I think pvp should stay free-for-all at all times... meaning that any point, someone can join your game... and kill everyone.
Suuure it wasn't much fun getting ganked... but it was very exhilerating to know that at any moment... someone could turn on you. So you were always on your toes... careful of even ur closest friends.
I think that the sense of loss wasn't really there... you didn't really loose much.
Gold was worth nothing in Diablo 2, and for the normal players... dieing wasn't that big of an issue. I think if you get pk'd you should drop atleast one item that the pker can get. Either from your inventory or equipment.
Sure for the first bit, people will all be pking eachother... but after a while... people will realize that they arn't going to get very far by just killing and being killed constantly.
Limitations of course must be in place for the item drop. If you are a lower level than the person you killed, the person should drop 2 items. If you are the same level, it is just 1 item. If you are higher level by 1-2, both players roll a dice and the higher number wins, if the pker wins, the pker gets 1 item, if the player wins, the player keeps all his items, however! wins 1 item of the pker (making higher level pker less likely to pk lower levels), if the pker is higher lvl by 3 or more, the pker should loose 1 item to the person dead.
Obviously numbers can be played around with and what not, but i think this is a really good idea, and allows all the hard-core diablo fans to be happy with the capability of still ganking/and being ganked.
I would like to see the mercenaries make a return, only with a little more customization. The obvious improvement over D2 would be making all gear slots available to the merc. Take it a step further though. Allow to player to determine where the stat points are spent for a merc. Also, in D2 the mercs had different abilities, the best example being the Act 2 mercs with their different auras. How about in Diablo 3 the player can choose not to spend those stat points on increasing a mercs stats but instead the strength of their skill. Or even make seperate spendable points that can be put toward one of three skill trees your merc has. You can't choose the particular skills, those are still random, but spending points in a tree opens up new possible skills for the merc to use at random.
Throughout Diablo and Diablo II, I always loved hearing the different NPC's talk, and tell me something new. Diablo II improved on this with being able to click NPC's to talk, to hear about new and past quests.
My suggestion is that in Diablo III, there is some sort of Lore/Storyline interface that could do two things:
One: As quests are found and completed, or new areas are discovered, (along with possibily just footnotes and different lore wanted by the developers to be added in with no specific place to add it) there could be a screen page by page depicting the story as if it was a book. Now yes I know there is Cain's journal, but something that would be in game, and either from the characters point of view, or just from a complete overview. (I favor the overview of all sides, rather than someone specific) This would be like the storylines in the Diablo II/Warcraft III Manuals, just as the game progresses, and the actual games storyline. That would please a lot of people I believe, as well as press on the story from the developers to the community. Not to mention a place for developers to enter in lore, with no specific place to put it in, without coming up with a pointless NPC or anything to explain it.
Two: Very simple, be able to listen to all NPC talk at any point, instead of always just running to the NPC, Not for hearing new quests, but just to refer back to what they said. Or for listening sake.
Trading/Economy
My biggest gripe with the Diablo II economy is that the currency had absolutely no value. A few remedies that I would suggest would be to one, make gold less accessible. Second would be to implement a system similar to wow's auction house. This would be helpful for two reasons. One, it would force players to actually place a monetary value on items. And second, it's just plain convenient. I envision the D3 auction house as a screen you can access after you select your character but before you enter a game. (Assuming they keep the D3 Battle.net interface similar to D2.) You can then access your inventory and place things for sale just like in wow. Finally I think it would be good to give players a way to make money other than high-end loot. I suggest a crafting system. D2 sort of did that with the horadric cube but it wasnt extremely worthwile. I suppose you could could just expand on the horadric cube crafting method. At any rate this would create a market for player made items (obviously) and whatever crafting materials.
To sum up ... I guess I want an economy similar to wow's while sticking to the Diablo gameplay and story.
PVP
I was never a huge fan of D2 pvp. As you ascended to the upper levels and into nightmare and hell mode your character would start to do ridiculous amounts of damage. This was of course to cope with the ridiculous amounts of health monsters (particularly bosses) had in the latter difficulties. Yet player health in the end was relatively low. (Unless you were a decked out barbarian of course.) So lets balance this out. Make monsters smarter. Don't just pump up their health and damage. Or I suppose you could make player health increase at a greater rate and just increase monster damage accordingly while keeping monster health and player damage the same.
I feel I should note though that this was just my experience with pvp. It seemed like at a certain point it just came down to who could land the first blow.
Also how about some team battles? Maybe make certain rooms devoted to team pvp or even a sort of matchmaking system. I would like to see guilds become a part of the game. People did it in D2 any ways, why not make it official? Lets add an actual friends list menu. Make it a bit easier to access.
One last note. I'm not a game designer. Disreguard any suggestion that would compromise that Diablo gameplay I know and love.
Well sorry this was so long guys. Thanks for reading. Btw I feel kind of bad that I created this account just to enter the contest. I do check this site all the time I just never bothered to make an account untill now. But now that I have I'll actualy start contributing lol. I promise.
I have a few suggestions that would turn Diablo 3 from a good game into a great game.
1) PvP: Make a ladder system that tracks player kills and deaths and stats and stuff like that (Bnet 2 feature maybe :P?)
Some sort of guild system is very necessary and rankings should be detailed with stats and the top guild earns a title and some prize or something like that.
2) If the witch doctor is a remake of the necromancer: STOP!!! STOP RIGHT NOW and bring back the necro. If it's not, that's good. Too much lore behind the class... it would just be so foolish.
3a) Loot: please go back to the original cut-throat diablo style drop system. If it drops, it's fair game. Simple as that. Don't go through with the one you're doing right now because it's not going to feel like diablo anymore, and a GIGANTIC part of the fanbase will notice that. Random, free-for-all loot is a huge part of the diablo games; always was and always should be.
3b) Gold: GOLD!!! make it worth something in the third one :P. Be creative. For example... high ranked players on the ladder get discounts on vendor items or repairs.
4) Items: Make item graphics more reasonable. Don't make those gigantic swords that crop through models and unsightly armors like in WoW. Please!
That's about it for now, but those are the main things that bugged me about d3 that need changing.
i wish there are wow like battlegrounds but with innovation towards more fun less thinking gameplay, something like a huge battles on a small map with 10 seconds respawn time. expl. 20 players vs 20, gates go up and winner is the one who has the most kills and least deaths. (the pic i have in mind is that scene from warcraft3 intro where orcs and humans are marching across the field at one another). just imagine warrior whirlwind there
and the top 5 % could get an legendary class spesific weapon that would be theirs as long as they are top 5 %, when they go down the ledder they lose it to ppl above them, so when u see one of those nolifers, u know u cant kill him
Suggestions
-Auction house, in addition with actual use of gold. Similar to it's function in WoW.
-A battlegrounds with objectives such as acquiring bases, nothing similar to arena style fighting.
-Trading items and weapons, being able to communicate through a trade channel.
Original idea, how about skills obtained from PvP?
It would work like a simple ranking system, you would gain experience from killing enemies, winning duels, completing battlegrounds, and capturing flags or taking capture points in a battle area, then rank up after a certain amount of experience, but there is a twist.
Alongside the rank ups, each rank up would present a point, a point to be used in a PvP skill system divided into different sections for passive skills, such as a battle glow showing your expertise in PvP combat, a PvP title based on your rank, or an extra chance to do a critical attack.
This is a short, sweet, and simple idea to keep people interested in PvP for the little visual rewards that get you noticed.
