Edit: Just as a heads up, this won't be like the old RP's. We won't all be typing out story. I'll be typing, you guys simply provide direction.
MMKAY, SO IT'S HAPPENING.
IT'S GOING DOWN.
Starting up a choose your own adventure style roleplay to breathe some life into this old forum.
It's going to be set in post-apocalyptic USA, since it's a setting I'm sure we're all familiar with. Going to be the zombie flavour of apocalypse, since again, we're all quite familiar with it. I give so few shits about how overdone it is, we're gonna try our best to keep it as colourful as possible.
I'll write stuff down, you will decide what to do based on either fixed options or open ended questions, we'll roll dice, and we'll have a gay old time.
Since Dfans doesn't have dice rolling capability (Do we? I don't even know. Please correct me.), I'll simply roll a dice for each response to choose which one we go with if it is an open ended question, or a vote system if it's a set of options.
For example.
Let's say I start us off with "Where do you want to go?"
Person 1 says west.
Person 2 says home.
Person 3 says kill all the humans.
I roll a dice for each, P1 gets 14, P2 gets 5, and P3 gets 20. So instead of going somewhere, we try to kill all the humans.
Now, let's say that I don't offer you an open ended question, and instead list those 3 options in the post, as the only 3 choices available to you. Vote system determines which we go with, and let's say we go with "kill all the humans" again.
Since killing all the humans can be considered a skill based task, I will roll an ADDITIONAL D20 to determine how well our character does at killing everyone. Let's say a 2 is rolled, which would imply the character totally fucked up and killed one guy tops. Now let's say that instead, a 20 is rolled, and we already have massive bonuses to killing all the humans based on the events of our travels. We kill all the humans.
SO BASICALLY WHAT'S GONNA GO ON HERE...
1) I'm going to write stuff.
2) You're going to decide what our character does.
3) I'm going to roll dice, and write more stuff based on said dice.
4) Continue until bored.
Starting this up either tonight or tomorrow, put in any suggestions for alternate settings or ideas in the meantime. I am open to running this in basically any setting.
Edit: Oh god, no interest so far. Starting anyways because fuck the police.
- Jamoose
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Member for 15 years, 2 months, and 3 days
Last active Fri, Jul, 28 2023 17:34:38
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Solmyr77 posted a message on The flaws of Hearthstone (in comparison to Magic)I finally got around to write this all down. I've posted this on the official forum first, but I suppose, some of you like to read about the game, too. On with the quote:Posted in: Other Games
So, I thought, putting that in the title was the simplest way. I am grateful for the opportunity to playtest this game and I can say, that I like it. It's just not as good as Magic imo. And by Magic, I refer to its digital offspring "Magic 2014".
Before I start with the gameplay, I want to say, that I really don't like the circus atmosphere of the game. I've been a WoW player for years, but this is getting too far. I much prefer the darker, traditional fantasy setting of Magic. Also, the chat system in Hearthstone is even worse than in Magic. Please no bubbles and please don't let them disappear.
However, on to the important aspects, the gameplay flaws.
I'll explain some things that are known to active players so that others can understand this too.
Mana system
In a game like this, you have cards that represent creatures or spells and in order to play them, you need mana first. Every card has a mana cost attached to it and playing it will deplete your mana pool by that much for that turn.
Now in Hearthstone, obtaining mana is very simple. You get one per turn, so on turn 1, you have 1 mana, turn 2 2 mana and so on up to 10. It's a perfectly fine and simple system. So why is this a flaw? You can't know unless you have played Magic (or maybe similar games). It is too simple, too generic. Magic doesn't even have generic mana but five different colors of mana. Black mana is used for black cards (Undead theme, deadly, vampiric magic), green mana for green cards (nature based creatures, restorative magic) just to give two examples. Now in Magic you can either play a mono-colored deck, which behaves basically the same as Hearthstone, mana-wise or you could combine different colors in a deck. In that case it is important if you draw a black mana card or a green one.
Hearthstone does have one tiny advantage: No game gets decided, because one of the players draws too many or too few mana cards (because mana isn't done via cards). But compared to the multitude of possibilities in Magic that I've just described, I suppose that doesn't cut it at all.
