A true Diablo fan would want to fix broken mechanics instead of reusing them. I dont think the key to fixing the gold problem lies in any one solution. Rather in a multitude of solutions. In real life we dont just spend our money on one thing, so in Diablo we should have a variety of things to spend our hard-earned monies on.
Monthly/weekly payment stash expansion. Universal stash. (throw out the auction idea, your items just go into storage until you can afford the stash extension again). 1 page of stash stash = free
2 pages = 3000 gold
3 pages = 6000 gold
4 pages = 12000 gold
Arenas contests, you would only be able to enter contests that are in your level bracket (level brackets are in intervals of 10) the item prize would have a level requirement within your bracket. The entry fee would also be determined by your level bracket.
Upgradable mercenary skills, your merc would have a skill tree and you would pay for his training.
Enchantments/sockets for sale, enchantments would have a cap. The price would scale with the items level, normal, exceptional, elite.
Uber expensive potions, that provide a wide range of buffs.
Gold should drop in random amounts throughout a difficulty to prevent gold farming. (no gold find% enchantments)
Be able to use gold as a distraction, you drop some gold when in a sticky situation and the monsters go running after it. The fact that they drop gold means it must have some value to them. Maybe they just like shiny things. The more gold you drop the more likely monsters will run after it.
For trading, I'd like to see the item in question before entering a game, such as a picture in the game info. Or even being able to barter and trade an item in a chat would be interesting and perhaps easier. In D2, it became annoying switching characters/mules and games in order to trade a certain item because of the fact Hell characters could only see Hell games and it was typically the Hell char that needed the item that the Normal char had. Perhaps, the games could be divided between trade and playing--and in trade mode there'd be no difficulty setting. As for the currency, in D2 gold became worthless in trade, I'd like to see a better economy system.
For PvP, it'd be awesome if games being created could be sort out between this, trade, and playing. I like the idea of a rank system based upon tournaments as opposed to those who get to lvl 99 the fastest.
Trade: Auction house type system is a must. One of the problems with Diablo 2's current system is that only super-high-level items are worth trading. I can't begin to count how many low-level unique items or Isenheart set pieces I just vendored because they weren't worth bothering with. This seems like a massive waste of time, both on the player's part (because they got a low-level item that they probably won't need and can't get any use out of) and on Blizzard's part (for spending time/money/effort making the concept, art, and stats for an item that will just go unused). Offering an easy, in-game way of selling these items to lower-level characters in exchange for money (or whatever else) would be a GREAT change in this regard.
PVP: Not to rip off WoW too much, but I think a battle-ground-esque system, where Guilds could fight each other (by the way there REALLY needs to be an official in-game guild system this time, complete with guild halls and such, pretty pretty please with sugar on top?) would be awesome. Part of the reason ganking was so rampant in D1 and D2 was, I think, because the options for team PVP were somewhat limited. It was worse in D1, since there was basically a switch that went between "attack no one" to "attack everything", but even in D2 there was just a system where different parties could be in the same game and could attack each other; there wasn't much of a "venue" for it. A battle-ground-esque system (note the repeated emphasis on "esque"; I'm really not suggesting we rip off WoW here) would be an excellent addition to the game.
And lastly, even though it's not relevant to the contest: PLEASE BRING BACK THE HIDDEN! They were one of the cooler monsters in Diablo 1, what with the invisibility and retreating to slowly regenerate and all. They were the first unit in the earlier "dungeon tileset" levels where you had to start thinking more tactically about how to defeat them, and there really wasn't anything quite like them in Diablo 2. I think they deserve to be brought back in D3.
Here's my two cents:
I think there should be some sort of one-time battle.net account creation with a small fee, lets say $30 or $40. With this account, you can see achievements for all characters, a shared vault for all characters to share items and gold, and of course view the ladder and standard channels. This account will also make it so your characters do not get deleted if unused for x amount of days, they will be available forever. Abusing the game in any way (such as hacking and cheating) could make it so that you lose your account and all your characters, items, gold, and hard earned achievements.
I also believe there should be some sort of re-spec system in place. Maybe have it available for only normal players and people that play on hardcore do not get the option.
Thank you for reading
As far as trading goes, the most important aspec to me is making it easy to transfer items between my own characters. I know I will want to try out multiple classes and want to make sure I can easily pass gear back and forth. In addition, it would be cool to have some type of trader system to easily trade items within the Diablo community.
PVP isn't really a draw for me. I'm much more interested in Co-op play.
In my opinion one of the clumsier aspects of trading in previous Diablo titles was the need for mule's. I suggest providing a much larger bank space that is shared to your entire account.
This will help with trading to your own account as well as eliminating the need to drop and rejoin games on different characters desperately trying remember which toon you moved it to.
Also along this same line, having seperate bags for gems/runes would help with organizing your individual character bags.
Some suggestions concerning the current team of Diablo 3.
I would like to see more updates on the websites, for example a blog section for the developpers in which we can see their progress or well their discussions.
Some weekly polls (or monthly since the game is still in a very early stage) so the community can vote on proposition that the dev team have to offer. For example the dev hesitate between 2 skills to add to a character class and they ask the community opinion, giving us some details. Or simply some polls asking the community what they liked or dislike in the previous screenshot, trailer etc.
Even if it's not 100% related to Diablo III, more BlizzCast episode.
Even if I wasn't a big fan of player versus player in Diablo 3, I may have some suggestions that can turn the pvp more interesting.
