Being a long-time player of the Diablo franchise, I have experienced the ups and downs of each game and pondered quite a bit about what could be expanded upon to enrich the players' gaming experience overall. With this in mind, I have a few suggestions I believe will increase the popularity of Diablo III and will keep the playerbase happier overall. I may add more suggestions over time. Feel free to comment and discuss. If your idea is popular, I may add it to the list.
1. Bring back charms (not in the inventory, but as part of the UI).
2. Bring back exciting unknown cube recipes (don't necessarily have to bring back runes but we could discuss it).
3. Bring back super rare and random boss encounters (Diablo Clone).
4. Raise the difficulty and the rewards regarding the Uber bosses (Hellfire Amulet crafting material bosses).
5. Reinforce the reason to play with other and more players/friends (additional chance to do something cool in your game like a bandit shrine chance or super rare boss chance).
6. Decrease chance you will play with players who have been vote kicked over a certain number of times (decreases chance you will play with AFKers or negative players and rewards players who provide a good gaming experience to party members).
7. Decrease chance you will be paired up with a lower/higher Paragon player (Prevents/reduces "carrying" or not feeling like you're contributing).
8. Increase torment difficulties based on the highest Greater Rift level you have completed yourself.
9. Bring back reasons to play through campaign mode while not feeling like a complete chore.
10. More things to do in the end-game like spend gold on Nephalem Rifts to "bless" them with increased chances to do stuff.
11. Make people actually sell Stone of Jordan(s) to have a rare event happen in the game (Diablo Clone).
12. Get rid of the "support builds" enabling higher greater rift play and further balance damage numbers for each class. (I understand this may be controversial and/or difficult but in my own humble opinion I want to do comparable damage on my character compared to other classes and I want to feel like I am contributing in such a way that isn't just granting buffs or debuffs).
13. GIVE THE WD MORE PET CONTROL (or at the very least target priorities like elites, enemies closest to the player, or players' current target)!
14. Expand on the idea of LON (very awesome addition to this patch and season).
15. Increase amount of times you can upgrade your gems the lower level they are compared to the Greater Rift you complete without changing end-game leveled gems (e.g. Greater Rift 75 & level 0 gem, Upgrade 3 to 4 times Upgrade 6 to 8 times).
16. Throw us back to the time of Diablo I with a labyrinth somewhere in the game that has a high number of levels in it, or is endless.
17. Bring back player-to-player trading of some sort.
18. Quick gear-swapping station by the stash (switch between two favorite sets of gear).
Please leave a comment below with your feedback. Try to keep it constructive and positive.
6: could be troublesome for some players im sure.. For example I decided to get on yesterday and play a bit. First game in join was a bounty one, I was the first person in there and almost done with the act I started. Someone who joined in decided they were going to work on the same act so they decided to kick me... SOOOOO.. I got off..
I am thinking the votekick history would last on a seasonal basis. I also think it would have to be something greater than one votekick to get you blacklisted for the season... something like ten to fifteen times I would think would be reasonable. For nonseasonal, the votekick history would diminish over time if you were a good boy/girl.
Meh, I disagree. Blizzard makes some of the best quality games out there. They always support their older games too which is a big plus. Contrary to what snot-nosed children say about Blizzard, they have some of the best customer service out there too. They listen to their customers not only on their forums, but across all social media platforms, fan sites like this, and via word of mouth (blizzcon etc.). They don't give everyone everything they want because they have to weigh decisions like that very carefully (butterfly effect, loopholes, bugs, exploits and other such things). People who play video games these days require a lot from developers to be satisfied. Show a little gratification and respect.
Thank you for the feedback Astrayon. Here are my thoughts on the matter.
1. Bring back charms (not in the inventory, but as part of the UI).
What would those do in your opinion? Another stat stick like all other slots? Unique effects like the cube?
Kadala's dad's grand charm shown here for example has some extra gold find, magic find, and reduces vendor prices. Kadala could recognize this and reduce blood shard costs, award a buy one item get one item of the same type free, or have a chance to refund you some of the blood shards you spend. The item would drop as an item and the player would have to decide "ok, do I want this grand charm to be active or do I want this other grand charm that has x,y,z stat to be active?" This would be similar to the cube we currently have. Add a slot for a large charm, and a slot for a small charm. Is this new and exciting? Yes, and no. Like you stated it ends up being a stat stick, but most things in Diablo 3 are stat sticks. What could we expand upon this with?
