The biggest issues I hear about in D3 at the moment from the fan base are:
1. There is nothing left to do.
2. Itemisation needs fixing.
So I thought I would contribute my 2.5 cents worth.
I am closing in on para 100 and slowly improving my toon, I enjoy the challenge of uber bosses but what happens when I get to 100 and the main stat on the hellfire ring becomes useless to me? Or I create 100s or 1000s of them and the random number generator (RNG) hates me? It takes a lot of effort and time to farm for keys then kill the ubers, especially on low mp levels and then you hope that RNG goes your way.
Solution - give us the ability to upgrade our hellfire ring. They are already account bound so no problems there. Why not let us upgrade them? Does it really matter if player A takes 100s of hrs and ends up with ‘their’ perfectly roll hellfire or that it takes player B 1000 of hrs or just 10hrs for that matter. I think if you can improve your ring over time it’s like getting an upgrade every time you craft a new ring even if it is a really bad one.
The basis of my idea is when you salvage a hellfire ring you don’t get a fiery brimstone you get a hellfire brimstone which can then be used to upgrade your ring at the Jeweller.
Cost of upgrading the hellfire ring would be along the lines of:
1. Change stat A to stat B = 10 hellfire brimstones. When this is done normal RNG is used on the new stat. So when you do hit para 100 you could change the xp bonus to say an armour bonus. Only current ring affixes are available.
2. Increase main stat by 1 = 1 hellfire brimstone. E.G. increase strength from 200 to 210 = 10 hellfire brimstones.
3. Increase stat by 0.5 = 5 hellfire brimstones. E.G increase crit chance from 4.0 to 4.5 = 5 hellfire brimstones. This to be used on stats that increment by 0.5.
4. If stat can only increase by 1 then = 1 hellfire brimstone. E.G increase attack speed from 6 to 7 = 1 hellfire brimstone.
Hey before you start my numbers are not perfect but you get the drift of how it could be implemented.
I just thought I would have a crack at trying to positively contribute to this great game.
Plenty more ideas to come on more things to do ingame.
1) Make HR ring worthwhile for p100 chars
2) Make upgrading gear possible.
The first is a difficult topic. Many people tend to farm on higher MPs these days and the HR isn't really worth the XP bonus. If you could switch the bonus XP to a damage stat, I'd do that myself even though I'm not p100. So in the end, the HR is just a "leveling support item" - don't change it, just introduce new items/events like the ubers for other items. I want moar of this ;-)
The second is what Blizzard will introduce in the expansion anyways. The comeback of the Mystic is almost a given, and I'd be surprised if they wouldn't give us some kind of upgrade mechanism.
Just one thing about upgrading and "achieving perfect items": I think this is the biggest mistake a game designer can make. You know what's fun? Striving for perfection. You know what sucks? Being there. Once your character is perfect, you look at it, but the next day you'll be like "meh, nothing left to do". Even after 14 months into the game and trillions of drops, the game hasn't seen many of these "perfect items" (e.g., no 200int/6% CC/9% IAS/12 life%/80 allres Mempo afaik). And this is good. Every upgrade mechanism should always have a randomized effect, for example: the upgrade can fail, the upgrade could cause the stat to go even lower, the upgrade could cause another stat to disappear, or the item could get destroyed (yeah, it's bad, but I like this RPG element of "risk").
If I am farming ubers and slowly over time upgrading my hellfire ring then I have a sense of achieving a long term goal but I also get the short term satisfaction of an upgraded item even if it is only minor.
Vs running ubers over and over again and missing out on good rolls from rng. I don't feel like I have achieved anything short or long term because there is no guarantee I will ever get a good roll, I get frustrated and stop farming them.
I am not suggesting that every item in the game function like this but they have invested a lot of time and effort to create the uber encounters for one item and I think getting one 'perfect' item after a lot of work is reward for effort.
Yeah, I get what you're saying. I'm in the same boat - my HR is ok-ish but I rarely use it, and my friends have perfect rings. So there's no incentive for us to do ubers anymore, because it's a loooong grind for only a minuscule chance of a better item, but many times it's just another "meh crap HR ring". All my followers on all my chars are wearing crappy int HRs (and every time I look into their faces they're like "please take this stupid ring off me! ).