It would be nice to have different type of PvP game type. For example let's take World of Warcraft. In WoW you had battlegrounds : capture the flag, holding spawn up point (Arathi Bassin), or destroying key points to advance (Alterac Valley) and Arena (pure pvp). If this idea could be port (but modified) into Diablo 3 it would give a more vast world for the pvp and please different type of players, as it's not everyone that enjoys killing other player without anything else to do (objectives).
The game type could be differents, but related to the game itself, aiming for competition.
PvP items. It would be nice to have some item for pvp and some others for pvm (or pve).
A pvp rank system, base on win/loss concerning each pvp type (battleground likes, arena likes etc).
Create team for pvp in the arena type.
Finally just a small idea for a pvp game type that can mix pve and pvp. I call it Dungeon Master. The goal is to get to a final boss chamber before the other team. Each team starts at a different entrance and there is many roads that leads to the boss. However, the team could decide to ambush the other team to slow them down and gain time.
Being able to refuse PvP to limit PK. In D2 if someone in town turns "agressive" toward you, well you can't do nothing, you can't refuse. Your choice : defeat him, run, hide, quit the game. If it could ask like : Player X wants to challenge/duel you. Do you accept Yes/No
I would make the gold that we gain more useful... Right now in Diablo 2, gold is only used for repairs, potions, scroll of town portal and gambling... which gives it not a big use. It would be nice if it would be use for something important, let's say trading. Of course gold won't be the only way of trading as barter can still work, but making gold being use in trade would be good.
Looting : As Bashiok already said on D3 official forum, the loot system will be review and every player will have their item when killing a monster/boss. Well keep this idea, because it is a great plan. Right now in D2 quick clicker or bots wins most of the time the items when a boss dies, which is quite unfair. The idea that the dev team have is good.
A roll system would also be nice... like prompting a roll window for the players in a party when deciding some loot (if there is common loot).
Duping, item hacks etc... Try to ban that or highly limit it... not to state WoW again... but in WoW I never saw that, mostly because of the BoE or BoP but still, at least having D3 of hacked items.
Item linking. This was one of the greatest thing I saw for trading. Seriously it helps a lot. So if you can like link an item ingame and even! in the trade channel it would be nice.
A big trade channel with limited spam...
Aunction House : An aunction house for a realm. Players can submit an item with a price (either gold and/or an item. Exemple : Lidless Shield for 1000 gold or an Io rune).
Stash : More space... Currently the stash place is small for the item size you have to carry :/ Maybe create a bank with slot you can buy. Make the stash either private for one character or your full account, meaning that every character on your account will have the same stash.
Mailing system : if you only have one stash per character, make like a mailing system that you can transfert item, which limit people to create a xfert game...
Level pickup item : You can't pick up some super godlike item (example : the torch) if you are not from a certain level.
Animation progression with skill progression. Each time (well not each time but at certain level) you upgrade a skill your animation in that skill get better or well more defined. For example in D2 the druid have a skill called Feral Rage. At first your energy ball can be only charge up like 3 times and the animation is a little ball. But when you have like 8 skills in it your final charge becomes big comparing to when you had 1 skill in feral rage. This would make the skills more realistic.
Character look progression with stats progression. If possible, try to make the stats change the way your character acts, walks, or looks. Example : a Barbarian with 100 str will have less muscles than one with 300 points... a rogue/assassin with more dex will walks in a different way than for example a sorceress with like no dex at all... I know this may sounds strange, but it may only be some small changes.
Inspecting other players would be a nice add, instead of asking the other to open trade and drop all of his items on the trade window... and having to unequip his potiions to be able to take off his belt... oh wait potions are gone
Limiting bots ingame and on B.net...
I think this fall under the Battle.net subject but changging the whisper way... having a quick button to whisper the last one who whispered you... instead of having to type his name each time.
For now this is all.
This was Death's Angel thank you for your time and even if I don't win I hope my ideas will be submitted to the Bashiok
Adding a live chat function to battlenet would make the online portion of the game huge, like xbox360-Halo huge. People who never even play these types of games would get it just for that, and you could sell Blizzard microphones too.
The only real request I have is that there is more inventory storage space. The chests in D2 were not nearly large enough to acomidate all of the gems/runes/keys/set items/alternate charms and quest items that the game required us to save. Perhaps even allow for additional space to be bought in a vault, for a large sum of gold. An option to see a detailed image of the item (without equiping it) would also be nice. Thx.
First off, we have all heard the idea to limit the PvE play to somewhere around four to five players. I just want to say that I would be very disappointed if this number was not able to be overcome in PvP. At least eight players, and if possible, even more.
Areana Style PvP I feel is needed. Even a matchmaking system if possible. This system could work where you can talk to an NPC who then asks you what type of PvP you would like to enter, be it free for all, one vs one, two vs two, etc. Then based on a type of PvP ranking (maybe like the averge if you are in a party), a fair match is found for you. I know Battlenet is not really setup to work this way, so maybe make a way for you to create a party within the battlenet lobby, and search for a match from there. The same idea still works.
Note: I feel there should be certain level breakpoints in this matchmaking, such as level 20 and under, 50 and under, 99 and under or something of the sort. This may only be worth it however if low level dueling will be an option in Diablo III, becasue I do not know enough about the mechanics of the game, I am not sure this will even be feasible.