Class system
What Magic has in its different mana colors, Hearthstone addresses with classes. The Mage hurls fireballs, the Priest heals his creatures and the Paladin buffs his guys. Sounds ok at first glance, but in practice, most decks play very similar. I've checked the amount of total available cards and the ratio of neutral cards to class specific cards is about 5:1 (per class). In Magic, only a very small fraction of cards are neutral in that regard, which means, if you play a green deck, you get to play elves but not dragons and your opponent won't play the same cards that you have all the time (unless mirror of course).
Combat system
In both games you play creatures and use them to smash your opponent's face. In Magic, the active player declares attackers and then the other player declares blockers. The latter player has most of the control over combat in this case, as he decides, which creature will fight against which creature. In Hearthstone, the general rule is: Attack whatever you want, even the opponent himself, ignoring his creatures. There's one exception: Creatures with the ability "Taunt" must be killed before any other creature (or player) can be attacked. Nevertheless, in Hearthstone the inactive player is helpless, which leads to..
Turn based game
In Hearthstone, the inactive player is not only helpless in combat, he can do absolutely nothing until it's his turn again. It may not seem to be an issue to new players, but if you're familiar with Magic, this is horrible. There, you can often react to your opponent during his turn. So he pumps up his small creature with buff spells and sends it to kill you? In Hearthstone, game over, in Magic you can still destroy that creature with an instant spell or summon a blocking creature or, or, or..
Again a matter of complexity > simplicity
Game modes
Both games have the basic 1on1 game mode. You select one of your decks and play against a friend or a random opponent. Magic also has a 2on2 mode, which is pretty nice, but lacks matchmaking features, I haven't seen a 2on2 mode in Hearthstone so far.
Hearthstone has an own mode called "arena". in this mode, you don't start with a premade (by yourself) deck but get to choose one out of 3 random cards 30 times in a row, which results in your deck for this session. You then get to play with this deck until you lose 3 games. Then you get rewards based on your success. I'm not a big fan of this mode. It's nice every now and then, but I prefer a simple 1on1 mode with random decks (out of my custom made decks).
A 2on2 mode would also be much more interesting to me.
Unrelated
Hearthstone games can last really, really long compared to Magic games. I don't really know, why, but it feels too long. Magic games are often over too soon, though, that's a tie
Summary
Hearthstone lacks a lot of Magic's features, therefore it's more of an introductionary game, not a real competitor. In my opinion that is. -
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LinkX posted a message on Ultimate Random Chat Thread [URT] v4I noticed your urge to be a B52 Bomber...Posted in: Off-Topic -
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elQueso posted a message on [Suggestion]: Magic Experience and Magic LevelsThis would give a huge benefit to players that can play 3 hours or more in one go, which I don't like at all. I think NV is plenty of incentive to play longer runs, and this system would increase that multiplicatively. I also don't think an additional rather complex game system is a good way to go about removing a single affix from the game. Although it may not be perfect in its current implementation, I honestly don't think this is a gamebreaking issue.Posted in: Diablo III General Discussion
Like Jamoose said, well written and polished idea, but one that I don't think there's space for in the game. -
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Edriel posted a message on [Suggestion]: Magic Experience and Magic LevelsBattle.net US Forum Thread: http://us.battle.net...pic/10310891264Posted in: Diablo III General Discussion
Battle.net EU Forum Thread: http://eu.battle.net...opic/8427543970
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Hi everyone!
I'm here again with another suggestion.
As always, I apologize for my english.
Like if you like!
TL;DR Version at the bottom of the post
PREMISE
Today we all know how "useless" is the affix "Magic Find":
for a paragon level 100 character it is completly useless so an item with this affix will have its value drastically reduced.
In Reaper of Souls things won't change much because even if Paragon Levels won't give you a passive bonus to MF (Magic Find) anymore, the player can decide to spend his Paragon Points into this stat bringing him back to the current situation.
I know there is the Mystic who can allow the player to reroll an unwanted affix but this doesn't justify the fact that at a certain point MF becomes useless.