The problem, from a designer's point of view, is as follows: you want randomization because the more random a system is, the more incentive it is to try and craft another item. Example: you know that every next HR could be the best. If you had a pure upgrade system and you knew that you need at least 100 crafts to even get a decent ring, many people will never get there (because many people can't farm high MP ubers plus don't have the tenacity - also indicated by the fact that the huge majority still doesn't have a single p100 char).
Designers have to strike a difficult balance. It's like a lottery where everyone has the same chance of winning. Of course, if you're already a millionaire it's less interesting for you, but it's still a better system to cater the majority rather than the few millionaires and make them even richer (hi @real world nowadays). So, if you'd have a pure upgrade system without any random effects, the gap between the rich and the poor (which is already incredible in D3) would get even bigger.
" So, if you'd have a pure upgrade system without any random effects, the gap between the rich and the poor (which is already incredible in D3) would get even bigger."
You lost me on this point, we are talking about a bind on account ring. So nobody is getting rich off of it.
Yes the higher geared players would be able to upgrade their ring quicker but it would give everyone the chance to see progress, +5 strength one week maybe +10 all resist a couple of weeks down the track.
I just think that monster power combined with the rng system is very harsh when it comes to all the effort you put in to completing the hellfire ring. x4 for the keys and the design then x3 for the uber organs based on middle ground of mp5 can still take a long time to complete a ring then on top of that you get the rng of the ring.
The D3 devs said they wanted to give players plenty of game play variation and I just thought this would be a way to entice players to keep at it in regard to the uber encounters.
Worst case scenario that I can see a lot of players get an amazing item, one off.
Best case scenario players log back into the game and start doing ubers again because they have a goal. They can see that their hard work is slowly improving their item which in turn helps them jump from mp5 to mp6 or 7. They have a reason to help their friends compete ubers for the first time because there would always be something in it for them.
I don't want the best item in the game handed to me nor do I want to buy it but if I had the chance to work towards it for the next 6months that would be something to look forward to.
The biggest issues I hear about in D3 at the moment from the fan base are:
1. There is nothing left to do.
So I thought I would contribute my 2.5 cents worth.
I am closing in on para 100 and slowly improving my toon, I enjoy the challenge of uber bosses but what happens when I get to 100 and the main stat on the hellfire ring becomes useless to me?
Theres nothing left to do because the game was made that way. No real builds and no real pvp means the game has no replay value besides lvling every class to 100 and item hunting. Maybe play HC or seriously erase your 100 p character and start again.
This game could have a lot of great end game and things to do. But, its just to complicated for blizzard.
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The biggest issues I hear about in D3 at the moment from the fan base are:
1. There is nothing left to do.
2. Itemisation needs fixing.
So I thought I would contribute my 2.5 cents worth.
I am closing in on para 100 and slowly improving my toon, I enjoy the challenge of uber bosses but what happens when I get to 100 and the main stat on the hellfire ring becomes useless to me? Or I create 100s or 1000s of them and the random number generator (RNG) hates me? It takes a lot of effort and time to farm for keys then kill the ubers, especially on low mp levels and then you hope that RNG goes your way.
Solution - give us the ability to upgrade our hellfire ring. They are already account bound so no problems there. Why not let us upgrade them? Does it really matter if player A takes 100s of hrs and ends up with ‘their’ perfectly roll hellfire or that it takes player B 1000 of hrs or just 10hrs for that matter. I think if you can improve your ring over time it’s like getting an upgrade every time you craft a new ring even if it is a really bad one.
The basis of my idea is when you salvage a hellfire ring you don’t get a fiery brimstone you get a hellfire brimstone which can then be used to upgrade your ring at the Jeweller.
Cost of upgrading the hellfire ring would be along the lines of:
1. Change stat A to stat B = 10 hellfire brimstones. When this is done normal RNG is used on the new stat. So when you do hit para 100 you could change the xp bonus to say an armour bonus. Only current ring affixes are available.
2. Increase main stat by 1 = 1 hellfire brimstone. E.G. increase strength from 200 to 210 = 10 hellfire brimstones.
3. Increase stat by 0.5 = 5 hellfire brimstones. E.G increase crit chance from 4.0 to 4.5 = 5 hellfire brimstones. This to be used on stats that increment by 0.5.