Also, make sure there is a way to have strick team based PvP where you can party with friends, and get in matches against other teams. Team based PvP was awsome in Diablo II, but it was slightly difficult to ever arrange in a public setting. It usually ended up in 6v2 or something of the sort if it wasnt a private game.
Also, make sure there is a way to have organized clans with tags. In this way, when a party is full of all clan members, there could be a special option for a clan battle in which case there could be a clan ladder also.
I would also like to see more options than just one setting for PvP. Like a random set of eight arenas or so that you are randomly placed in once a match is found.
As we know, Diablo PvP is really fast paced, which is the reason I think so many people are die hard fans, cause the PvP is really unlike any other. Because of how fast it is though, I feel each PvP match should be rally scored, and the first team or player with a certain number of kills would win. In this way, when a player dies, they could be allowed to respawn in a safe location (their base) where the enemy is unable to enter and camp. Then the battle would continue. If it was last player or team standing, I feel you would spend more time searching for matches than actually playing becasue of how fast those matches could go.
One last thing, once a match is found, I think there should be like a 30 second counter, and as soon as that counter is up, the walls of your base or something similar drop down, and you are permitted to leave to fight the enemy or enemies. This would make sure teams didnt have the chance to get an unfair location advantage.
Have the ability to "Build" a trading stand so wanders will see you up for trade. They can be able to click on your trading stand in-game and view what you have to offer.
Suggestion for PvP
Having the ability to do other things such as 2 players battling it out. A menu will open up or specific games can be used where specific goals where players can compete such as:
Game - Who can kill the most monsters in a set time
Game - Gauntlet where it will 7 or so vs. 1.
Game - King of the hill where a team must hold there ground the longest
Game - Siege where two teams are set up for they have to defend and attack fortresses
Game - Melee only restrictions where a player cannot use skills at all
Game - Maze where the players offer item winnings and are set in a seperate map where they have to navigate through a dungeon filled with monsters clogging each hallway. First person or team that reach the end of the dungeon wins.
Game - Battle for the Forge where two teams are set up and on the specified map, the forge is located in the middle, the soulstone is located on one side of the map, and the other side is the hammer. Each team must strategize on how to prevent the other team from reaching the forge with both items...teleport will be disabled of course.
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Those before me shall quiver in my wake as I unleash the fury within!
Trading functionality suggestion - Please allow for native Battle.net trading. Removing the requirement of actually creating a throw-away game can only help any server load issues plus it closes the door on any potential in-game hacks - not that we expect any of those to still be around. :-)
Having a fully functional system (multi-item, double confirm, etc) is a must of course.
I would like to see a Chat trade feature where you could link your item through the chat like you can in WoW. Possibly an auction house type of system, or a bartering+auction house combination of the two, So instead of just trading for gold, you could post your suggested item that you want to trade with a list of other items that you would trade for it as well. Like listing specific named items, or asking for "a really nice bow" And whoever saw that could post there bow up for trade for your item, and you could either deny/accept. I think that would bring hours and hours of awesome trading to the game without any hassles really. Maybe also you could do a combination of the two if gold will be more valuable this time around. Like 500g plus this item for your bow, ect.ect like runes+gems+gold or whatever. The possibilities would be endless with this type of system and I think it would just be really fantastic. I mean I get giddy just thinking about it.
Please no arena. I Don't like to say that it broke WoW but it kind of did, if there is some sort of battleground-type of pvp for diablo 3 that would be very very cool, but please, no arena. If there is PvP Make it in a open world, (aka no arena-type restrictions). Please leave out skills like "fear" or "mass confuse"..ect..ect for pvp battles, those skills are just way to over-powered especially in a diablo 3 universe with no cooldown restrictions and I cant even imagine diablo 3 WITH long cooldowns.
As for seperate grounds for pvp only I think it could work out if the right things were added to it. If there IS a seperate mode for pvp I think it would be much better if it offered more players than pve mode, like 16 instead of 8. I'm fine with a battleground type of area as long as you were rewarded for playing in it. Like special item vendors that you unlocked by doing things in pve and pvp combined or vise-versa or cool visual affects like armor changing shape/color, unlockables, socket item vendor unlocks, name-able item unlocks, anything like that to make pvp more in-depth and rewarding would be great i think. If battleground type of pvp was introduced I think it would be cool if it was 16 players with 8on8 instead of 8 ffa or 4v4. Possibly have optional different game modes like team deathmatch or capture the flag, ect..,ect. But if this was introduced to a regulare ladder ( like not having a pvp realm to select) I think it would be good if you made it so you had to do PvE things to make them unlockable as well, otherwise everyone would just probably do this stuff instead of pve'ing.
Also could there please be a list of people you killed this time instead of ears? Like a list you could just open with a click or hotkey to see who you have killed? Or maybe have a single ear in your inventory, then clicking on that to open the list of ears you have collected or something. I think that would be much better.
Also maybe having unlockable name titles this time around would be cool and being able to change those names you have unlocked with a list you click to open or something would be really nice as well.
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If you get personally attacked by letters through the internet its a good thing to always have a box of tissues and a band-aid around.
In regards to the rules governing when players can enter PvP (with consideration to the announcement of making hostility a mutual agreement), I believe it should be kept simple and without complicated requirements. All non-hardcore characters, assuming they agree to "become hostile" with each other, should be allowed to engage at any place and time.
This system prevents unsolicited "griefing" while maintaining the players' freedom to duke out their differences the old fashioned way.
