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    posted a message on D3 ROS Suggestions
    Trading

    1. Make gold (and blood shards) bind on account, but allow all items to be trade-able.
    2. Make trading cost blood shards, and let the cost vary depending on the relative level/power of the item.
    3. Make only clan members and friends who were your friend when you got the item (from a drop) people you can trade with (makes it so random people can't trade).

    This makes trading closed to your social circle, encouraging you to have more friends and stay with an active clan. It transforms it from a total single player to a nice coop experience that is immune (or maybe not, open to constructive criticism) to hacking or botting or whatever.

    Nephalem Rifts

    Make rift keystones of varying rarity (normal, magic, rare, legendary) where:
    a. The rarer it is, the higher the density, and a density percent mod will appear on the keystone tooltip
    b. Legendaries aren't necessarily higher density, they have really cool, predetermined layouts, mobs, and perhaps semi-guaranteed treasure (i.e. Stomach of the Flame Giant Keystone: gives a horadric cache with a bunch of fire items/legendaries)
    c. Craft keystone at the jeweler (give him a use, they're kind of gems) where:
    i. Legendaries will need whites as a base (just like leg crafting now in ros), and other rare and unique crafting materials per cool map design (à la pony level staff)
    ii. You can combine 2 (or 3) whites for a blue, 2-3 blues for a yellow
    iii. You can re-roll the density on the keystone for mat costs (gold, blood shards, anything really)
    d. Let legendaries (or maybe rares too) give you 1-4 (or however many is a good number) allies (sometimes, kind of rare) that can be things like golems, knights, angels, etc.

    Overall, this would shale up the rifts EVEN MORE. The ally idea is a lot of content/ assets for the devs to add, but the rarity thing is not very hard at all, especially if you remove the legendary idea.

    Paragon

    1. Make the earlier levels slower (1-80), make the mid levels faster (81-300).
    2. Make another skill tab that lets you improve you currently equipped active and passive skills.
    3. Add these things to whichever tab deemed fit:
    a. Each different type of elemental skill damage
    b. Thorns
    c. Life Regen
    d. LoH
    e. Projectile Speed/Range
    f. Splash Damage
    g. increased duration of your cc effects
    h. etc. <comment cool stats

    These are some changes that would make a difference. Maybe not awesome ideas, but the skill upgrading would be cool. Although there could be a problem with the constant respec issue.


    Notes

    I'll update it with edits, but that's all for now ;)
    Posted in: Diablo III General Discussion
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    posted a message on Itemization, Auction House, and Online Restriction
    Thanks for the link to my post ;)

    I think that RoS is really about making changes to the game for the Diablo players, not the casual players.
    This is a paraphrased quote that is not my own: "Blizzard tried to make a game that appealed to both casual and hardcore players. This ended up with a game that left the latter unsatisfied with the lack of depth and the former asking what the point was."

    The expansion is a new direction the team has taken for the REAL fans, and for the players. I hope the attitude of the community shifts with theirs.

    On the discussion, there are many parts of itemization that are essential to it's rewarding feel. I'll try my best to summarize my opinion.

    1) The items make you wonder (for example): "What if I tried this, even if it dipped my dps a little?"
    2) The items are fun improvements that are rare enough to feel awesome when they drop, but not too rare that its frustrating. Basically a sweet spot.
    3) The items look AWESOME (this really is important, despite having no effect on gameplay)
    4) You flip out on an occasional basis because you nerdgasmed over the unique effect on an item (subjective I know, but still the best feeling I've ever had in an RPG)

    These are all extremely vague goals, but ones that are nonetheless important. Again, this is my subjective view on the matter :)
    Posted in: Diablo III General Discussion
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    posted a message on What Made D2's Itemization so good?
    Quote from Sagathiest

    if you hand Lord Voldemort a shitty wand he's still Lord Voldemort. the ideal wand maximises his power but even with a shitty wand he's still one of the most powerful wizards alive....
    I'd simply like to point out that in the 7th he spent countless resources trying to obtain the elder wand so he could kill Harry ;)
    Posted in: Diablo III General Discussion
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    posted a message on What Made D2's Itemization so good?
    Quote from elvy

    I think no one has mentioned prefixes and suffixes yet, just affixes like they are now in D3.

    D2 had many interesting affixes, yes, but it also included the inability of many of the flat out best affixes to roll together. With enough interesting affixes this wouldn't be an issue with D3, however this is not the case.

