Not sure about auto-pickup on gold. Making you walk over and pick it up makes you do a bit of work to get it. auto getting it would make it too easy. And if there are multiple players, who gets the gold? Is it split evenly, based on who did the kill or based on who did damage on the monster?
As much as the tetris storage can be frustrating, I also think it is an iconic thing about Diablo and should be included. I would like these features though:
1. be able to lock down an item such as town teleport books, the cube and charms. You would have to unlock them to move/sell them.
2. anything not locked down could be sold in one button click.
Not sure about auto-pickup on gold. Making you walk over and pick it up makes you do a bit of work to get it. auto getting it would make it too easy. And if there are multiple players, who gets the gold? Is it split evenly, based on who did the kill or based on who did damage on the monster?
Each player get their own drops of gold.
Why is picking up gold supposed to take "work"? Hell yeah, lets just make sure to break the flow of the game for gold.
Would anyone seriously want to pick up gold like in D2? I NEVER picked up gold in D2, not because it is useless, because it wasn't (repairs are costly), it just wasn't worth the time and strain on my mousebutton.
+ you could sell armors for 35 K... beats the purpose of picking up gold
If gold were auto pick up, then there would be no sense of gold dropping from monsters. It would become a quantity that simply increases by killing things. It would be kinda like experience, except gold would be spendable.
I prefer to retain the feel of gold dropping from monsters. The same goes for quest items. When I kill Hephasto I liked to see the hammer sitting on the ground, as if he had actually been holding it. Having it instantly appear in your inventory would cheapen the experience. It would become more like a quest reward, as opposed to an item that you took from a monster that you had killed.
If gold were auto pick up, then there would be no sense of gold dropping from monsters. It would become a quantity that simply increases by killing things. It would be kinda like experience, except gold would be spendable.
I prefer to retain the feel of gold dropping from monsters. The same goes for quest items. When I kill Hephasto I liked to see the hammer sitting on the ground, as if he had actually been holding it. Having it instantly appear in your inventory would cheapen the experience. It would become more like a quest reward, as opposed to an item that you took from a monster that you had killed.
Yes, big difference there. Gold is ultra common. And its not like you won't see it on the ground. You just won't have to CLICK IT.
Seems to be some misunderstanding about auto-pickup and auto-collection.
From the video's, we have seen auto-pickup. The gold does drop, and you do pick it up, just without having to click on it.
Quote from cherd »
If gold were auto pick up, then there would be no sense of gold dropping from monsters. It would become a quantity that simply increases by killing things. It would be kinda like experience, except gold would be spendable.
That is the thing though. Gold is spendable in some way shape or form, so it does make sense.
Take the example that 500,000 gold can be used to increase your MF by 1%.
Then, for an additional 1% bonus you need an extra 500,000 gold.
To get a 40% increase in MF, you would need 20,000,000 gold. Not sure how many people would have ever collected that much gold in D2.
The point is, if you make gold worth something, people will want to collect it.
that is really odd and I never thought about it at all to be honest...I was going to say the game was old and no one really thought about doing it in those kinda games back then but well like seth said....they did it with keys...
Blizzard have been talking a lot about character customization as being a key element in d3. In terms of how much you can carry ,I think that what would be really good would be if there were draw backs from having a big inventory space.
For instance; You could have a basic inventory with say 40 tetris slots. You could also choose to add 5 more. But to do so would mean that maybe your defence would be decreased by X amount or the damage you do would go down, or your MF is lessened.
This is just an idea, but this would be cool i think as it would add more of that thinking element found in diablo games.
that is really odd and I never thought about it at all to be honest...I was going to say the game was old and no one really thought about doing it in those kinda games back then but well like seth said....they did it with keys...
And the they thought of the belt, and how potions are consumables, they probably thought it was better like this, or just easier to do.
Quote from "CheehC" »
Blizzard have been talking a lot about character customization as being a key element in d3. In terms of how much you can carry ,I think that what would be really good would be if there were draw backs from having a big inventory space.
For instance; You could have a basic inventory with say 40 tetris slots. You could also choose to add 5 more. But to do so would mean that maybe your defence would be decreased by X amount or the damage you do would go down, or your MF is lessened.
This is just an idea, but this would be cool i think as it would add more of that thinking element found in diablo games.
Honestly, this is an absolutely horrible idea. When you think about it, its close to what Charms do in D2. You sacrifice inventory space for more buffs. You fill your entire inventory to the point you can't carry anything except in your cube just for the boosts.
Even if thats not what you said, its still the same in my head. I have no idea why your inventory space should be in any way related to your stats. Let me have space and as effective as possible, please. Don't force me to have less space for more damage or even more MF. I'd just be ridiculously annoyed.
To get a 40% increase in MF, you would need 20,000,000 gold. Not sure how many people would have ever collected that much gold in D2.
I had a gold find barb that could have collected 20,000,000 in a matter of hours. I especially would not have liked auto pick up on that character. I liked seeing those 100,000 gold piles.
Blizzard have been talking a lot about character customization as being a key element in d3. In terms of how much you can carry ,I think that what would be really good would be if there were draw backs from having a big inventory space.
For instance; You could have a basic inventory with say 40 tetris slots. You could also choose to add 5 more. But to do so would mean that maybe your defence would be decreased by X amount or the damage you do would go down, or your MF is lessened.
This is just an idea, but this would be cool i think as it would add more of that thinking element found in diablo games.
I have to agree with SFJake, this idea is horrible. Aside from his reasons, which I won't repeat, it doesn't really make any sense. If we were going for realism, honestly the only stat that I think would make sense to drop because of inventory size would be move and/or attack speed. Making your stats drop as a trade-off for inventory way is a just a lazy way to make the game more difficult.
