A gold sink does nothing more than to encourage botting (gold becomes valuable -> there's profit to be made -> more bots) and to hurt legit players.
How many hours do you need to play to pick up 180 million gold, Mr. True Loot Potential?
Everything encourages bots. They always have an advantage, no matter what the parameters are. The best approach is to make the game as enjoyable and challenging as possible for the legit players and not concern themselves with the practice of botting from a design standpoint.
My take on the original post was that it was showing what could happen to the game after Loot 2.0 is implemented. Just fixing the loot might not provide much more gameplay for people (especially those that come in a week later with billions of gold, hit the AH for what they want, play for a week, get bored then whine on forums). I see this thread as suggestions of things that could improve the game after the Loot 2.0 has fixed one of the main widespread gripes people have with the game now.
I certainly look forward to seeing what can become of the game when the loot is fixed, especially given some of the ideas I've seen, both here and elsewhere.
I'm not sure if it was the same person that posted the suggestion, but I remember one I loved from an idea thread where it was suggested a random Loot Cave (my name, not theirs, as I can't remember :P). There would potentially be a few of these Caves spread throughout an Act in any number of possible locations, so the idea would be that you have to find these caves and be well rewarded for the effort. If the reward was worth the time, it would encourage exploring entire acts. This might appeal more to lower MP farmers or those that get bored with max-efficiency runs all the time, but anything that gives you a good reason/reward to go to different areas (like the density change did) is a good move in my opinion.
Hey Laevus,
It as indeed me (the same poster) that talked about the random dungeons spawning in the game. It was one of the more fun features to put on a wish list, glad you liked it. The original thread is here: http://www.diablofans.com/topic/92276-patch-109-preview-a-dream/ .
Nah you are right, Let's all hug each other and embrace any idea that simply says "better loot for everybody" or "more abilities = more diversity"...
Instead of trying to figure out what's wrong with a system let's just keep nagging how much better that one single contribution is than everything Blizzard came up with. That'll lead to the most desirable outcome, will it not?
If people seriously can't find anything to criticize in that post then it's probably for the best that Blizzard ignores us.
Actually, a lot of people on the forums criticize the OP, mainly because of the MF/Paragon section of his post. I absolutely do not agree with everything he wrote, but still find two of his ideas to be quite cool.
The first would be the 'Recognition for discovery' which is such a simple, yet powerful idea that could be used in a variety of ways to promote the actual playing of the game. Personally, getting some small recognition for my luck/perseverance and slightly improving one of my characters at the same time is more than appealing to me. I don't have trouble seeing Blizzard implementing something similar to this in the future.
The second idea is the 'Empty Rune Slot', again seemingly a simple concept that has a ton of potential to drastically enhance the gameplay experience. Developers can go wild with an idea like this one, opening up a ton of possibilities for new builds. With something like bi-monthly additions of legendary items, similar to PoE, Blizzard could keep the game fresh for a pretty long time.
This is my personal opinion, and I don't expect it to be universal or without flaws. Nor should you think that you know something that the 'masses' do not. If a lot of people like OP's ideas, maybe they're not wrong or delusional. Maybe they just have different taste and views on what would make Diablo 3 more fun. Your ideas are well though out, and I can appreciate the passion it took to go into such detail when writing about this game, but I still can't see your Charmwords and Imbues implemented into D3 any time soon, if ever.
The developers intend to keep the game user-friendly and as simple as it can be, while trying to enhance the experience for those of us who bought Diablo 3 to play for years to come. And the community seems to recognize their intent. Because of that, simple, yet effective ideas similar to those of the OP can get more people behind them. These concepts are just more plausible. It's not all in the pretty pictures.
Rollback Post to RevisionRollBack
"Fear is the mind killer. Fear is the small death that brings total obliteration."
You can even clearly see how much OP cares as he doesnt even bother to respond to anybody... "It's all about the fame"
I've definitely been reading people's comments, but it's not just up to me to respond to them. I want the community to discuss why an idea might be bad, good, or just how it could be improved. I don't think any of my ideas are the end all be all, I'm simply putting them out for discussion.
