Ex: (P1) and (P2) start off on a screen and hoards come from different directions. Whoever kills the most monsters in a certain time frame will gain points. The monsters will get harder as you progress. There could be settings involved with this. You would try to balance this through ratings on players and how strong they are by what they clear and how fast during their freeplay. Just an Idea. Run with it, change it, just a thought I wanted to put out in public.
Given you could go anywhere with this. It's just an IDEA. If you have more opinions please share! I just want Blizzard to have some ideas thrown at them. You never know what could happen.
Personally, this would be really fun. Going against someone and killing monsters as fast as possible and that determines how many points you get. I mean sheesh, you could even activate legendaries dropping too, but if you chose to pick them up you lose your ability to beat the other person in monster kills. "legies could disappear on a timer after they drop". IDK just blabbing. I love hearing everyone's opinions so shoot away. I know this isn't clear... but I would like to see what others make of this blueprint.
Where exactly is the player vs player interaction? You still are killing monsters, and the only factor is how fast you kill them. I know that it is ARPG, but I do not see this as a fun PvP feature. It is like a time trial, there should be some kind of interaction, a way that you can make it difficult for the opponent to succeed. This is really boring. A good way is to make some kind of map objectives that are guarded from your opponents elite monsters, and these lets say capture points gives you points over time like (AB in WOW). The opponent this way can try and defend side by side with these elite monsters. Since it would be uneven if you have to kill monsters and the enemy, there could be some waves of mobs that are attacking these points(like DOTA, LoL). The other mode can be CTF, and there could be some kind of teleports that can be opened by killing some kind of a boss. With these portals you could carry the flag more effective, or lets say if the player carrying the flag uses the teleport, the flag drops at the other end and has to be carried by someone else from your team, this can bring some strategical aspect to the game etc.
Thanks for the input man! I def agree that at some extent it would become boring, but it is a step and something they could put in for END GAME content at least ya know? Maybe with how many monsters you kill, you gain more bonuses to use for the end fight against your opponent? Say you kill 20 more monsters and you gain 5% more crit because of that. There would have to be a lot of thought put into it, but these are the basics. There have been other really good ideas like making it so you can't get 1 shotted by someone by making your life only recieve a total of 30% max health takeaway at once. So the better Items you have, the better you knock down their health, or quicker. Crit would be a big factor in this, allowing the most damage. I just want to see more done and not just strickly PVP either. DO the monster deal... where you enter a game with 1 vs 1 or 2 vs 2 and clear out a certain map, get a flag, then bring that to a Boss and kill the boss to place the flag down, but you could be interrupted and the other could interfere with your boss fight... and if they kil the boss first, they could place the flag down first. SOOOOO many things could be done, and they just aren't doing them.
Gonna leave this here (even though it belongs in the PvP section) as the forums have been quite slow recently, so keeping it all in one place won't do any harm.
thats one of the PvP features I would like to see. There are so many options for Blizzard. I dont know why they just dont add a pvp like this.
That's precisely the problem, there are too many options. PvPvE, PvP (with preset gear), PvP (with farmed gear), have PvP rewards or don't have them? A race-mode? A tower defense mode? A moba-like mode? Which one is the best?
Obviously since you're a player your answer is going to be "implement them all (or any of them) and let us decide what's good"; but quite frankly, that's not how proper game development goes these days.
They can't focus tons of resources on making useless features, and they can't implement things that will do more harm than good to their IP. That will either split the playerbase, or generate a crapload of negative feedback - which would probably happen with a PvP arena where people are allowed to use their farmed equipment. People whining daily on the forums because the matchmaker isn't giving them "fair fights". I'm not even gonna mention the whole PvE vs PvP balance that would be a nightmare from a dev perspective (see WoW).
Whether you are mature or not to admit it, they have some of the most talented and well paid devs of all industry, and a very modern organic game development method (done with multiple iteration processes) - if the solution was "easy" as most claim it is, it would've been implemented 2 years ago.