2. Bring back exciting unknown cube recipes (don't necessarily have to bring back runes but we could discuss it).
Unknown is something that does not work any more in 2016. Almost every player would look these up on the internet anyway. While this exists with the portals to the realms of gold and cows, i would not really call it "unknown".
Let me explain this a little better, my example was poor there. This allows me to create another idea within the aforementioned idea as well.
A mysterious and mad arcane scientist that has been around for nearly as long as Deckard Cain appears in town. He claims there are wonders and dangers lost and forgotten in the world of Sanctuary, beyond our imagining. When approached, he mentions something about a recipe book that was lost and never found that goes with Kanai's cube. It is up to us to find clues of where this book is, or pages from it, within the world (campaign mode only).
Every season (~ 3 months), X amount of new cube recipes pop into existence. It is up to the player if they want to pop items into the cube and attempt to figure out what these recipes are or go find the pages in campaign mode. If the items do not transmute, you could risk losing your items or an arcane reaction could result from the combination of the cube's contents and cause a cursed arcane portal to appear. In the cursed portal, you would find a super dangerous environment with all sorts of weird stuff including a random assortment of monsters (could be multiple bosses, could be goblins, could be 10 rare elites, could be the affixes of champions/elites, etc.), a trove of loot from the items lost from players attempting to figure out recipes, a room where you have to figure out a puzzle in a timely fashion otherwise you are teleported out, and if you die during any of this, you are also teleported out.
5. Reinforce the reason to play with other and more players/friends
Group play is already far, far more effective than solo play. It does not need an objective improvement. What would motivate you to play with groups more often?
Diablo (the franchise) in my experience was always more fun when played with other players. I truly enjoy and miss the trading aspect of Diablo 2 (trade games, dueling games, etc.). It feels as though we have lost touch with the community even though we are all playing it in our own little separated dimension. Admittedly it is already more effective and beneficial to play in a group, but I wish we could re-kindle the experience and make it something to yearn for rather than resorting to solo-play the majority of the time. I do not know the ultimate answer here but I'm almost certain a brain storming session with multiple people could result in some interesting ideas. Maybe I'm on a boat alone out in the ocean on the matter though.
17. Bring back player-to-player trading of some sort.
I can't think of a trading concept that solves more problems that it would cause. Do you have any ideas to share?
I know it may not be a popular idea but it brings back that "missing" aspect of the game. Let's say you are one of those players that blows through the season as soon as it starts and happen upon two identical Ancient weapons you need. One of the two Ancient weapons ends up being better than the other. Normally you just have that sinking feeling inside knowing it is just a future forgotten soul. Let's say there was a way to go into a trade hub (Caldeum per se or perhaps multiple trade hubs throughout different parts of the world) that housed 50 some-odd players (disabled skills, nephalem chattiness with the numlock keys, and other annoyances to reduce lag and a poor experience) and allowed bartering between us. Gold and gems would be the trading currency. Sadly, I think this could result in item hoarding again and could be bad (with stash space being limited, etc.), but it could also bring about a new sense of community actually seeing the players you talk to in general chat. Pros and cons to it.
18. Quick gear-swapping station by the stash (switch between two favorite sets of gear).
Like!
I think this is pretty much a unified voice from the majority of the community aside from the naysayers who spit fire just because they can.
Thanks again for the feedback as it shows you care about the game and the community appreciates it.
1.Charm would be interesting because they could replace skill % damage and give more versatility for gr. There would be no more Must have item. Less meta more theorycrafting. More different build.
2. random monster could be interesting. But they should be challenging. Like oh sh it need to call for help or i would get my ass kick if i cant do gr 70
If the boss is in sight he would patrol the area if engage and he sucessfully kill you he become stronger like difficulty gr 80 etc. So you want to kill it to prevent him from getting stronger and get loot like a boss of that gr difficulty.
I agree with most of the other idea. Regarding endless labyrinth. Make it stronger the lower you go and more loot the lower you go. But if you die you need to redo all level from zero. If you tp out restart from zero. You loot what you want the rest stay in the labyrinth. You need to guess by the skin of the item. The cant be identify in labyrinth. Most be identify outside. It would make it so interesting and challenging. Also in group if a player die can be raise a limit number of time. If there is someone that leech loot if would be eventually oneshot be mob and kick out of labyrinth because he die xx time.