Reading the comments on here, Reddit, and the official forums have already given me thoughts on how I could have improved on the ideas. I do my best not to change the original post since I don't want others to get confused if they look at it for the first time after someone has already made a suggestion on how to improve it.
I think this post goes a long way to showing why developing for D3 is so difficult. You can come up with a dozen great ideas and then just as easily come up with two dozen reasons they won't work. I imagine most of the days at Blizzard work like this. This is also why they test the shit out of everything, because writing down an idea and actually play testing and seeing how it interacts with every other aspect of the game, how it feels, whether it's satisfying and worth following through on, are two completely different things.
Not saying all of your ideas are bad, but that the counter points being made seem just as valid. Nothing here really stands out as a solid and obvious fix to the game's issues.
Nice effort, still, and if the devs do take notice, they can use it to get a better idea of what the community wants out fo the game. MOAR, essentially heh
I think its a mixture of good and bad ideas..as well as ones they just won't implement now or at least until the expansion. Blizzard has to make money so you won't see some obvious enhancements or big changes made into the game at this point I'd wager (adding the mystic in and big crafting changes). I think some of your more subtle changes are fine such as the changing drop rates and their associated graphic beams. The achievement for collecting things isn't a bad idea however they would have to restrict trading unidentified items otherwise that achievement would be pretty easy to complete..even if it just a modest 4% dmg buff.
I think using the unique spawns for a greater picture is certainly worth looking into so I'm fine with using them for crafting materials..but I wouldn't want TOO many crafting materials as per your 81 unique monster count.
I do however think that people get too up in arms about having an end game.. Diablo 2's end game would have been ubers..and diablo 3's is essentially the same thing with getting your ring.
Diablo 3 isn't supposed to have a definitive end game and time sink..because farming and killing mobs is your time sink.
The biggest problems I feel Diablo 3 has even more so than itemization is
stupid fucking quest based games.
lack of any sort of pvp (current one is garbage) They need to increase public game sizes and allow for world based pvp..This would require either making specific areas pvp friendly..or making the starting areas larger since most people would prefer to dual directly outside of town.
Now THAT'S what I want to see. "This sounds great because blablabla", "This wouldn't work because blablabla". You can make a discussion off of this. You don't have to stop at saying they might implement runes, since there seems to be a general consensus on how amazing this could be, you could go a step further and make more examples or improvements to the system. You know... like a real discussion.
Instead all I usually see is "Hire this guy, derp" or "This will clearly save the game and bring back 9 million players and make them play the game for 12 years" type of bullshit that doesn't help anybody.
You can even clearly see how much OP cares as he doesnt even bother to respond to anybody... "It's all about the fame"
Probably you're right.
People should explain why idea X is great, why idea Y sux etc, but you know, if you agree on what he wrote I don't see why you should say why.
I mean, I just agree.. why? Because I see the game the same way the OP does.
If you want my opinion on the different topics here you are:
Rarity
I want legendaries to be legendaries.
I remember how hard it was to get high-level runes or uniques in diablo 2 and the feeling you had when you found them.
In diablo 3 it's not the same: you find a mempo? Good... now let's see if it has crit, if else... *crap*.
I can bring up the "it has X primary stat so it isn't for my class" matter:
in diablo 2, if I dropped the unique shako I'd jump on my chair straight away and I'd know that it can be used by any class and that it would be useful to any of them.
In diablo 3 it's not the same: have a look on the stormshield for example... it's clearly a barbarian shield. Even if it might be good for other classes it doesn't stand a chance with a pure-barbarian-stat-stormshield (I hope you can understand what I mean).
Rewarding the Hunt
It's simply amazing.
I just disagree with the achivements giving the player a bonus, but other than that I think that knowing the lore and getting the achivement for every legendary is pretty cool.
About the magic find I think it just need some tweaks (I wrote a suggestion on a post above).
