the D3 experience much better, it doesn't come close to addressing the root problem with D3, and that is that everything (progression, customization, power etc.) is dependant on your gear. This is the fundamental game flaw that loot will never fix.
Awesome awesome post. I find myself agreeing with nearly everything you said.
That said, while these changes would make the D3 experience much better, it doesn't come close to addressing the root problem with D3, and that is that everything (progression, customization, power etc.) is dependant on your gear. This is the fundamental game flaw that loot will never fix.
Character customization is a huge deal, especially when it comes to an ARPG. Paragon levels granting points to actually customize your character will change this I hope. The only issue I see them running into is, do they let people respec these at any point? If they did would it be hard to do so?
I can already see someone getting to level 100 paragon and messing up by putting one point in the wrong trait. Maybe they'd have the option to reset lets say the points in level groups 1-10, 11-20, 21-30, etc simply by re-leveling. It's hard to explain, I'll try to show:
Players could spend those 10 points in each group anyway they want among lets say 3 or so different traits per group. If you want to adjust them you'll have to reset that specific group and gain the required experience the same as before. It might make +exp items useful for even lvl 100 paragon levels at some point. It's not as harsh as messing up in D2, but it at least provides punishment for changing.
Awesome awesome post. I find myself agreeing with nearly everything you said.
That said, while these changes would make the D3 experience much better, it doesn't come close to addressing the root problem with D3, and that is that everything (progression, customization, power etc.) is dependant on your gear. This is the fundamental game flaw that loot will never fix.
Character customization is a huge deal, especially when it comes to an ARPG. Paragon levels granting points to actually customize your character will change this I hope. The only issue I see them running into is, do they let people respec these at any point? If they did would it be hard to do so?
I can already see someone getting to level 100 paragon and messing up by putting one point in the wrong trait. Maybe they'd have the option to reset lets say the points in level groups 1-10, 11-20, 21-30, etc simply by re-leveling. It's hard to explain, I'll try to show:
Players could spend those 10 points in each group anyway they want among lets say 3 or so different traits per group. If you want to adjust them you'll have to reset that specific group and gain the required experience the same as before. It might make +exp items useful for even lvl 100 paragon levels at some point. It's not as harsh as messing up in D2, but it at least provides punishment for changing.
Any stat allocation has to be meaningful. In other words, it can't be a few token stats to pad your main stat or vit ... it has to be emergent choices to give your character real power and uniqueness. Furthermore, these choices have to interact with gear and vice versa. Gear and character should compliment and synergize. We should not be simply the sum of our gear or sum of our points. The easiest way to accomplish this is to make elemental damages matter again. This linear, universal dps/ehp rat race is a horrible game design. I like most of your suggestions, but none of them really help us fix this fundamental flaw of D3. The game will forever be shallow until the devs address customization, progression, and power systems.
Sorry to detract from your thread. I'm done (for now)
The easiest way to accomplish this is to make elemental damages matter again. This linear, universal dps/ehp rat race is a horrible game design.
A small thing that's always bothered me is how a character could use an item with let's say Elemental Fire damage and cast Blizzard without any sort of penalty. Maybe a bonus for using items and skills of the appropriate elemental type? Every class and build would be now required to use different weapons instead of that damn EF...
Ideas are great and there is only one thing I would change there.
I'm not sure why people force Gold so much. Whenever I see someone using mystic, it requires millions of gold to upgrade some items, that's just stupid.
Involve better game mechanics to upgrade items, to find certain materials, I don't know why is everyone forcing gold and Chinese farmers so much.
I don't want to farm endlessly and beg Gods for some drop so I can sell it for bunch of gold and upgrade my item. Upgrading items should be completely separated from Gold. Not everyone is getting billion worth items. I have over 1300 hours played and I m farming mp10 for past couple of months and I never got item worth more then 50 mils. Not everyone is lucky and have 160 million gold (just giving an example from your post) to upgrade an item.