I think blizzard need better internal testers with some huge knowledge of balancing and farsightedness. Before the release of DIII they said, that they "have this super hardcore test team that tested Inferno and we got to the point where they thought it was challenging enough and then we doubled it" Even casual players like me cleared the content in less than 1 month.
1. 50 internal testers aren't going to be able to come up with everything that however many million live players do. 2. From their comments it doesn't seem that they were expecting the AH and RMAH to be as popular, so people geared up a lot quicker than Blizzard allowed for. Playing self found I had got to Act4 Inferno when the MP patch hit. (this is also the reason OWE and life-regen stacking with force armour crept through).
I think blizzard need better internal testers with some huge knowledge of balancing and farsightedness. Before the release of DIII they said, that they "have this super hardcore test team that tested Inferno and we got to the point where they thought it was challenging enough and then we doubled it" Even casual players like me cleared the content in less than 1 month.
Okay first of all, there is absolutely no way you're casual if you beat 1.0 Inferno in less than one month.
Im just confused of what blizzard is doing with such interesting suggestions by players here in diablofans forums and official forums. ...
Ideas are a dime a dozen.The hard part is thinking through all of the effects they will have on the package as a whole and keeping it in balance. Look at all the trouble they're having balancing Nephalem Rifts and Bounties against one another so players don't just play one and skip the other.
What kind of hypocrisy is that? Nobody EVER said the AH was a bad idea. It was regarded as one of the best ideas of all time when it was announced. Out of all the big changes (graphics, stats, skills, etc.) the AH was probably the only which had something like a 95%+ approval rate.
Everyone was insanely happy that trading was going to become easier and would have a proper tool, isntead of being a chat/forum spam mess that it used to be in D2 (and still is in games like PoE). And in that sense the AH was succesful.They forgot, however, how much it would show themselves who they really were.
The top-notch player which farmed 12 hours a day made tons of gold (and even money) off the AH/RMAH. But the average Joe, who doesn't play as much or as effectively, got angry because he could see every single day how far behind the "basic" gear curve he was - hence all the negative feedback. People are simply not as good players as they like to think they are.
The RMAH (and pay-to-"win" aspect of it) is a problem in an of itself. Made to solve one issue, created at least a dozen others. The whole "epeen"ing aspect of your post, claiming to be casual and having cleared 1.0 Inferno "being casual" shows how much we can trust your point of view and honesty -.-
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Whoever kills the most monsters in a certain time frame will gain points. The
monsters will get harder as you progress. There could be settings involved with
this. You would try to balance this through ratings on players and how strong they
are by what they clear and how fast during their freeplay. Just an Idea. Run with
it, change it, just a thought I wanted to put out in public.
Given you could go anywhere with this. It's just an IDEA. If you have more opinions please share! I just want Blizzard to have some ideas thrown at them. You never know what could happen.
Personally, this would be really fun. Going against someone and killing monsters as fast as possible and that determines how many points you get. I mean sheesh, you could even activate legendaries dropping too, but if you chose to pick them up you lose your ability to beat the other person in monster kills. "legies could disappear on a timer after they drop". IDK just blabbing. I love hearing everyone's opinions so shoot away. I know this isn't clear... but I would like to see what others make of this blueprint.
Where exactly is the player vs player interaction? You still are killing monsters, and the only factor is how fast you kill them. I know that it is ARPG, but I do not see this as a fun PvP feature. It is like a time trial, there should be some kind of interaction, a way that you can make it difficult for the opponent to succeed. This is really boring. A good way is to make some kind of map objectives that are guarded from your opponents elite monsters, and these lets say capture points gives you points over time like (AB in WOW). The opponent this way can try and defend side by side with these elite monsters. Since it would be uneven if you have to kill monsters and the enemy, there could be some waves of mobs that are attacking these points(like DOTA, LoL). The other mode can be CTF, and there could be some kind of teleports that can be opened by killing some kind of a boss. With these portals you could carry the flag more effective, or lets say if the player carrying the flag uses the teleport, the flag drops at the other end and has to be carried by someone else from your team, this can bring some strategical aspect to the game etc.