Rollback Post to RevisionRollBack
"Everywhere the human soul stands between a hemisphere of light and another of darkness; on the confines of the two everlasting empires, necessity and free will." -Thomas Carlyle
You could also choose to add 5 more. But to do so would mean that maybe your defence would be decreased by X amount or the damage you do would go down, or your MF is lessened.
This is just an idea, but this would be cool i think as it would add more of that thinking element found in diablo games.
Euuuurk It's the worst idea I never seen !!
Maybe quest can add space or a new tab of inventory but It's stupid to link the inventory space with defense or damage no one will be stupid enough to choose to decrease damage or defense... lol
I think auto pickup will be good for my tendonitis carpal tunel I got when I played d2.
Btw. how Hellfire can be authorised and unofficial at once?
You are just arguing the meaning of words there.
The expansion was authorized by Blizzard. Blizzard did not make Hellfire. I guess you could say they didn't "officially make it".
That was the point made. Blizzard didn't make it, so what is in Diablo 2 Hellfire is not canon. Even if, by definition, you could say its official because it was authorized by Blizzard.
How do you people miss so much of the important news.
Each player gets there own item drops, so no click fest.
All you have to do to get gold is to walk over it....(auto luting would still be cool)
I love the idea to only make rares, uniques, visible with click of button.
Rollback Post to RevisionRollBack
I am cheese. I am loved by all. I go great with everything. Other foods hate me because I take all the glory. Like Nachos..Their just jealous cause no one eats them unless Im there. Shit..I even ruined broccili's rep. Broccili kept talkin shit so I was like. " You know what?, I think I might melt myself on some Broccilli. See how those humans enjoy that green [sexual slur censored] now." Shit...Now,People dont even touch him, unless Im all over that shit! Ahhh..Its not easy, being cheesy.. Peace. Cheese Out.
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As much as the tetris storage can be frustrating, I also think it is an iconic thing about Diablo and should be included. I would like these features though:
1. be able to lock down an item such as town teleport books, the cube and charms. You would have to unlock them to move/sell them.
2. anything not locked down could be sold in one button click.
Each player get their own drops of gold.
Why is picking up gold supposed to take "work"? Hell yeah, lets just make sure to break the flow of the game for gold.
+ you could sell armors for 35 K... beats the purpose of picking up gold
I prefer to retain the feel of gold dropping from monsters. The same goes for quest items. When I kill Hephasto I liked to see the hammer sitting on the ground, as if he had actually been holding it. Having it instantly appear in your inventory would cheapen the experience. It would become more like a quest reward, as opposed to an item that you took from a monster that you had killed.
If it was official it would have been published by Blizzard, Diablo I's publisher. It is not official.
Yes, big difference there. Gold is ultra common. And its not like you won't see it on the ground. You just won't have to CLICK IT.
From the video's, we have seen auto-pickup. The gold does drop, and you do pick it up, just without having to click on it.
That is the thing though. Gold is spendable in some way shape or form, so it does make sense.
Take the example that 500,000 gold can be used to increase your MF by 1%.
Then, for an additional 1% bonus you need an extra 500,000 gold.
To get a 40% increase in MF, you would need 20,000,000 gold. Not sure how many people would have ever collected that much gold in D2.
The point is, if you make gold worth something, people will want to collect it.
that is really odd and I never thought about it at all to be honest...I was going to say the game was old and no one really thought about doing it in those kinda games back then but well like seth said....they did it with keys...
For instance; You could have a basic inventory with say 40 tetris slots. You could also choose to add 5 more. But to do so would mean that maybe your defence would be decreased by X amount or the damage you do would go down, or your MF is lessened.
This is just an idea, but this would be cool i think as it would add more of that thinking element found in diablo games.
And the they thought of the belt, and how potions are consumables, they probably thought it was better like this, or just easier to do.
Honestly, this is an absolutely horrible idea. When you think about it, its close to what Charms do in D2. You sacrifice inventory space for more buffs. You fill your entire inventory to the point you can't carry anything except in your cube just for the boosts.
Even if thats not what you said, its still the same in my head. I have no idea why your inventory space should be in any way related to your stats. Let me have space and as effective as possible, please. Don't force me to have less space for more damage or even more MF. I'd just be ridiculously annoyed.
I have to agree with SFJake, this idea is horrible. Aside from his reasons, which I won't repeat, it doesn't really make any sense. If we were going for realism, honestly the only stat that I think would make sense to drop because of inventory size would be move and/or attack speed. Making your stats drop as a trade-off for inventory way is a just a lazy way to make the game more difficult.
"Everywhere the human soul stands between a hemisphere of light and another of darkness; on the confines of the two everlasting empires, necessity and free will."
-Thomas Carlyle
Euuuurk It's the worst idea I never seen !!
Maybe quest can add space or a new tab of inventory but It's stupid to link the inventory space with defense or damage no one will be stupid enough to choose to decrease damage or defense... lol
I think auto pickup will be good for my tendonitis carpal tunel I got when I played d2.
You are just arguing the meaning of words there.
The expansion was authorized by Blizzard. Blizzard did not make Hellfire. I guess you could say they didn't "officially make it".
That was the point made. Blizzard didn't make it, so what is in Diablo 2 Hellfire is not canon. Even if, by definition, you could say its official because it was authorized by Blizzard.
lol, certainly it's a must !!
Each player gets there own item drops, so no click fest.
All you have to do to get gold is to walk over it....(auto luting would still be cool)
I love the idea to only make rares, uniques, visible with click of button.