Gold should be able to replace trading high-runes around, that way diablo 3 will have a stable economy. I want energy to increase the magic damage of mages, that would own.
For someone who was deep in to diablo 2 classic, energy was needed... I dont know about lod. The only way to get gold to have some meaning is to have some use for it. Blizzard needs to make players strive for gold and make it harder to come by. In classic i could do a gold farming run and get easly half a million in 1 travincial run.
For someone who was deep in to diablo 2 classic, energy was needed... I dont know about lod. The only way to get gold to have some meaning is to have some use for it. Blizzard needs to make players strive for gold and make it harder to come by. In classic i could do a gold farming run and get easly half a million in 1 travincial run.
Harder to come by? No.
Have huge money sinks with some kind of useful returns that waste all that excess cash? Yes.
Cheers,
SmashBoy (wishes real money were this easy)
Gold should be able to replace trading high-runes around, that way diablo 3 will have a stable economy. I want energy to increase the magic damage of mages, that would own.
A stable economy in a system of 8 player game rooms made by the dozens every few minutes is a pipe dream.
Yes on Energy affecting magic damage. The stats needed to be more useful.
Strength also needs to be redone so it's not just pumped to equip gear.
A stable economy in a system of 8 player game rooms made by the dozens every few minutes is a pipe dream.
Yes on Energy affecting magic damage. The stats needed to be more useful.
Strength also needs to be redone so it's not just pumped to equip gear.
I'm not sure what the instanced nature of the game has to do with the economy. Many games with instanced content out there now are able to control the flow of gold/platinum via useful/required money sinks. It isn't that hard, if the developers put some time into research and balance.
STR was also pretty pointless... it increased damage but not well enough. Energy was supposed to increase regeneration but that was much easily attainable using other means. >_<
I'm not sure what the instanced nature of the game has to do with the economy. Many games with instanced content out there now are able to control the flow of gold/platinum via useful/required money sinks. It isn't that hard, if the developers put some time into research and balance.
Cheers,
SmashBoy (teaches Econ 101 in the fall)
This isn't instanced, like Guild Wars.
This is Diablo we're talking about. Where you would run a dungeon over and over and over for the purpose of getting the best loot possible.
Unless they took that out (aka destroying the replayability) it's just hard to imagine what "money sink" they could possibly put in to counter affect that. Especially with the removal of potions.
Have huge money sinks with some kind of useful returns that waste all that excess cash? Yes.
I think that both should work out quite well.... By making gold easy to come by, you're increasing the amount of money in the realm, thus depreciating the value of the gold with ever increasing potential... WoW in Legacy (Pre-AQ) had a very high valued gold system... if you had over (and held onto) 200g, you were considered rich.... but the muddflation weakened the current currency to neigh worthless.
Rollback Post to RevisionRollBack
------------------------------------------- Those who stand for nothing will fall for anything.
-------------------------------------------
A stable economy in a system of 8 player game rooms made by the dozens every few minutes is a pipe dream.
Yes on Energy affecting magic damage. The stats needed to be more useful.
Strength also needs to be redone so it's not just pumped to equip gear.
Who confirmed 8 player game rooms? Even if it was 8 players, what does the room size have to do with the economy? They can make WoW have 8 player game rooms and gold would still be the currency. (mentioning WoW as an analogy, don't get all 'anti-wow' on me)
All I am saying, instead of trading SoJs and High-runes and PGEMS around for Pcombs and shakos, why not make gold the currency? This has worked in the real world, money makes the world go around.
What would be the point of doing that in GW? All you need are skills, you can get the best possible equipment quite easily and you don't need experience either.
If GW does it, so can Diablo. I don't see any difference between them. It's just a matter of how rare do you make things and everything...
Gold should definitely have more use than D2, not saying everything should be able to be bought with gold but it'd be nice to see some use for it.
Energy was semi important unless you had just the right gear for when you reached the str to use it. It was still wise to invest a few points into it though.
Just throwing this out there as a way to make gold viable, and it necessarily doesn't sound like a GREAT idea even to me, but how about having Mercenary upgrades cost gold? you know like the higher the upgrade costing MAJOR MAJOR AMOUNTS, like skills, maybe levels, perhaps items or something to that sort which would make gold at least have a purpose?