I agree with most of the other idea. Regarding endless labyrinth. Make it stronger the lower you go and more loot the lower you go. But if you die you need to redo all level from zero. If you tp out restart from zero. You loot what you want the rest stay in the labyrinth. You need to guess by the skin of the item. The cant be identify in labyrinth. Most be identify outside. It would make it so interesting and challenging. Also in group if a player die can be raise a limit number of time. If there is someone that leech loot if would be eventually oneshot be mob and kick out of labyrinth because he die xx time.
Now that's really interesting. I would love to see this/test this. It is so simple yet it could be so great. Just imagine being on hardcore and doing that, you would have to be so careful. Exactly what I'm looking for honestly.
1.Charm would be interesting because they could replace skill % damage and give more versatility for gr. There would be no more Must have item. Less meta more theorycrafting. More different build.
Increasing build diversity is a great goal and this could be one way of doing it.
2. random monster could be interesting. But they should be challenging. Like oh sh it need to call for help or i would get my ass kick if i cant do gr 70. If the boss is in sight he would patrol the area if engage and he sucessfully kill you he become stronger like difficulty gr 80 etc. So you want to kill it to prevent him from getting stronger and get loot like a boss of that gr difficulty.
Almost exactly what I had in mind. Back in Diablo 2 you could rarely solo Diablo Clone early in a new ladder season. If you were built and prepared for it though it was possible (Pally Smiter, Barb with Crushing Blow, Necro with Maulers, etc.). Having a group of people to kill him was preferable. Later on when everyone had all the runeworded gear it was much easier. Requiring a group of people to enter your game to kill a super rare boss would be very interesting. Epic difficult battles!
I agree with most of the other idea. Regarding endless labyrinth. Make it stronger the lower you go and more loot the lower you go. But if you die you need to redo all level from zero. If you tp out restart from zero. You loot what you want the rest stay in the labyrinth. You need to guess by the skin of the item. The cant be identify in labyrinth. Most be identify outside. It would make it so interesting and challenging. Also in group if a player die can be raise a limit number of time. If there is someone that leech loot if would be eventually oneshot be mob and kick out of labyrinth because he die xx time.
Very cool idea. The details and restrictions could be worked out at a later date but this would be very fun and exciting.
I like most of your ideas, except #5 (reinforce multiplayer) and #18 (item rack).
Multiplayer is still way to rewarding compared to solo play, to a degree where its almost absurd.
The Item rack would be a gift to the botters as they swap gear/talents daily, I'd rather see them put it alot more things that makes bots less efficient.
I actually hooked up my old PC yesterday so that I could jump on and fool around in the new season. I've been playing on console for the last two years and wanted to give PC a little love. It also gave me a reason to level again, I've recently started to lose interest with the game again on console because it's just grinding. So, now I thought I'd give my ideas... I think they are relatively untainted as far as D2 ideas are concerned as I never played it:
1. There needs to be something more difficult. I play hardcore, and even then, I know my limits and just end up grinding until I'm ready to go up a GRift or two. There is no urgency. Things either seem too easy, or one-shotty. Maybe that is just hardcore perspective. There seems to be no consistent challenging difficulty.
2. The gear is not exciting anymore. Nothing really seems legendary about legendary items. They are more like, useful items now. White/Blue/Yellow items aren't even gear to me, they're just crafting materials. So now I don't even get excited about legendary items. I miss that excitement. Sure, there are a few items I want still.. but.. meh?
3. Someone mentioned it earlier in this topic.. something about further upgrading rifts. To maybe bless them with added effects. I love this idea. It might even solve my previous two issues. Path of Exile's map system (parts of it) could work really well. I love how end game on PoE actually includes finding maps, to do end game.. but in this regard, the effects on the maps would be great. Upgrade a rift to have higher Mfind/Gfind/Monster Density in exchange for additional monster health/damage or maybe even monsters with resistances?? Yeah. That could be really great.
4. Maybe add a new -something- item that is extra rare. A diamond or purple quality drop laser beam shooting into the sky. Doesn't have to be gear. Could even be aesthetic, or something. Come on, isn't that a Blizzard thing? Pets/Outfits weird collections. Collections? There ya go. Drop some ultra rare items that you add to a collection. Complete the collection. Get a paragon point. +5 to a stat. A pet. Wings. Pat on the back. Something new to work towards.