I have not read through all of the thread postings so I would assume that there is a high likelyhood that this may be either redundant/repetative of things that have been mentioned before, none the less these are my ideas as to the three primary things that should be done to improve diablo 3 over diablo 2 (that I have yet to see discussed or implemented)
1) An economy that is based on something that all players can acquire through work and not just luck or trade. The SOJ system was terrible for the casual player, as SOJ's were virtually impossible to acquire without hours spent in trading rooms dealing with everyone and anyone who thought that there item was worth this or that or the other.
2) A chance to fix your character incase a mistake is made. In diablo 2 if you made one poor skill choice you would pay for it throughout the life of that character. I understand that the idea of your decisions having some amount of permanence made the game more attractive in a certain way, but once again we have to take into account the casual player. If you hit 99 with a character then suddenly realize that your skill layout is not optimum for your desired play style then you are basically SOL and have to start a new char.
3) A host booting option, this would be ideal for many scenarios. Anything from ingame bickering to unwanted PK's running around and causing disruption while you try to complete quests.
The key to the past Diablo success has been simplicity of play. My suggestions will be based on simplicity.
Trade
Trade should be able to be done via Battle.Net, but can also be done in an instanced game. Battle.net trade could be simple, select the character, and you can then view that inventory, drop it onto the person you are trading with, who has essentially done the same thing, that item then appears in that persons inventory. Inventory trade done ingame instance same as WoW. It works, and it is simple.
Auction House is also a must, most people know how to use these, and the WoW AH is fantastic and easy to use, obviously we won't need such a large one as WoW, but something based off of that would be easy to use, plus help the first time WoW players to easily integrate into Diablo III.
PVP
If anything this is hard to achieve with simplicity in mind. But worth a shot anyway
PvP Option 1
Firstly, it should 100% be opt in, and the person who is creating the game can disable PvP if they wish. When a character is enabled for PvP, they automatically enter a ladder, this also enables other PvP players to place bounties on each other, for either money reward or item reward. Amount of bounties placed on a player should be configurable. Such as I don't want anymore than 2 bounties placed on me, within a span of 1 week. This should resolve online harrassment.
When a player is creating a game, they can allow 'bounty' hunting or disallow it, this should stop hijacking of legit co op games. On an enabled PvP game, each player starts on a random part of the map, and must fight their way and track the other PvP players down, this should stop safe haven camping.
PvP Option 2
Same as Option 2, except skills are dropped from the monsters, and that determines your makeup, same for gear. You could ensure the same kind of items are dropped, but make sure the skills that drop are relevant for PvP, thus avoiding maintaining PvE and PvP skills for each class. This would make each fight different and unpredictable, therefore increasing victory to skilled players. This also could introduce a handy cap system for those that are struggling. Ensuring bounties that are placed on unskilled players are not taken advantage of.
PvP Option 3
This works in conjunction with 1 or 2, but bounties need to be placed for a reason. Allow a Murderouse Campaign, when a murder takes place (such as those that have opted in for PvP, but have no bounty), a Murder board could be created, telling everyone who died, who killed them and when they were killed. Those that are murderers could slowly turn more demonic, while those who collect bounties (justice) could appear more angelic. I know, pretty lose, but hey
PvP Option 4
PvP can occur when one player chooses to play as their character, and another chooses to be playable Diablo III boss character. Should reduce the need for customising each class for PvP and PvE.
PvP Option 5
We don't necessarily have to use our game characters, we could create specific PvP characters with a selection of PvP skills, and those are used in the PvP system. This allows for an easy opt in system, and draws the line between PvP and PvE. Instance Arenas could be created, with weapons and items dropping from players as they are killed. The tutorial for arena play could provide a basic set of items, and games are matched based on gear and your overall ranking ladder. Must play 10 games a week to ensure a ladder ranking. Specialised items could be given to those that maintain certain ranks. If you kill a player above your ladder they will drop a better item and vice versa. This could involve 1v1, 2v2 etc, or even a larger pool of players like a carnage match with the last man standing. Disable any kind of communication between players for this free for all. Each person who dies can drop an item, but you must risk that valuable time in picking the item up, or killing a player. The last man standing is awarded a special item, along with all other items that have not been picked up.
That sums up my contribution. Some great ideas in here, good read.
1.1) Trading is an extremely important and significant option in any game. The system should work flawlessly, because we all know players like to complain endlessly. Two players should be able to come close to each other, a list should come down listing interaction options, i.e "Trade", "Chat" or anything of that sort, maybe even only Trade. A window will then pop up, where players can talk. After the deal has been set, the items are traded, for safety, the trade is only closed when the two players trade items, which will in turn prevent scamming. But, what if a player wants two items for one item? That's easy. Say player "X" wants to give player "Y" 1 very good item, and requires 2 items from player "X". We said that each traded item from X to Y should be matched by in item given to X from Y. X would give Y the great item+a useless item of no value, and get said 2 items. Slightly more work to it, but it ensures safety of transaction, and a good well oiled system.
1.2) Auctions should be held as well, and this is my short explanation as to how they should be held. You get a local vendor in each act's towns. Say "Marduk" as town X's auctioneer. Marduk would have an N amount of items, each worth M amount of gold. The player would approach, view the items, place his bid, and leave. Players visit and do so as well, and at the end of the period (when the auction is finished), the player with the winning bid would get the item. But, how does the player get the item? What if the player doesn't have any inventory space, then how would the item even spawn into his possession? Quite simple, really. Just place a totem in each town, where a player would see "Item Granted" atop of it, visit it, and the item would drop solely for him. The totem stays there, and the item to be collected whenever the player views that insignia, whereas he would see nothing if he didn't win the item. The player should know that he has to see if he got the item or not at time Z, Z being the time when the auction has ended.
1.3) Survival Mode: Here, a player would be granted absolutely no potions, no orbs should be dropped, put into and arena fighting a vast array of beasts. The amount of beasts killed/amount of time would grant him Survival Tokens. A set amount of tokens would give him the ability to buy specific items from a specific tab in vendor's purchase screen. This would create a more entertaining gameplay, given that this game mode is implemented correctly (And I know it will, if created).
1.4) Trader's Rank: To encourage trade, and help create a well shaped, thriving trading community, and to award avid traders that keep this system going forward, I came up with an idea called "Trader's Rank". As much as a player trades, he moves up ranks, i.e "Merchant-Master Merchant-Diabolical Salesperson" or whatever, I'm not so creative in putting forth names. Anyway, this would be fun to implement, and help trading, which we all want.
1.5) Now, this might take moderator time on servers, but I th ink it's worth it. Each player should have a Trader's Sheet, where users would rate the player/comment on him. This can help other players know who they are dealing with. But you might think "what if the player told his friends to rank him and comment on him all postivly so he can scam other people?" Well, simple solution, a person who is a good trader should have absolutely no bad remarks on his page, so if a person gets scammed, he would put in a bad remark, and that's all other players need. While some players can still get scammed, tons of others are saved. But, "what if players intentionally put in bad remarks?" well, the player getting those remarks can simply report them, and the person who put them there can be questioned on his reason, and if failed to prove his point, the remark would be taken down. I know, it's a lot of work, but I'm just throwing the idea out there.
II- PvP Options:
1.1) Betting: Players can put forth bets, be it items or gold, and the winner gets it.
1.2)Only our players can be use, i.e we can't create PvP only characters, because that's way too much work.
1.3) PvP Sheet: This comes without question really, displaying how many wins/losses/bets the player has undergone.
1.4) So we got the player's ear in Diablo II. Something similar should be put forth here, because that was fun "I GOT YOUR EAR!". We get the player's toe, nose, whatever, that was fun.
1.5) Pride: For each win, we get pride, for each loss, we lose pride. Pride increases Mana/Fury/Stamina, whatever, Life, and Damage dealt solely in PvP events, this way, you know that a player who keeps on winning will only get stronger, not remain the same. After all, experience strengthens you.
