• 1

    posted a message on Idea for AH problem: auction house tokens
    I edited the first post, introducing some extra points, and discussing some issues brought up.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Idea for AH problem: auction house tokens
    Quote from VTurth

    The only change needed in the AH is to remove its influence on players drops. It should only be a tool used to easy trading.

    You can't stop people from flipping.. But since D3 is so basic in every way flipping is easy.

    I'm just afraid, that when Loot 2.0 hits, even if it is valuable to just play the game, people will still be buying too much of their upgrades of the AH. Maybe just for convenience, maybe just because they are used to that by now. Limiting AH usage, will force players to find out that constantly buying their upgrades on the AH is not necessary anymore (when Loot 2.0 hits).

    You could picture these tokens as gift coupons for a shop. Everytime you find one, you can go and shop for that one item you have always wanted, but maybe haven't found yet. Not only will it limit AH usage, it will also make the AH a more special and interesting feature of the game again.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Idea for AH problem: auction house tokens
    Hmm, I understand your concern. But I don't think it would be bad for the game if the supply of low-end baseline items would be more limited due to trade tokens being rare. It would force players to just play the game in stead of buying their low-end equipment. Too many people complain about never finding any upgrades, just because they bought such good loot on the AH. By forcing them to farm for the AH tokens, you will at the same time enable them to find their upgrades in game (which will be much more gradual upgrades, giving much more joy!). I always love it when I find an upgrade, and I'd rather have this joy 10 times (by finding gradual upgrades), then only once (by buying a massive upgrade). I just hope that with Loot 2.0, in the future, just playing the game will be more beneficial.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Idea for AH problem: auction house tokens
    With the new gold price hotfix, I will be able to buy an MP7-8 barb for like 5 euros? At least, with these trade tokens, there is still an incentive to farm: getting tokens to be able to buy the gear on the AH on by one (with each token you find, you can buy an upgrade on the AH).
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Idea for AH problem: auction house tokens
    I'm gonna try and keep this short. Maybe someone else has already come up with this idea. I didn't check thoroughly. I never saw it anywhere else. Here it goes:

    1) For every auction house transaction of items (so, excluding stuff for crafting and gold), you need to use a trade token. Tokens are only necessary for buying something; not for selling.

    2) Those tokens drop randomly during play (from elites, from bosses, from random monsters) and are account bound! These tokens need to be rare (range: 1 found every 5-10 hours of playtime --> you don't need to buy that much stuff when loot 2.0 hits)!

    3) You could picture these tokens as gift coupons for a shop. Everytime you find one, you can go and shop for that one item you have always wanted, but maybe haven't found yet.

    This solves..

    1) The issue of players playing only the AH, rather than the game. They artificially keep prices high (by flipping), and are not playing the game as it is supposed to be played. This is Diablo, not AH 3.

    2) There is less pressure on players constantly using the auction house, even for minor upgrades (e.g. when going from level 1-60) which were not necessary and could have been found during playtime anyway. You will only use your tokens for items of worth, that are difficult to find during your own playtime.

    3) Not only will it limit AH usage, it will also make the AH a more special and interesting feature of the game again. Introducing tokens that are found by playing Diablo, will make AH 3 a part of the Diablo series. I know a lot of people who only play AH 3 instead of Diablo 3, but I also know a lot of people only playing Diablo 3 but not using the AH at all. Just make it part of the game.

    Issues brought up..

    1) It's hard to determine the optimal drop chance given the big range in playtime among players (cfr. demonic essences). But honestly, if the drop chance is 1 in every 5 hours of play, I think that is even reasonable for the casual D3 player. Remember that when Loot 2.0 hits, grinding the game should be more rewarding too, so you won't be needing the AH that much anymore anyhow. These tokens are just a protection against yourself, for buying all your stuff on the AH, thus never getting the feeling of being able to find upgrades in game itself.

    2) It could force people to go for the black market! But honestly, if the drop chance is reasonable, I don't think the average D3 player will want to invest time in this, and rather just plays the game until he finds a token. This is given the fact that the average D3 player likes playing Diablo 3 and not AH 3.

    Thoughts? Extra ideas?

