that's why the lack of stat allocation = death of Fun builds.
most fun builds are builds that go totally against what that class is suppose to be and the challenge/replayability is there to play through either in SP or MP with that build
I am not stating this game mechanism to replace anything, nor that I doubt Blizzard's ability to make enough customization.
Blizzard obviously has other means of customization beyond the rune skills cause they know that unless they make 50+ runes, that it won't cut it. If you look at the skills they have now alot of them are useless and beyond maybe a first character build to test will never be used or very rarely.
The mechanic I propose is not a leveling system like Oblivion where you level up your sword and you level up. If you are worried about mastering an axe and finding a sword, you could always put in a re spec ability in the game to knock the axe mastery back to 95 and allow the sword to hit 100 instead. If that doesn't fancy you then how about this:
Allow us to level up items to decide how well we can use them. Have items start at random generated levels and the more you use them the higher level they get and thus the better your character can wield or wear such items. This will also add a layer of customization. For people worried about taking to long or finding a better item and having to redo all your "hard work" well you could do it in a whole. EX: All swords or All axes.
Bottom line, Diablo can't stay the way it is now and it isn't going to. ATM you can wear anything related to your character despite strength, or level and you can wield anything around like you invented it. This system adds the realism that Diablo has always had with the fact that not any ordinary Joe can just take up a bastard sword and go kill stuff with it.
Bump:
Cmon people no opinion here?
Only arguments I got are:
1) Some feel this changes the way Diablo is played, but it really doesn't. Instead of adding stat points every level you gain strength and power while playing. Thus rewarding players for actually playing their characters and not leeching.
2) People don't want to have to sit there and let mudcrabs beat on them to level their armors. So make the armors level up by distance ran or moved.
3) People are afraid of change, yet think it is ok for no TP's, or no Stats, or no req for items, or no tetris style inventory....makes lots of sense to me?
That's about all I got from my other threads, if I missed a point worth mentioning, mention it and lets debate. This system is merely a thought and it looks damn good at that, if some actual time went into it, it could be absolutely amazing.
Quit double posting and creating duplicate threads...
Rollback Post to RevisionRollBack
"I want to say something but I'll keep it to myself I guess and leave this useless post behind to make you aware that there WAS something... "
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
Heres a thought..I am using 2 separate divisions in the forum base. My making 2 threads shouldn't prove to be an issue since they are both Diablo 3 related and suggestions alike.
Now here, some advice for you...make a contribution. Don't jump in my thread and tell me what to do and not at least contribute.
But if you want I mean to get all angry and all, report me. Take a look at my track record, I don't tend to play nice, so think of yourself lucky I am being so kind here.
I dont think it will be so plain. I do like the idea that lighter armor you can move faster and heavier you dont move as fast and you get mroe def and all that. Although I would prefer my barb to have the insanly strong iron defense armor. If I want a fast hit n run and chasing monsters around I would just make the monk. Also it would benefit my team more if I do do that sience I'll sit there take the damage while they pulverize the guys.
Rollback Post to RevisionRollBack
www.myspace.com/mpotatoes for all your Trans Siberian Orchestra listening pleasure
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
And with this system you could really make that happen.
You can make it happen with the skills and items, but this would further disquisition you from the other barbarians as an insanely heavy armor strong barbarian user. Hell could even make it so once you master the item class that it changes the way the armor looks on you, thus kinda like declaring to everyone that you are indeed a master.
It all comes down to preference and with this system everyone gets to make the type of character they want. No limitations really, beside maybe for the people that have no clue what they are doing and just want to be all random and pick up random junk and decide its a good idea to throw it on and try and be good, which is not going to happen regardless. Even in that case like I have said, allow a re spec option for those people that have no idea how to use their imagination and make a character.
I disagree, it just makes it one extra step to be a different character. It still isn't really adding uniqueness to the game. Think of it this way, the way it plays now, you can use anything. so you have to change your skill to say what your best at using. So you find a better weapon, you change it. Find another better weapon, you change your skill again. How is this changing anything? Other than swapping your weapons, but that rarely would be useful if you have one thats already superior to the others.
Or if you have to level up your skill in using a weapon, ppl will just work a way around it like they did in wow. Find a weak, fast weapon that you need to skill up in, and go beat on something with a lot of health that doesn't hit too hard.
I think this system may have some problems although feel free to prove me wrong.
I played Morrowind and loved it but I did find it's proficiency system flawed albeit quite creative. If the player just ran around a small area wearing the desired armour, couldn't he/she easily reach the maximum skill level for that armour after a few days and be in a godly state from then on (this is sort of what happened in Morrowind except as you noted, you just stood around letting mudcrabs hit you until you got the attribute up)? How would you tackle this issue?
