One alternative/solution could be to make the quests and exploration progress "free-roaming". So you could do everything in whatever order you wanted to. Still only one time however, until next reset.
Such as start with act 2 and clear a few areas there, jump to act 4 and clear up to Diablo, and then back to act 2 and clear some other areas. Free-roaming only available after you achieved that quest progress on your character before of course, as in no jumping to act 4 before killing Azmodan once on inferno etc.
Also, NV stack shouldn't be so high that you would only reach it near the end of a full playthrough.
In MrMonstrosity's example you could reach it "reasonably quickly" on higher MP.
Yes traveling back and forth through acts like in Diablo 2 would be nice and would fully address this.
MrMonstrosity's examples seem high in a few instances but these can be changed and addressed based on what data Blizzard has. I normally don't pay attention to what people offer as a number example since it's a "best guess" with little information. I agree that 500 is too high, but overall the example gives you an idea of what he is looking for.
In order to have a choice you have to make things different. If everything is the same, there is no choice. I'm not commenting about that act 4 thing but game design in general and of course one choice shouldn't be better than every thing else. But again, making everything the same doesn't give us a single choice (this is why people are looking for xp/hour, demonic essence/hour, etc, it's because everything else is the same).
Isn't having everything the same better though? Since most people are drawn to efficiency they tend to ignore everything else and do the same boring runs. Your "punishment" for choosing something different for the sake of sanity is less potential gear. I rather have everything "relatively" the same so I can change up the scenery.
I do know that FM is the most efficient route at this time but parts of act 2 & 3 aren't much worse and it's nice not doing the same run ALL the time. How would having nearly the same efficiency in multiple places in the game be a negative factor? I'm pretty sure most players were happy for the monster density patch and got away from doing act 3 runs for months.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
Shouldn't lose stacks over time tbh. And no stacks lost on log out.
Make us choose when to reset the NV stack.
"Simply" (probably not that simple) prevent enemy respawn on enemies you already killed, even if you relog.
That way you have two choices:
1) Move to other areas.
Gives you a very good reason for exploring, to get the very most of your NV buff.
And a good reason to start your game in act 1 and play all the way to Diablo, even if it is over many sessions.
2) Reset your current game progress by picking another quest in the menu screen (pretty much like you can do now for quest bosses).
You can do that after you cleared the game 100%, or whenever you want before that point. 5 minute farm runs would still work for those who want it (would just be less effective due to the high NV stack count).
However, all NV is lost when resetting your quest progress.
So you cant farm the same area over and over without resetting the NV each time (like today).
Would by far be my preferred solution.
So basically if you want a higher % chance at legendaries you need to farm act 4 because that when you'll have the most amount of NV stacks. More incentive to farm act 4 which is fun, but I feel even more pigeon holed into my "freedom of choice" with this option.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
When I was playing in group games, nearly every player I saw was wearing like 80%+ legendaries. That pretty much makes the legendaries not so "legendary". To me I'd rather have it more like at launch where players were mostly wearing rares, and when you actually see someone wearing a legendary it was usually something actually good, special, and rare. I'm sure many people don't agree with this though, afterall games like WoW basically have every player wearing full epics compared to the early days in WoW where we wore instance blues and seeing a player with 1-2 epics was actually "epic".
Guess you never played D2, everyone was geared in uniques or specific rune words; hence this phenomenon occurred earlier than WoW.
I do like the idea everybody in yellows and the elite's or lucky people have the odd legendary but that case will simply never exist, no matter how you structure drop rates. Eventually the market will fill up with the rare legendaries and we'll all look the same again. If we reduce legendary drop rates even more you'll have people less happy as they never find anything good. Uniques in D2 dropped like candy and in D3 they drop even less frequently.
As for NV, I actually think it should be on a time-based system rather than the reset on new game system. So we'd have NV with really high limits (like 500 or something) where you'd gain stacks on elite kills and lose stacks over time (maybe like -1 stack per 5 minutes) and also lose a certain of stacks on log-out. That way players can play however they want, such as extended runs OR just farming certain zone. However, they'd also be able to take breaks like even hours and just lose a bunch of stacks rather than fully resetting to 0. This would also help to fix the issue where many zones are simply lacking in numbers of elites.
I like this approach more than the initial suggestions by the OP (if we were forced to this approach). As it would be much easier to build stacks over time.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
Like the idea of achievement self found + small bonus. The lore idea is nice.
I like that you’re trying revamp MF but it caters strictly to rich and no-life players (yes I said it I don’t have the time to commit to killing 100 unique bosses in one sitting). The current setup works for all types of players, the main issue not playing on an alt because of the paragon level. As a causal player I'll find 1-3 legendaries in one night and my highest paragon level is 34 (all my other chars are in the 20's and a lot of dead HC chars). Instead of making it account wide just allow a bonus to exp % (make it significant) up to the highest paragon level you have within your account. It hardly seems fair that people who have at least one paragon 100 getting screwed out of their work. On top of that if your suggestion does take effect then anyone who reached a paragon level 100 has nothing to show for it, an extra 300 to stats wow. You’d need to revamp how paragon levels work or have a bunched of pissed off people on your hands.