Crafting
Getting specific crafting materials from unique mobs is very cool.
Finally you can look for something to kill in the game.. a REAL objective to accomplish to get something that you know IS worth to get.
I also agree on what he worte about gems: less and every gem droppable.
Maybe the mystic can be tweaked (mostly the costs but I think that the whole idea is just a base idea for the devs to get inspiration from) but if that is one of many other functionalities she has I think it's ok like it is.
Legendary Items
I agree with people who says that you don't solve anything by just adding a 6th rune.
On the thread here on Diablofans about how to improve skills I suggested to remove two runes from each skill and/or merge some of them so it's easier for the devs to balance the whole thing.
With that premise I think that giving a whole new rune to a specific item or a "legendary property" is very interesting and most importantly this suggestion is very close to what the devs want right now: game breaking legendaries and builds built around items.
A single guy can come up with ideas that would totally and radically change the state of the game... for the better!
All these ideas are amazing, making the game more complex, engaging, more interesting and timespending worthy.
But I cannot help myself to immediately think of Blizzard. Best company out there yet time goes by with nothing happening. I seriously think they don't have a job asignment called ''Thinker'' or anything along those lines, and they really need one. OR JUST LISTEN THE COMUNITY!...
Great post, am sure some blizz guy would get a glimpse on it and, who knows, they might aswell become this tiny bit better at designing diablo III's future, hopefully the immediate one.
I wouldn't say nothing is happening..you do realize its not a simple process of simply just changing a line of code and then flipping a switch and putting in changes. The proposed changes (not all of them) would require huge amounts of time to develop, test and implement. Between each of those phases you would have project management ,quality assurance, testing, and then the final product. I don't feel like spewing out a ton of crap about the system development life cycle and all that shit but just because you haven't heard anything..doesn't mean it isn't happening.
Luck was involved in getting both bindings to drop. Diablo has always been about luck, the only thing you can change is how many times you get to play the lotto machine (efficiency).
I wouldn't say nothing is happening..you do realize its not a simple process of simply just changing a line of code and then flipping a switch and putting in changes. The proposed changes (not all of them) would require huge amounts of time to develop, test and implement. Between each of those phases you would have project management ,quality assurance, testing, and then the final product. I don't feel like spewing out a ton of crap about the system development life cycle and all that shit but just because you haven't heard anything..doesn't mean it isn't happening.
Yep, Blizzard should already have some big plans in the works. They keep mentioning that it's a "total package" which can't be added in pieces which is pretty exciting. It sucks for the time being as we're stuck with a pretty bland game, but I think it will be worth it in the long run. I can't wait to see what they have in store for us.
They should do weekly updates with the development, showcasing what ideas they're trying out and why it might not be working. We as a community could at least discuss the pros/cons with the ideas to help guide the developers.
They should do weekly updates with the development, showcasing what ideas they're trying out and why it might not be working. We as a community could at least discuss the pros/cons with the ideas to help guide the developers.
While I would love the feedback and the insight to know what they're working on, I also think this would be a bad idea. You've seen what it's like on the forums already, it's a mixed crowd of opinions (as it should be and always will be). If they were to release an idea out to the public for feedback, they could spend even longer trying to get everyone's opinion tucked into or dealing with even worse PR and community fallout than they've already suffered with this game. People would argue over what they want, what they think should be in it and scream if their precious idea hasn't made it through. It would make the situation much, much worse I think.
I may be wrong, but I believe they asked the community for feedback regarding magic find gear swapping and solutions, and next thing we know, an entirely new Paragon system turned up with no warning. Ubers and keys and Hellfire rings? Where did they come from?! The surprise is amazing.
It would be nice to get a few sneak peaks with minimal details, just to whet our appetites, but I really hope they don't ask for feedback before just dumping the whole patch on us.