1.6) Areas of Dueling: Well, the idea os a specific arena or stadium were PvP is held is a horrible idea, in my opinion. I say, create a landscape, a really big landscape, where PvP is allowed. What I mean by that is, when players roam in said landscape, they can engage in PvP. Players on that landscape can create a game, and PvP is done there, nowhere else. If that's too much of a hassle, simply return the Diablo II system, nothing wrong with that in my opinion. That system needs some major tweaks though, but the basic concept is present.
1.7) Ranking System: Similar to the one I suggest in trading, a player would get ranks based on his PvP triumphs. The title would be displayed next to his name when entering PvP.
1.8) PvP modes should be put forth, i.e capture the flag, or whatever. That adds a nice twist to the mode.
That's all, I'm probably forgetting some stuff, but I gave it my fair shot.
PS: I apologize if some of my ideas are similar to any of the others', I haven't read any of the replies, so it's 100% by chance. PPS: I also apologize if some of what I suggested has been implemented in WoW or any other game, that again is 100% unintentional, since I've never played WoW, dn't know msot stuff about it, and honestly do not know about anyting in any other game today.
Trading System
- Auction house accessible at any repair vendor. This would reduce downtime spent in town selling\repairing\etc.
- Mail system also accessible at any repair vendor.
- Include random mailboxes, couriers, and vendors in the wilderness, but not in dungeons.
- Allow direct trading with any player in the same town no matter where in the town they are.
PvP System
- Include a designated fighting ring in town which takes two players or two teams into an instance to fight.
- Allow other players to enter the instance as observers only.
- The old hostile system was fine, however there should be something put into place that keeps other players from killing someone who has just zoned into an area. Perhaps a 30 second immunity to other players.
- Include a global bounty system on wanted posters in town. Allow players to track bounties.
The Diablo franchise has been treated unfairly when it comes to tournaments. Honestly, I wouldn't want there to be tournaments for the way Diablo II is set up. My reason for that is because it doesn't take skill. Well here are my tips for making Diablo III a tournament worthy PvP game. These tips are for the PvP Part of the game only. Not during regular game play should these be applied.
Clicking on a player does not lock on to the target.
Magic and Skills that effect areas such as Blessed Hammer and Fire Wall deal damage to everyone that makes contact with such Magic or skill, including the user.
All spells and skills can be intercepted by everyone involved in the PvP. Meaning a Holy Bolt that hits an enemy will heal him/her just as Lightning that hits a team member will damage him/her.
Battles will be held in arenas.
Trading Suggestions
The trading in Diablo games is top of the line as it is. The only thing it really needs to fix is to show "in text" what Items both players are trading. Other than that I only have one extra feature to improve the trading experience. That would be personal shops. Every account would have a limited amount of slots to sell items they have. Since gold will be of value in this game, the player that is selling the item will post how much gold he/she would like for his/her item. This would benefit in many ways:
Remove the flooding of game rooms that only highlight items.
Available for players looking for items from players that are offline.
Buy/Sell items without the hassle of players ripping you off.
Along with the account shops would also include an item search tool. While it wouldn't be a necessary addition to the trading experience; it sure would make things easier to locate.
To have a more unite feeling with the game world and the other players the old battle.net channel system needs an improvement. In diablo2 we have Trade channels, class channels and so on.
In the lore section at d3 website Caldeum used to be a great trade city, so howabout in diablo3 you can join a Trade Game instead of a channel. This game would be only for trading in a trade city. As you said d3 could support way more than 8 players per game so maybe these trade games could hold up to 20 players at a time. If you are planning some sort of auction house, maybe it would be operated from the trade cities. This would make the trading easier. No need to search for someone in the channels for trade and no need to create a game for that. This would also require access to your account stash(hope we will have it) in the trade city so you can easily show off what you are offering.
Same kind of idea could be used for PVP game and perhaps for a guild hall if there will be a guild system.
Trading completely via chat would of course be the fastest and easiest way, but as many D2 players have stated, they like the social interaction that comes from the trading in game.
Quest idea:
If I remember correctly you said you had ideas of repeatable and random quests that would appear in every game. This is a great idea and now I suggest a type of quest that could fit to one of these.
Depending on your character level and what difficulty levels you have already beaten you would be offered a quest in some of the towns. This quest would be "Save The City/Town", which objective is to clear out some or all (maybe 90% of monsters, not den of evil v.2 "one monster remaining") the areas near the town or the Act(if we gonna have acts). The idea is to encourage people to clear out bigger areas rather than just 1 or 2 unique monsters or bosses. The character would be rewarded with some powerfull items or maybe same kind of thing as WoW has, Badges. So when you collect the badges long enough by clearing out areas you would be able to buy somewhat powerfull items from Vendor (not too powerfull like it is in WoW, making almost everything else obsolete).
This kind of quests and the badge thing could be nice for players that are not so lucky. They could continue to repeat them while killing monsters from the area they would gain some loot and if not they would eventually be able to buy some upgrades.
As far as trading goes, I'd like to see money actually used as currency. it needs to have some actual value and not drop so rampantly like in DII. Purely bartering for items can sometimes be confusing, as you don't really know what your item is worth.
For PvP, I'd like to see some kind of arena, something perhaps a little more organized than just fighting it out outside of a town. Also, perhaps a way to keep track of who you've killed, but not something like ears that take up inventory space
Trading and Player Economy - Users like to have a standard form of currency - something that mean the same thing in every language IE. Money, or Gold in this case.
-Create Gold Sinks - This will cause gold to be important, here's a list of valid and very possible gold sinks -
1. Re-specialization costs increasing over time to a very well rounded number and then staying static at said number - something like 500 gold to respec then every time after that it doubles to a max of 20,000,000 gold or more depending on desired volubility / gold drop rate.
2. Repair costs on items - Higher level items require higher repair costs. 3. Items that are required to be bought from in-game NPC merchants for "professions" that may be introduced to the game, as the professions skills get higher, the quality of item they need becomes higher and more expensive.
4. Merchants that take gold and place non-dispel able / through death buffs on the character that increase in cost / quality as they level.
5. Stop making people lose gold when they die! it's annoying and devalues gold as a possible trade asset. This is because as people level, when they lose gold earned over time, it makes the game that much more frustrating play especially if you want there to be an economy based around gold.
6. Create an Auction house based around gold - take gold from players that use it (though it may be a little) - Create UI that give the average price of ANY item that you have in your possession from the AH (this makes it easy for new players to determine what price to sell their items at).
7. Make absolutely sure that only "items of worth" are sold in the AH - Whatever you as a developer decide is worth while, this doesn't and shouldn't include things easily dropped in the world.
8. Give people gold from quests - very simply - if a player quests he or she should get gold that represents what the quest was worth at their level. 9. The AH UI should allow people to search with words, rarity, item type, item level.
10. Still allow gold modifiers to increase gold you get from mobs, but not to the levels that D2 could allow up there in the high 600% or even more gold from monsters. I believe +% gold will add interest to the game but so long as it isn't so high gold becomes trivial to collect.
11. Add "fun cosmetics" to the game that require gold to purchase, like being able to tint your armor color slightly, or being able to add glowing effects to your gear - "fun cosmetics" attached to a gold price would allow gold to gain more value.
12. Making the ability of a character to hold gold increase as they level is a good way to get them introduced into the "lower tiers" of the auction house.
13. Create a "Black Market" type of Auction house run by NPC's (thieves to be precise) that the player can look for and find, make them sell items that give bonuses to the players current armor (kind of like an armor kit, where it could boost the stats of your current armor) - obviously the price and quality of the kits would increase with level.
