Hey guys - I couldn't find a threat on this subject. So i created one.
These forums are a huge battleground of discussions, ideas etc. - But it seems to me that all these great, great ideas that people pull heart and soul into - just don't come to frutition.
So i was thinking, why do they just not allow D3 to be modded? They essentialy allowed huge alterations in SCII, to great effect - They did it in WC3, which spawned DoTA.. (The case of WC3 and SC2 being map editors - but still the same concept, on a smaller level) They did it in D2 and we see great mods..
Why not just allow mods to D3 and have all these really great creative ideas come to life? The game would have a far greater shelf life, the creative community could put all their ideas to work - see what works and not.. And fans could support the IP long beyond the lifespan of which Blizzard intend to support the game - IF that is what people want.
It just seems too restrictive to not have modding and then expecting to solve huge issues in one iteration. (i.e expansions)
- 12/9/2013 7:28:29 AM Posted in: Diablo III General Discussion
12/6/2013 3:06:06 AM
Posted in: Diablo III General Discussion
To emphasise killing monsters for your own loot. In reality, getting X item to trade for Y item is a symptome of "I never see X item". It is not a direct feature in any sort of manner more so then a solution to a problem with drop rates.Quote from EntyWhy put in BoA and completely ruin trading and any sort of economy?
And that is now being fixed with drop rates. Beyond this, they do not completely ruin trading. You can still trade with ppl who you actually PLAY WITH, IN A GAME, where they get their drops. God forbid that you actually have to participate in the kill to get that loot right? It's like you actually have to.. you know.. play the game. Heresy.
12/6/2013 3:03:01 AM
Posted in: Diablo III General Discussion
Whoever said you need something of equal value? Friends often give to their friends without an actual "trade" in that sense. Or even more so, D2 games named "Free stuff". Ain't much exchange going on there.Quote from EfryeHow does everyone think you have to do nothing to get gear from trades? You need something of equal value (or higher) to make a trade. Now make a guess, where does an item with equal value come from?
And that's still someone "trading" that to you. I.e giving it to you - just in this case, in exchange for nothing. Beyond this - drop rates are still going to be great enough to eliminate the immedeat need for trading. If you like that beyond the point of nessecity - then it's a perosnal preference that does NOT reflect "the state of the game getting worse". That's you not liking trading not being there. can't please everyone.
12/5/2013 2:02:05 AM
Posted in: Diablo III General DiscussionQuote from shaggyI don't think anyone would argue against measures that prevent people from "spending more time trading/flipping than killing monsters." Personally that's not my overarching goal, but if THAT is the casuality in all of this, I think I can live with that. What really gets my nuts twisted up is how Blizzard immediately jumped to the most INELEGENT and MOST RESTRICTIVE solution possible.
I've said it before, but when you get a flat tire you don't take your car to the junkyard. Yet that's exactly the thought process that leads to decisions like this. AH didn't pan out the way we thought? LET'S FUCKING REMOVE ALL TRADING THEN!
It's completely paranoid and non-sequitir logic.
Except they didn't. They could simply remove trading completely. Which they didn't.
As you can still trade with other players who were about, up till 2 hours after the kill.
It's a compromise that reflects playing with friends and sharing with friends - in a manner that comes to mind of actually playing with yours friends. Not just shoving gear to another person without them having taken part of it.
The fine line here being actually playing for your loot and simply recieving your loot.
And if you feel it too restrictive to not be able to just get loot without killing in a aRPG... Well. That would be sorta ironic wouldn't it.
12/2/2013 2:28:05 PM
Posted in: Diablo III General DiscussionQuote from FitsuSnip cuz long quote
I think that one of the sentiments you are missing here is that the game was never designed to keep such a system in mind. You would have to overhaul a lot of things to make this game remotely skill oriented. Given that it's just based around numbers.
You would have to remove hit detection, remove certain abilities from elites, make physical colission less of a issue, make mobs change pattern based on difficulty - make more dangers avoidable in the form of movement instead of soakable with the face.
But none of that is happening. The game is moving in the opposite direction. Vortex is getting buffed, you are supposedly to be forced to play more defensively etc. etc.
I've tried to itterate this point several times - And i do once more ; challenge in the way you want it, will seemingly not happen in this game without a major overhaul or without going HC mode. Deal with it.
12/2/2013 2:12:27 PM
Posted in: Diablo III General DiscussionQuote from daisychopperQuote from eman41I'm trying to figure out where people think this endless stream of content should be coming from. If you think all of these things just boil down to "leveling and grinding", well, that's pretty much every RPG.
I just wanted to highlight this statement because I often have this thought when I read posts on the forums, both here and on the Official ones.
It's just a game, and there comes a point where you've done everything you feel like there is to do, and you move on. I can appreciate that as a consumer you can always demand more for your money, but RoS is not a new game, it's an expansion. It'll add a bit more story, a bit more gameplay, but it's still going to be Diablo 3.
Expansions should build upon the existing features and ideas in such a manner that the depth is added to or that earlier problems are fixed.
Seeing the current envisioning of RoS - we are just trading in one fault for another.
Beyond this, you are speaking about a game which legacy is that of a game which had a shelf life of 10+ years. And yet you are surprised to the origin of the thought of repeatable content that should be persistent enough to continue doing over and over.
Fact is, it's a aRPG. There should be more flexibility in repeating then there should be "Solid first time gameplay" - cause it's a standing fact that you will most likely repeat it. A lot.