I guess you're probably right, the Paragon levels were neat but the Keywardens/Hellfire Ring seemed like such an obvious band-aid. In truth they should have never been added, or at least moved to something like Purple Elites instead of throwing random bosses in the game world. That one you can tell was a quick fix with no thought.
I guess you're probably right, the Paragon levels were neat but the Keywardens/Hellfire Ring seemed like such an obvious band-aid. In truth they should have never been added, or at least moved to something like Purple Elites instead of throwing random bosses in the game world. That one you can tell was a quick fix with no thought.
Little sneak peaks would be good however.
Far as sneak peaks go, the topic on the main page about about changing healing/damage intake/monster affix mechanics is plenty enough to ponder about.
Rollback Post to RevisionRollBack
Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
I'm really digging the idea of having achievements for Legendary items. Perhaps they should extend this to legendary plans as well! That's one achievement we might never complete in our lifetime... but still!
I like the idea of Mystic as well, but the end-result of that tinkering should be that your item is BoA.
Oh, BTW, I absolutely LOVE your suggestion on Magic Find, and I'd take that over mine any day of the week. My question concerns more the Boss/events/achievements/etc part. The fact that we can't get our expectations high for anything worthy of it (today all we have are keys and organs, and Hellfire is lame in terms of reward).
One question about the MF suggestion : would the MF bonus stick to the player after he quit the game ? Or would he always start the game with 0 stacks like right now ? If that's the case, then 500 stacks would be impossible to reach, penalizing very hardly players in lower MP's.
I really like the ideas that you've posted. When I get back from the office I'll try to add to the discussion. There's lots to talk about and you've given me some inspiration for another topic which should have been included in my original post.
Like the idea of achievement self found + small bonus. The lore idea is nice.
I like that you’re trying revamp MF but it caters strictly to rich and no-life players (yes I said it I don’t have the time to commit to killing 100 unique bosses in one sitting). The current setup works for all types of players, the main issue not playing on an alt because of the paragon level. As a causal player I'll find 1-3 legendaries in one night and my highest paragon level is 34 (all my other chars are in the 20's and a lot of dead HC chars). Instead of making it account wide just allow a bonus to exp % (make it significant) up to the highest paragon level you have within your account. It hardly seems fair that people who have at least one paragon 100 getting screwed out of their work. On top of that if your suggestion does take effect then anyone who reached a paragon level 100 has nothing to show for it, an extra 300 to stats wow. You’d need to revamp how paragon levels work or have a bunched of pissed off people on your hands.
Any suggestion for revamping crafting is needed since it’s an abysmal joke as is (insert depth and complexity please). The only saving grace right now is they added the BoA’s. As for the mention about stash issues with more materials I hardly see the problem. The only time my stash has ever been an issue is when I had multiple toons below 60, and hardcore mode. I have 1.5 empty pages in my stash on softcore, it would be less but I don't try to sell everything I find anymore (not worth the money/time). Well and players like Maka would have issues as well I suppose. Maybe just a separate stash for crafting would be an easy fix (I say this loosely).
I like the idea of the mystic but I think you should add an ability to transfer 60% of a stat into a different stat (using reforging in Wow as an example). I think it would be nice to drop vit for a chance to freeze etc…
I like the idea of new skill slots with legendaries; however Blizzard seems to be anti complex these days and that means they would have even more runes to balance… its bad enough as is. It would be friggen awesome though.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
I like the idea of having different drop rates for some ultimate items. There should always be items that are near impossible to find – it is the unachievable goal that fuels us sometimes to grind endlessly in the hopes for such an item to drop. Currently all gear can be bought on AH, all gear is available, nothing is out of reach..
I also think that the rarest items should be BOA so that you can only find them not buy them from AH.. To me the only way I am ever going to get excited for item drops again is if I find an item that I cannot buy..
Rewarding the Hunt
Achievements should not be tied to in game bonuses (other than cosmetics ie banners).
Probably better placed in the Journal/Quest Log you mentioned.
