I think you guys need to realize that duping is the reason that d2 has become an everyone wear the same item fest. I quit D2 because I'm not willing to buy an enigma to keep with PvP.
Each character can have up 1-5 for armors/weapons and 3-20 on runes and gems of the same type. It would vary from item to item or rune to rune or gem to gem.
Now I know what your thinking mules would by pass this but I have another solution. Each item depending on rarity and what not has to be a certain character level to obtain it. So no lvl 1 characters holding shakos, SOJ's, ect.
Make Magic/Rare/Unique items all directly competitive.
Magic should have the greatest range of attributes, but not as many useful ones combined. Like huge +DEX bows, or high damage weapons.
At the very rarest, rares should be marginally better than magics, but only at the very rarest. Otherwise, they should have a lower-range of possible attributes, but more of them. One of the things I missed most was gambling rare rings after the overpowered uniques of LoD came out.
Uniques should have interesting or weird attributes that no other magical or rare items have, hence their name, uniques. I would like to see some uniques possess more -skills or -attributes in return for some huge bonus for a class. For example, some unique could give you huge +% against demons but take away a smaller -% versus the undead. This should be a place for interesting mods found on no other item. Many should be built with specific characters in mind, though not specific builds - for example, I want alot of stuff related to Tal-Rasha, etc. It really helps the player engage in the lore.
Sets should be incredibly powerful once completed, but they should "pigeonhole" you into a build, perhaps a build that isn't as powerful without the set, becomes way more viable with it. In Seven Lances, a Diablo II mod I played, there was a set built specifically for a healer-thorn type druid: not as powerful as you could get with Fury/Maul, but the set helped you become the "archetype" for the class. I'd like some elite-level set pieces to be extremely rare, but changed from Diablo II in the rarest set pieces are often useless, like the IK armor is.
Make Magic/Rare/Unique items all directly competitive.
Magic should have the greatest range of attributes, but not as many useful ones combined. Like huge +DEX bows, or high damage weapons.
At the very rarest, rares should be marginally better than magics, but only at the very rarest. Otherwise, they should have a lower-range of possible attributes, but more of them. One of the things I missed most was gambling rare rings after the overpowered uniques of LoD came out.
Uniques should have interesting or weird attributes that no other magical or rare items have, hence their name, uniques. I would like to see some uniques possess more -skills or -attributes in return for some huge bonus for a class. For example, some unique could give you huge +% against demons but take away a smaller -% versus the undead. This should be a place for interesting mods found on no other item. Many should be built with specific characters in mind, though not specific builds - for example, I want alot of stuff related to Tal-Rasha, etc. It really helps the player engage in the lore.
Sets should be incredibly powerful once completed, but they should "pigeonhole" you into a build, perhaps a build that isn't as powerful without the set, becomes way more viable with it. In Seven Lances, a Diablo II mod I played, there was a set built specifically for a healer-thorn type druid: not as powerful as you could get with Fury/Maul, but the set helped you become the "archetype" for the class. I'd like some elite-level set pieces to be extremely rare, but changed from Diablo II in the rarest set pieces are often useless, like the IK armor is.
I like this but I feel Rares should have the greatest potential to be the best items.
magics were used to a wide extent in d2, at least in patch 1.09-10
ccs and ccb were staples to some barbs without ith, fury, botd...
they should be plain and simple...1 prefix 1 suffix. rares would have less range, such as less ed, but more effects like ll or ml and +to skills...
but crafting is a major aspect to be considered...
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Remember the String of Ears
"to the worm in horseradish, the world is horseradish."
- Better enemy AI: stick together in groups, roam around the area and do stuff (sparring/watching, squabbling, worshipping, doing whatever it is that daemons do with their free time) rather than simply waiting to be killed
- Inventory AI (automatic organisation): less babysitting items, more killing
- Negative as well as positive effects on magic items (you have to weigh up the good and the bad - Diablo I)
- Same thing with shrine => risk, gamble!
- Know your enemy: NPCs, especially Cain, are vital for figuring out how to take down tough foes - you aren't simply told when you mouse over.
- Armour offers very good protection but greatly slows the characters down (=> good and bad once again)
- Charged items and scrolls give everyone access to certain (generic) spells
- Fights require more tactical thought rather than just rushing in
- Potions rare/expensive but long lasting and powerful (The Witcher) health globes used for running repairs
- The Butcher
- The odd puzzle every now and then
- Randomly generated quests still need to feel important (not just kill N many of M or bring X to NPC Y)
- LAN play please, not everyone has fast internet
- Wirt's fourth leg
I like the idea, but its way to pre-mature to be talking about tweaking the economy, when we have little to know idea what its even going to be like. they said that the loot you drop is yours, and just yours. Thats going to have a huge effect on the economy. Also, the runes appear to be completely different, with names like "Minor Power Rune."We simply don't know enough about the broader game mechanics of D3 to start talking about fine tweaks.