    Edit: some extra comments, and issues brought up by others
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Patch 1.0.9 Dungeons, a dream... [[ FANMADE ]]
    The final boss will only come alive (turn from stone or ice or something similar) when all elite packs are killed within the dungeon. When you kill the boss, there are multiple options you could do with the chest:

    - either make it open when the boss dies (his spirit flies over to the chest, opening it, for example)
    - let the boss drop a key, with which you can open the chest

    The boss itself shouldn't drop anything. Option 2 is a bit redundant, but you want to have some time before the chest opens, so you can run towards it before it opens (you want to be close to see all the legendary beams coming from the sky :))
    Posted in: Diablo III General Discussion
  • 0

    posted a message on 1.08 or 1.1 mystic
    The good old times of MU online :). It was indeed a system that worked very good, and could function very good as well in diablo as item and gold sink. People that do not want their item destroyed, should just not try to get it higher than lvl 9. But if you want to gamble, at least you can :).
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Magic Find and its efficiency: A statistical insight
    Will do! Good idea :-).
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on New build for 1.0.7?
    I'm definitely going to play around with exploding palm a bit. I always liked corpse explosion quite a lot in diablo 2. It would be great to be able to increase the range of the explosion though, cause in diablo 2 it increased with the level of the skill, but in diablo 3 I feel it might be a little bit too small. Just equipment with a stat being '+ x yards to exploding palm explosion' or a rune increasing the range, would be awesome. Now I find it sometimes too much of a hassle to keep the elites close to each other (especially with echoing fury; damn I love and hate that weapon so much).
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on The Raoha Route: The bar has been raised even further, 30% faster then Alkaizers Route!! [outdated]
    My results of comparing alkaizer's route (core, tower, crater, bridge, keep) to this one (crater, keep, rakkis). I ran each route for about an hour, including time for loading new game, never using shrines, not picking up anything besides legendaries (found 4, 3 on alkaizer, one on Roaha).

    Alkaizer route

    61 min 45 sec
    51 314 000 xp
    --> 49 859 000 xp per hour

    Raoha route

    66 min 15 sec
    58 974 000 xp
    --> 53 410 000 xp per hour

    Difference is small (+7% experience), but probably since I run with only 67 bonus xp (35 hellfire + 25 gem + 7 hellfire follower). I would assume adding leoric on myself and follower will increase difference. Crater gave me 3-5 elites in a lot of cases, but in the case it doesn't, it might be an idea to add tower for those 1-2 extra stacks before hitting keep (especially when running with lower base bonus xp like me).

    My profile: http://eu.battle.net/d3/en/profile/HuiTzi-2743/hero/1539808

    My build: prebuff sweeping wind with blind and 500+ dex skorn, then tempest rush build with two one handers. Yeah, i know, it's not the right way, but I like it much more than the two handed tempest rush build (I tried it). I also don't have enough dps to kill white mobs with a single tempest rush pass through, making the build less efficient for me. The build I use also allows to pick up your items of choice mush more easily, since you build up enough spirit to allow for very frequent tempest rush recasts, so you can just stop to pick up items if you want. The 4 second immunity of serenity gives sufficient time for bringing down elites. No need to worry about hitting other mobs with your 7-sided strike in the 2-hander build.

    Cheers!
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Magic Find and its efficiency: A statistical insight
    I had something similar happen with the Sultan of Blinding Sand legendary. It dropped two times at the exact same location, with about 2 hours in between. Could be random, but it's fishy :-P.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on [Lottery] Win 20.000.000 Gold Every Week
    Registered!
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Critical damage behavior
    Sever has an affix: Slain enemies rest in pieces. That's where the high crits come from. Those high crits will always come at the last hit slaying the monster. Try it out on a big boss. You won't see any of those high crits there, besides the last hit.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Magic Find and its efficiency: A statistical insight
    The results on rares should still be valid, although there was no testing done to confirm this 100%, if I recall correctly. Regarding the doubling of the legendary drop rate: the excel file has been changed to reflect this change, but the initial number (0.001) was never 100% confirmed due to the rather low drop rate of legendaries. However, the results outputted from the excel file seem to reflect my average legendary drop rate quite well, on a 'per run' basis. So the number shouldn't be too far off.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on help me find an upgrade 60-70m budget
    I see that you don't have any movement speed on your ice climbers, so you currently only have 12 movement speed (with inna's pants). Adding lacuni's will bring it up to 24, which any effcient farming character should have (not necessary for doing ubers). So I don't know if dropping Inna's pants is the best idea, as long as you don't have the movement speed on your boots or your armor (tyreals might; don't know the price of one with 3 sockets). You could consider upgrading your gloves too (will be pretty cheap), since you only need either 2 or 5 pieces of IK's set (the rest of the set piece bonuses are not worth it). Just get a good pair of rare gloves there.
    Posted in: Barbarian: Bastion's Keep
  • To post a comment, please or register a new account.