5. I recently did the uber bosses again now that the hellfire item is worth getting. The first time I did them, they were way too hard to risk on hardcore.. now they are stupid easy and every time I did it, I got the item. It just seems like a boring task now that you must do to get a decent item. I think they could use to be overhauled. Set back to a nasty difficulty or decreased drop rate. They don't invoke fear any longer.
Anyway. These items may be crap or way off base since I'm not the most experienced D3 player. I've only made it into GRift 48, only play hardcore and usually don't progress because I get bored grinding for slight upgrades. Then I'll get drunk with friends and throw it in some night and get addicted for another month. But I still love the game and just wish there was something more. This topic just got me a little excited, thank you.
This might be weird to say, but (other than adding a new game mode or two) I'm fine with the current state of the game. There is so much for me to do still (only play a couple hours a night) that I will never get to do it all. The only ask I have is that they continue to do things to progress the story and lore.
One of the things that made trading huge in diablo 2, was not the gear, it was more the runes that served as a good currency and founded a base for trading. Also some items was pretty rare in that game compared to D3.
Without endless endgame (aka; WoW), a PvE game will never not get boring to most people. So, yeah. D3 needs that and will most likely never get it (because it's not an MMO)
One of the things that made trading huge in diablo 2, was not the gear, it was more the runes that served as a good currency and founded a base for trading. Also some items was pretty rare in that game compared to D3.
D2 had made up currencies before runes were introduced into the game (i.e sojs and gems). About the rarity, if it wasn't for the bots and dupes, the "end game" gear some builds required would be almost (if not completely) impossible to get while playing 100% legit and without trading. It's a totally different game in that aspect... Also, to reinforce my initial point, there would be no "high rune currency" (or sojs for that matter) if it wasn't for dupes and bots so the comparison doesn't really do any justice to both games.
@OP: Some of your ideas are nice and some of them seem to just make the game easier... In general it all seems positive so +1
I really like idea 18 on your list. They had a weapon swap option in D2 that added some variety. I was also thinking it would be kind of nice if you could do this same type of swap with Skills. Nothing over the top, but say you could have the choice to switch between two different gear setups, and two different skill setups with the click of a button! You could essentially switch between two builds in a matter of few clicks instead of the alternative, which would be like a ton of clicks swapping each piece of gear and skills, and then remembering what all you changed in case you want to change back, or just making a second character of the same type, just so you can choose to play with one or the other.
TBH, this game needs a complete rework to be fun for a longer period of time. Usually it goes like: Season start -> players hop in -> they get bored after 4 weeks.
There's literally nothing to do after you get your sets and a few ancients. You just wipe rifts all day and finetune your build a bit, but that's all. Every outstanding and fun build variation gets nerfed into oblivion, leaving the player no choice but sticking to either LoN or sets.
Well, i'm off playing PoE in the meanwhile, hit me up if you wanna join me on euro servers
I think Diablo 3 has come a long way since release and is a great game now. There will never be a perfect game that will keep the community - as a whole - appeased. That being said however, the community does have the capability of shaping the future of it. I've seen horrible games become great because of the voice of the community; even to the point where their ideas were viewed, implemented, and the suggestion givers were given some form of recognition by the game production staff themselves. If we all continue to make suggestions, some are bound to become popular and stick, I guarantee it.
I like most of your ideas, except #5 (reinforce multiplayer) and #18 (item rack).
Multiplayer is still way to rewarding compared to solo play, to a degree where its almost absurd.
The Item rack would be a gift to the botters as they swap gear/talents daily, I'd rather see them put it alot more things that makes bots less efficient.
I don't think there will ever be a solid middle ground where one isn't better than the other (referring to the singleplayer vs multiplayer subject), I just want there to be more 'spice' in the game... some more excitement is all.
I don't think an item rack is going to do much for botters as I don't see why a program would have any issues auto swapping gear itself (instant either way).
As for charms, I'd much rather have some sort of Talisman system, where the charms work both way - i.e. provide you with a significant bonus to stat A, while decreasing stat B. And we could have some legendary Talismans with both negative and positive legendary affixes. We could also have some unique charms that allow some sort of funny interactions between various other charms and so on.
I can see some more risk/reward items being implemented like the above as you are suggesting. They already have a few items like this, I don't see why they couldn't expand upon it. Good idea!