So I guess, if you are going to talk about the economy, consider, and state the differences in D3 that we already know, before speculating as though its the same as D2.
back up the truck. who are you telling them to back up their stuff.. if u ask me it looks hella good. now u must be on some drugs or somethin to judge them about their AMAZING graphics :confused: thats just wrong ....
Lol - the signature moment of the whole Diablo series is him coming charging out of that room - Diablo I was a much more frightening game than Diablo II.
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Each character can have up 1-5 for armors/weapons and 3-20 on runes and gems of the same type. It would vary from item to item or rune to rune or gem to gem.
Now I know what your thinking mules would by pass this but I have another solution. Each item depending on rarity and what not has to be a certain character level to obtain it. So no lvl 1 characters holding shakos, SOJ's, ect.
So what do you think now???
Its just per character. Not account. Its really not a big deal. It prevents hoarding and Muling all big problems in D2.
What do you think of having a fixed amount then? Because if they don't change something D3 will be like D2 in terms of economy.
Magic should have the greatest range of attributes, but not as many useful ones combined. Like huge +DEX bows, or high damage weapons.
At the very rarest, rares should be marginally better than magics, but only at the very rarest. Otherwise, they should have a lower-range of possible attributes, but more of them. One of the things I missed most was gambling rare rings after the overpowered uniques of LoD came out.
Uniques should have interesting or weird attributes that no other magical or rare items have, hence their name, uniques. I would like to see some uniques possess more -skills or -attributes in return for some huge bonus for a class. For example, some unique could give you huge +% against demons but take away a smaller -% versus the undead. This should be a place for interesting mods found on no other item. Many should be built with specific characters in mind, though not specific builds - for example, I want alot of stuff related to Tal-Rasha, etc. It really helps the player engage in the lore.
Sets should be incredibly powerful once completed, but they should "pigeonhole" you into a build, perhaps a build that isn't as powerful without the set, becomes way more viable with it. In Seven Lances, a Diablo II mod I played, there was a set built specifically for a healer-thorn type druid: not as powerful as you could get with Fury/Maul, but the set helped you become the "archetype" for the class. I'd like some elite-level set pieces to be extremely rare, but changed from Diablo II in the rarest set pieces are often useless, like the IK armor is.
I like this but I feel Rares should have the greatest potential to be the best items.
"Let me browse my 10 mules"
no thanks.
Maybe u could just item link to chat from your account stash if your trading something.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
Pretty much impossible. Some asshole always finds a way.
ccs and ccb were staples to some barbs without ith, fury, botd...
they should be plain and simple...1 prefix 1 suffix. rares would have less range, such as less ed, but more effects like ll or ml and +to skills...
but crafting is a major aspect to be considered...
"to the worm in horseradish, the world is horseradish."
There should be some sort of log out time like 10 seconds if you are not in town. So if you die you die. No cheap tricks to escape.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
- Better enemy AI: stick together in groups, roam around the area and do stuff (sparring/watching, squabbling, worshipping, doing whatever it is that daemons do with their free time) rather than simply waiting to be killed
- Inventory AI (automatic organisation): less babysitting items, more killing
- Negative as well as positive effects on magic items (you have to weigh up the good and the bad - Diablo I)
- Same thing with shrine => risk, gamble!
- Know your enemy: NPCs, especially Cain, are vital for figuring out how to take down tough foes - you aren't simply told when you mouse over.
- Armour offers very good protection but greatly slows the characters down (=> good and bad once again)
- Charged items and scrolls give everyone access to certain (generic) spells
- Fights require more tactical thought rather than just rushing in
- Potions rare/expensive but long lasting and powerful (The Witcher) health globes used for running repairs
- The Butcher
- The odd puzzle every now and then
- Randomly generated quests still need to feel important (not just kill N many of M or bring X to NPC Y)
- LAN play please, not everyone has fast internet
- Wirt's fourth leg
they said that the loot you drop is yours, and just yours. Thats going to have a huge effect on the economy. Also, the runes appear to be completely different, with names like "Minor Power Rune."We simply don't know enough about the broader game mechanics of D3 to start talking about fine tweaks.
So I guess, if you are going to talk about the economy, consider, and state the differences in D3 that we already know, before speculating as though its the same as D2.
*Warrior* Barbarian is not cutting it anymore.
*Warlock* Necromancer- so 80's
*Amazon* Seriously get a better model. the butt cheeks on the amazon were like .. old freckled
-----------------
Things that happened that im so glad of-
ALL of the armor shows.. not just the chest and helm.
Light,- When its dark, i have to say i feel lonely. :thumbsup:
Weather, when i was watching the gameplay cinematic i was like omg when they showed the lightning. GTA IV style.
And for god sakes.. DAMAGE SHOWING :cool:
well yeah
Hells. Yes.
The Diablo 3 Barbarian: His Mid-Life, Your Crisis.
Lol - the signature moment of the whole Diablo series is him coming charging out of that room - Diablo I was a much more frightening game than Diablo II.