We need to have more Goals in D3 – like the ‘unique collection achievement’ or even things like a quest where we need to collect items(like keys) from different mini-bosses so that the blacksmith can create more portals – eg to a Super Long Jar of Souls Event.
Magic Find idea – Do not like this idea as it punishes those of us who have limited game/run times...
Crafting
I like the brimstones and if they fix ‘black weapon damage’ on items then this could be really cool
Example – I want to create a desolator wand with ice elemental damage as maybe in future it will synergise with a spell like meteor-comet.
So now I need to use Icy Brimstones in conjunction with my desolator wand craft.
Maybe the more Icy Brimstones I use the higher the chance that the damage range of the item will increase..
I also like the idea of finding crafting materials from certain enemies. Again this is REWARDING THE HUNT!
For the Mystic – I do not mind the gold cost.. as the closer you get to perfection the higher the cost. It is targeted at the top teir of players who have found their way to the top of the layer cake.
HOWEVER - I think that the mystic should be handled with the same design philosophy in mind of ‘Rewarding the Hunt’ – not your gold bank. Maybe the crafting materials found from the unique monsters are what can be used for the mystic.
Legendary Items
Liked the Girdle of Giants legendary affix!
Runes – I saw in one of the recent developer interviews that Travis thought that it may have been a mistake to have made skill runes and instead they should maybe have been legendary affixes!
I would prefer them to change the skill system to that as it would lock in our individual builds and make each of us unique again.
Again finding a Legendary item with a 1:500000 chance to drop that also has say the skill rune affix of ‘Improved Archon’… I would be like Yusss I will own! Or an item like the Grandfather sword that has the Wrath of the Berserker Insanity Skill rune embedded in it!
It would stop the cookie cutter situation we have now a little bit..
I like the idea of having different drop rates for some ultimate items.
I thought it already existed. I found 10 (or more probably) Grandfather and 0 Maximus (they both have the same ilvl and same item type). But maybe it's just RNG.
I thought that it rolls for if it is a legendary item > what piece of item (eg weapon) > what type of weapon (eg 2 handhanded sword) > So say there are 9 items that fit the roll so far , then you have a 1/9 chance to get any of them. I don't know though as Blizzard have not stated exact drop rates anywhere though so I am not confident in my assumption at all haha.
Most of the ideas from OP are pretty amazing how ever the mf part is just bad tbh. If you take away the mf from paragon levels then one of the main reason going thru the whole grind is gone. If you need to kill 50 elite packs flawless without dying just to reach max. mf how is some1 doing a "quick" 2 or 3 map farmrun feels about it? He feels gimped. He grinds countless hours for 300 mainstats and 200 vit at the end of the day? A fresh lv60 being lucky on crafts could make up for those 300 mainstats and 200 vit way to easy.
Making paragon levels account wide is a step into the right direction imo but not a 1:1 ratio. Lets say its a 2:1 ratio related to certain paragonlevels f.e.
Reaching pl20 on one character yields pl10 to any other lv60 character, pl40 gets you to 20, 60 to 30, 80 to 40 and 100 to 50. This way you reward the whole account for something accomplished without taking away the biggest part of grinding to 100 and still have a decent start with a fresh level60. The highest pl on one character per account count towards all other.
I agree the MF suggestion needs work, I kind of know what I'd change if I was going to rewrite the post but I'll leave it be there so we can get some more discussion going. However I think the idea of removing the MF from Paragon levels is good, it's the numbers and the other stuff that needs to be changed. The reason I think it's good is because right now low level characters never find legendary items, this would at least give them the same chance at finding a legendary the same as high levels do.
It needs work but there have been so many good suggestions in the criticism that I hope Blizzard reads one and they can come up with a solution.
I agree with everything you have said in this post; I especially love your ideas on crafting. I would also like to see int he expansion the expansion of how many players can be in one instance of a game. They could have it that for anyone over the initial cap of I think 4 players per party and max it at 8 or 10 people the difficulty level of that game could increase by like 25%-30% but with this coupled with your drop rate idea could increase the drop rate of the "near impossible items" slightly. So it would be much much harder but the incentive to play with more people becomes viable again.