I actually hooked up my old PC yesterday so that I could jump on and fool around in the new season. I've been playing on console for the last two years and wanted to give PC a little love. It also gave me a reason to level again, I've recently started to lose interest with the game again on console because it's just grinding. So, now I thought I'd give my ideas... I think they are relatively untainted as far as D2 ideas are concerned as I never played it:
1. There needs to be something more difficult. I play hardcore, and even then, I know my limits and just end up grinding until I'm ready to go up a GRift or two. There is no urgency. Things either seem too easy, or one-shotty. Maybe that is just hardcore perspective. There seems to be no consistent challenging difficulty.
I agree with your statement regarding easy/one-shotty. I say create more dynamic battles with challenges the player must overcome with skill rather than luck (hit or miss).
2. The gear is not exciting anymore. Nothing really seems legendary about legendary items. They are more like, useful items now. White/Blue/Yellow items aren't even gear to me, they're just crafting materials. So now I don't even get excited about legendary items. I miss that excitement. Sure, there are a few items I want still.. but.. meh?
The blue/white/yellow gear may as well just be called crafting materials as the game is right now. Nothing engaging about them. I remember rare items being better than "uniques" in Diablo II. I don't know if I want rares to be better than legendaries as they once were in the legacy of Diablo's franchise, but what can we do to make them more engaging without back-pedaling legendary accessibility?
3. Someone mentioned it earlier in this topic.. something about further upgrading rifts. To maybe bless them with added effects. I love this idea. It might even solve my previous two issues. Path of Exile's map system (parts of it) could work really well. I love how end game on PoE actually includes finding maps, to do end game.. but in this regard, the effects on the maps would be great. Upgrade a rift to have higher Mfind/Gfind/Monster Density in exchange for additional monster health/damage or maybe even monsters with resistances?? Yeah. That could be really great.
Absolutely. I don't know about resistances per se, but I like where you're going with this. More affixes on monsters maybe?! Could get really nasty! =D
4. Maybe add a new -something- item that is extra rare. A diamond or purple quality drop laser beam shooting into the sky. Doesn't have to be gear. Could even be aesthetic, or something. Come on, isn't that a Blizzard thing? Pets/Outfits weird collections. Collections? There ya go. Drop some ultra rare items that you add to a collection. Complete the collection. Get a paragon point. +5 to a stat. A pet. Wings. Pat on the back. Something new to work towards.
A new quality of item would be the new standard/pinnacle. I would love to see it at first, but then I would wonder what we have Legendaries for after a while.
5. I recently did the uber bosses again now that the hellfire item is worth getting. The first time I did them, they were way too hard to risk on hardcore.. now they are stupid easy and every time I did it, I got the item. It just seems like a boring task now that you must do to get a decent item. I think they could use to be overhauled. Set back to a nasty difficulty or decreased drop rate. They don't invoke fear any longer.
Anyway. These items may be crap or way off base since I'm not the most experienced D3 player. I've only made it into GRift 48, only play hardcore and usually don't progress because I get bored grinding for slight upgrades. Then I'll get drunk with friends and throw it in some night and get addicted for another month. But I still love the game and just wish there was something more. This topic just got me a little excited, thank you.
I agree the excitement factor is now flat when engaging "Uber bosses." They do need a rework as they feel cumbersome and chore-y.
This might be weird to say, but (other than adding a new game mode or two) I'm fine with the current state of the game. There is so much for me to do still (only play a couple hours a night) that I will never get to do it all. The only ask I have is that they continue to do things to progress the story and lore.
I love the story and can't wait to see what they have in store for us as new expansions are announced!
Edit: Sorry for the late responses as I have been preoccupied with other matters.
Being a long-time player of the Diablo franchise, I have experienced the ups and downs of each game and pondered quite a bit about what could be expanded upon to enrich the players' gaming experience overall. With this in mind, I have a few suggestions I believe will increase the popularity of Diablo III and will keep the playerbase happier overall. I may add more suggestions over time. Feel free to comment and discuss. If your idea is popular, I may add it to the list.
1. Bring back charms (not in the inventory, but as part of the UI).
2. Bring back exciting unknown cube recipes (don't necessarily have to bring back runes but we could discuss it).
3. Bring back super rare and random boss encounters (Diablo Clone).
4. Raise the difficulty and the rewards regarding the Uber bosses (Hellfire Amulet crafting material bosses).
5. Reinforce the reason to play with other and more players/friends (additional chance to do something cool in your game like a bandit shrine chance or super rare boss chance).
6. Decrease chance you will play with players who have been vote kicked over a certain number of times (decreases chance you will play with AFKers or negative players and rewards players who provide a good gaming experience to party members).