    Let's take, for example, a weapon in D3. It can roll +flat dmg, +dmg%, +crit dmg, +socket, +attack speed, +mainstat. This is the perfect roll for all builds and all characters dps wise, no exceptions. Lifesteal might be more desirable instead of attack speed or mainstat if you can't get any of it elsewhere, but that's it. Any other affix is, by comparison, bad.
    Let's now imagine that these all could not roll at the same time. A rare could still have 6 mods, however 3 would have to be prefixes and 3 affixes. You could have 4+ of these mods as prefixes. Some builds would value +flat dmg and +attack speed more than +mainstat or +dmg%. Even if it's still just boring dps increases we're dealing with, now there's some flavor to it. The perfect weapon isn't predetermined for all situations anymore.

    This is obviously just a band-aid for the 'we don't have enough interesting stats to throw at you' problem. But it's a pretty good band-aid and it could be argued that even if there were 10 equally desirable stats, giving the itemization team the ability to disallow a few of them from rolling together would be a powerful tool in their hands. A lot more powerful than just disallowing more brackets from the same category of affix to roll together, like it is currently.
    The way I've attempted to deal with the whole CC/CD thing in my game was by only allowing CC to roll on weapons, with a higher number value compared to D3. We'll see if it works out well :)
    Posted in: Diablo III General Discussion
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    posted a message on What Made D2's Itemization so good?
    Quote from daisychopper

    And +skills were never random rolls - you couldn't roll between 1 and 50 +skill. In D3, all relevant stats have pretty huge ranges, which adds to the perception that the itemization sucks.
    I'm still messing with the item ranges to figure out a good balance of random and pointless.
    If I'm understanding this whole discussion at all (somewhat difficult to extrapolate from varying opinions but trying hard), +1 skill was an easy way to boost DPS.
    Perhaps in my game a good way to do this would be to have items that give +1 fire skills, or +1 melee skills, or +1 area skills
    Posted in: Diablo III General Discussion
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    posted a message on What Made D2's Itemization so good?
    Quote from Voix

    UI plays a huge part with items too :)
    How would you say UI affects itemization specifically? A few others fave mentioned this but I can never seem to get a clear response on it.
    My game uses a pretty basic itemization UI: 25 inventory slots, 5 equipment slots, 4 skill gem slots. You can right click to equip, left click and drag, etc. Is there something intrinsic I'm missing that is unnoticeable at a glance but makes an under the hood difference?
    Posted in: Diablo III General Discussion
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    posted a message on What Made D2's Itemization so good?
    Quote from Bagstone

    If I were to build a game, I'd rather copy D3's itemization (or TL1).
    I played a bit of TL1, and would like to know what you thought was so great about that game's itemization.

    With my game, I guess its more comparable to TL1 in that the game is kind of short, and that technically it goes on forever, but the final boss can be reached in about an hour. This is on purpose, as I love an EXTREMELY fast paced game, and how sometimes I feel arpgs can be a little too slow for my taste. That's just my personal opinion, and I still love the genre (or else I wouldn't make an arpg).
    Posted in: Diablo III General Discussion
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    posted a message on What Made D2's Itemization so good?
    Quote from shaggy

    Most of this isn't helpful. The guy wants to know what is good about D2s loot (hell, he'll probably take examples from any ARPG, I'd guess) because he wants to use that knowledge to make his game better. Telling someone "everything was perfect with D2 loot" doesn't help because he's obviously not copying D2s loot 1-for-1. He needs specific feedback, not infographs made by some butthurt Blizztroll that aren't even factually correct.

    Some things to think about when it comes to loot:

    Player Power vs Monster Power
    In D2 you could beat the game naked. This meant that the items were sorta like... icing on the cake. An imperfect item was still viable. This is why so many people say stuff like "lower level items were viable!" These items were viable because the game was less difficult. People clamored for higher difficulty in D3, they got it, and one of the side-effects is that it puts more emphasis on attaining items that are "great" instead of just "ok." Which is better? Can't say. I'm not personally a fan of being able to beat a game that's loot-centric without any loot, though.

    Unkillable Players
    Life Leech. My favorite topic ever. In D2 you could stack this til the cows came home (err no pun intended) and make a character that, in PvM, was exceptionally difficult to kill. Was this good design? I doubt it because it was one of the first things that the D3 team nixed. It was recognized that having characters that could basically stand in anything, and who basically had infinite life and mana with fairly low gear requirements was a bad idea. I'm not saying that D3 got this right, but I would definitely caution you about not throwing stats like Life Leech (or Mana Leech) around on lots of items or, at the very least, keep careful control on it so as not to dillute the game with that particular stat. Then again, you may want to avoid it completely and go in another direction which would also be interesting.