This one stands out.
I have to ask the OP; How long did this take for you to compile? Days? Weeks?
My next question;
How long did Blizz devs have to compile their itemization ideas? Many many years.
+1 and thanks.
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Everything encourages bots. They always have an advantage, no matter what the parameters are. The best approach is to make the game as enjoyable and challenging as possible for the legit players and not concern themselves with the practice of botting from a design standpoint.
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Hey Laevus,
It as indeed me (the same poster) that talked about the random dungeons spawning in the game. It was one of the more fun features to put on a wish list, glad you liked it. The original thread is here: http://www.diablofans.com/topic/92276-patch-109-preview-a-dream/ .
Actually, a lot of people on the forums criticize the OP, mainly because of the MF/Paragon section of his post. I absolutely do not agree with everything he wrote, but still find two of his ideas to be quite cool.
The first would be the 'Recognition for discovery' which is such a simple, yet powerful idea that could be used in a variety of ways to promote the actual playing of the game. Personally, getting some small recognition for my luck/perseverance and slightly improving one of my characters at the same time is more than appealing to me. I don't have trouble seeing Blizzard implementing something similar to this in the future.
The second idea is the 'Empty Rune Slot', again seemingly a simple concept that has a ton of potential to drastically enhance the gameplay experience. Developers can go wild with an idea like this one, opening up a ton of possibilities for new builds. With something like bi-monthly additions of legendary items, similar to PoE, Blizzard could keep the game fresh for a pretty long time.
This is my personal opinion, and I don't expect it to be universal or without flaws. Nor should you think that you know something that the 'masses' do not. If a lot of people like OP's ideas, maybe they're not wrong or delusional. Maybe they just have different taste and views on what would make Diablo 3 more fun. Your ideas are well though out, and I can appreciate the passion it took to go into such detail when writing about this game, but I still can't see your Charmwords and Imbues implemented into D3 any time soon, if ever.
The developers intend to keep the game user-friendly and as simple as it can be, while trying to enhance the experience for those of us who bought Diablo 3 to play for years to come. And the community seems to recognize their intent. Because of that, simple, yet effective ideas similar to those of the OP can get more people behind them. These concepts are just more plausible. It's not all in the pretty pictures.
I've definitely been reading people's comments, but it's not just up to me to respond to them. I want the community to discuss why an idea might be bad, good, or just how it could be improved. I don't think any of my ideas are the end all be all, I'm simply putting them out for discussion.
Reading the comments on here, Reddit, and the official forums have already given me thoughts on how I could have improved on the ideas. I do my best not to change the original post since I don't want others to get confused if they look at it for the first time after someone has already made a suggestion on how to improve it.
Not saying all of your ideas are bad, but that the counter points being made seem just as valid. Nothing here really stands out as a solid and obvious fix to the game's issues.
Nice effort, still, and if the devs do take notice, they can use it to get a better idea of what the community wants out fo the game. MOAR, essentially heh
I think using the unique spawns for a greater picture is certainly worth looking into so I'm fine with using them for crafting materials..but I wouldn't want TOO many crafting materials as per your 81 unique monster count.
I do however think that people get too up in arms about having an end game.. Diablo 2's end game would have been ubers..and diablo 3's is essentially the same thing with getting your ring.
Diablo 3 isn't supposed to have a definitive end game and time sink..because farming and killing mobs is your time sink.
The biggest problems I feel Diablo 3 has even more so than itemization is
Probably you're right.
People should explain why idea X is great, why idea Y sux etc, but you know, if you agree on what he wrote I don't see why you should say why.
I mean, I just agree.. why? Because I see the game the same way the OP does.
If you want my opinion on the different topics here you are:
Rarity
I want legendaries to be legendaries.
I remember how hard it was to get high-level runes or uniques in diablo 2 and the feeling you had when you found them.