14. Give all professions some type of item that drops from all mobs - something like different types of orbs that can be combined to create crafting materials for different professions that anyone can find and combine (something like 5-10 orbs), this would allow players to make money by selling the orbs on the auction house to different professions.
Player Vs. Player - These players like to feel tough, they like to feel strong, they like to show everyone that they're champions - 1. Give players Tittles - this can be achieved by adding an arena type game to the existing online play - allow people to create teams at different level caps - but force players to reach at least a minimum level before they can join these arenas. Ranking players based on level and on rating will also help with the tittles -
2. Give players unique PvP gear that can be obtained through PvE, Create a UI that allows for 2 armor sets to be worn at a time and switched between outside of combat that allows one to build both a PvE and a PvP set of armor/weapons.
3. Give PvP players a "Hit List" UI of players that have killed them in the past - I repeat only a list of players that you were killed by. This at least allows PvPers to remember their past foes in combat.' 4. PvP players like to trick each other, they don't always like the fight to be 100% fair, they like real time strategy and split second timing, They don't like 1 hit Ko's they don't like impossible to kill, and they really don't like being camped.
5. Any skills/abilities that allows a character to get out of a fight - and any abilities that allow the player to trick or evade the enemy player's assault for all the classes would also be useful. Each evasion/escape ability can be different and unique, but i believe that players deserve an Out if they really don't want to die. However, these abilities should never gaurentee an out - they should make it easier/possible to escape a fight.
6. Give PvP players - an ear, a toe, a nose, a finger, an eye (eye or an eye). and allow these items to be placed in a "trophy" UI that anyone can see when they check your character out in battle.net's player viewer... however that will work. Thank you for reading my suggestions, if even one of them sparked a helpful and creative idea in you, I've done my job.
Trading and Player Economy - Users like to have a standard form of currency - something that mean the same thing in every language IE. Money, or Gold in this case.
-Create Gold Sinks - This will cause gold to be important, here's a list of valid and very possible gold sinks -
1. Re-specialization costs increasing over time to a very well rounded number and then staying static at said number - something like 500 gold to respec then every time after that it doubles to a max of 20,000,000 gold or more depending on desired volubility / gold drop rate.
3. Items that are required to be bought from in-game NPC merchants for "professions" that may be introduced to the game, as the professions skills get higher, the quality of item they need becomes higher and more expensive.
4. Merchants that take gold and place non-dispel able / through death buffs on the character that increase in cost / quality as they level.
5. Stop making people lose gold when they die! it's annoying and devalues gold as a possible trade asset. This is because as people level, when they lose gold earned over time, it makes the game that much more frustrating play especially if you want there to be an economy based around gold.
6. Create an Auction house based around gold - take gold from players that use it (though it may be a little) - Create UI that give the average price of ANY item that you have in your possession from the AH (this makes it easy for new players to determine what price to sell their items at).
7. Make absolutely sure that only "items of worth" are sold in the AH - Whatever you as a developer decide is worth while, this doesn't and shouldn't include things easily dropped in the world.
8. Give people gold from quests - very simply - if a player quests he or she should get gold that represents what the quest was worth at their level. 9. The AH UI should allow people to search with words, rarity, item type, item level.
10. Still allow gold modifiers to increase gold you get from mobs, but not to the levels that D2 could allow up there in the high 600% or even more gold from monsters. I believe +% gold will add interest to the game but so long as it isn't so high gold becomes trivial to collect.
11. Add "fun cosmetics" to the game that require gold to purchase, like being able to tint your armor color slightly, or being able to add glowing effects to your gear - "fun cosmetics" attached to a gold price would allow gold to gain more value.
12. Making the ability of a character to hold gold increase as they level is a good way to get them introduced into the "lower tiers" of the auction house.
13. Create a "Black Market" type of Auction house run by NPC's (thieves to be precise) that the player can look for and find, make them sell items that give bonuses to the players current armor (kind of like an armor kit, where it could boost the stats of your current armor) - obviously the price and quality of the kits would increase with level.
14. Give all professions some type of item that drops from all mobs - something like different types of orbs that can be combined to create crafting materials for different professions that anyone can find and combine (something like 5-10 orbs), this would allow players to make money by selling the orbs on the auction house to different professions.
Player Vs. Player - These players like to feel tough, they like to feel strong, they like to show everyone that they're champions -
1. Give players Tittles - this can be achieved by adding an arena type game to the existing online play - allow people to create teams at different level caps - but force players to reach at least a minimum level before they can join these arenas. Ranking players based on level and on rating will also help with the tittles -
2. Give players unique PvP gear that can be obtained through PvE, Create a UI that allows for 2 armor sets to be worn at a time and switched between outside of combat that allows one to build both a PvE and a PvP set of armor/weapons.
3. Give PvP players a "Hit List" UI of players that have killed them in the past - I repeat only a list of players that you were killed by. This at least allows PvPers to remember their past foes in combat.' 4. PvP players like to trick each other, they don't always like the fight to be 100% fair, they like real time strategy and split second timing, They don't like 1 hit Ko's they don't like impossible to kill, and they really don't like being camped.
5. Any skills/abilities that allows a character to get out of a fight - and any abilities that allow the player to trick or evade the enemy player's assault for all the classes would also be useful. Each evasion/escape ability can be different and unique, but i believe that players deserve an Out if they really don't want to die. However, these abilities should never gaurentee an out - they should make it easier/possible to escape a fight.
6. Give PvP players - an ear, a toe, a nose, a finger, an eye (eye or an eye). and allow these items to be placed in a "trophy" UI that anyone can see when they check your character out in battle.net's player viewer... however that will work.
Thank you for reading my suggestions, if even one of them sparked a helpful and creative idea in you, I've done my job.
I think the blizzard team should be left to do what they do best, make great games.
The number thing i would like to see is perhaps a new dueling system. Don't get me wrong I love my ear collection, But i would like to see something new and creative this time around making dueling a bit more exciting.
First, the new battle.net system should support a feature that allows the game creator to allow Player Killing. This could be a little check box under the name of the game. If a game is Player Killing enable, it could have a little symbol with swords crossed next to the game name in the battle.net menu that shows joinable games. This could also be tweaked for PvP games in that you could have it so it mabye only allows a certain type of character to join, so you could have class only duels. And even further, mabye have it so the game itself only allows certain skills/spells to be used in certain PvP games, such as if you wanted to have a caster only fight, melee only fight, or ranged only fight.
With the game itself, I feel every class should be balanced in the aspect that every class can progess through the game at the same speed. This way, there isn't an over population of a class such as the rogue in World of Warcraft, and an underpopulation of healers and tanks who find it harder to progress.
Now, in PvP, however, every class should be balanced in a different way. I feel that every class should have a class they they have an edge over, but the edge isn't so great that they are impossible to overcome. Yet, every class should also have a class that they are weak against in the same scale. So that an archer can't take down a giant armor clad warrior in the same ammount of arrows it takes to kill a mage.
With trading, I think that the same way from Diablo 2 should stay, only make it more secure and the items more secure so duping doesn't occur. Items should not bind to a character, that way you can use "hand-me-downs" to your other characters. That way, you don't have to use something that took forever to get, and then find out you need to remake your character, but can't re-use the item.
Also, there could be a specialized item trading section implemented in battle.net. What I mean is that an account could have a part of there profile where they can post and item, and the stats of the item as well as enchantments show up, and they could also post a price for the item, or items they are willing to trade it for.
This way, people could enter a trading channel, and people could just do a search on battle.net to see which people in the channel have the item they want listed. This way, you could easily find what you want, and then make an offer to the person. If all goes well, you can then join a game and do the trade itself.
Those are just some of my ideas!