Take a cue from "competitive" brick games: every monster you kill summons a fresh one on your opponent...
Thanks for the input man! I def agree that at some extent it would become boring, but it is a step and something they could put in for END GAME content at least ya know? Maybe with how many monsters you kill, you gain more bonuses to use for the end fight against your opponent? Say you kill 20 more monsters and you gain 5% more crit because of that. There would have to be a lot of thought put into it, but these are the basics. There have been other really good ideas like making it so you can't get 1 shotted by someone by making your life only recieve a total of 30% max health takeaway at once. So the better Items you have, the better you knock down their health, or quicker. Crit would be a big factor in this, allowing the most damage. I just want to see more done and not just strickly PVP either. DO the monster deal... where you enter a game with 1 vs 1 or 2 vs 2 and clear out a certain map, get a flag, then bring that to a Boss and kill the boss to place the flag down, but you could be interrupted and the other could interfere with your boss fight... and if they kil the boss first, they could place the flag down first. SOOOOO many things could be done, and they just aren't doing them.
This would be a cool feature to think about!
Gonna leave this here (even though it belongs in the PvP section) as the forums have been quite slow recently, so keeping it all in one place won't do any harm.
That's precisely the problem, there are too many options. PvPvE, PvP (with preset gear), PvP (with farmed gear), have PvP rewards or don't have them? A race-mode? A tower defense mode? A moba-like mode? Which one is the best?
Obviously since you're a player your answer is going to be "implement them all (or any of them) and let us decide what's good"; but quite frankly, that's not how proper game development goes these days.
They can't focus tons of resources on making useless features, and they can't implement things that will do more harm than good to their IP. That will either split the playerbase, or generate a crapload of negative feedback - which would probably happen with a PvP arena where people are allowed to use their farmed equipment. People whining daily on the forums because the matchmaker isn't giving them "fair fights". I'm not even gonna mention the whole PvE vs PvP balance that would be a nightmare from a dev perspective (see WoW).
Whether you are mature or not to admit it, they have some of the most talented and well paid devs of all industry, and a very modern organic game development method (done with multiple iteration processes) - if the solution was "easy" as most claim it is, it would've been implemented 2 years ago.
2. From their comments it doesn't seem that they were expecting the AH and RMAH to be as popular, so people geared up a lot quicker than Blizzard allowed for. Playing self found I had got to Act4 Inferno when the MP patch hit. (this is also the reason OWE and life-regen stacking with force armour crept through).
Ideas are a dime a dozen.The hard part is thinking through all of the effects they will have on the package as a whole and keeping it in balance. Look at all the trouble they're having balancing Nephalem Rifts and Bounties against one another so players don't just play one and skip the other.
What kind of hypocrisy is that? Nobody EVER said the AH was a bad idea. It was regarded as one of the best ideas of all time when it was announced. Out of all the big changes (graphics, stats, skills, etc.) the AH was probably the only which had something like a 95%+ approval rate.
Everyone was insanely happy that trading was going to become easier and would have a proper tool, isntead of being a chat/forum spam mess that it used to be in D2 (and still is in games like PoE). And in that sense the AH was succesful.They forgot, however, how much it would show themselves who they really were.
The top-notch player which farmed 12 hours a day made tons of gold (and even money) off the AH/RMAH. But the average Joe, who doesn't play as much or as effectively, got angry because he could see every single day how far behind the "basic" gear curve he was - hence all the negative feedback. People are simply not as good players as they like to think they are.
The RMAH (and pay-to-"win" aspect of it) is a problem in an of itself. Made to solve one issue, created at least a dozen others. The whole "epeen"ing aspect of your post, claiming to be casual and having cleared 1.0 Inferno "being casual" shows how much we can trust your point of view and honesty -.-