In Diablo 2 Magic Find was a choice:
you could play with an MF equip at the expense of defense and/or attack.
Sure there was the possibility to swap your gear on the last second (like it happened at the beginning of Diablo 3) but this "playstyle" was a player's choice.
Note: I don't have much experience of Diablo 2 online so I don't know if there were players who actually did that.
Personally I did go around always with an MF equip (when I wanted to farm items)
Anyway I can understand why Blizzard decided to implement the "MF mechanic" that there is today even if this greatly decreases player's choices and customization.
So how to solve this "problem"?
Many of you might remember Blizzard's solutions to this: http://eu.battle.net...n/blog/10071978
Some others might remember MRMonstrosity suggestion: http://eu.battle.net...n/blog/10509961
the new "Magic Find"?
My solution is instead "different" and it is "separated" from both the Nephalem Valor and the Magic Find affix.
MAGIC EXPERIENCE AND MAGIC LEVELS
So how does my idea work?
It's very simple.
The Magic Find affix will be removed (from both items and in RoS from the Paragon "window" "Utility/Adventure") and it will be granted only by Nephalem Valor, Fortune Shrines and Magic Levels.
What are Magic Levels?
Magic Levels are "special" levels gained during any game by earning Magic Experience which is gained by killing monsters or completing quests.
It just works like "normal" experience.
These "special" levels will be resetted on every new game and each of them will grant the player a 30% bonus to MF.
The maximum Magic Level is 10 (this will allow you to reach the 300% cap that there is today):
Note: remember that values are there just as an example
As I wrote earlier Magic Experience is gained by killing monsters.
So this include both Elite monsters:
and normal monsters:
Note: you can easily notice that the Nephalem Valor remains a "separated" game mechanic
However, this does not solve the problem of the player's "choice" because without a Magic Find affix there isn't a choice at all.
That's why I thought to implement the new affix "Increases Bonus Magic Experience by X%".
The ideal scenario would be the one where the player can reach the maximum Magic Level 10 in an hour / an hour and a half.
With the new affix you could decrease this "time" and gain Magic Level 10 in less minutes (with a 100% bonus you could reach Magic Level 10 in 30/45 minutes).
In addition there could be some legendary items that could increase the Magic Level cap of 10.
An example is this:
PROS AND CONS
PROS- The player has a choice: gain Magic Experience faster or not
- Brings back the value of an affix (even if changed - see image up here) even on higher levels
- Solved the "gear-swap" problem
- Possibility to go beyond the cap thanks to certain items (see image up here)
- Longer "game-runs" are rewarded
CONS- Another "experience-bar" to level
- Bonus to Magic Find doesn't start at "maximum" when you start a new game
- Longer "game-runs" are rewarded (I placed this point here as well because depends on points of view)
- Once the player reaches the maximum Magic Level the new affix is going to be useless
- Players might equip MF gear to level up faster and then swap to "normal" gear so this might "force" players to have two types of gear
To solve these two last "CONS" I thought about the possibility to allow the "+X Maximum Magic Level" affix (see image) to roll as a "normal" affix and not only as a "special" one just for legendary items.
In this way if the player changed gear (gear-swap) he would lose Magic Levels and consequently Magic Experience so if he wanted to gain those lost Magic Levels he would have to start leveling up again.
This solution also helps to maintain the value of an item with the "+X% Bonus Magic Exeperience" affix: the "combo" you can see on the last shown image is a very good example.
Of course with this option the "time" to reach the maximum Magic Level should be shortened and so should be the bonus to MF that they grant you.
Q&A- Will élite monsters give you more experience than normal ones? If yes then you could gear-swap on the last second.
Yes, élite monsters will grant you more experience but it wouldn't make much sense to gear-swap.
If this is what you think then you should gear-swap on every monster to maximize Magic Experience gain but I think that you would lose more time by gear-swapping than by keeping your MF gear and kill monsters.
- Will "normal" experience bonuses influence Magic Experience?
No. You will gain Magic Experience faster just with items that have the "+X% Bonus Magic Experience" affix
- Reaper of Souls: if player "A" is for example at paragon level 80 while player "B" is at paragon level 10, "A" has no "Magic Find advantage" over "B" because like you said there won't be any "Magic Find" stat in the "utility/adventure" pane. Or am I missing something?