12/2/2013 11:29:34 AM
Posted in: Diablo III General DiscussionQuote from eman41Quote from DoorsfanThe main offender in this concept being the fact that there is not a lot of skill moment in Diablo. Say whatever you want about that - but there is not. Vortex combined with "Don't stand in shit" affixes, physically blocked by mobs, hit detection from mobs, number scaling in difficulties instead of new attack patterns and formations - Let's face it. It's just a huge grind of numbers being thrown at each other - and they will keep to itterate that if this entire concept of "My numbers beats your numbers" stays. Which it most likely will.
Where this comes into play, I think, is that achieving the numbers necessary to remove the challenges already in place is reachable if you want to go all out for it (Auction House, Friends with items, etc). If you asked a random, off-the-street D3 player, they would say that getting through Inferno and overcoming a lot of nasty 4 affix combos (especially, pre-MP) was quite challenging.
That challenge was a investment of time and based on you gear - there of could be bypassed with AH or friends as you mentioned. That is not skill based difficulty tho - it was a challenge gated by numbers that was hard due to just that - numbers, not player skill. Which was my entire point.
12/2/2013 2:36:20 AM
Posted in: Monk: The Inner SanctuaryQuote from GingerAngerThat's true Shinna, however my point is that a black damage weapon offers no benefit over an elemental damage weapon if we are talking about weapon dps similar to the 1h mace shown in the screenshot. And also within this thread, I don't think we are talking endgame gearing.
Albeit true - the goal moving forward would be going towards the endgame gearing. If you are going to gear anyway towards the end - optimizing to begin with is what you would want to do.
As sadly, as far as i know (i am not a Theorycrafter of D3 tho, so do not take my word for it) there are no real breakpoints to take regard to on the path to that.
Edit: Welcome to the posting community Nunyaa.
12/2/2013 1:48:55 AM
I think a big issue in this would be just how PVP currently works in D3 (or Brawling, rather said).Posted in: Diablo III General Discussion
Currently, there are no real algorithms. There is no real math in the sense of how WoW did it - no real DMG reduction from players etc. So essentialy, with this implimented as is - you would just probably one shot someone after their shield goes down.
Which sounds insanely dull to me. Not that it cannot be refined with math - but just the concept at hand. It's literally promoting griefing and conflict of philosophy. If i play D3 to have rewards in form of farming in different ways (albeit there are not many atm) - why would i want to have someone interuppt that for me?
If they managed to seperate it to a different game mode - then sure. Then i'm all for it. And it would essentialy become a lot alike to other concepts already done (i.e WoW PvP servers or PoE pvp leagues). This is a returning issue for D3. It tries to be itterative and "re-create" when in fact it's in a market where a lot of the other ideas have been done by themselves or by others... And not only that, but that the very premis of the base game is still flawed for such improvements.
They have itterated and chosen a base where the baseline is to get loot and more loot - there is litlle to any room to move in such a crammed space with ideas and concepts or dynamics. Its just all about getting loot. Fact is - it's evident as is. Does pvp excist in D3? Not really - And coinsidentally, does it relate to "getting items" in any way? As far as we know, it would be a itterative medium of "honor systems" from WoW or alot of other things there of. Already done.
Personally i would like to see more incentive to do different things with pvp. Like take your idea - add algorithms - then make a pvp open zone. Where people can just farm with a higher reward rate - BUT, there would always be the danger of pvp there. Then you could restrict it further with gear defining with some sort of gear summary etc. that would make it so that players who are out of your effective DPS or Health league, just don't show up there.
Now if that would be balanaced - i doubt it. Sincerely. I do not think there would be a competetive pvp scene of it AT ALL. But would it be fun? Sure. Mosh pit loot, RAWR.
12/2/2013 1:36:26 AM
Posted in: Diablo III General DiscussionQuote from FitsuSnip (Quote would take up a lot of space)
I do not recall ever viewing a monsters abilities carefully nor strategically ever in my 500+ hours of Diablo III. While i do see where you are coming from and what your incentive of wanting it - the ideas are sort of counter intuitive.
Because if you want to feel careful and more strategical - you're asking to slow down a aRPG. A game based on visceral action that requires you to just plow through mobs like a madman and get rewarded for it. While i cannot speak for others then myself - i my self do think that players prefer a leissure form of play compared to a challenging and frustrating sort of play.
Because frustration and fun are two opposites. I personally don't agree with people who think "But being frustrated first, then relieved at that frustration being gone - is fun! Right?!". That is a sense of progress - but it is the most dense of designs. Because it literally does not itterate fun. It flat admits "You know, we can't make a fun, enticing game - so let's making it tedious and have you relieved that it gets over with". Which is sorta like taking a dump - it doesn't feel good, more then you are relieved from the passing of pain.
The main offender in this concept being the fact that there is not a lot of skill moment in Diablo. Say whatever you want about that - but there is not. Vortex combined with "Don't stand in shit" affixes, physically blocked by mobs, hit detection from mobs, number scaling in difficulties instead of new attack patterns and formations - Let's face it. It's just a huge grind of numbers being thrown at each other - and they will keep to itterate that if this entire concept of "My numbers beats your numbers" stays. Which it most likely will.
Beyond this - i think your view point is too extreme. You seem to think that the philosophy is either faceroll or hardcore. And even thought you do seem to be suggesting other things or implying there of - there still are other games which did this sort of reward model/system. It just sort of happens to be that either they will wisen up as time goes and say "Alright, we'll fix it" - or you'll have to come to terms with that your vision does not equal to their vision of the game.
Which in all due reality - is a possibility, given that i personally think they have stepped away from a lot of the core elements of other aRPGs. Not saying i won't play D3, but it would be hard to claim "It's a copycat".
- To post a comment, please login or register a new account.