As for the rules governing an organized and game-sanctioned PvP competition or "arena", I'd like all characters to be able to enter solo or team-based matches based upon player-determined level brackets.
The motivation to compete in PvP should be the enjoyment of the battle itself under "arena" conditions - not prospective titles or loot (though I do though XP might be an appropriate reward).
If that's not the case, I'd like to officially request that any possible item-based rewards perfectly fit the classes to whom they're awarded, and preferably not in the form of an entire suit of armor. Diablo games allow players to customize their own stats as well as skills. Gear does not need to inflate casting classes' HP far beyond what the players have already dedicated to stamina. (Clarification: Please don't design any possible Diablo III PvP rewards in a similar fashion to WoW's arena awards. The radical changes to gameplay that occur when every player is given triple HP completely ruins the class structure, IMO.)
Trading and Itemization The ability to link items through chat is a feature that would definitely bring the Diablo series up to date.
To expand upon that idea, I think a welcomed feature by many would be trading-specific games that allow 20 or so players to interact and barter in-character. Multiple instances of these games could be static and always open to any player - just like a bazaar. Players inside the rooms would benefit from being able to link their items into trade-channels (and perhaps other trade-games if there were a traveling system in place to get from one to the other easily) for larger audiences to browse.
As for what will be traded, I think the player-driven economy should return to a more free-formed structure. This revolves entirely around itemization, so let me explain,
Before D2:LoD, "uniques" were relatively low-leveled, but usually featured "unique" attributes that weren't found on other (even higher level) magical items. During this time, "rares" could be found of every type of item, but could potentially reach higher stats and modifiers than found in the uniques. Rares, if they had the right combination of modifiers, were actually valuable in the economy because of their higher attributes, while uniques were desired because of the truly unique abilities (Example: Iceblink's ability to freeze targets).
After D2:LoD, the amount of uniques more-than-tripled, but they were most desired for their substantially large amounts of +damage, stats, or skills; their unique qualities were no longer the most sought-after aspects. Uniques were simply more-powerful rares, where as rares were now the true unique items with individual lists of modifiers. Runes and the addition of further runewords (1.10) lessened the desire for rares by having unique attributes with even larger amounts of +damage, stats, and/or skills than uniques.
The biggest problem with this design is that the economy is completely driven by high level uniques, runes, and runewords which all have nearly static attributes and are all greater than what you would find on anything else.
I'd love to see a return to a completely free bartering system where any rare a player finds (assuming he or she is a decently high level) has the potential to be genuinely good and/or valuable.
In addition to that, there could be a new tier of magic items (that are equal to greater in difficulty to find than D2's uniques) that contains much higher versions of modifiers that you'd find in rares. These would still be filled with completely random stats and could be one of the strongest weapons in the game to something slightly odd-ball in modifier combinations.
It probably goes without saying that completely preventing "duping" and bots would finally make a balanced economy, regardless of the final itemization.
I think any veteran to D2 will know that storage space can disappear quickly. I've read in interviews with Lead Designer Jay Wilson that the way items are to be carried will be changed so that each item take up 1 slot.
Many people would love to see the limited-space issues addressed, but I think that can be done in a slightly different manner.
I've always thought that the storage chest in town would benefit from allowing items to be reduced to a single slot, reducing the need for many players to create entire characters or accounts simply to hold items for traiding. Furthermore, the storage chest or something similar could be created to allow open access to items from any character on a single account. People will inherently want to give certain items they find to other characters they've made, so why not allow them to do so without having to create private games with the fear of the rooms disappearing between transfers?
From what I've read about the changes to the potion or HP/mana regeneration incentives, I am completely pleased! I'm glad that strategy (beyond just running away when surrounded) will be playing a role for all classes. As a major fan of melee Assassins, I know perfectly well what it's like to rely on my own abilities to regenerate HP/mana (using Cobra Strike).
The reason I bring this up is because potions will no longer need to clutter up inventory space. Players can traverse the mob-filled locations and loot what they think is most important. When their inventories are finally filled, the player is given the ability to chose between multiple smaller items or one larger one.
Potions can be kept only inside the belt.
Gems/runes could have their own bag (or a separate inventory tab - possibly upgradeable).
Charms should have a limited space in their own bag (or a separate inventory tab - possibly upgradeable)
Remaining items can be stored in the traditional inventory. The need to condense every item into a single slot is now gone, while still giving players the feeling of digging through an actual inventory.
Storage space, just as in Resident Evil games, can reduce large bulky items into a single-slot solution inside the stash, while still giving players the satisfactory choice in which items to keep in their inventory. The balance between bulky armors/weapons for trade and multiple small items for vendoring was a great gameplay element.
Mr. Jay Wilson has stated in other interviews that the reason we've not seen any light radius in videos shown thus far is because there would be technical limitations.
Considering that games such as Mythos were able to create fully dynamic shadows and lighting systems, I'm slightly perplexed at this; the hardware requirements for that game aren't particularly demanding.
As a person that's highly fond of the diverse color pallet we've seen so far, I think the inclusion of shadows would actually enhance the vibrancy of the environmental features as well as spell effects. That's not even mentioning that it would likely squelch a large percentage of those who are against the current "art direction".
Adding a light radius that doesn't black-out the edges of the screen (instead, it could simply darken them and hide the enemies) would only increase the atmospheric presence for players. If it's at all possible, I'd love to see it implemented.
