I think it could be interesting to have a mechanic where you must buy your checkpoint.
For instance, you would buy a "check point flag" from some witch doctor that you could place anywhere on the map that you wanted. You then would immediately return to that "flag" if you died. If done right this could maybe add some depth to strategy.
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For instance, you would buy a "check point flag" from some witch doctor that you could place anywhere on the map that you wanted. You then would immediately return to that "flag" if you died. If done right this could maybe add some depth to strategy.
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Yeah seriously guys, accept change, it has to happen.. and if someone is raping you in the @$$, accept that too, take it like a man and embrace it...
... ironically, I'm indifferent at this point.
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About the consenting PvP not being popular in HC among high levels?
...It was more of a brainstorm btw... I was trying to provoke solutions for Bioshaik (or whatever) post about the PK issue in D2.
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Well, correct me if I'm wrong, but I don't think consenting PvP in HC was ever that popular, especially among higher levels, where I would imagine it would count the most. It may have been for lower levels which did not involve a lot of time investment for creating the characters. But I guess you could always slap another mode in the game for permanent PK deaths. Give us some variety!
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I'm sure a PK rating system isn't a new idea, but I haven't seen anything about implementing a PK rating idea in Diablo, I may not have looked very hard. Players would still be able to randomly kill people in games, if they so choose, and piss people off (if your stuck on that idea for having fun), but it will be for a purpose, and you wouldn't even need to make a PvP specific game. PK'in would still be incorporated in the Diablo Universe but with "purpose," and everyone could be happy...
Just some thoughts for discussion..if they haven't been discussed... err flame me if they have been.
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I'm not sure its beneficial to discuss inventory management without discussing how items are looted for they go hand-in-hand. You can't create a definitive argument for the best way to conduct inventory management without incorporating the looting system into your idea. But i think your saying they should make a worse game because you live in NZ..but i digress...
I'll be fine if the inventory adds at least an equal amount of depth as the tetris style did. ..Granted, it could always be better.
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I guess sarcasm really is the highest functioning process in the brain. (lol, I could very well see this turned around on me)
..but btw, if that were a reasonable justification, nobody would play first person shooters.
"That's not fair he was quicker and more accurate. This is game is stupid."
-yeah you can't say that.
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O balls.. this is terrible news. You just had to ruin it for me didn't you.
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I'm not saying they have to do it the same exact way, but I am saying that they should be sure to do it in a way that is conducive to making sure obtaining loot is more enjoyable on a deeper level.
For the fast clicker who is fighting with a bunch of friends, when they down a boss he will be able to pick up everything the boss drops with a "1 slot per item" inventory, leaving everybody else dumbfounded as to where all the loot went. You won't get the same satisfaction of being able to laugh at the person who blindly picked up a few crappy items in a clicking fury only to get to, say... a Shako that flips up into the air to fall back down graciously at your feet for the taking, as the unfortunate furious clicker hears those three heartbreaking words "I am overburdened."
What sucks for the furious clicker is that he could have had the space but his bags weren't packed right.. but he'll be back for more; with the prize he practically tasted as it was snatched from under his nose, he'll be back.
Thats entertainment you can't buy my friends. ..err I guess we did...