7. Decrease chance you will be paired up with a lower/higher Paragon player (Prevents/reduces "carrying" or not feeling like you're contributing).
8. Increase torment difficulties based on the highest Greater Rift level you have completed yourself.
9. Bring back reasons to play through campaign mode while not feeling like a complete chore.
10. More things to do in the end-game like spend gold on Nephalem Rifts to "bless" them with increased chances to do stuff.
11. Make people actually sell Stone of Jordan(s) to have a rare event happen in the game (Diablo Clone).
12. Get rid of the "support builds" enabling higher greater rift play and further balance damage numbers for each class. (I understand this may be controversial and/or difficult but in my own humble opinion I want to do comparable damage on my character compared to other classes and I want to feel like I am contributing in such a way that isn't just granting buffs or debuffs).
13. GIVE THE WD MORE PET CONTROL (or at the very least target priorities like elites, enemies closest to the player, or players' current target)!
14. Expand on the idea of LON (very awesome addition to this patch and season).
15. Increase amount of times you can upgrade your gems the lower level they are compared to the Greater Rift you complete without changing end-game leveled gems (e.g. Greater Rift 75 & level 0 gem,
Upgrade 3 to 4 timesUpgrade 6 to 8 times).16. Throw us back to the time of Diablo I with a labyrinth somewhere in the game that has a high number of levels in it, or is endless.
17. Bring back player-to-player trading of some sort.
18. Quick gear-swapping station by the stash (switch between two favorite sets of gear).
Please leave a comment below with your feedback. Try to keep it constructive and positive.
6: could be troublesome for some players im sure.. For example I decided to get on yesterday and play a bit. First game in join was a bounty one, I was the first person in there and almost done with the act I started. Someone who joined in decided they were going to work on the same act so they decided to kick me... SOOOOO.. I got off..
I am thinking the votekick history would last on a seasonal basis. I also think it would have to be something greater than one votekick to get you blacklisted for the season... something like ten to fifteen times I would think would be reasonable. For nonseasonal, the votekick history would diminish over time if you were a good boy/girl.
Blizzard isnt going to waste there time make a good game, just rehashing the same ol' crap and calling it content.
Meh, I disagree. Blizzard makes some of the best quality games out there. They always support their older games too which is a big plus. Contrary to what snot-nosed children say about Blizzard, they have some of the best customer service out there too. They listen to their customers not only on their forums, but across all social media platforms, fan sites like this, and via word of mouth (blizzcon etc.). They don't give everyone everything they want because they have to weigh decisions like that very carefully (butterfly effect, loopholes, bugs, exploits and other such things). People who play video games these days require a lot from developers to be satisfied. Show a little gratification and respect.
Thank you for the feedback Astrayon. Here are my thoughts on the matter.
Kadala's dad's grand charm shown here for example has some extra gold find, magic find, and reduces vendor prices. Kadala could recognize this and reduce blood shard costs, award a buy one item get one item of the same type free, or have a chance to refund you some of the blood shards you spend. The item would drop as an item and the player would have to decide "ok, do I want this grand charm to be active or do I want this other grand charm that has x,y,z stat to be active?" This would be similar to the cube we currently have. Add a slot for a large charm, and a slot for a small charm. Is this new and exciting? Yes, and no. Like you stated it ends up being a stat stick, but most things in Diablo 3 are stat sticks. What could we expand upon this with?
Let me explain this a little better, my example was poor there. This allows me to create another idea within the aforementioned idea as well.
A mysterious and mad arcane scientist that has been around for nearly as long as Deckard Cain appears in town. He claims there are wonders and dangers lost and forgotten in the world of Sanctuary, beyond our imagining. When approached, he mentions something about a recipe book that was lost and never found that goes with Kanai's cube. It is up to us to find clues of where this book is, or pages from it, within the world (campaign mode only).
Every season (~ 3 months), X amount of new cube recipes pop into existence. It is up to the player if they want to pop items into the cube and attempt to figure out what these recipes are or go find the pages in campaign mode. If the items do not transmute, you could risk losing your items or an arcane reaction could result from the combination of the cube's contents and cause a cursed arcane portal to appear. In the cursed portal, you would find a super dangerous environment with all sorts of weird stuff including a random assortment of monsters (could be multiple bosses, could be goblins, could be 10 rare elites, could be the affixes of champions/elites, etc.), a trove of loot from the items lost from players attempting to figure out recipes, a room where you have to figure out a puzzle in a timely fashion otherwise you are teleported out, and if you die during any of this, you are also teleported out.