My suggestion for PvP would be a Bounty System. To keep the bounty system interesting, fair, and controlled, it would need to be paired with a pvp ranking system. If a player is unable to kill a player, repeatedly owned by a player, or simply does not like a player... they have the option to set a bounty on this player's head. Bounty costs would have a minimum value based on the player's pvp rank. (however that ranking system is determined) The option would be in place to put forth an even greater amount than the minimum so as to ensure a more swift hunt/kill. The bounty system would need an active/refreshable list within the program, allowing bounty hunters to watch for marks to come online and find the server a mark is joining. Anyone who is marked for bounty would be alerted to this the moment they come online, before joining a server. Collection of the bounty would come from the corpse of the player.
I think this system could encourage group playing, alliances, cooperation... and at the same time fuel heated rivalries and make for interesting conflicts.
Greetings forum goers of Diablo Fans. My name is Viosear, and I'm addicted to scented markers.
That aside, I recently registered to this site after the confirmation of Diablo III and have been reading the threads on and off for a few days. In the incredibly off-chance that any Blizzard representative reads these forums I'd like to add my thoughts on things that I'd like to see in Diablo III, or not see as the case may be. Many of these ideas may already have a champion for their implimentation and in that case just see my reitteration of them as support for the cause.
One slot per item in the inventory.
One slot to rule them all. This seems to have already been implimented, and I love it. Having to play "backpack tetris" to maxamize your holding space (especially when a member of fast moving group) was a cumbersome mechanic in DII.
I'd enjoy less of a gamble.
By that I mean less useless rare items and uniques with little variation, if any at all. Currently I can find a Death's Web Unearthed Wand in DII which, after identification, can have 1 or 2 to poison and bone skills and 40-50% poison resistance penetration. That is a huge variance in it's abilities. To the point that having one on the lower end of the spectrum is essentially worth less than half of one at the higher end. Any Death's Web should do, no one should ever finally find that unique item they've been looking for only to end up with a subpar version.
Resistances should be slathered much more liberally over gear.
It should be an innate modification on all armor akin to defense.
Runes need to drop more often!
Ok, let's face it. Runes are far too rare in DII and cubing them takes far too long. And by far too long, I mean holy fuck too long. In fact, if you combined all of the el runes that the game has ever come across you wouldn't have enough to create one zod rune. Don't believe me? Do the math.
It takes 3 el runes to make one eld. So we start with 3 and with have 1 eld. Now it takes 3 eld runes to make 1 tir, so for 1 tir we need 3 eld runes, and for 3 eld runes we need 3*3 el runes. Continue this trend and you end up with this equation from el to zod.
3*3*3*3*3*3*3*3*3*3*3*3*3*3*3*3*2*2*2*2*2*2*2*2*2*2*2*2*2 el = 1 zod
And what does the above equation turn out to be?
In word form.
fifty-eight trillion, seven hundred and seventy-three million, one hundred and twenty-three thousand, and seventy-two
That's how many el runes it would take to cube your way up to one zod rune.
Now let's say DII has been out for ten years exactly. That's 3650 days. Now there are 24 hours in each day so that's a total of 87600 hours. Each hour contains 60 minutes, which equates to 5256000 minutes in those ten years. Break it down once more and you have 315360000 seconds in ten years. Now divide that many seconds into that many el runes required to get one zod rune and you get the real clincher.
In order to cube up to a zod rune through the exclusive use of el runes (and the gems required once you hit the higher level runes) there would have needed to have been an average of 186 el runes dropped per second over ten years.
Lower level base items need to get out of my nightmare and hell difficulties.
Anyone that's MF'd extensively knows the pain of coming across just as many if not more low level uniques than high level versions while doing Mephisto or other various runs. There is zero reason to have a Crushflange Mace drop off of Mephisto. These items just get vendored or not picked up at all. The fact that MF does not affect what base item drops from a boss means you're stuck with them no matter what your gear is like. The fix is simple. Make it so items don't just have a starting level at which they drop but also an ending level. Once I'm out of normal diffuclty I never want to see another buckler drop again.
Option to turn the helm graphic on or off.
I've come to realize there is a niche group that hates any idea that may resemble something from World of Warcraft (it's a mystery to me how they can stand that Diablo is made by Blizzard). However, I'd be beside myself with pleasure if the option to turn off the helmet graphic was added in. I thoroughly enjoy the fact that your characters are not so much yours as their own person with their own histroy and wants. I've always liked that. The fact that the armor looks unique per class is amazing. The helmets do not fit most often, however. Aside from the barbarian and druid helmets there is none that fit with each class, which makes for an often out of place feeling.
There needs to be a base currency.
Plain and simple, there needs to be some sort of base currency (gold comes to mind for obvious reasons) so that even new players can easily integrate into the high level trading system. I started dabbling in DII recently after a considerable break and I have to say that without some base currency to relate every item to (ok, this item is worth this much of XXX, and this item is worth this much of XXX, so this is how they are relative to one another) it was trying to get back into the trading game. I have been laughed out of multiple games even, for trying to make what I genuinely thought was a decent trade. With a base currency new players would also be able to eventually work their way into the system, with a clear cut path right off the bat.