In diablo 3 it's not the same: you find a mempo? Good... now let's see if it has crit, if else... *crap*.
I can bring up the "it has X primary stat so it isn't for my class" matter:
in diablo 2, if I dropped the unique shako I'd jump on my chair straight away and I'd know that it can be used by any class and that it would be useful to any of them.
In diablo 3 it's not the same: have a look on the stormshield for example... it's clearly a barbarian shield. Even if it might be good for other classes it doesn't stand a chance with a pure-barbarian-stat-stormshield (I hope you can understand what I mean).
Rewarding the Hunt
It's simply amazing.
I just disagree with the achivements giving the player a bonus, but other than that I think that knowing the lore and getting the achivement for every legendary is pretty cool.
About the magic find I think it just need some tweaks (I wrote a suggestion on a post above).
Crafting
Getting specific crafting materials from unique mobs is very cool.
Finally you can look for something to kill in the game.. a REAL objective to accomplish to get something that you know IS worth to get.
I also agree on what he worte about gems: less and every gem droppable.
Maybe the mystic can be tweaked (mostly the costs but I think that the whole idea is just a base idea for the devs to get inspiration from) but if that is one of many other functionalities she has I think it's ok like it is.
Legendary Items
I agree with people who says that you don't solve anything by just adding a 6th rune.
On the thread here on Diablofans about how to improve skills I suggested to remove two runes from each skill and/or merge some of them so it's easier for the devs to balance the whole thing.
With that premise I think that giving a whole new rune to a specific item or a "legendary property" is very interesting and most importantly this suggestion is very close to what the devs want right now: game breaking legendaries and builds built around items.
I wouldn't say nothing is happening..you do realize its not a simple process of simply just changing a line of code and then flipping a switch and putting in changes. The proposed changes (not all of them) would require huge amounts of time to develop, test and implement. Between each of those phases you would have project management ,quality assurance, testing, and then the final product. I don't feel like spewing out a ton of crap about the system development life cycle and all that shit but just because you haven't heard anything..doesn't mean it isn't happening.
Yep, Blizzard should already have some big plans in the works. They keep mentioning that it's a "total package" which can't be added in pieces which is pretty exciting. It sucks for the time being as we're stuck with a pretty bland game, but I think it will be worth it in the long run. I can't wait to see what they have in store for us.
They should do weekly updates with the development, showcasing what ideas they're trying out and why it might not be working. We as a community could at least discuss the pros/cons with the ideas to help guide the developers.
I guess you're probably right, the Paragon levels were neat but the Keywardens/Hellfire Ring seemed like such an obvious band-aid. In truth they should have never been added, or at least moved to something like Purple Elites instead of throwing random bosses in the game world. That one you can tell was a quick fix with no thought.
Little sneak peaks would be good however.
Far as sneak peaks go, the topic on the main page about about changing healing/damage intake/monster affix mechanics is plenty enough to ponder about.
I like the idea of Mystic as well, but the end-result of that tinkering should be that your item is BoA.
I really like the ideas that you've posted. When I get back from the office I'll try to add to the discussion. There's lots to talk about and you've given me some inspiration for another topic which should have been included in my original post.
I like that you’re trying revamp MF but it caters strictly to rich and no-life players (yes I said it I don’t have the time to commit to killing 100 unique bosses in one sitting). The current setup works for all types of players, the main issue not playing on an alt because of the paragon level. As a causal player I'll find 1-3 legendaries in one night and my highest paragon level is 34 (all my other chars are in the 20's and a lot of dead HC chars). Instead of making it account wide just allow a bonus to exp % (make it significant) up to the highest paragon level you have within your account. It hardly seems fair that people who have at least one paragon 100 getting screwed out of their work. On top of that if your suggestion does take effect then anyone who reached a paragon level 100 has nothing to show for it, an extra 300 to stats wow. You’d need to revamp how paragon levels work or have a bunched of pissed off people on your hands.