Diablo (the franchise) in my experience was always more fun when played with other players. I truly enjoy and miss the trading aspect of Diablo 2 (trade games, dueling games, etc.). It feels as though we have lost touch with the community even though we are all playing it in our own little separated dimension. Admittedly it is already more effective and beneficial to play in a group, but I wish we could re-kindle the experience and make it something to yearn for rather than resorting to solo-play the majority of the time. I do not know the ultimate answer here but I'm almost certain a brain storming session with multiple people could result in some interesting ideas. Maybe I'm on a boat alone out in the ocean on the matter though.
I know it may not be a popular idea but it brings back that "missing" aspect of the game. Let's say you are one of those players that blows through the season as soon as it starts and happen upon two identical Ancient weapons you need. One of the two Ancient weapons ends up being better than the other. Normally you just have that sinking feeling inside knowing it is just a future forgotten soul. Let's say there was a way to go into a trade hub (Caldeum per se or perhaps multiple trade hubs throughout different parts of the world) that housed 50 some-odd players (disabled skills, nephalem chattiness with the numlock keys, and other annoyances to reduce lag and a poor experience) and allowed bartering between us. Gold and gems would be the trading currency. Sadly, I think this could result in item hoarding again and could be bad (with stash space being limited, etc.), but it could also bring about a new sense of community actually seeing the players you talk to in general chat. Pros and cons to it.
I think this is pretty much a unified voice from the majority of the community aside from the naysayers who spit fire just because they can.
Thanks again for the feedback as it shows you care about the game and the community appreciates it.
1.Charm would be interesting because they could replace skill % damage and give more versatility for gr. There would be no more Must have item. Less meta more theorycrafting. More different build.
2. random monster could be interesting. But they should be challenging. Like oh sh it need to call for help or i would get my ass kick if i cant do gr 70
If the boss is in sight he would patrol the area if engage and he sucessfully kill you he become stronger like difficulty gr 80 etc. So you want to kill it to prevent him from getting stronger and get loot like a boss of that gr difficulty.
I agree with most of the other idea. Regarding endless labyrinth. Make it stronger the lower you go and more loot the lower you go. But if you die you need to redo all level from zero. If you tp out restart from zero. You loot what you want the rest stay in the labyrinth. You need to guess by the skin of the item. The cant be identify in labyrinth. Most be identify outside. It would make it so interesting and challenging. Also in group if a player die can be raise a limit number of time. If there is someone that leech loot if would be eventually oneshot be mob and kick out of labyrinth because he die xx time.
meh
One mind cannot contain all wisdom...
Increasing build diversity is a great goal and this could be one way of doing it.
Almost exactly what I had in mind. Back in Diablo 2 you could rarely solo Diablo Clone early in a new ladder season. If you were built and prepared for it though it was possible (Pally Smiter, Barb with Crushing Blow, Necro with Maulers, etc.). Having a group of people to kill him was preferable. Later on when everyone had all the runeworded gear it was much easier. Requiring a group of people to enter your game to kill a super rare boss would be very interesting. Epic difficult battles!
Very cool idea. The details and restrictions could be worked out at a later date but this would be very fun and exciting.
I like most of your ideas, except #5 (reinforce multiplayer) and #18 (item rack).
Multiplayer is still way to rewarding compared to solo play, to a degree where its almost absurd.
The Item rack would be a gift to the botters as they swap gear/talents daily, I'd rather see them put it alot more things that makes bots less efficient.
I actually hooked up my old PC yesterday so that I could jump on and fool around in the new season. I've been playing on console for the last two years and wanted to give PC a little love. It also gave me a reason to level again, I've recently started to lose interest with the game again on console because it's just grinding. So, now I thought I'd give my ideas... I think they are relatively untainted as far as D2 ideas are concerned as I never played it:
1. There needs to be something more difficult. I play hardcore, and even then, I know my limits and just end up grinding until I'm ready to go up a GRift or two. There is no urgency. Things either seem too easy, or one-shotty. Maybe that is just hardcore perspective. There seems to be no consistent challenging difficulty.
2. The gear is not exciting anymore. Nothing really seems legendary about legendary items. They are more like, useful items now. White/Blue/Yellow items aren't even gear to me, they're just crafting materials. So now I don't even get excited about legendary items. I miss that excitement. Sure, there are a few items I want still.. but.. meh?