Progression(This catagory will span many different ideas as I believe they all primarily would serve to enhance the progression from 1-99 and beyond of each character):
Statistic and Talent reallocation
There needs to be the ability to reallocate talent points as you see fit. While making a new character isn't that much of a chore it is most unpleasent to be required to remake one just to change your talent build slightly or because you accidentally put your statistic points in incorrectly. What's more is that you literally have to know the exact set of gear you're going to have if you wish to maxamize your statistic points. That is absurd as it basically requires you to play through the game at least once (as a new player) and survey the potential items, then remake what character you actually wish to create.
What's more, on the talent front, is that it makes leveling very hard for certain builds. I was someone who dabbled in single player quite extensively, taking most every class through hell, and some builds just don't come into their own until at least 45-50. Synergies helped slightly with certain builds but they are not enough. Without changing the talent infastructure around this is the only way I can see to make the leveling experience more enjoyable in this facet. Try making a poison nova necro in single player and tell me how much fun you have while leveling from 1 to 60.
There is no possible argument against this. Uniqueness is not a factor when weighed against the negatives that a system without reallocation brings. The increase to fun while leveling and then the ability to not have to recreate an entire character if you make a mistake, or simply do not enjoy your build, would be phenominal. If you actually oppose this idea then I'd have to believe you are a massochist.
Higher unique/set/rare conversion chance for lower level items.
Items are generally top heavy in relation to leveling. With very few items coming at lower levels and many items coming at the higher tiers of the leveling spectrum. This should not be the case. The conversion of lower level uniques, sets, and rares, should be much higher than at the higher levels. If you do not understand that last sentence, read up on how MF works. When you kill a monster, MF does not affect what items actually drop, but rather what chance the items that do drop have at turning into a unique, rare, or set version of that item. If lower level items had a higher base chance to convert this would more evenly allocate good items across all levels, instead of making it so no low level will see a unique item they would actually want to use at that level.
Class specific quests with class specific (powerful) rewards.
This is an additional or alternate route to powering up lower level players on average. Having each class with a quest in each act that grants a new item or upgrades one item (a necro gets a shrunken head in act 1, turns into a higher tier version in act 2, etc.) throughout the game. This item would be powerful and at least ensure that each character is toting one decent item with them.
There needs to be an ability all classes possess that automatically summons any controlled NPC's to you as if you just teleported.
Very straightforward here. It's excruciatingly annoying to have your summons (specifically revives) fall behind and unleash or get stuck behind a wall while you're trying to fight a boss (think radament or the maggot lair as a summoner necro without the ability to teleport).
Well, my suggestion for Diablo 3 is for mercenaries is that first of all the three mercenaries are a druid , a sorcerer, and a Valkyrie.
They would have skill trees of 9 skills (Divided into 3 trees) and would have have 3 skills they have in their arsenal at the same time. It would be the characters choice to specialize or not.
Twister : The druid lashes her arm up in a upward motion as twisters form in the very air before her, the twisters are immense in power following the druid's will but they slowly loses power at they travel and eventually crash.
Guiding Winds: For one moment as if the druid was speaking to nature itself, winds suddenly pick up and it enhances the druid's alllies' speed and accuracy but her enemies are slowly and slow take damage from the wind
Every level they would automatically get 5 points distributed over their attribute points and every ten levels you get to choose where those go.
You wouldn't have complete control of your mercenary but you could tell him to "Go back!" "Flank them!" or "Take Battle" (Different for each character) these commands would be said instantly but it'd take awhile until you mercenary actually did it.
An auction house in D3 would be a great idea. Players should be able to sell there items and barter for other items through the auction house. If somebody decides they want to barter items with a player via the auction house a message can be sent to the other player showing that somebody is requesting a trade. If the player agrees to trade, a trade screen will open and the player requisting the trade could show the other players what items he has for trade. A problem with this, is that players can get annoyed by other players constantly requesting trades with them. A solution to this would be to have the players requesting the trade to write what items he or she has to trade for that specific item. A "looking for item" tab that players can use to announce what items there looking for in the auction house would also help increase trade. This would also decrease the amount of spam in chat rooms and make everybody happy :). BoE or BoP items would get annoying, but could be used on super rare items. If every magical item was BoE or BoP it would get really annoying in my opinion.
Another idea would be in the trading screen for both characters to be able to look at eachothers inventory, so that you wouldnt have to ask "wug" everytime you trade with a player. Now the other characters inventory doesnt have to be constantly shown, but there could be a little tab that the player can click to look at the other players inventory and maybe even there bank as well.
As for PvP, I personally like the fast paced dueling D2 had, but having the battles go for longer times wouldn be a good idea. Im not saying battles should last a half an hour, but if battles could last 1-2 minutes it would make PvP more fun. Dueling outside citys is great, but having a specific dueling place like a big PvP area with a bunch of lava and awesome effects would be pretty cool. I think battlegrounds with set "missions" such as capture the flag or capture the base would be stupid however and make the game to much like WoW. A ranking system would also be pretty cool. The ears of slain players can be turned in for PvP experience and help increase your rank. If you killed a player that is a higer level than you, you would get more PvP experience, but if you killed a player that is a lower level you would get less PvP experience. The ears of slain players would have to be BoP and shouldnt drop on the floor but instead be transferred to your inventory instantely so no one would steal your PvP experience. Ears could also be used to buy PvP gear from vendors just like in WoW when you use marks of honor to buy PvP gear. Gear shouldnt be the only thing a character should be able to buy however. Many other "worthless" items that just plainly look cool should be available as well.
Well, my suggestion for Diablo 3 is for mercenaries is the reinvention of the mercenary system.