You're definitely missing something
In the "utility/adventure" pane there will be a "+X% Bonus Magic Experience" stat.
- Why so much time to reach Magic Level 10?
I thought that in this way the player would give importance to Magic Experience and its affix.
If the player wants to reach a good bonus to MF in a short period of time he should lose something. He cannot have everything!
There should always be a choice!
- Why do you always gain experience with monsters/quests? Why not changing it so you can gain experience by opening a chest or destroying a "destructible object" etc.?
Yeah! Why not?
- What do you think about an eventual implementation of a "death-penalty"? Something like losing part of your Magic Experience or one of your Magic Levels or a temporary debuff that decreases the amount of Magic Experience gained.
Blizzard doesn't seem to like heavy penalties like the loss of part of your experience (this happened in Diablo 2) so I prefered to not write about it.
This doesn't mean I am against it in fact I think that it might give players more reasons to not die in SoftCore.
- But MF is almost a useless stat. Even with 300% MF I drop absolute garbage and I can barely notice the difference between a character with 0% and one with 300%. So why did you put so much effort for a stat that is not worth taking?
I don't know if this can be the case. Also in RoS loot is gonna be much more meaningful.
Anyway I think that MF is a good stat, maybe it's not at the same level as it was in Diablo 2 but it is still useful.
Needless to say that if this change is going to be implemented, Magic Find must reacquired the power that it had in Diablo 2.
Blizzard has to balance this very well.
- What happens to Monster Power? Are we still getting the bonus to Magic Find?
I think that MPs should just increases the rate at which you gain Magic Experience.
- And what about increasing the Maximum Magic Level cap with the increase of Monster Power?
Another interesting idea
- I don't see how this system as a whole has to do with the removal of gear swapping. I mean, just removing the MF affix from items will do the job. Why do we need another nephalem valor system? One that will increase the need to farm for longer sessions... I don't really see how this idea adds much to the game as it currently stands.
Sure removing the Magic Find affix is much easier, but remember that you already have it passively (with Paragon Levels).
If everyone has the same "stat" then it's useless to have it in game, even with NV.
What I mean with this is that they could just increase the drop rate of legendaries to be like if you already have 300% MF.
Where's the choice in this?
I really want MF to become once again a very meaningful stat.
- This idea would give a huge benefit to players that can play 3 hours or more in one go, which I don't like at all. I think NV is plenty of incentive to play longer runs, and this system would increase that multiplicatively. What do you think?
This is one of the cons I wrote in fact.
I don't mind to make the maximum level cap to be reached after 30 minutes, but then its inherit bonuses (MF) have to be cut by a lot.
TLDR VERSION
The Magic Find affix will be removed (from both items and in RoS from the Paragon pane "Utility/Adventure") and it will be granted only by Nephalem Valor, Fortune Shrines and Magic Levels.
Magic Levels are "special" levels gained during any game by earning Magic Experience which is gained by killing monsters or completing quests.
These "special" levels will be resetted on every new game and each of them will grant the player a 30% bonus to MF.
The maximum Magic Level is 10.
Implemented a new affix: "Increases Bonus Magic Experience by X%".
The ideal scenario would be the one where the player can reach the maximum Magic Level 10 in an hour / an hour and a half.
With the new affix you could decrease this "time" and gain Magic Level 10 in less minutes.
In addition there could be some legendary items that could increase the Magic Level cap.
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That's all guys!
I hope you enjoyed my suggestion!
Now you can comment/criticize (except my english! :ph34r:)
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FuriousMing posted a message on Male Wizard 3D Fan artThis is a fanart I did based on the male wizard concept art by Wei Wang (Whose art I am a big fan of).Posted in: Fan Art
When Blizzard first announced the concept for the wizard I fell in love with its design immediately. Despite the initial controversy surrounding its design, I found that the snobby expression, the whole far-eastern influence, the mixture of ornate metal armor and fine robe really sold the upper echelon spell caster image to me. I went about to re-create the character in 3D, please let me know what you guys think!