Any suggestion for revamping crafting is needed since it’s an abysmal joke as is (insert depth and complexity please). The only saving grace right now is they added the BoA’s. As for the mention about stash issues with more materials I hardly see the problem. The only time my stash has ever been an issue is when I had multiple toons below 60, and hardcore mode. I have 1.5 empty pages in my stash on softcore, it would be less but I don't try to sell everything I find anymore (not worth the money/time). Well and players like Maka would have issues as well I suppose. Maybe just a separate stash for crafting would be an easy fix (I say this loosely).
I like the idea of the mystic but I think you should add an ability to transfer 60% of a stat into a different stat (using reforging in Wow as an example). I think it would be nice to drop vit for a chance to freeze etc…
I like the idea of new skill slots with legendaries; however Blizzard seems to be anti complex these days and that means they would have even more runes to balance… its bad enough as is. It would be friggen awesome though.
I like the idea of having different drop rates for some ultimate items. There should always be items that are near impossible to find – it is the unachievable goal that fuels us sometimes to grind endlessly in the hopes for such an item to drop. Currently all gear can be bought on AH, all gear is available, nothing is out of reach..
I also think that the rarest items should be BOA so that you can only find them not buy them from AH.. To me the only way I am ever going to get excited for item drops again is if I find an item that I cannot buy..
Rewarding the Hunt
Achievements should not be tied to in game bonuses (other than cosmetics ie banners).
Probably better placed in the Journal/Quest Log you mentioned.
We need to have more Goals in D3 – like the ‘unique collection achievement’ or even things like a quest where we need to collect items(like keys) from different mini-bosses so that the blacksmith can create more portals – eg to a Super Long Jar of Souls Event.
Magic Find idea – Do not like this idea as it punishes those of us who have limited game/run times...
Crafting
I like the brimstones and if they fix ‘black weapon damage’ on items then this could be really cool
Example – I want to create a desolator wand with ice elemental damage as maybe in future it will synergise with a spell like meteor-comet.
So now I need to use Icy Brimstones in conjunction with my desolator wand craft.
Maybe the more Icy Brimstones I use the higher the chance that the damage range of the item will increase..
I also like the idea of finding crafting materials from certain enemies. Again this is REWARDING THE HUNT!
For the Mystic – I do not mind the gold cost.. as the closer you get to perfection the higher the cost. It is targeted at the top teir of players who have found their way to the top of the layer cake.
HOWEVER - I think that the mystic should be handled with the same design philosophy in mind of ‘Rewarding the Hunt’ – not your gold bank. Maybe the crafting materials found from the unique monsters are what can be used for the mystic.
Legendary Items
Liked the Girdle of Giants legendary affix!
Runes – I saw in one of the recent developer interviews that Travis thought that it may have been a mistake to have made skill runes and instead they should maybe have been legendary affixes!
I would prefer them to change the skill system to that as it would lock in our individual builds and make each of us unique again.
Again finding a Legendary item with a 1:500000 chance to drop that also has say the skill rune affix of ‘Improved Archon’… I would be like Yusss I will own! Or an item like the Grandfather sword that has the Wrath of the Berserker Insanity Skill rune embedded in it!
It would stop the cookie cutter situation we have now a little bit..
I thought that it rolls for if it is a legendary item > what piece of item (eg weapon) > what type of weapon (eg 2 handhanded sword) > So say there are 9 items that fit the roll so far , then you have a 1/9 chance to get any of them. I don't know though as Blizzard have not stated exact drop rates anywhere though so I am not confident in my assumption at all haha.
I agree the MF suggestion needs work, I kind of know what I'd change if I was going to rewrite the post but I'll leave it be there so we can get some more discussion going. However I think the idea of removing the MF from Paragon levels is good, it's the numbers and the other stuff that needs to be changed. The reason I think it's good is because right now low level characters never find legendary items, this would at least give them the same chance at finding a legendary the same as high levels do.
It needs work but there have been so many good suggestions in the criticism that I hope Blizzard reads one and they can come up with a solution.