    Skills
    This is the one area that I think D2 completely outstripped D3, although we will see how Loot 2.0 addresses it. Most of the skill-specific affixes in D3 are completely inadequate and insufferable. They're almost always inferior to other offensive stats and for most builds it's not worth having them. STONE OF JORDAN (D3) is the one major example against this because of how the item is designed. However, the +all skills and +trees were pretty slick because of how they interacted with your other choices. I took exception with +individual skills that granted the ability to gain skills from other classes (Enigma), but in general there was a better interaction. A druid helm that had +Lycanthropy, for example, was great. Allowing everyone to Teleport was a dire mistake. The only downside of this was that +all skills became a pretty ubiquitous stat and was one of the main ways to increase your damage.

    Weapons
    This is a hot topic since the D3 team decided that weapon damage determines the damage of all your abilities whereas D2 weapons had no bearing on your damage. It is my feeling that it makes no sense for an all-powerful wizard to be running around using a weapon he found at level 4 because it's got better stats. No one complains that armor = defense and that higher level items have more armor. Yet somehow people complain about what amounts to a mechanic that ensures that some dinky level 4 newbie wand isn't the best item in the game. I don't get it, I never will. Is it a bit strange that a fireball from the sky takes your weapon damage into account? Sure. Does it provide better gameplay? Absolutely. As an adventurer why wouldn't your weapon be one of your most important items?

    Charms
    Never ask people to trade inventory space for power. It was a great idea in theory. In practice it was a massive annoyance. Items should be equipped. If they are to be carried around on your person then put them in some "bag" or "pouch" that is separate from the actual inventory. Do not use inventory space for this. It's infuriating.

    That's all I have in terms of actual feedback on the subject, OP. I hope it helps give insight for your items in your game!
    For sure! Thanks for the constructive feedback! In my game all the skills are based on you weapon damage, but I'm still wondering if that's the best way to go about it.
    My thinking: Maybe do a hybrid between weapon damage and elemental type damage. For example, if fireball does 125% weapon damage now, maybe it would do 60% weapon damage and 10 Fire damage (increased by X% to Fire damage stat).

    In terms of difficulty of the monsters, there are 3 levels of difficulty: I, II, III (easy enough)
    The default is the easiest, which I balance the game around. A couple of people have complained how feeling nearly invincible makes the game seem pointless, so I'm trying to decrease the amount of OP items right at the start and make the player feel like they worked for those 5 property items, not just receive them easily at level one.
    Diablo 3 made yellow items pretty darn rare throughout pretty much all of act one on normal, then increased their drop rates (it seems). It felt annoying, but it solves perhaps larger issues.

    Another itemization feature I'm going to try is making the items with less properties have higher potential values on them for the stats. For example: a 5 property rare can roll between 10-15% attack speed. With this new system, a blue item with 2 properties could roll between 15-20% attack speed.

    Everything's up in the air still, and I can't wait to read the rest of these posts and for future responses :)
    Posted in: Diablo III General Discussion
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    posted a message on What Made D2's Itemization so good?
    Quote from Voix

    Stat requirements - do you want a characters stats to affect the items they are able to equip?
    Level requirement - do you want a characters level to affect when they can equip the item
    Item Quality- do you want all items to be able to roll a specific quality and will you have a unique version of the item?
    Attributes given - what kind attributes can the items have in your game? Can a helms defense be enhanced by a modifier?
    Attribute rolls - Will the helms defense roll be able to high or low?
    Aesthetics - Will an item catch the players eye when on the floor or equipped by another player?

    The above are a few very basic things to consider about items inside of D2. To drill down into the nitty gritty parts of items a good way is to compare D2 and D3.

    D2 and D3 differ drastically on how they handle items and that is because of the top point, stat requirements.

    Due to the removal of the mechanic stat allocation, items could no longer have stat requirements, which means that items in D3 carry purely numerical advantages over one another and the only boundary to equip said item is a level requirement which becomes defunct at level cap.

    Level cap is something also different about D2 and D3, whilst there was a hard cap for D2, many items were scattered among different character levels and people very rarely reached the hard cap, a question the developers must of asked themselves is does this add more flavor or does it provide just another annoying roadblock?

    We see that there is no boundaries to equip an item outside of character class in D3 and we are left with the question: are boundaries fun?

    When we consider stat allocation in conjunction with stat requirements on items, you start to see how customization of your characters stats start to weave themselves into not only a numerical advantage such as having more strength to do more damage but allowing you to equip heavier swords/armors.

    This translates into aesthetics, if i can assign points on my character, I can equip a different sword type and therefore have a different look, meaning your investment into a stat has changed the way your character looks in the world, and adds more weight to your decision.

    We then consider the inability for the majority of Diablo 2s lifespan to reset stats, thus meaning when you place points into strength to put that sword or armor on you're stuck with it, adding more weight to your decision.

    It is shown that items become an embodiment of your decisions and ultimately your character reflects all your cumulative decisions. I can't honestly say Diablo 2 did a tremendous job of this but the concept was there and it added a bit of "heart" to items.

