1 : this looks very worked out and very detailed and the images are great and you have certainly worked hard on this for quite a while. Kudos and congratz and you should get a job at Blizzard ^^
2 : Personally, I dont like the idea. It would be either a gold sink or a distraction from the monster slaying, which is why I play this game. But that's just me, I am sure many others would love this idea.
1 : this looks very worked out and very detailed and the images are great and you have certainly worked hard on this for quite a while. Kudos and congratz and you should get a job at Blizzard ^^
2 : Personally, I dont like the idea. It would be either a gold sink or a distraction from the monster slaying, which is why I play this game. But that's just me, I am sure many others would love this idea.
Well everyone has his own opinions and I know there are people out there who doesn't like any of these ideas.
You know... it's impossible to have something that everyone likes.
I did this just because I love Diablo series and because I really want this game to become a masterpiece.
Now it's just a good game but it DESERVES to become a masterpiece and with the addition of new cool features it surely can achieve that.
I have to say these are good. But the main issue is the game will become more fun for players who are playing this on a day to day basis and want to improve, and it will become extremely hard for new players.
Too much complication is fun, but never a good design choice.
Just read it all and I have to admit you took your time and really made it dream-like :). But thats all it is, unfortunately. There is no way you are going to see this in game. Not even in an expansion.
From my pov, a waste of time, but good read and a good thought of what it could look like. . . .Could
+10
Having done some mock-ups similar to the ones you did myself, I must say I am very much impressed by the quality of what you've presented. As for the ideas themselves, I believe you've got the start of something that could be amazing. There are, however, a few suggestions I would make.
1) There is no such thing as "hidden" anymore in games. Sites like mmo-champ, diablofans, wowhead, and guildwars2guru have made hidden systems a thing of the past. (Even in Diablo2 players checked sites to figure out what runewords to use.) Instead, allow players to find/make/learn Heroic Seals, and have Heroic Seals require certain Primary/Secondary seals in order to activate.
2) Don't cause the player to lose everything when a seal breaks. Rather, I suggest that, no matter what, a seal upgrade is guaranteed to succeed provided players can overcome the mobs summoned from the altar. If players die to the mobs at the altar, they simply get the original seal back and can try again. (Remember that "failing" can also be caused by things such as a player's internet going out, or their computer crashing. Losing that much effort for something that might be beyond the player's control is too harsh.) As for seals breaking, as I said seals are guaranteed to upgrade upon defeating the monsters. However, if a seal breaks upon being upgraded, then it simply cannot be upgraded again. At that point players must decide to either use it or sell it as is. They still get the reward for having put forth the effort to create the seal, but the "best case" remains having an unbroken seal.
3) WAY too much complexity, and probably the reason your design (as amazing as it is) will not get implemented. Remember that for every "thing" you add to the game you have to balance it with every other "thing". A bonus on a seal might work perfectly when applied to a sword or dagger on a Barbarian, but apply it to a hand crossbow and then pick skill X and suddenly the Demon Hunter's damage goes completely insane and she absolutely melts MP10 elites without even trying. It takes a LOT of time and effort to test for outliers such as this. In addition, with so many choices you're going to end up with a lot of "options" that are simply wrong. Then on top of that, you've created a lot of extra stuff players will need to put into their storage.
Look at your design and decide what the core idea is, what makes this thing "fun"? Once you have that, simplify everything else around it.
I think the basis of your idea is solid and looks like it could be a lot of fun to play with. But I think there is also a lot of extra fluff that could be cut away to make the idea that much better.
A lot of work put into this suggestion ! I don't like it because it is based on white items. We already pick up and store too many items. Why not just doing the exact same thing without the white item (you select the kind of item you want to make in the interface) ?
I just wanted to give some utility to white items, but anything is possible
Thanks everyone!!!
Awesome work! You should've joined Dfans sooner
1 : this looks very worked out and very detailed and the images are great and you have certainly worked hard on this for quite a while. Kudos and congratz and you should get a job at Blizzard ^^
2 : Personally, I dont like the idea. It would be either a gold sink or a distraction from the monster slaying, which is why I play this game. But that's just me, I am sure many others would love this idea.
http://eu.battle.net/d3/en/profile/Twoflower-2131/hero/47336841
Well everyone has his own opinions and I know there are people out there who doesn't like any of these ideas.
You know... it's impossible to have something that everyone likes.
I did this just because I love Diablo series and because I really want this game to become a masterpiece.
Now it's just a good game but it DESERVES to become a masterpiece and with the addition of new cool features it surely can achieve that.
Thanks ;D
Too much complication is fun, but never a good design choice.
The discussion on EN-EU is now highly rated!
Thanks everyone for the support!
Missing US now
From my pov, a waste of time, but good read and a good thought of what it could look like. . . .Could
+10
1) There is no such thing as "hidden" anymore in games. Sites like mmo-champ, diablofans, wowhead, and guildwars2guru have made hidden systems a thing of the past. (Even in Diablo2 players checked sites to figure out what runewords to use.) Instead, allow players to find/make/learn Heroic Seals, and have Heroic Seals require certain Primary/Secondary seals in order to activate.
2) Don't cause the player to lose everything when a seal breaks. Rather, I suggest that, no matter what, a seal upgrade is guaranteed to succeed provided players can overcome the mobs summoned from the altar. If players die to the mobs at the altar, they simply get the original seal back and can try again. (Remember that "failing" can also be caused by things such as a player's internet going out, or their computer crashing. Losing that much effort for something that might be beyond the player's control is too harsh.) As for seals breaking, as I said seals are guaranteed to upgrade upon defeating the monsters. However, if a seal breaks upon being upgraded, then it simply cannot be upgraded again. At that point players must decide to either use it or sell it as is. They still get the reward for having put forth the effort to create the seal, but the "best case" remains having an unbroken seal.
3) WAY too much complexity, and probably the reason your design (as amazing as it is) will not get implemented. Remember that for every "thing" you add to the game you have to balance it with every other "thing". A bonus on a seal might work perfectly when applied to a sword or dagger on a Barbarian, but apply it to a hand crossbow and then pick skill X and suddenly the Demon Hunter's damage goes completely insane and she absolutely melts MP10 elites without even trying. It takes a LOT of time and effort to test for outliers such as this. In addition, with so many choices you're going to end up with a lot of "options" that are simply wrong. Then on top of that, you've created a lot of extra stuff players will need to put into their storage.
Look at your design and decide what the core idea is, what makes this thing "fun"? Once you have that, simplify everything else around it.
I think the basis of your idea is solid and looks like it could be a lot of fun to play with. But I think there is also a lot of extra fluff that could be cut away to make the idea that much better.
And keep giving your feedback!
I just wanted to give some utility to white items, but anything is possible