The player can choose to venture with a druid, a battlemage, or an amazon. Delivery
In order to hire a mercenary, you must go to the appropriate mercenary camp leader.
When you hire a mercenary, their skills are preset and you must find on that suits.
They are within 10 levels of you and they can be resurrected upon death but it would just say they were found badly wounded and it would cost you a small sum Skills
They would have skill trees of 9 skills (Divided into 3 trees) and would have have 3 skills they have in their arsenal at the same time. (One primary skill, a secondary skill, and an alternate skill)
The skills are maxed at 16 and every even level you get a skill point for your mercenary.
Druid The Winds
Twister : The druid lashes her arm up in a upward motion as twisters form in the very air before her, the twisters are immense in power following the druid's will but they slowly loses power at they travel and eventually crash. Guiding Winds: For one moment as if the druid was speaking to nature itself, winds suddenly pick up and it enhances the druid's alllies' speed and accuracy but her enemies are slowly and slow take damage from the winds.
Air-smite: The druid has almost mastered the winds itself and now the druids' attacks are enhanced with the winds itself, when the unlucky monster gets hit, the monsters attack extra damage, a slightly different animation, and are spread out. (Needs 6 in guiding winds and twister)
Resonance: With each blow the druid gains speed, finally plateauing at 250% her regular speed. (Resets when she switches monsters) (Other stackable with guiding winds but then still only gets 50%) Bloodlust: She feels as if a transformation is going on, she notices any drop of blood that touches he or her weapon reinvigorate her with the power of nature. Balrin Form: An odd sensation goes through her body as she transforms into the recently extinct gray fur Balrin. (Needs 4 Resonance, Bloodlust, and Spirit Wolf) (Cannot Cast in this form)
Spirit Wolf: The druid channels her energy into resurrecting a canine friend for a some time before he must go. (Caps at 7 Wolves) (Always summons the maximum) Endurance: Though glad to be back with it's master, the wolves are often summoned for battle. As the wolves grow experienced, the wolves are able to chain themselves longer unto the mortal realm. Soul Feed: The wolf feeds the corpses of which they have slain, gaining power, and prolonging the stay. (Needs 6 Spirit Wolf and 6 Endurance)
Frostbolt: From the palm of his hand, the battlemage easily sends a single bolt of frost hurling towards his foe. Frost Wave: As he lays his hand on the ground, he sends a wave of ice comes from the ground towards his enemies. As easily as it is conjured the battlemage soon turns it back to water and then into nothing Impalement: Rarely does he have to do this, but summons icicles from within his victim and outside of his victim to impale them from the outside in and inside out. (Requires 3 Frostbolt and 6 Frost Wave)
Fireball: From the palm of his hand, the battlemage easily sends a ball of flame hurling towards the enemy. Meteor: The battlemage raises his hand and there comes a harbinger from the outside realm ready to descend from the skies and fall upon his adversary. Apocalypse: A spectacular sight to see. The battlemage harness the rage inside all who stand againsts him and set them ablaze. (Requires 5 Fireball and meteor)
Frost Bomb: The talented battlemage delivers an azure ball of flame hiding ball an everlasting of ice inside. No one knows how they manage to accomplish this feat. (Requires 3 Apocalypse and 3 Impalement) Annihilation: Two waves, one of fire, one of ice. Flow side by side, ricocheting off monsters, causing most damage when they hit a single creature. (Requires 3 Frost Bomb) Elemental Chaos: The battlemage summons a meteor against an enormous orb of ice cause a massive fire and sending shards of ice everywhere. (Requires 5 Annihilation)
Strafe: The amazon sends an amazing amount of arrows in a very short time. Rain of arrows: The amazon propelstens and tens of arrows up into the arrow to rain upon the enemy. Possessed Bolts: In dangerous situations, the amazon is able to call upon the arrows them selves to fly at the enemy. These arrows are known to have a mind of their own. (Requires 5 Bulls eye and 10 Rain of arrows)
Gyrate: The amazon throws a javelin which spins very fast allowing it to go through the enemy and boosts the power of the javelin by quite a bit. Thunder Strike: The amazon throws a charged javelin at the enemy and when it makes contact with the enemy, a terrific bolt of lightning comes from the sky hitting the enemy and everything around it. Staggering Doom: An electrically charged javelin is thrown zigzagging across the battlefield leaving nothing behind. (Requires 5 Potency, 5 Thunder Strike, and 5 Gyrate)
Evasion: The harshness of the amazon has taught the amazon to evade or expire.. Bulls eye: The amazon lands a critical attack for double the damage (Doubles total physical damage)
Potency: The power of the amazon's arrows or javelins are enhanced by the very speed of which they are traveling. (Enhances both physical and elemental attacks, but mostly elemental)
Every level they would automatically get 5 points distributed over their attribute points and every ten levels you get to choose where those go.
They can equip any armor that does not have a class or is off their class.
The druid and the amazon can equip any weapon except wands.
And the battlemage can equip any weapon.
You wouldn't have complete control of your mercenary but you could tell him to "Fall back!" "Flank them!" or "To Battle!" (Different for each character and are assign to "q, w, and e" by default)
These commands would be said instantly but it'd take awhile until you mercenary actually did it.
They are able to be made powerful by your skills are the skills of others.
Also since you wouldn't want your mercenary all the time because they could die in a PvP duel, you can tell them to rest and they'd stay in town or go in a portal to town.