3. Someone mentioned it earlier in this topic.. something about further upgrading rifts. To maybe bless them with added effects. I love this idea. It might even solve my previous two issues. Path of Exile's map system (parts of it) could work really well. I love how end game on PoE actually includes finding maps, to do end game.. but in this regard, the effects on the maps would be great. Upgrade a rift to have higher Mfind/Gfind/Monster Density in exchange for additional monster health/damage or maybe even monsters with resistances?? Yeah. That could be really great.
4. Maybe add a new -something- item that is extra rare. A diamond or purple quality drop laser beam shooting into the sky. Doesn't have to be gear. Could even be aesthetic, or something. Come on, isn't that a Blizzard thing? Pets/Outfits weird collections. Collections? There ya go. Drop some ultra rare items that you add to a collection. Complete the collection. Get a paragon point. +5 to a stat. A pet. Wings. Pat on the back. Something new to work towards.
5. I recently did the uber bosses again now that the hellfire item is worth getting. The first time I did them, they were way too hard to risk on hardcore.. now they are stupid easy and every time I did it, I got the item. It just seems like a boring task now that you must do to get a decent item. I think they could use to be overhauled. Set back to a nasty difficulty or decreased drop rate. They don't invoke fear any longer.
Anyway. These items may be crap or way off base since I'm not the most experienced D3 player. I've only made it into GRift 48, only play hardcore and usually don't progress because I get bored grinding for slight upgrades. Then I'll get drunk with friends and throw it in some night and get addicted for another month. But I still love the game and just wish there was something more. This topic just got me a little excited, thank you.
This might be weird to say, but (other than adding a new game mode or two) I'm fine with the current state of the game. There is so much for me to do still (only play a couple hours a night) that I will never get to do it all. The only ask I have is that they continue to do things to progress the story and lore.
One of the things that made trading huge in diablo 2, was not the gear, it was more the runes that served as a good currency and founded a base for trading. Also some items was pretty rare in that game compared to D3.
Without endless endgame (aka; WoW), a PvE game will never not get boring to most people. So, yeah. D3 needs that and will most likely never get it (because it's not an MMO)
@OP: Some of your ideas are nice and some of them seem to just make the game easier... In general it all seems positive so +1
Cool ideas, I'm loving the creative thinking!
I really like idea 18 on your list. They had a weapon swap option in D2 that added some variety. I was also thinking it would be kind of nice if you could do this same type of swap with Skills. Nothing over the top, but say you could have the choice to switch between two different gear setups, and two different skill setups with the click of a button! You could essentially switch between two builds in a matter of few clicks instead of the alternative, which would be like a ton of clicks swapping each piece of gear and skills, and then remembering what all you changed in case you want to change back, or just making a second character of the same type, just so you can choose to play with one or the other.
Build/gear/skill swap are agreeable.
Thank you; do you have any other suggestions or changes you can think of?
I don't think there will ever be a solid middle ground where one isn't better than the other (referring to the singleplayer vs multiplayer subject), I just want there to be more 'spice' in the game... some more excitement is all.
I don't think an item rack is going to do much for botters as I don't see why a program would have any issues auto swapping gear itself (instant either way).
I can see some more risk/reward items being implemented like the above as you are suggesting. They already have a few items like this, I don't see why they couldn't expand upon it. Good idea!
I agree with your statement regarding easy/one-shotty. I say create more dynamic battles with challenges the player must overcome with skill rather than luck (hit or miss).
The blue/white/yellow gear may as well just be called crafting materials as the game is right now. Nothing engaging about them. I remember rare items being better than "uniques" in Diablo II. I don't know if I want rares to be better than legendaries as they once were in the legacy of Diablo's franchise, but what can we do to make them more engaging without back-pedaling legendary accessibility?
Absolutely. I don't know about resistances per se, but I like where you're going with this. More affixes on monsters maybe?! Could get really nasty! =D
A new quality of item would be the new standard/pinnacle. I would love to see it at first, but then I would wonder what we have Legendaries for after a while.
I agree the excitement factor is now flat when engaging "Uber bosses." They do need a rework as they feel cumbersome and chore-y.
I love the story and can't wait to see what they have in store for us as new expansions are announced!
Edit: Sorry for the late responses as I have been preoccupied with other matters.