    Other games have also used this concept of weaving stats and items together to create a very deep sense of game play, a few examples would be: Baldurs Gate, Icewind Dale, Dungeon Siege 1, the best to show this concept in my opinion however is Dark Souls.

    I'm not going to say which is better or worse, because sometimes boundaries piss people off, having the freedom of item choice in D3 is nice, stats became less of a choice and more of "dump loads into str and X and the rest in vit" in D2 which means that sometimes a player could become disenchanted with the system and just outright annoyed by it.

    The cruel reality is of all this is you just can't please everyone and as a developer it winds me up so much and is something I eventually had to accept, there will always be people who dislike the games i craft and people who want to man hug IRL.

    I wish you luck in development of your game :)

    Wow thanks for the lengthy response! I really enjoy longer posts, they (usually) contain more information.

    The way the item system works essentially is there are 7 different item types:
    Staves - Have weapon damage which affects skills. It can have a % Damage modifier to increase the weapon damage
    2H Staves - Have weapon damage which affects skills (higher than normal staves), but cannot equip a shield with it. It can have a % Damage modifier to increase the weapon damage
    Shields - Have Armor (there is a % Armor modifier to increase the value on the item itself) and block chance
    Boots, Chest, Helm - Have Armor and a potential % Armor modifier
    Skill Gems - Equippable spells/abilities that can level up if equipped, and unlock bonus effects every levels (up to 15)

    The way the game works, item requirements would be more annoying than anything else.
    The passive skill tree doesn't have stats, because there are no base stats in this game, but I've gone back and forth on adding them.

    What would stat points add to the game if they were not a part of item requirements?

    Thanks for the input! only 3 more pages to read ;)
    Posted in: Diablo III General Discussion
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    posted a message on What Made D2's Itemization so good?
    I am currently making a game (check it out here: http://www.diablofans.com/topic/101941-an-arpg-i-made/) and was researching what made Diablo 2's itemization so amazing.

    I couldn't find a large amount of opinions or data that could reveal anything new to me. I would really like to know what makes items awesome in D2 so that I can apply those techniques to my game.

    I have searched far and wide and cannot get a very long and elaborate answer. Sorry if I seem like a leech for game design ideas, but I just want more of an overall general philosophy on what makes a good itemization system.
    Posted in: Diablo III General Discussion
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    posted a message on An ARPG I made
    Quote from RaidenFreeman

    You made this with Game Maker!?

    Is it 2d or 3d? Where did you find the sprites/models? (haven't tried it yet)
    It's 2d in game maker. The sprites are prerendered Diablo 2 ripped pngs.
    Posted in: Other Games
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    posted a message on An ARPG I made
    Quote from Bagstone

    One feature request: could we get a map/minimap?

    I also found a little "bug/exploit": monsters stop chasing you too soon, so you can just "outrun" them, they'll stand at the edge of the screen and you can kill them from there without them taking note of you (only played 3 level as of now).

    Also, a question: what programming languages/toolkits are you using, and how do you render the graphics? Looks a bit like sprites? Not sure if it's because of my resolution, but lots of text is almost unreadable (my resolution is 1920x1200). I don't care about graphics at all, I actually liked the simplistic layout - it kinda felt like walking through the Diablo 1 dungeons! (Although it never rained in there ;-)).
    The next patch will most likely include a minimap :)

    The distance at which they stop following you has been increased by 60% (they will still follow you well off screen)

    I use game maker and the sprites are ripped from Diablo 2 mostly. They are sprites but the way they were made was they were prerendered and then put into png strips
    Posted in: Other Games
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    posted a message on An ARPG I made
    Quote from Jamoose

    Cool stuff. I will try this out when i get home from work :)
    Awesome. I am extremely impatient for feedback (the more the merrier). Don't be shy with the criticism btw ;)
    Posted in: Other Games
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    posted a message on An ARPG I made
    Lucid Beta

    The story is that you have been trapped into a nightmarish trans by a Dark Mentalist. You fight your way through randomized dungeon levels until you muster up the psychological power to face your inner demise once and for all.


    With over 20 skills, randomly generated items, monsters, and dungeons, 3 classes each with a different passive skill tree and extremely fast paced combat, the game's technically endless dungeon (even after the final boss fight) is never exactly the same.

    Here's a link to the game: http://gamejolt.com/...cid-beta/16686/


    Elite Monsters can be very dangerous


    This electric chest is deadly


    Explore six different area zones
    Posted in: Other Games
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    posted a message on [UPDATED] Watch D3's Expansion 'Reaper of Souls' teaser and opening cinematic!
    This is everything they needed to do! I could not be more excited, feels like winter 2012 all over again!
    Posted in: News & Announcements
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