Also, this should freaking stay Diablo 3, not World of Warcraft, Diablo version. What I mean by this is that Diablo 3 should not use ideas from World of Warcraft, because they are two completely different games.
Trading:
In general it would be great if you had a main currency defined by the game (lets face it, in D2 you had Runes, Runes, Runes, and their droprate < 0,0000000000001%).
To much randomness can kill the game. From my point of view runes were the real downside considdering their trade status, even tho i had nice items like Enigma or Hoto i really hated the rune trading system, hell i got even more luck getting uniques witch were less worthy than a Um rune.
Suggestions:
- gold - the ruller of them all
- improved trading screen witch showes tooptips on a key press (that was its eazy to avoid scamming by switching items with same icon)
- other features for possible scam prevention (like for example: you can freely paste items in the trading screen but with the removal of 1 item you must reopen a new trading screen, in short items are locked and you can't remove them once you place them in, unless you cancel the trade and start again)
- some unique items BoE (no BoP's please)
- if the game contains runes or gems or any other type make them drop more frequently or make the transformation from low to high runes/gems more apealing (3 runes and a gem for a 1 higher rune... out of 30 total runes... gl getting Zod that way)
- dying shouldn't eat your money and exp
PvP:
Considdering the power of the classes in D2 the PvP aspect wasnt that fun when you could be 1 shoted. It would be nice to balance the health value and dmg output vs. bosses and then again vs. pvp players.
Suggestions:
- higher stamina
- dmg output dynamicly lowers by a % when facing pvp flagged target (with a solo play in mind characters will probably have the same output as in D2 to kill bosses witch is overkill for PvP)
- dueling option (so you wont get disturbed by outside factors)
- ranks for kills made and maybe some titles/awards with it
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Suuure it wasn't much fun getting ganked... but it was very exhilerating to know that at any moment... someone could turn on you. So you were always on your toes... careful of even ur closest friends.
I think that the sense of loss wasn't really there... you didn't really loose much.
Gold was worth nothing in Diablo 2, and for the normal players... dieing wasn't that big of an issue. I think if you get pk'd you should drop atleast one item that the pker can get. Either from your inventory or equipment.
Sure for the first bit, people will all be pking eachother... but after a while... people will realize that they arn't going to get very far by just killing and being killed constantly.
Limitations of course must be in place for the item drop. If you are a lower level than the person you killed, the person should drop 2 items. If you are the same level, it is just 1 item. If you are higher level by 1-2, both players roll a dice and the higher number wins, if the pker wins, the pker gets 1 item, if the player wins, the player keeps all his items, however! wins 1 item of the pker (making higher level pker less likely to pk lower levels), if the pker is higher lvl by 3 or more, the pker should loose 1 item to the person dead.
Obviously numbers can be played around with and what not, but i think this is a really good idea, and allows all the hard-core diablo fans to be happy with the capability of still ganking/and being ganked.
Throughout Diablo and Diablo II, I always loved hearing the different NPC's talk, and tell me something new. Diablo II improved on this with being able to click NPC's to talk, to hear about new and past quests.
My suggestion is that in Diablo III, there is some sort of Lore/Storyline interface that could do two things:
One: As quests are found and completed, or new areas are discovered, (along with possibily just footnotes and different lore wanted by the developers to be added in with no specific place to add it) there could be a screen page by page depicting the story as if it was a book. Now yes I know there is Cain's journal, but something that would be in game, and either from the characters point of view, or just from a complete overview. (I favor the overview of all sides, rather than someone specific) This would be like the storylines in the Diablo II/Warcraft III Manuals, just as the game progresses, and the actual games storyline. That would please a lot of people I believe, as well as press on the story from the developers to the community. Not to mention a place for developers to enter in lore, with no specific place to put it in, without coming up with a pointless NPC or anything to explain it.
Two: Very simple, be able to listen to all NPC talk at any point, instead of always just running to the NPC, Not for hearing new quests, but just to refer back to what they said. Or for listening sake.
My biggest gripe with the Diablo II economy is that the currency had absolutely no value. A few remedies that I would suggest would be to one, make gold less accessible. Second would be to implement a system similar to wow's auction house. This would be helpful for two reasons. One, it would force players to actually place a monetary value on items. And second, it's just plain convenient. I envision the D3 auction house as a screen you can access after you select your character but before you enter a game. (Assuming they keep the D3 Battle.net interface similar to D2.) You can then access your inventory and place things for sale just like in wow. Finally I think it would be good to give players a way to make money other than high-end loot. I suggest a crafting system. D2 sort of did that with the horadric cube but it wasnt extremely worthwile. I suppose you could could just expand on the horadric cube crafting method. At any rate this would create a market for player made items (obviously) and whatever crafting materials.
To sum up ... I guess I want an economy similar to wow's while sticking to the Diablo gameplay and story.
PVP
I was never a huge fan of D2 pvp. As you ascended to the upper levels and into nightmare and hell mode your character would start to do ridiculous amounts of damage. This was of course to cope with the ridiculous amounts of health monsters (particularly bosses) had in the latter difficulties. Yet player health in the end was relatively low. (Unless you were a decked out barbarian of course.) So lets balance this out. Make monsters smarter. Don't just pump up their health and damage. Or I suppose you could make player health increase at a greater rate and just increase monster damage accordingly while keeping monster health and player damage the same.
I feel I should note though that this was just my experience with pvp. It seemed like at a certain point it just came down to who could land the first blow.
Also how about some team battles? Maybe make certain rooms devoted to team pvp or even a sort of matchmaking system. I would like to see guilds become a part of the game. People did it in D2 any ways, why not make it official? Lets add an actual friends list menu. Make it a bit easier to access.
One last note. I'm not a game designer. Disreguard any suggestion that would compromise that Diablo gameplay I know and love.
Well sorry this was so long guys. Thanks for reading. Btw I feel kind of bad that I created this account just to enter the contest. I do check this site all the time I just never bothered to make an account untill now. But now that I have I'll actualy start contributing lol. I promise.
1) PvP: Make a ladder system that tracks player kills and deaths and stats and stuff like that (Bnet 2 feature maybe :P?)
Some sort of guild system is very necessary and rankings should be detailed with stats and the top guild earns a title and some prize or something like that.
2) If the witch doctor is a remake of the necromancer: STOP!!! STOP RIGHT NOW and bring back the necro. If it's not, that's good. Too much lore behind the class... it would just be so foolish.
3a) Loot: please go back to the original cut-throat diablo style drop system. If it drops, it's fair game. Simple as that. Don't go through with the one you're doing right now because it's not going to feel like diablo anymore, and a GIGANTIC part of the fanbase will notice that. Random, free-for-all loot is a huge part of the diablo games; always was and always should be.
3b) Gold: GOLD!!! make it worth something in the third one :P. Be creative. For example... high ranked players on the ladder get discounts on vendor items or repairs.
4) Items: Make item graphics more reasonable. Don't make those gigantic swords that crop through models and unsightly armors like in WoW. Please!
That's about it for now, but those are the main things that bugged me about d3 that need changing.
and the top 5 % could get an legendary class spesific weapon that would be theirs as long as they are top 5 %, when they go down the ledder they lose it to ppl above them, so when u see one of those nolifers, u know u cant kill him
-Auction house, in addition with actual use of gold. Similar to it's function in WoW.
-A battlegrounds with objectives such as acquiring bases, nothing similar to arena style fighting.
-Trading items and weapons, being able to communicate through a trade channel.
It would work like a simple ranking system, you would gain experience from killing enemies, winning duels, completing battlegrounds, and capturing flags or taking capture points in a battle area, then rank up after a certain amount of experience, but there is a twist.