Could make it so the more yards you ran with the armor be the way that the armor would level up. Or you could make it kill related as well. Now as far as becoming a god, well that would be up to Blizzards insane balancing routine.
Yeah, but couldn't you still run the same amount of yards by running back and forth without ever leaving the lowest level area? And if it was kill related couldn't you also just constantly kill low level monsters alla South Park World of Warcraft episode?
I can't imagine how much time it takes to make a skill. First you make the skill, and then one modification on the skill for each rune in the game. That is enough customization for me
I've made a game before (in Visual Basic), and skills take a LONG time to make. Check this part out: I don't ANIMATE them. I just add them in for extra damage and mana consumption.
Step 1: Think of a cool skill title that doesn't sound or look like another skill in your game.
Step 2: Make it have some purpose other than another skill already does in your game.
Step 3: Come up with how much you want that skill to do, how much mana you want it to cost, and how much damage it should gain per skill level-up (or character level-up (or even if it SHOULD have level-ups)).
Step 4: Find out you fucked up with one of the above steps and start over.
most fun builds are builds that go totally against what that class is suppose to be and the challenge/replayability is there to play through either in SP or MP with that build
Blizzard obviously has other means of customization beyond the rune skills cause they know that unless they make 50+ runes, that it won't cut it. If you look at the skills they have now alot of them are useless and beyond maybe a first character build to test will never be used or very rarely.
The mechanic I propose is not a leveling system like Oblivion where you level up your sword and you level up. If you are worried about mastering an axe and finding a sword, you could always put in a re spec ability in the game to knock the axe mastery back to 95 and allow the sword to hit 100 instead. If that doesn't fancy you then how about this:
Allow us to level up items to decide how well we can use them. Have items start at random generated levels and the more you use them the higher level they get and thus the better your character can wield or wear such items. This will also add a layer of customization. For people worried about taking to long or finding a better item and having to redo all your "hard work" well you could do it in a whole. EX: All swords or All axes.
Bottom line, Diablo can't stay the way it is now and it isn't going to. ATM you can wear anything related to your character despite strength, or level and you can wield anything around like you invented it. This system adds the realism that Diablo has always had with the fact that not any ordinary Joe can just take up a bastard sword and go kill stuff with it.
Bump:
Cmon people no opinion here?
Only arguments I got are:
1) Some feel this changes the way Diablo is played, but it really doesn't. Instead of adding stat points every level you gain strength and power while playing. Thus rewarding players for actually playing their characters and not leeching.
2) People don't want to have to sit there and let mudcrabs beat on them to level their armors. So make the armors level up by distance ran or moved.
3) People are afraid of change, yet think it is ok for no TP's, or no Stats, or no req for items, or no tetris style inventory....makes lots of sense to me?
That's about all I got from my other threads, if I missed a point worth mentioning, mention it and lets debate. This system is merely a thought and it looks damn good at that, if some actual time went into it, it could be absolutely amazing.
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
Now here, some advice for you...make a contribution. Don't jump in my thread and tell me what to do and not at least contribute.
But if you want I mean to get all angry and all, report me. Take a look at my track record, I don't tend to play nice, so think of yourself lucky I am being so kind here.
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
You can make it happen with the skills and items, but this would further disquisition you from the other barbarians as an insanely heavy armor strong barbarian user. Hell could even make it so once you master the item class that it changes the way the armor looks on you, thus kinda like declaring to everyone that you are indeed a master.
It all comes down to preference and with this system everyone gets to make the type of character they want. No limitations really, beside maybe for the people that have no clue what they are doing and just want to be all random and pick up random junk and decide its a good idea to throw it on and try and be good, which is not going to happen regardless. Even in that case like I have said, allow a re spec option for those people that have no idea how to use their imagination and make a character.
Or if you have to level up your skill in using a weapon, ppl will just work a way around it like they did in wow. Find a weak, fast weapon that you need to skill up in, and go beat on something with a lot of health that doesn't hit too hard.
I played Morrowind and loved it but I did find it's proficiency system flawed albeit quite creative. If the player just ran around a small area wearing the desired armour, couldn't he/she easily reach the maximum skill level for that armour after a few days and be in a godly state from then on (this is sort of what happened in Morrowind except as you noted, you just stood around letting mudcrabs hit you until you got the attribute up)? How would you tackle this issue?
I've made a game before (in Visual Basic), and skills take a LONG time to make. Check this part out: I don't ANIMATE them. I just add them in for extra damage and mana consumption.
Step 1: Think of a cool skill title that doesn't sound or look like another skill in your game.
Step 2: Make it have some purpose other than another skill already does in your game.
Step 3: Come up with how much you want that skill to do, how much mana you want it to cost, and how much damage it should gain per skill level-up (or character level-up (or even if it SHOULD have level-ups)).
Step 4: Find out you fucked up with one of the above steps and start over.