The "use self-control" line of thought is tired. What boundaries Blizzard chooses to enforce in the scope of the multiplayer experience matters to many. It may not matter to certain individuals but it matters to a lot of people in the community what stance Blizzard takes. It matters to many what experience they are going to have in relation to their friends and in relation to the entire community. You can self-impose your own standards, and even if you have the self-control to enforce them on yourself, it can have a psychological toll on your experience if you know all your friends and the community at large are playing a completely different game on a completely different level. For many people that subconscious nagging ruins the experience. It may not be that way for some, but it is that way for many.
If you take this line of thought further you could just remove all boundaries. Blizzard could just put a FAQ up at the beginning saying that it is a sandbox game and you can impose whatever limits you want to optimize your fun. Add an NPC that creates infinite gold, create an NPC that dupes items for you, increase legendary drop rate to whatever you want it to be. I mean what you choose to do doesn't effect anyone else right? It's all about your fun. If those NPCs ruin your fun show some self-control man!
But there in lies the problem. What many consider fun is based upon what is happening in the game at large within the community. To dismiss that just because your personal fun isn't being infringed upon is just as selfish in a sense.
You can keep pushing this "if trading is not fun, then don't trade" rhetoric all day long, but if I am not trading and my friend I play alongside is and he is killing monsters three times faster then me, that affects me. My personal fun has been compromised because I can't ignore that. Him killing faster effects my experience gain and my drops since monsters die quicker to the actions he is partaking in outside my gameplay. The boundaries imposed upon him being inequitable to mine outside of our game together has infringed upon my ability to share a common experience with him in the context of the game at large. For many, that is the fun of the game, the ability to share a common experience with the community imposed by the boundaries of the game itself on everyone mutually.
Many people care about the structure of the game as it is defined and enforced by Blizzard and want to play a game where everyone in the community is held to the same standard of play. For them, therein lies their personal fun. It enforces a sense of camaraderie that we are all playing the same game with the same limitations. What those limitations are defined at matters immensely.
I am not using this argument to make a case for whether trading should or shouldn't be allowed. If you want to be able to trade and want to make a case for that in the context of the game, fine. I am all for that. But, please, talk about it in the context of finding loot and feeling a sense of reward in doing so. How do these choices affect everyone and their ability to share a common experience? But don't use that "self-control" argument as if it had any relevance. Boundaries set by Blizzard matters. What people around you are doing in a multiplayer environment matters. It may not matter to you, but if it matters to even just a minority it is still relevant and not dismissible.
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3
itirnitii posted a message on Travis Day on "Legendaries/set items being soulbound"Posted in: Diablo III General Discussion -
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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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Kryses posted a message on Where In The World Is Kryses Sanctuary?
Introduction
If you're anything like me you've powered through the game since launch date trying to level, gear, and upgrade as fast as possible and never really took the time to notice some of the details in Diablo 3.
I've recently started playing Hardcore and naturally took a slower pace at the game. What I started to notice were pieces of art work that I've run by thousands of times but have never stopped to look at.
I'll be posting cropped images of screen shots for you to guess where this is, and their solutions a couple days later. Some of these will be very easy to some, and some that SHOULD be easy will actually be very difficult with the right cropping!
If you happen to know the solution right away, I ask you not to spoil it for everyone else; thank you.
Happy farming!
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http://i.imgur.com/M4iRmXT.jpg
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http://i.imgur.com/V6eAqov.jpg
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I have an issue with people who exploit and advertise it for any game really. Exploiting D3 is not as bad as say an MMO like elder scolls online which got its economy destroyed because the item dupe was so wide spread through advertising via streams etc.
in ESO's case the game has not gotten fixed properly and the so called 'whistle blowers' (as you think they are) just pissed on the games economy now and for the forseeable future.
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I think it boils down to personalities and that a lot of people are competitive no matter what the game.
Fuck I could play Solitaire and play it over and over but eventually the game may become stale .. so I might challenge my mate and say who can win solitaire the most times. GO.
I just made a non-competitive game competitive to make it more FUN (subjectively) after I had completed the main goal of the game.
You may not have a competitive bone in your body and that might be the reason you don't agree with the other side on this debate.
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God dammit... I was named after Che Guevara so I should really start a revolution on this forum and instead now I am falling in line like everyone else
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If not, at the very least can the absolute top teir (top ilvl -73?) legendary items be BOA. That way you can only FIND the absolute best legendaries and they cannot be bought/traded. Every other legendary that is not the top ilvl can be traded however!
Is this a possibility so that Diablo can become Play to Win and no longer Pay to Win?
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...didn't you storm out recently... didn't think i would see you again till after blizzcon welcome back
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Interesting that there does not seem to be any new tiers of gems though?!
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I want to know more about Jamella's return in RoS.
All I know about that chick is that she enabled a whole bunch of heroes to go around with hacked items
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Paragon 2.0 lvl 1400 here I come.
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Let me know if you agree or disagree with these being talked about or if you have any extra things you think they may give details on
1) Loot 2.0 and Paragon 2.0 details
2) Loot runs
3) Adventure mode (Devils Hand, Bounty mode
4) Guilds/Clans details
5) Ladder system
6) The Mystic and Transmog
7) New Trading System and BOA plan/balance
8) PvP plan
Others less likely things:
9) Covertus Shen teasers at his Identity – even though he is blatantly Zei
10) Affix changes/ removals – life steal changes, trifecta stats removed from items and can only gain them from paragon points… defensive affixes improved and will synergise well with different legendary rings affixes.
11) Gheeds return – gambling system (if he is not tied to Devils Hand)
12) Jamella and Halbu may return in Pandemonium Fortress and we finally will find out some information about their backstory.. who are they really and how did they get there?!