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    posted a message on My "Top 10" Things that would make D3 better
    My 10:

    10) Set a minimum damage value for iLvl 63 weapons - nothing more discouraging than finding an iLvl 63 2-hander with 400 dps. I would suggest 800 dps for 1-handers and 1200 dps for 2-handers.

    9) Endless dungeons - I love this idea! But start again on level 1 if you die, and the monsters have 3% more HP and 1% more damage on levels 1-100. Make level 1 equivalent to Inferno MP3. After level 100, add 1% HP and 0.25% damage. Dungeon persists between sessions. Every 10 levels would have a random boss, with one additional affix from previous boss (to max of 10 affixes). All other levels would have a random mini boss protecting the portal to the next level, with one additional affix every 10 levels (to max of 10 affixes). Portals to the next levels would not appear until the boss is defeated, so there could be no skipping bosses (even mini bosses).

    8) More coherent affixes on rare items - 3 "base" stats (1 main stat, 1 of (str, dex, int, vit), 1 of (all res, CHC, CHD, IAS, socket(s)), plus 0-3 "additional" affixes chosen from ((all res, CHC, CHD, IAS, socket(s), all other affixes)). No more items with 3 main stats! But every item would have at least a main stat and one "good" affix. This would cut down on the number of rare items that are useless to everyone. Allow no more than 6 total affixes on rares - only legendaries could have 7 or more total affixes.

    7) 50% cap on CHC, 500% cap on CHD, 50% cap on IAS, 1000 cap on All Res. Lower item caps on each of these, but allow all of them to appear on every item type. Makes it hard to cap all of them, but not impossible.

    6) Remove MF and GF from items. Make NV stack to 10, with 10% increase on MF and GF each stack. Stacks reset when killed or changing difficulty (Normal -> NM, for example, or quest reset), but persist through sessions, act changes, and skill changes. Paragon levels still add 3% each level, so maximum MF is 400% + MP bonus. Farmers could keep 10 stacks indefinitely on the same MP as long as they don't die, but could only kill each boss once without losing stacks.

    5) Add a rolling "legendary drop percentage" that increases 1% for every elite pack killed that resets when a legendary drops and on death or log out. So you are guaranteed a legendary drop after 100 elite packs as long as you don't die or log out.

    4) Allow the blacksmith to "replace" one additional affix on a rare item for a very high price (say, 1 million gold + 10 brimstones). This would remove one of (all res, CHC, CHD, IAS, socket, other affixes) and replace it with one of (all res, CHC, CDH, IAS, socket, other affixes) at random. It would be possible to get the same affix with a higher or lower value than the original. There would also be a very small chance (say 1%) of the affix being removed completely, and an even smaller chance of the item being destroyed. "Base" affixes would not be affected.

    3) Allow the blacksmith to add one affix to rare items that have less than 3 of (all res, CHC, CHD, IAS, socket) for a very high price (1 million gold + 10 brimstones). The new affix will be chosen randomly from affixes not yet on the item. So 4 affix items could be turned into 5 affix items. This would not allow changing the three "base" affixes. The only way to get the pattern for this would be to complete an "epic" quest - see #1, below. There would be a very small chance of no affix being added, and an even smaller chance of the item being destroyed.

    2) Allow the jewelcrafter to create gems with one additional affix (all res, CHC, CHD, IAS) in addition to stats already on gems. So you can craft an Emerald with +54 Strength and +2% CHC, for example. This would cost a great deal and require legendary patterns that are account-bound (so can't be sold on AH or traded). There would be a very small chance of the gem being destroyed in the process. The "extra" stat would apply no matter where the gem is equipped.

    1) Add "epic" quest lines that would have legendary rewards that are account-bound - legendary patterns or items at random. These should be at least as hard as the Hellfire Ring to complete.

    Oh - and a few more -

    13) Remove white and gray items from Nightmare difficulty and above.

    12) Items that are bought off the RMAH become account-bound, so can't be traded or resold. The GAH would be unaffected. Even better, only allow gold to bought/sold on the RMAH - everything else must be bought/sold on GAH. Remove the 15% tariff from the GAH - what's the point of it? The 10 item limit already discourages AH abuse.
    12a) Remove the 10 item limit from the GAH :-)

    11) Allow a chance for max durability to be lost on items that would require a very large sum of money and a legendary pattern for the blacksmith to restore. For example, an item with 40 max durability would have a 0.1% chance of dropping to 39 max durability whenever durability is lost. Once an item gets to 0 maximum durability, it loses all properties and becomes a gray item that is irreparable, even by the blacksmith. This would make "ignores durability loss" a much more valuable affix!
    Posted in: Diablo III General Discussion
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    posted a message on Opinion: Blizzard heavily controls Diablo 3 legendary/set drops
    Quote from Nodnarb

    ... There is more to it then "JUST RNG"...prove me wrong, u cant. ...

    If you are making a statement as fact, then the onus of proof is on you, not me. You cannot prove what you are saying is true.

    And your use of the coin flip example shows that you really don't understand what RNG is, if you think it somehow proves your point.

    As an aside, I am a professional programmer, and I can assure you that the time it would take to program the OP "mechanics" into the game would take far longer to do than to write the game as it stands right now. So long, in fact, that Diablo III would not even be released yet if they wanted to do that.

    Go ahead, prove me wrong.
    Posted in: Diablo III General Discussion
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    posted a message on I got scammed... Or Did I???
    Quote from maka

    I can't really decide what's worse in this thread.
    If it's the people that see WTB's in the Trade channel, then run to the AH checking it they can make a quick buck;
    If it's the people that think it's all the OP's fault, and that the 'scammer' is "just a smart dude";
    of if it's the people that love this idea and will try this in the future.

    I find it not only sad but very disturbing that people believe

    a) Scammers are "smart" people to be emulated
    B) Victims are "deserving" of their fate

    In a game where virtual gold can be sold for real money, this kind of scam could actually by legally actionable (petty theft?) I'm not a lawyer, so can't say for sure, but at a minimum, a civil suit for the actual damages plus punitive damages should be easily winnable (though might not be collectable, since it isn't possible to determine a person's real identity just from a battle tag, and Blizzard doesn't reveal personal information about players, even if they are scammers.)

    In the WOW forums, I remember seeing many different threads about this very scam, and have seen blue posts that said this type of scam was against the TOS (ruining another person's enjoyment of the game) and was a bannable offence. So if I was the OP, I would report the person.
    Posted in: Diablo III General Discussion
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