Any suggestion for revamping crafting is needed since it’s an abysmal joke as is (insert depth and complexity please). The only saving grace right now is they added the BoA’s. As for the mention about stash issues with more materials I hardly see the problem. The only time my stash has ever been an issue is when I had multiple toons below 60, and hardcore mode. I have 1.5 empty pages in my stash on softcore, it would be less but I don't try to sell everything I find anymore (not worth the money/time). Well and players like Maka would have issues as well I suppose. Maybe just a separate stash for crafting would be an easy fix (I say this loosely).
I like the idea of the mystic but I think you should add an ability to transfer 60% of a stat into a different stat (using reforging in Wow as an example). I think it would be nice to drop vit for a chance to freeze etc…
I like the idea of new skill slots with legendaries; however Blizzard seems to be anti complex these days and that means they would have even more runes to balance… its bad enough as is. It would be friggen awesome though.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
I guess you're probably right, the Paragon levels were neat but the Keywardens/Hellfire Ring seemed like such an obvious band-aid. In truth they should have never been added, or at least moved to something like Purple Elites instead of throwing random bosses in the game world. That one you can tell was a quick fix with no thought.
Little sneak peaks would be good however.
Far as sneak peaks go, the topic on the main page about about changing healing/damage intake/monster affix mechanics is plenty enough to ponder about.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
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Yes traveling back and forth through acts like in Diablo 2 would be nice and would fully address this.
MrMonstrosity's examples seem high in a few instances but these can be changed and addressed based on what data Blizzard has. I normally don't pay attention to what people offer as a number example since it's a "best guess" with little information. I agree that 500 is too high, but overall the example gives you an idea of what he is looking for.
Isn't having everything the same better though? Since most people are drawn to efficiency they tend to ignore everything else and do the same boring runs. Your "punishment" for choosing something different for the sake of sanity is less potential gear. I rather have everything "relatively" the same so I can change up the scenery.
I do know that FM is the most efficient route at this time but parts of act 2 & 3 aren't much worse and it's nice not doing the same run ALL the time. How would having nearly the same efficiency in multiple places in the game be a negative factor? I'm pretty sure most players were happy for the monster density patch and got away from doing act 3 runs for months.
So basically if you want a higher % chance at legendaries you need to farm act 4 because that when you'll have the most amount of NV stacks. More incentive to farm act 4 which is fun, but I feel even more pigeon holed into my "freedom of choice" with this option.
Guess you never played D2, everyone was geared in uniques or specific rune words; hence this phenomenon occurred earlier than WoW.
I do like the idea everybody in yellows and the elite's or lucky people have the odd legendary but that case will simply never exist, no matter how you structure drop rates. Eventually the market will fill up with the rare legendaries and we'll all look the same again. If we reduce legendary drop rates even more you'll have people less happy as they never find anything good. Uniques in D2 dropped like candy and in D3 they drop even less frequently.
I like this approach more than the initial suggestions by the OP (if we were forced to this approach). As it would be much easier to build stacks over time.
I like that you’re trying revamp MF but it caters strictly to rich and no-life players (yes I said it I don’t have the time to commit to killing 100 unique bosses in one sitting). The current setup works for all types of players, the main issue not playing on an alt because of the paragon level. As a causal player I'll find 1-3 legendaries in one night and my highest paragon level is 34 (all my other chars are in the 20's and a lot of dead HC chars). Instead of making it account wide just allow a bonus to exp % (make it significant) up to the highest paragon level you have within your account. It hardly seems fair that people who have at least one paragon 100 getting screwed out of their work. On top of that if your suggestion does take effect then anyone who reached a paragon level 100 has nothing to show for it, an extra 300 to stats wow. You’d need to revamp how paragon levels work or have a bunched of pissed off people on your hands.
Any suggestion for revamping crafting is needed since it’s an abysmal joke as is (insert depth and complexity please). The only saving grace right now is they added the BoA’s. As for the mention about stash issues with more materials I hardly see the problem. The only time my stash has ever been an issue is when I had multiple toons below 60, and hardcore mode. I have 1.5 empty pages in my stash on softcore, it would be less but I don't try to sell everything I find anymore (not worth the money/time). Well and players like Maka would have issues as well I suppose. Maybe just a separate stash for crafting would be an easy fix (I say this loosely).
I like the idea of the mystic but I think you should add an ability to transfer 60% of a stat into a different stat (using reforging in Wow as an example). I think it would be nice to drop vit for a chance to freeze etc…
I like the idea of new skill slots with legendaries; however Blizzard seems to be anti complex these days and that means they would have even more runes to balance… its bad enough as is. It would be friggen awesome though.
Far as sneak peaks go, the topic on the main page about about changing healing/damage intake/monster affix mechanics is plenty enough to ponder about.