To access your mercenaries stats you press "m" and it shows your mercenary's equipment and an avatar on the top right side of the screen, and has two tall, narrow tabs on the right. (Which are equipment and Stats)
When you click stats, it shows a nice tidy list of skills in four tabs, one for attributes, and three for the three skill types.
When you go over the picture of the skill, it shows you a video of your character preforming the skill.
These should really be able to be your "Battle Buddy" when you're doing a one on one battle and should be able to be 75% as powerful as the players can be and could be used in PvP Strategies.
Since "you" want players to get penalized time-wise on death, why not just have a timer based on how many monsters were killed in the area so people people can say to themselves:
"Oh, I'm too weak for this place, why don't I go train more in an easier area?"
Player versus Player
There's should be three types of player versus player in Diablo 3, Death Pit, Arena, and the an improved version of the system in Diablo.
Death pit is a place where you can go and battle other characters, you basically pay the NPC to get in and you get to fight other people, when you die, the simply appear outside of the arena.
Perfect for the quick dispute between who's stronger.
The Arena is a type of game you can make.
There are multiple options like you can choose from like the map, game type (One on one, Free for all, Team death match, tournament, etc), the map, the amount of lives, to allow melee, range, or magic, number of people, etc.
Whenever you win or lose here it is recorded and people can see how many you've won, lost, and who you won or lost against if you decided to allow them to.
This is like the previous system but it has to be enabled when you make a game or else you have to get their permission to hostile them. (You could only hostile someone 30 everyone 30 seconds, or vice versa)
To combat naked killing, any characters is able to stop the duel when they're in town.
Also, you'll be invincible for one second once you step out of town.
When you die, the person who kills you is able to see the ear you drop but no one else can. (Including yourself)
If they leave the game, the ear disappears for them as well and will not be there when they come back.
I think in Diablo three, there should still Rune words, but an updated system that would include:
Items with auras when you where them like in Diablo 2.
Runes that can be used individually like in Diablo 2.
Special Rune words that can fail but if it succeeds, it will be very powerful (Depends on item which is tagged when it drops).
And the ability the see the runes place in the sockets. (Either melding with the equipment or put in physical sockets.
Items that change in appearance (Example: Glow) when made into completed runewords.
New runes with names that have meanings like in Diablo 2 as well as the old ones.
Items would drop normally like in Diablo 2 but when you're in a party, you can "call" items and with more items you choose, the less of a chance you're going to get it.
If you call all bows and no one else calls it, you automatically get it.
But, if you choose bows and arrows and no one else chooses them, you will likely get it but not surely.
When the item is left on the ground for more than 15 seconds, everyone else is able to see it.
Also, rare items should play a bigger role, as in being able to overpower all uniques. Leveling and Respeccing
Of coarse you want players to experience the game so, I think that an experience system in which players cannot simply leech.
Having a level barrier would help with this. If you're in a party and there's someone more than 10 levels higher, you cannot gain experience, and the closer the people are to your level the more experience you get partied up.
It should be the 2 times the speed of leveling in Diablo 2 but give you the ability to respec your skills or stats
using a respec charm which doubles at a 0.005 rate from a certain boss (Total Respec), gold (Skill costs twice as much as attributes), or the fame system.
This would help Player versus Player because, once someone's well off in Diablo 3, they could have the freedom to change their character and experience the PvP side of Diablo 3
Trade and Inventory
Items are given a certain "Carry Value" which is the amount of space they take up. There is a certain value a player can hold and they cannot go over it.
They items are put on a very big grid so not all items would be the same size, more detail could be shown, and it's less time spent trying to fit things into your inventory.
The items should not bind and should drop from almost everything almost everything has one thing it drops commonly.
There would be a channel dedicated to trading where you can make a room and put up an item and people can offer on and everyone would be able to see what other people offer and be able to change their offer.
You could also put a note on what you want. And to buy, you just begin to write the name of the item you want and put comments on the stats you want. (Search able)
This is not a big is issue but, in the previous game, characters would do a skill the same way over and over (As in smite, and zeal, etc)
Why not add a couple alternate animations just to make it more interesting?
And while you do that, why not add a little more knock back to the character and monsters when hit and give them some weight so it feels more epic.
Just imagine yourself punching someone and them getting knocked back in slow motion... It just highlights the character's power. Item Transfer
There's an non player character that takes items and sends it to other accounts for gold and they go there to get it.
Institute a delay in PVP flagging to help prevent people from just camping the entrances to towns and waiting for some unsuspecting sole to walk out.
please do not eliminate the dropping of ears or some kind of trinket when you kill a player, but label the ear with the person who landed the killing blow. (player's ear - severed by XXX)
PVP Arena: set aside a place in the world where players (or groups of players) can enter an arena and fight to the death. outsiders would be blocked from participating. ears that drop would only be lootable by the players on the oposing team.
bounty system: players would post bounty on another players head (ear) through an interface. They would place items or gold in a lockbox that would only be lootable by someone turning in the ear of that other player (or the bounty might be for 5 ears of one player) This could also spiral into a fun little side game to Diablo III where there would be a web interface bounty system allowing players to see who is collecting bounty on who and what their stats are. bounty hunters can earn titles for how many bounties they have collected.
Please keep player items non-binding so that we are free to trade any item in the game
it would be a cool feature to allow users to setup shops or have an auction house type of system to post your wares