Alongside the rank ups, each rank up would present a point, a point to be used in a PvP skill system divided into different sections for passive skills, such as a battle glow showing your expertise in PvP combat, a PvP title based on your rank, or an extra chance to do a critical attack.
This is a short, sweet, and simple idea to keep people interested in PvP for the little visual rewards that get you noticed.
P.S. Thanks for reading, it took a few edits.
1) An economy that is based on something that all players can acquire through work and not just luck or trade. The SOJ system was terrible for the casual player, as SOJ's were virtually impossible to acquire without hours spent in trading rooms dealing with everyone and anyone who thought that there item was worth this or that or the other.
2) A chance to fix your character incase a mistake is made. In diablo 2 if you made one poor skill choice you would pay for it throughout the life of that character. I understand that the idea of your decisions having some amount of permanence made the game more attractive in a certain way, but once again we have to take into account the casual player. If you hit 99 with a character then suddenly realize that your skill layout is not optimum for your desired play style then you are basically SOL and have to start a new char.
3) A host booting option, this would be ideal for many scenarios. Anything from ingame bickering to unwanted PK's running around and causing disruption while you try to complete quests.
Trade
Trade should be able to be done via Battle.Net, but can also be done in an instanced game. Battle.net trade could be simple, select the character, and you can then view that inventory, drop it onto the person you are trading with, who has essentially done the same thing, that item then appears in that persons inventory. Inventory trade done ingame instance same as WoW. It works, and it is simple.
Auction House is also a must, most people know how to use these, and the WoW AH is fantastic and easy to use, obviously we won't need such a large one as WoW, but something based off of that would be easy to use, plus help the first time WoW players to easily integrate into Diablo III.
PVP
If anything this is hard to achieve with simplicity in mind. But worth a shot anyway
PvP Option 1
Firstly, it should 100% be opt in, and the person who is creating the game can disable PvP if they wish. When a character is enabled for PvP, they automatically enter a ladder, this also enables other PvP players to place bounties on each other, for either money reward or item reward. Amount of bounties placed on a player should be configurable. Such as I don't want anymore than 2 bounties placed on me, within a span of 1 week. This should resolve online harrassment.
When a player is creating a game, they can allow 'bounty' hunting or disallow it, this should stop hijacking of legit co op games. On an enabled PvP game, each player starts on a random part of the map, and must fight their way and track the other PvP players down, this should stop safe haven camping.
PvP Option 2
Same as Option 2, except skills are dropped from the monsters, and that determines your makeup, same for gear. You could ensure the same kind of items are dropped, but make sure the skills that drop are relevant for PvP, thus avoiding maintaining PvE and PvP skills for each class. This would make each fight different and unpredictable, therefore increasing victory to skilled players. This also could introduce a handy cap system for those that are struggling. Ensuring bounties that are placed on unskilled players are not taken advantage of.
PvP Option 3
This works in conjunction with 1 or 2, but bounties need to be placed for a reason. Allow a Murderouse Campaign, when a murder takes place (such as those that have opted in for PvP, but have no bounty), a Murder board could be created, telling everyone who died, who killed them and when they were killed. Those that are murderers could slowly turn more demonic, while those who collect bounties (justice) could appear more angelic. I know, pretty lose, but hey
PvP Option 4
PvP can occur when one player chooses to play as their character, and another chooses to be playable Diablo III boss character. Should reduce the need for customising each class for PvP and PvE.
PvP Option 5
We don't necessarily have to use our game characters, we could create specific PvP characters with a selection of PvP skills, and those are used in the PvP system. This allows for an easy opt in system, and draws the line between PvP and PvE. Instance Arenas could be created, with weapons and items dropping from players as they are killed. The tutorial for arena play could provide a basic set of items, and games are matched based on gear and your overall ranking ladder. Must play 10 games a week to ensure a ladder ranking. Specialised items could be given to those that maintain certain ranks. If you kill a player above your ladder they will drop a better item and vice versa. This could involve 1v1, 2v2 etc, or even a larger pool of players like a carnage match with the last man standing. Disable any kind of communication between players for this free for all. Each person who dies can drop an item, but you must risk that valuable time in picking the item up, or killing a player. The last man standing is awarded a special item, along with all other items that have not been picked up.
That sums up my contribution. Some great ideas in here, good read.
Cam.
1.1) Trading is an extremely important and significant option in any game. The system should work flawlessly, because we all know players like to complain endlessly. Two players should be able to come close to each other, a list should come down listing interaction options, i.e "Trade", "Chat" or anything of that sort, maybe even only Trade. A window will then pop up, where players can talk. After the deal has been set, the items are traded, for safety, the trade is only closed when the two players trade items, which will in turn prevent scamming. But, what if a player wants two items for one item? That's easy. Say player "X" wants to give player "Y" 1 very good item, and requires 2 items from player "X". We said that each traded item from X to Y should be matched by in item given to X from Y. X would give Y the great item+a useless item of no value, and get said 2 items. Slightly more work to it, but it ensures safety of transaction, and a good well oiled system.
1.2) Auctions should be held as well, and this is my short explanation as to how they should be held. You get a local vendor in each act's towns. Say "Marduk" as town X's auctioneer. Marduk would have an N amount of items, each worth M amount of gold. The player would approach, view the items, place his bid, and leave. Players visit and do so as well, and at the end of the period (when the auction is finished), the player with the winning bid would get the item. But, how does the player get the item? What if the player doesn't have any inventory space, then how would the item even spawn into his possession? Quite simple, really. Just place a totem in each town, where a player would see "Item Granted" atop of it, visit it, and the item would drop solely for him. The totem stays there, and the item to be collected whenever the player views that insignia, whereas he would see nothing if he didn't win the item. The player should know that he has to see if he got the item or not at time Z, Z being the time when the auction has ended.
1.3) Survival Mode: Here, a player would be granted absolutely no potions, no orbs should be dropped, put into and arena fighting a vast array of beasts. The amount of beasts killed/amount of time would grant him Survival Tokens. A set amount of tokens would give him the ability to buy specific items from a specific tab in vendor's purchase screen. This would create a more entertaining gameplay, given that this game mode is implemented correctly (And I know it will, if created).
1.4) Trader's Rank: To encourage trade, and help create a well shaped, thriving trading community, and to award avid traders that keep this system going forward, I came up with an idea called "Trader's Rank". As much as a player trades, he moves up ranks, i.e "Merchant-Master Merchant-Diabolical Salesperson" or whatever, I'm not so creative in putting forth names. Anyway, this would be fun to implement, and help trading, which we all want.
1.5) Now, this might take moderator time on servers, but I th ink it's worth it. Each player should have a Trader's Sheet, where users would rate the player/comment on him. This can help other players know who they are dealing with. But you might think "what if the player told his friends to rank him and comment on him all postivly so he can scam other people?" Well, simple solution, a person who is a good trader should have absolutely no bad remarks on his page, so if a person gets scammed, he would put in a bad remark, and that's all other players need. While some players can still get scammed, tons of others are saved. But, "what if players intentionally put in bad remarks?" well, the player getting those remarks can simply report them, and the person who put them there can be questioned on his reason, and if failed to prove his point, the remark would be taken down. I know, it's a lot of work, but I'm just throwing the idea out there.
II- PvP Options:
1.1) Betting: Players can put forth bets, be it items or gold, and the winner gets it.
1.2)Only our players can be use, i.e we can't create PvP only characters, because that's way too much work.
1.3) PvP Sheet: This comes without question really, displaying how many wins/losses/bets the player has undergone.
1.4) So we got the player's ear in Diablo II. Something similar should be put forth here, because that was fun "I GOT YOUR EAR!". We get the player's toe, nose, whatever, that was fun.