There are a couple more images that can be found on my website at www.cobolyu.com
You can also check out the Diablo fanart I did earlier at the gallery section too. Thanks!
Model and Rigging: Maya
Sculpt and texturing: Zbrush
Render: Mental Ray
Composite and touch up: Nuke/Photoshop -
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Rhye posted a message on Difficulty Uber RunsIf you want to, I can carry you through MP10 ubers so you get your ring. No charge ofc. Add me if you want the help. Rhye#2561Posted in: Diablo III General Discussion -
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Lego posted a message on Console Forum Category - Suggestioni fully support the console forum category, i am strugling to find decent threads and post regarding console version so it would be great if we could have this.Posted in: Site Feedback
thanks
p.s. it sucks to start with a fresh account but my email adress got hacked -
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Bagstone posted a message on Console Forum Category - SuggestionAh, didn't remember this thread. To be honest, no one's looking at this forum section ever which is why I hijacked the other thread to get Zero's attention.Posted in: Site Feedback
Zero's opinion:
Quote from Zero(pS)
They are very different games, and while it's true we've seen quite a few console-related threads lately, I don't think it's going to last that much. It's probably going to be more of a novelty thing.
The amount of console-related threads has already decreased over the past week or so, and with Blizzcon and the RoS coming closer, I think we'll see a heavy sway towards the PC version even more. As long as it's not generating 1-2 pages of new discussions on a daily basis, I don't think a subforum is really necessary.
That's how I see that matter at least.
But we will keep an eye out for that, if it starts clumping the forums, we'll do something about it
My opinion:
Quote from Bagstone
It's not really because it's making the general forum messy - not at all.
My concern is that people discuss about wrong context. Whenever people discuss game play related questions (see the recent "team" thread) it makes a huge difference whether you're talking console or PC. Same with "endgame difficulty" or "gear progression" and ultimately "economy". The OP might forget to add console tag or people like me tend to overlook these tags and answer based on assuming this is about PC.
It's like hardcore - in my opinion, it should have a sub-forum just because it's almost like a different game mode, with entirely different mechanics and context, such that intermingling these discussions can lead to serious miscommunication. Plus, wouldn't it be nice to be able to view all console-related threads in one go...
That's how I see the matter ;-)
Pick your side! (P.S.: Free cake on my side.) (P.P.S.: The cake is a lie.)
I don't see the reason for not having a console sub-forum, though, to be honest. It's not like general discussion would be dead without it or benefit from having mixed threads. -
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Jaetch posted a message on What NOT to do with Archon: Solo Ubers MP10By popular demand... hybrid CMWW+Archon build soloing ubers on MP10.Posted in: Wizard: The Ancient Repositories
Same answer as always. Don't do it unless you feel like challenging yourself. Archon builds are simply not meant for ubers and bosses.
Video:
http://youtu.be/nEQGwUlsh6w
Build:
Gear requirements:
- High DPS
- High damage reduction/EHP
- At least 10 APoC
- Life steal
Enjoy. Funny thing is, if CM stays the way it is today in RoS (which I highly doubt), you can still do this in the expansion. - To post a comment, please login or register a new account.
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Listen to the track on the first post.
Also, i think that this kind of music:
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" height="315">
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Btw, what if...
Level 1-10: no effect.
Level 11-20: A small visual effect that does no damage.
Level 21-30: A slightly bigger visual effect with minor damage output.
Level 31-40: Gets bigger and better.
etc, etc....
Then when you level up from lets say 90 to 91, you get a huge ass effect that pwns monsters and explodes / melts / freezes them etc... And because it takes a lot of time to level up in the 90's ( i assume ), these effects will keep their "Epic" feeling and wont lose it... AMIRITE?
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WD level up - He shouts boongala and a green mist / smoke comes out of his mouth, the smoke spreads and melts monsters and objects.
WIZ level up - Well, a simple fire explosion that looks bad ass would do.
Monk level up - He meditates and monsters explode, without the monk moving.
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Right now, i dont see myself playing it since i got so many new games that pwn...
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Its only temporary though