4. If stat can only increase by 1 then = 1 hellfire brimstone. E.G increase attack speed from 6 to 7 = 1 hellfire brimstone.
Hey before you start my numbers are not perfect but you get the drift of how it could be implemented.
I just thought I would have a crack at trying to positively contribute to this great game.
Plenty more ideas to come on more things to do ingame.
All feedback is good feedback
1) Make HR ring worthwhile for p100 chars
2) Make upgrading gear possible.
The first is a difficult topic. Many people tend to farm on higher MPs these days and the HR isn't really worth the XP bonus. If you could switch the bonus XP to a damage stat, I'd do that myself even though I'm not p100. So in the end, the HR is just a "leveling support item" - don't change it, just introduce new items/events like the ubers for other items. I want moar of this ;-)
The second is what Blizzard will introduce in the expansion anyways. The comeback of the Mystic is almost a given, and I'd be surprised if they wouldn't give us some kind of upgrade mechanism.
Just one thing about upgrading and "achieving perfect items": I think this is the biggest mistake a game designer can make. You know what's fun? Striving for perfection. You know what sucks? Being there. Once your character is perfect, you look at it, but the next day you'll be like "meh, nothing left to do". Even after 14 months into the game and trillions of drops, the game hasn't seen many of these "perfect items" (e.g., no 200int/6% CC/9% IAS/12 life%/80 allres Mempo afaik). And this is good. Every upgrade mechanism should always have a randomized effect, for example: the upgrade can fail, the upgrade could cause the stat to go even lower, the upgrade could cause another stat to disappear, or the item could get destroyed (yeah, it's bad, but I like this RPG element of "risk").
One thing you said struck me, the word achieving.
If I am farming ubers and slowly over time upgrading my hellfire ring then I have a sense of achieving a long term goal but I also get the short term satisfaction of an upgraded item even if it is only minor.
Vs running ubers over and over again and missing out on good rolls from rng. I don't feel like I have achieved anything short or long term because there is no guarantee I will ever get a good roll, I get frustrated and stop farming them.
I am not suggesting that every item in the game function like this but they have invested a lot of time and effort to create the uber encounters for one item and I think getting one 'perfect' item after a lot of work is reward for effort.
The problem, from a designer's point of view, is as follows: you want randomization because the more random a system is, the more incentive it is to try and craft another item. Example: you know that every next HR could be the best. If you had a pure upgrade system and you knew that you need at least 100 crafts to even get a decent ring, many people will never get there (because many people can't farm high MP ubers plus don't have the tenacity - also indicated by the fact that the huge majority still doesn't have a single p100 char).
Designers have to strike a difficult balance. It's like a lottery where everyone has the same chance of winning. Of course, if you're already a millionaire it's less interesting for you, but it's still a better system to cater the majority rather than the few millionaires and make them even richer (hi @real world nowadays). So, if you'd have a pure upgrade system without any random effects, the gap between the rich and the poor (which is already incredible in D3) would get even bigger.
You lost me on this point, we are talking about a bind on account ring. So nobody is getting rich off of it.
Yes the higher geared players would be able to upgrade their ring quicker but it would give everyone the chance to see progress, +5 strength one week maybe +10 all resist a couple of weeks down the track.
I just think that monster power combined with the rng system is very harsh when it comes to all the effort you put in to completing the hellfire ring. x4 for the keys and the design then x3 for the uber organs based on middle ground of mp5 can still take a long time to complete a ring then on top of that you get the rng of the ring.
The D3 devs said they wanted to give players plenty of game play variation and I just thought this would be a way to entice players to keep at it in regard to the uber encounters.
Worst case scenario that I can see a lot of players get an amazing item, one off.
Best case scenario players log back into the game and start doing ubers again because they have a goal. They can see that their hard work is slowly improving their item which in turn helps them jump from mp5 to mp6 or 7. They have a reason to help their friends compete ubers for the first time because there would always be something in it for them.
I don't want the best item in the game handed to me nor do I want to buy it but if I had the chance to work towards it for the next 6months that would be something to look forward to.
Theres nothing left to do because the game was made that way. No real builds and no real pvp means the game has no replay value besides lvling every class to 100 and item hunting. Maybe play HC or seriously erase your 100 p character and start again.
This game could have a lot of great end game and things to do. But, its just to complicated for blizzard.