1.5) Pride: For each win, we get pride, for each loss, we lose pride. Pride increases Mana/Fury/Stamina, whatever, Life, and Damage dealt solely in PvP events, this way, you know that a player who keeps on winning will only get stronger, not remain the same. After all, experience strengthens you.
1.6) Areas of Dueling: Well, the idea os a specific arena or stadium were PvP is held is a horrible idea, in my opinion. I say, create a landscape, a really big landscape, where PvP is allowed. What I mean by that is, when players roam in said landscape, they can engage in PvP. Players on that landscape can create a game, and PvP is done there, nowhere else. If that's too much of a hassle, simply return the Diablo II system, nothing wrong with that in my opinion. That system needs some major tweaks though, but the basic concept is present.
1.7) Ranking System: Similar to the one I suggest in trading, a player would get ranks based on his PvP triumphs. The title would be displayed next to his name when entering PvP.
1.8) PvP modes should be put forth, i.e capture the flag, or whatever. That adds a nice twist to the mode.
That's all, I'm probably forgetting some stuff, but I gave it my fair shot.
PS: I apologize if some of my ideas are similar to any of the others', I haven't read any of the replies, so it's 100% by chance.
PPS: I also apologize if some of what I suggested has been implemented in WoW or any other game, that again is 100% unintentional, since I've never played WoW, dn't know msot stuff about it, and honestly do not know about anyting in any other game today.
~ML
Rise and rise again, until lambs become lions
- Auction house accessible at any repair vendor. This would reduce downtime spent in town selling\repairing\etc.
- Mail system also accessible at any repair vendor.
- Include random mailboxes, couriers, and vendors in the wilderness, but not in dungeons.
- Allow direct trading with any player in the same town no matter where in the town they are.
PvP System
- Include a designated fighting ring in town which takes two players or two teams into an instance to fight.
- Allow other players to enter the instance as observers only.
- The old hostile system was fine, however there should be something put into place that keeps other players from killing someone who has just zoned into an area. Perhaps a 30 second immunity to other players.
- Include a global bounty system on wanted posters in town. Allow players to track bounties.
The Diablo franchise has been treated unfairly when it comes to tournaments. Honestly, I wouldn't want there to be tournaments for the way Diablo II is set up. My reason for that is because it doesn't take skill. Well here are my tips for making Diablo III a tournament worthy PvP game. These tips are for the PvP Part of the game only. Not during regular game play should these be applied.
-Telixion
To have a more unite feeling with the game world and the other players the old battle.net channel system needs an improvement. In diablo2 we have Trade channels, class channels and so on.
In the lore section at d3 website Caldeum used to be a great trade city, so howabout in diablo3 you can join a Trade Game instead of a channel. This game would be only for trading in a trade city. As you said d3 could support way more than 8 players per game so maybe these trade games could hold up to 20 players at a time. If you are planning some sort of auction house, maybe it would be operated from the trade cities. This would make the trading easier. No need to search for someone in the channels for trade and no need to create a game for that. This would also require access to your account stash(hope we will have it) in the trade city so you can easily show off what you are offering.
Same kind of idea could be used for PVP game and perhaps for a guild hall if there will be a guild system.
Trading completely via chat would of course be the fastest and easiest way, but as many D2 players have stated, they like the social interaction that comes from the trading in game.
Quest idea:
If I remember correctly you said you had ideas of repeatable and random quests that would appear in every game. This is a great idea and now I suggest a type of quest that could fit to one of these.
Depending on your character level and what difficulty levels you have already beaten you would be offered a quest in some of the towns. This quest would be "Save The City/Town", which objective is to clear out some or all (maybe 90% of monsters, not den of evil v.2 "one monster remaining") the areas near the town or the Act(if we gonna have acts). The idea is to encourage people to clear out bigger areas rather than just 1 or 2 unique monsters or bosses. The character would be rewarded with some powerfull items or maybe same kind of thing as WoW has, Badges. So when you collect the badges long enough by clearing out areas you would be able to buy somewhat powerfull items from Vendor (not too powerfull like it is in WoW, making almost everything else obsolete).
This kind of quests and the badge thing could be nice for players that are not so lucky. They could continue to repeat them while killing monsters from the area they would gain some loot and if not they would eventually be able to buy some upgrades.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
For PvP, I'd like to see some kind of arena, something perhaps a little more organized than just fighting it out outside of a town. Also, perhaps a way to keep track of who you've killed, but not something like ears that take up inventory space
-Create Gold Sinks - This will cause gold to be important, here's a list of valid and very possible gold sinks -
1. Re-specialization costs increasing over time to a very well rounded number and then staying static at said number - something like 500 gold to respec then every time after that it doubles to a max of 20,000,000 gold or more depending on desired volubility / gold drop rate.
2. Repair costs on items - Higher level items require higher repair costs.
3. Items that are required to be bought from in-game NPC merchants for "professions" that may be introduced to the game, as the professions skills get higher, the quality of item they need becomes higher and more expensive.
4. Merchants that take gold and place non-dispel able / through death buffs on the character that increase in cost / quality as they level.
5. Stop making people lose gold when they die! it's annoying and devalues gold as a possible trade asset. This is because as people level, when they lose gold earned over time, it makes the game that much more frustrating play especially if you want there to be an economy based around gold.
6. Create an Auction house based around gold - take gold from players that use it (though it may be a little) - Create UI that give the average price of ANY item that you have in your possession from the AH (this makes it easy for new players to determine what price to sell their items at).
7. Make absolutely sure that only "items of worth" are sold in the AH - Whatever you as a developer decide is worth while, this doesn't and shouldn't include things easily dropped in the world.
8. Give people gold from quests - very simply - if a player quests he or she should get gold that represents what the quest was worth at their level.
9. The AH UI should allow people to search with words, rarity, item type, item level.
10. Still allow gold modifiers to increase gold you get from mobs, but not to the levels that D2 could allow up there in the high 600% or even more gold from monsters. I believe +% gold will add interest to the game but so long as it isn't so high gold becomes trivial to collect.
11. Add "fun cosmetics" to the game that require gold to purchase, like being able to tint your armor color slightly, or being able to add glowing effects to your gear - "fun cosmetics" attached to a gold price would allow gold to gain more value.
12. Making the ability of a character to hold gold increase as they level is a good way to get them introduced into the "lower tiers" of the auction house.
13. Create a "Black Market" type of Auction house run by NPC's (thieves to be precise) that the player can look for and find, make them sell items that give bonuses to the players current armor (kind of like an armor kit, where it could boost the stats of your current armor) - obviously the price and quality of the kits would increase with level.
14. Give all professions some type of item that drops from all mobs - something like different types of orbs that can be combined to create crafting materials for different professions that anyone can find and combine (something like 5-10 orbs), this would allow players to make money by selling the orbs on the auction house to different professions.
Player Vs. Player - These players like to feel tough, they like to feel strong, they like to show everyone that they're champions -
1. Give players Tittles - this can be achieved by adding an arena type game to the existing online play - allow people to create teams at different level caps - but force players to reach at least a minimum level before they can join these arenas. Ranking players based on level and on rating will also help with the tittles -
2. Give players unique PvP gear that can be obtained through PvE, Create a UI that allows for 2 armor sets to be worn at a time and switched between outside of combat that allows one to build both a PvE and a PvP set of armor/weapons.
3. Give PvP players a "Hit List" UI of players that have killed them in the past - I repeat only a list of players that you were killed by. This at least allows PvPers to remember their past foes in combat.'
4. PvP players like to trick each other, they don't always like the fight to be 100% fair, they like real time strategy and split second timing, They don't like 1 hit Ko's they don't like impossible to kill, and they really don't like being camped.