(Respecs hopefully will cost gold and theres your need for it my friends, but as far as the merc's go...people can play the game without one so like i said didn't seem like THAT great of an idea but it's a start, lets build :thumbsup:)
Rollback Post to RevisionRollBack
"D3 is too light, Diablo is supposed to be a dark game" Did you create it? Do you know exactly what the intended purpose for Diablo is? Imo, if you want a game that has a ENTIRELY dark and gloomy atmosphere...make one. It don't have the patience or know-how to create a game tailored to YOUR specifics...then shutty and deal with it cause your S.o.L unless you just don't want to buy it.
Gold should be reduced, both in the amount, as well as in the frequency at which they drop. In addition, items sold to shops should give you modest amounts of gold instead of the thousands we saw back in D2. Make it as rare and hard to come by a drop as gems or runes, and it'll be valued much more.
Gold should be reduced, both in the amount, as well as in the frequency at which they drop. In addition, items sold to shops should give you modest amounts of gold instead of the thousands we saw back in D2. Make it as rare and hard to come by a drop as gems or runes, and it'll be valued much more.
exactly, if you increase the cost of repairing an item, town portals, potions, ect. and decrease the chance to find gold you could stable out the economy much easier. personally, i dont see any other money sink that would fit diablo... mounts are completely out of the question.
exactly, if you increase the cost of repairing an item, town portals, potions, ect. and decrease the chance to find gold you could stable out the economy much easier. personally, i dont see any other money sink that would fit diablo... mounts are completely out of the question.
Well... not completely but hopefully.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
IMO, yes they both should. I would prefer gold as a main currency and Energy to be required to caster classes
Harder to come by? No.
Have huge money sinks with some kind of useful returns that waste all that excess cash? Yes.
Cheers,
SmashBoy (wishes real money were this easy)
A stable economy in a system of 8 player game rooms made by the dozens every few minutes is a pipe dream.
Yes on Energy affecting magic damage. The stats needed to be more useful.
Strength also needs to be redone so it's not just pumped to equip gear.
Words I hate in Gaming Culture:
Epic
Hardcore
E-Sports
I'm not sure what the instanced nature of the game has to do with the economy. Many games with instanced content out there now are able to control the flow of gold/platinum via useful/required money sinks. It isn't that hard, if the developers put some time into research and balance.
Cheers,
SmashBoy (teaches Econ 101 in the fall)
This isn't instanced, like Guild Wars.
This is Diablo we're talking about. Where you would run a dungeon over and over and over for the purpose of getting the best loot possible.
Unless they took that out (aka destroying the replayability) it's just hard to imagine what "money sink" they could possibly put in to counter affect that. Especially with the removal of potions.
Words I hate in Gaming Culture:
Epic
Hardcore
E-Sports
I think that both should work out quite well.... By making gold easy to come by, you're increasing the amount of money in the realm, thus depreciating the value of the gold with ever increasing potential... WoW in Legacy (Pre-AQ) had a very high valued gold system... if you had over (and held onto) 200g, you were considered rich.... but the muddflation weakened the current currency to neigh worthless.
-------------------------------------------
Those who stand for nothing will fall for anything.
-------------------------------------------
Who confirmed 8 player game rooms? Even if it was 8 players, what does the room size have to do with the economy? They can make WoW have 8 player game rooms and gold would still be the currency. (mentioning WoW as an analogy, don't get all 'anti-wow' on me)
All I am saying, instead of trading SoJs and High-runes and PGEMS around for Pcombs and shakos, why not make gold the currency? This has worked in the real world, money makes the world go around.
Energy was semi important unless you had just the right gear for when you reached the str to use it. It was still wise to invest a few points into it though.
I see a huge difference.
You can do a "run" in 30 minutes.
You can't do runs in GW, the same way you did it in D2.
Also 8 player games were confirmed in one of the multiplayer threads, where someone wanted it to be like WoW or some-such.
Words I hate in Gaming Culture:
Epic
Hardcore
E-Sports
They said 8 as of right now, they even mentioned possibly lowering it some to provide a more personal experience.
(Respecs hopefully will cost gold and theres your need for it my friends, but as far as the merc's go...people can play the game without one so like i said didn't seem like THAT great of an idea but it's a start, lets build :thumbsup:)
exactly, if you increase the cost of repairing an item, town portals, potions, ect. and decrease the chance to find gold you could stable out the economy much easier. personally, i dont see any other money sink that would fit diablo... mounts are completely out of the question.
Well... not completely but hopefully.