- dousie
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Member for 12 years, 7 months, and 20 days
Last active Sun, Jun, 15 2014 20:26:27
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- 112 Total Posts
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Aug 21, 2013dousie 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
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Jul 10, 2013dousie posted a message on DiabloFans Interview With the Diablo 3 Team, Blue Posts, BlizzCon 2013 Talent ContestIs there a particular reason there are not more than 4 types of gem in the game, as a plethora of gems could seriously improve customization with things like legendary gems that give specific properties that are unique and mostly non-numerical? For example, a gem that takes up two gem slots that gives 50% Magic Find would be awesome and maybe cause the player to reconsider just slotting in a +40 intelligence gem.Posted in: News
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Jan 9, 2013dousie posted a message on Can 1.0.7 be Delayed to February?, Hardcore Griefing, Criticizing Diablo 3, Blue Postshttps://docs.google.com/open?id=0ByEFUIrNqrczS3NLbDhIekpPQnMPosted in: News
My fix to crafting in diablo 3. -
Dec 10, 2012dousie posted a message on Grenade Demon Hunter Budget Guide, Demon Hunter Cosplay, Curse Weekly Rounduphttp://sandbox.yoyogames.com/games/207806-deathrise-arenaPosted in: News
Please check out my diablo type game I'm making! I need more plays to get noticed on this site! -
Aug 27, 2012dousie posted a message on Witch Doctor 1.0.4 Guide, Puzzle Ring Proc Video, and Blizzard NewsPosted in: News
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Jun 17, 2012dousie posted a message on Ranged Barbarian Build, Witch Doctor Inferno Guide, Demon Hunter DPS Calculator Spreadsheet, Unidentified Items and Patch 1.1Posted in: News
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Apr 5, 2012dousie posted a message on The Real Box, More on Inferno, Dyes, Poisons, GDC Panel Video, PAX East PartyWhen I watched the GDC slideshow, I finally realized why the Diablo art was so much more superior to other games like Titan Quest; in turn making it funner: the way they make the environments. When I first saw the early iteration screenshots of environments, I said, that looks like pretty much every Diablo clone on the planet. Those game developers don't get it. It doesn't get the mood right and makes it less fun. I would have committed suicide if Blizzard decided to use this type of art.Posted in: News
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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:
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:
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
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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
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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
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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?
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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).
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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
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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
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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.
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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
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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
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