I agree, not all of us have billions of gold to spend with no worries... the poor will spend som much time gathering gold that they'll be afraid of use it just for an upgrade...
I wonder how blizzard will handle rares. Will they be stat sticks without flavor leaving all creativity to Legendaries? Or will they add some creative random affixes?
I really, really, REALLY wish people would be more vocal about fixing PVP and quest based games and game sizes. not having PVP or any form that is worth while is what is driving people insane to nit pick about every other terrible aspect in this game. Having new, stronger, level based legendaries will keep people busy for another few months while they regear yet again..but its going to end with the same complaints.
While I've posted I like a majority of these changes, is fixing legendary beam images or adding more achievements really solving the underlying problems? ( no )
Also, I dont mind have extremely rare items like tyrael, but dont make them 3x better than other armors, all items should be equal, just different.
The NV should stay as it is (perhaps they should remove the timer though). Instead, how about some "Event bonus"? The more event you do, the more rewards you get.
I agree my NV stack solution needs a little adjusting, we've seen a bunch of good suggestions from the community on how to fix it. I think though. Something needs to be changed to allow people with small amounts of time to also feel like they are wasting their time if they don't have 1+ hours to kill.
Another thought I had to encourage playing other classes, would making class items drop more frequently for the actual class your playing be a way to encourage people to play a specific class? Instead of farming for gear for your Monk on a Barbarian you'd actually benefit from playing the specific class? I'm not talking a huge chance, but if they had like a 10-20% higher chance of finding class specific items it might have some merit.
Don't quote me on this, but I think I read in the Dev Interview (forgot which one) that they might do the following things:
=> You have more chance to find items that roll affixes useful to your class (if you find a helm, it's more likely to roll Strength if you are a barb)
=> You have more chance to find a class specific item for your character you are currently playing. Class specific items are going to roll more logical stats.
That alone should be a good reason to play other classes
They said that they might add some "specific loots" for "specific monsters" (ie Butcher dropping Butcher's Carver). I could see them extending this and "make the specific item" roll stats (Int for Wiz or WD) depending on which class you are currently playing.
Yeah some of those suggestions would be great.
The other thought that came to my head that I'm kicking myself for not putting in original post is why there's affixes like int/dex, str/int, and dex/str. Well I'm going to make a prediction that we'll be seeing classes that utilize these stat combinations in the expansion. Maybe something like this:
Pirate: Str/Dex (these exist in lore, think Westmarch or the novel The Black Road.)
Druid: Str/Dex or Dex/Int (druids are actually a part of the Barbarian lore, so they might have to use strength)
Cleric: Str/Int (priest could also be an option, but I'm thinking this would be a potential shield user)
Adding these classes would make sure that every single stat combination is useful for at least one class. This is just obviously food for thought.
Quite frankly, I feel that Strength and Dex are the only "non-main stats" I want. Dodge is extremely good and Strength is good because I always need more armor. I feel that All Resist gear gives plenty.
There's a problem I have with main stat being eligible to roll on class specific items that isn't the main stat for said class. A serious problem.
Sure, they may find a niche for classes to stack non-class specific main. However, when STR can spawn on a Manticore (as I just had happen not 10 minutes ago) ....it takes away from the precious RMP. A Manticore has 2 RMP's. If it can roll STR, that takes away from 1 of only 2 RMP's, only to give the DH a very minimal armor bonus.
On weapons in particular, people don't want to see this happening. If people begin wanting to stack non-class main stats, they won't want this to occur on weapons.
Simply put, having non-class mains roll on class specific items is the #1 reason why many potentially godly Legendary items roll as brimstone.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
PS I hope you're working in the gaming industry, your ideas are beyond this world. You could probably create the best game in gaming history with those ideas lol.
You state that item hunt is the single most important aspect of the game and to a certain extent I agree with that. I would say that it is a critical aspect of the game but only in combination with other important aspects.
