Just wanted to throw this in there as it hasn't been mentioned yet.... but do remember that Gems.. to get the equivalent of a Perfect in D2 will take a lot more gems to finally get a Radiant Star gem..... just thought I'd throw this out there... Charms always seemed like a long term min-max to me.. and that is the roll that the higher level gems are playing atm.
Thanks KageKaze I do appreciate. This is me trying to understand everyone's point of view a little, which I always do. Got to think how these games are built to respond to our cognitive process. Most people would be lost if everything in Diablo 2 were in the game right now. Having played the Beta I've had to learn to think about concepts I didn't even consider in Diablo 2.
Like should I disenchant this item or save it for my Witchdoctor? It sounds like a simple process but woah, that is a totally new dilemma, if I were a new player in the proprosed complex item theory and had to then also think about what Charms I want to keep as well... @.@ dizzying. My thought is that they wiped the slate clean to, to get people back into basic management concepts. Like that Megaman X video and how it helped you learn all the mechanics, just way more so.
People will not really be getting the hang of this game till about level 60 when they truly start to balance out gear for benefit sake. When you can still level up, an upgrade is an upgrade. When all gear is random and level 60, dang now you got some thinking to do. Now, lets put people in a group with 3 other people and ask them to deal with Charm itemization and pick up rune words, or just the new rune system.
Yeah, screw it, I will play something a bit more basic thanks. <- I'm saying this as a new player
Anyhow you can't expect a game which is very New to be very complex out of the gate with tons of management systems. It has been over a decade since Diablo 2 and a lot has changed in the gaming environment, so Diablo 3 shouldn't have those complex mechanics.
I could see this being the reason. I could also assume that they wanted to make the game easier to understand. Which explains the cut down systems being merged into a MAJOR system that everyone understands.
One can only hope that they will expand the systems with expansions. A little variety will never hurt a seasoned player
Rollback Post to RevisionRollBack
The little boat gently drifted across the pond exactly the way a bowling ball wouldn’t...
EDIT: also, I don't agree with you when you say that having greater affix diversity makes up for lost item/slot types, and, regarding charms, that if they took away the charms and gave their affixes to existing gear nothing would be lost (although I agree with you that the charm system was fatally flawed from the start - taking up space in your inventory was a terrible idea). What you're basically saying is that it would be OK with you if they took away belts, pants, shoulder pads, gloves and boots and just gave their affixes to the remaining gear (take away item slots, increase power of remaining gear, end result the same). Obviously, you wouldn't be OK with this, because more item slots always equals more fun in the item-hunting game.
Thought it best I respond to this.
There's obviously a compromise that must be reached. The items that drop need to be unique and diverse enough to make up for what was lost. There are actually MORE inventory slots than before. Shoulders, bracers, and pants. This means there's plenty of potential for gear uniqueness to take up the slack.
It basically gets to the point of just how many equipment slots is too many? With charms, you could use the whole inventory as your equipment slots. When you have so many equipment slots you start running into diversity problems. At some point it's not about how unique your gear is, but just how many +Attack or +Defense affixes you can muster.
Removing slots and making a player choose between pieces of equipment causes diversity in builds and creates a more interesting game. Once the game takes away the decision making process, then that's when things tend to get boring.
Anyhow you can't expect a game which is very New to be very complex out of the gate with tons of management systems. It has been over a decade since Diablo 2 and a lot has changed in the gaming environment, so Diablo 3 shouldn't have those complex mechanics.
I could see this being the reason. I could also assume that they wanted to make the game easier to understand. Which explains the cut down systems being merged into a MAJOR system that everyone understands.
One can only hope that they will expand the systems with expansions. A little variety will never hurt a seasoned player
That is my point too, that I think they will make it more complex down the road. Just that right now, there is more than enough to keep us busy just getting use to the whole new system.
I realise that some of my points make it seem that I agree with the OP. In the interest of clarity, I should say that I don't agree. I think that the item hunt will be as it has always been in Diablo: more than enough to keep us hooked (if the rest of the game delivers).
Never hurts to play devil's advocate. My apologies if I got a little preachy as well, I tend to get really verbose on the forums when I'm bored at work
Like should I disenchant this item or save it for my Witchdoctor? It sounds like a simple process but woah, that is a totally new dilemma, if I were a new player in the proprosed complex item theory and had to then also think about what Charms I want to keep as well... @.@ dizzying. My thought is that they wiped the slate clean to, to get people back into basic management concepts. Like that Megaman X video and how it helped you learn all the mechanics, just way more so.
People will not really be getting the hang of this game till about level 60 when they truly start to balance out gear for benefit sake. When you can still level up, an upgrade is an upgrade. When all gear is random and level 60, dang now you got some thinking to do. Now, lets put people in a group with 3 other people and ask them to deal with Charm itemization and pick up rune words, or just the new rune system.
Yeah, screw it, I will play something a bit more basic thanks. <- I'm saying this as a new player
I could see this being the reason. I could also assume that they wanted to make the game easier to understand. Which explains the cut down systems being merged into a MAJOR system that everyone understands.
One can only hope that they will expand the systems with expansions. A little variety will never hurt a seasoned player
Thought it best I respond to this.
There's obviously a compromise that must be reached. The items that drop need to be unique and diverse enough to make up for what was lost. There are actually MORE inventory slots than before. Shoulders, bracers, and pants. This means there's plenty of potential for gear uniqueness to take up the slack.
It basically gets to the point of just how many equipment slots is too many? With charms, you could use the whole inventory as your equipment slots. When you have so many equipment slots you start running into diversity problems. At some point it's not about how unique your gear is, but just how many +Attack or +Defense affixes you can muster.
Removing slots and making a player choose between pieces of equipment causes diversity in builds and creates a more interesting game. Once the game takes away the decision making process, then that's when things tend to get boring.
That is my point too, that I think they will make it more complex down the road. Just that right now, there is more than enough to keep us busy just getting use to the whole new system.
Never hurts to play devil's advocate. My apologies if I got a little preachy as well, I tend to get really verbose on the forums when I'm bored at work