5. Any skills/abilities that allows a character to get out of a fight - and any abilities that allow the player to trick or evade the enemy player's assault for all the classes would also be useful. Each evasion/escape ability can be different and unique, but i believe that players deserve an Out if they really don't want to die. However, these abilities should never gaurentee an out - they should make it easier/possible to escape a fight.
6. Give PvP players - an ear, a toe, a nose, a finger, an eye (eye or an eye). and allow these items to be placed in a "trophy" UI that anyone can see when they check your character out in battle.net's player viewer... however that will work.
Thank you for reading my suggestions, if even one of them sparked a helpful and creative idea in you, I've done my job.
-Create Gold Sinks - This will cause gold to be important, here's a list of valid and very possible gold sinks -
1. Re-specialization costs increasing over time to a very well rounded number and then staying static at said number - something like 500 gold to respec then every time after that it doubles to a max of 20,000,000 gold or more depending on desired volubility / gold drop rate.
2. Repair costs on items - Higher level items require higher repair costs.
3. Items that are required to be bought from in-game NPC merchants for "professions" that may be introduced to the game, as the professions skills get higher, the quality of item they need becomes higher and more expensive.
4. Merchants that take gold and place non-dispel able / through death buffs on the character that increase in cost / quality as they level.
5. Stop making people lose gold when they die! it's annoying and devalues gold as a possible trade asset. This is because as people level, when they lose gold earned over time, it makes the game that much more frustrating play especially if you want there to be an economy based around gold.
6. Create an Auction house based around gold - take gold from players that use it (though it may be a little) - Create UI that give the average price of ANY item that you have in your possession from the AH (this makes it easy for new players to determine what price to sell their items at).
7. Make absolutely sure that only "items of worth" are sold in the AH - Whatever you as a developer decide is worth while, this doesn't and shouldn't include things easily dropped in the world.
8. Give people gold from quests - very simply - if a player quests he or she should get gold that represents what the quest was worth at their level.
9. The AH UI should allow people to search with words, rarity, item type, item level.
10. Still allow gold modifiers to increase gold you get from mobs, but not to the levels that D2 could allow up there in the high 600% or even more gold from monsters. I believe +% gold will add interest to the game but so long as it isn't so high gold becomes trivial to collect.
11. Add "fun cosmetics" to the game that require gold to purchase, like being able to tint your armor color slightly, or being able to add glowing effects to your gear - "fun cosmetics" attached to a gold price would allow gold to gain more value.
12. Making the ability of a character to hold gold increase as they level is a good way to get them introduced into the "lower tiers" of the auction house.
13. Create a "Black Market" type of Auction house run by NPC's (thieves to be precise) that the player can look for and find, make them sell items that give bonuses to the players current armor (kind of like an armor kit, where it could boost the stats of your current armor) - obviously the price and quality of the kits would increase with level.
14. Give all professions some type of item that drops from all mobs - something like different types of orbs that can be combined to create crafting materials for different professions that anyone can find and combine (something like 5-10 orbs), this would allow players to make money by selling the orbs on the auction house to different professions.
Player Vs. Player - These players like to feel tough, they like to feel strong, they like to show everyone that they're champions -
1. Give players Tittles - this can be achieved by adding an arena type game to the existing online play - allow people to create teams at different level caps - but force players to reach at least a minimum level before they can join these arenas. Ranking players based on level and on rating will also help with the tittles -
2. Give players unique PvP gear that can be obtained through PvE, Create a UI that allows for 2 armor sets to be worn at a time and switched between outside of combat that allows one to build both a PvE and a PvP set of armor/weapons.
3. Give PvP players a "Hit List" UI of players that have killed them in the past - I repeat only a list of players that you were killed by. This at least allows PvPers to remember their past foes in combat.'
4. PvP players like to trick each other, they don't always like the fight to be 100% fair, they like real time strategy and split second timing, They don't like 1 hit Ko's they don't like impossible to kill, and they really don't like being camped.
5. Any skills/abilities that allows a character to get out of a fight - and any abilities that allow the player to trick or evade the enemy player's assault for all the classes would also be useful. Each evasion/escape ability can be different and unique, but i believe that players deserve an Out if they really don't want to die. However, these abilities should never gaurentee an out - they should make it easier/possible to escape a fight.
6. Give PvP players - an ear, a toe, a nose, a finger, an eye (eye or an eye). and allow these items to be placed in a "trophy" UI that anyone can see when they check your character out in battle.net's player viewer... however that will work.
Thank you for reading my suggestions, if even one of them sparked a helpful and creative idea in you, I've done my job.
The number thing i would like to see is perhaps a new dueling system. Don't get me wrong I love my ear collection, But i would like to see something new and creative this time around making dueling a bit more exciting.
With the game itself, I feel every class should be balanced in the aspect that every class can progess through the game at the same speed. This way, there isn't an over population of a class such as the rogue in World of Warcraft, and an underpopulation of healers and tanks who find it harder to progress.
Now, in PvP, however, every class should be balanced in a different way. I feel that every class should have a class they they have an edge over, but the edge isn't so great that they are impossible to overcome. Yet, every class should also have a class that they are weak against in the same scale. So that an archer can't take down a giant armor clad warrior in the same ammount of arrows it takes to kill a mage.
With trading, I think that the same way from Diablo 2 should stay, only make it more secure and the items more secure so duping doesn't occur. Items should not bind to a character, that way you can use "hand-me-downs" to your other characters. That way, you don't have to use something that took forever to get, and then find out you need to remake your character, but can't re-use the item.
Also, there could be a specialized item trading section implemented in battle.net. What I mean is that an account could have a part of there profile where they can post and item, and the stats of the item as well as enchantments show up, and they could also post a price for the item, or items they are willing to trade it for.
This way, people could enter a trading channel, and people could just do a search on battle.net to see which people in the channel have the item they want listed. This way, you could easily find what you want, and then make an offer to the person. If all goes well, you can then join a game and do the trade itself.
Those are just some of my ideas!
Also, this should freaking stay Diablo 3, not World of Warcraft, Diablo version. What I mean by this is that Diablo 3 should not use ideas from World of Warcraft, because they are two completely different games.
In general it would be great if you had a main currency defined by the game (lets face it, in D2 you had Runes, Runes, Runes, and their droprate < 0,0000000000001%).
To much randomness can kill the game. From my point of view runes were the real downside considdering their trade status, even tho i had nice items like Enigma or Hoto i really hated the rune trading system, hell i got even more luck getting uniques witch were less worthy than a Um rune.
Suggestions:
- gold - the ruller of them all
- improved trading screen witch showes tooptips on a key press (that was its eazy to avoid scamming by switching items with same icon)
- other features for possible scam prevention (like for example: you can freely paste items in the trading screen but with the removal of 1 item you must reopen a new trading screen, in short items are locked and you can't remove them once you place them in, unless you cancel the trade and start again)
- some unique items BoE (no BoP's please)
- if the game contains runes or gems or any other type make them drop more frequently or make the transformation from low to high runes/gems more apealing (3 runes and a gem for a 1 higher rune... out of 30 total runes... gl getting Zod that way)
- dying shouldn't eat your money and exp
PvP:
Considdering the power of the classes in D2 the PvP aspect wasnt that fun when you could be 1 shoted. It would be nice to balance the health value and dmg output vs. bosses and then again vs. pvp players.
Suggestions:
- higher stamina
- dmg output dynamicly lowers by a % when facing pvp flagged target (with a solo play in mind characters will probably have the same output as in D2 to kill bosses witch is overkill for PvP)
- dueling option (so you wont get disturbed by outside factors)
- ranks for kills made and maybe some titles/awards with it