That said with regards to item hunt one aspect that has always confused me is why the entire game is geared around selling and destroying items that you have worked hard at finding or been lucky enough to find (specifically legendaries). The stash available is so limited that you have to sell or destroy items and you can't keep them for future use or just to collect them which is fun in and of itself.
Collecting items should be encouraged and rewarded as well (not with a buff but like a trophy room for viewing them).
Just interested to hear your thoughts on the idea that collecting items should be rewarded not discouraged.
I'm not sure why people force Gold so much. Whenever I see someone using mystic, it requires millions of gold to upgrade some items, that's just stupid.
Involve better game mechanics to upgrade items, to find certain materials, I don't know why is everyone forcing gold and Chinese farmers so much.
I don't want to farm endlessly and beg Gods for some drop so I can sell it for bunch of gold and upgrade my item. Upgrading items should be completely separated from Gold. Not everyone is getting billion worth items. I have over 1300 hours played and I m farming mp10 for past couple of months and I never got item worth more then 50 mils. Not everyone is lucky and have 160 million gold (just giving an example from your post) to upgrade an item.
That somewhat scares me too, if all the legendary items are good for at least some build does that mean we're going to want to collect one of each item? We'd be running out of space for sure.
What you have to remember though is "destroying" (salvaging) the item is actually a smaller hunt for items in itself. The hunt for those rare brimstones that you can use to craft other items. That's one of the reasons the 100% salvage rate needs to disappear, we need a risk.
That said, while these changes would make the D3 experience much better, it doesn't come close to addressing the root problem with D3, and that is that everything (progression, customization, power etc.) is dependant on your gear. This is the fundamental game flaw that loot will never fix.
Character customization is a huge deal, especially when it comes to an ARPG. Paragon levels granting points to actually customize your character will change this I hope. The only issue I see them running into is, do they let people respec these at any point? If they did would it be hard to do so?
I can already see someone getting to level 100 paragon and messing up by putting one point in the wrong trait. Maybe they'd have the option to reset lets say the points in level groups 1-10, 11-20, 21-30, etc simply by re-leveling. It's hard to explain, I'll try to show:
1-10 (10 points) (5 trait options)
11-20 (10 points) (5 trait options)
21-30 (10 points) (5 trait options)
31-40 (10 points) (5 trait options)
41-50 (10 points) (5 trait options)
51-60 (10 points) (5 trait options)
61-70 (10 points) (5 trait options)
71-80 (10 points) (5 trait options)
81-90 (10 points) (5 trait options)
91-100 (10 points) (5 trait options)
Players could spend those 10 points in each group anyway they want among lets say 3 or so different traits per group. If you want to adjust them you'll have to reset that specific group and gain the required experience the same as before. It might make +exp items useful for even lvl 100 paragon levels at some point. It's not as harsh as messing up in D2, but it at least provides punishment for changing.
Any stat allocation has to be meaningful. In other words, it can't be a few token stats to pad your main stat or vit ... it has to be emergent choices to give your character real power and uniqueness. Furthermore, these choices have to interact with gear and vice versa. Gear and character should compliment and synergize. We should not be simply the sum of our gear or sum of our points. The easiest way to accomplish this is to make elemental damages matter again. This linear, universal dps/ehp rat race is a horrible game design. I like most of your suggestions, but none of them really help us fix this fundamental flaw of D3. The game will forever be shallow until the devs address customization, progression, and power systems.
Sorry to detract from your thread. I'm done (for now)
A small thing that's always bothered me is how a character could use an item with let's say Elemental Fire damage and cast Blizzard without any sort of penalty. Maybe a bonus for using items and skills of the appropriate elemental type? Every class and build would be now required to use different weapons instead of that damn EF...
I agree, not all of us have billions of gold to spend with no worries... the poor will spend som much time gathering gold that they'll be afraid of use it just for an upgrade...
While I've posted I like a majority of these changes, is fixing legendary beam images or adding more achievements really solving the underlying problems? ( no )