This would essentially mean a server (much like a Hardcore server) dedicated for people who wish to work for their gear versus trading for them or getting them for free or buying them from online item shops (which will undoubtedly pop like mushrooms after rain with D3 launching). Basically, this game mode would restrict items dropped by certain bosses or of certain rarity level to be traded freely (this includes restricting players from dropping items or picking up items dropped by another player), much like the binding system as seen in WoW. This grants several perks, but mostly impacts the game in terms of being more competitive and preserving the integrity of the economy (given that crafted items and items of lower level of rarity would be allowed for trade). The single most important part of D2 was the loot, but it mattered very little - you can have a Stormlash, Tyreal's Might and Scheafer's Hammer and no one really cares because you could have gotten it anywhere (read: item shops). I can farm for my items for years and it makes me no different on the progress scale than the next guy who purchased them all from an online item shop within a minute. That makes items have no worth and kills any competitiveness the game should potentially be all about. This is the single most important thing that makes WoW so appealing to people and renders D2 an absolutely fine waste of time and nerves. A separate server should straighten this injustice up for people who wish to compete and earn their items without ruining the experience for people who like to 'trade'.
2. Endgame content:
Instead of making two bosses that you kill 1000 times a day hoping for an item with 0.001% rate to drop - how about providing a greater variety of more challenging bosses with more fixed loot tables. I'd rather travel 16 levels underground, killing four challenging mini-bosses on the way and then facing a boss which requires skill to kill (rather than the ability to click your mouse 230 times per minute), and then be rewarded with more certain valuable drops. Less attempts with less succession rate, and more challenge and time needed, with a greater chance to drop of a smaller variety of unique items versus trivial and generic boss fights which only reward you after thousands of times with a completely random drop. More skill requirement and less luck and randomness, in short. Also, instead of choosing between either Andariel or Mephisto (as the only endgame content in D2) because I can kill one of them more easily than the other with my build, I'd rather choose which boss to engage by comparing the loot tables - and I am hoping for a two digit number of bosses to choose from.
3. Itemization:
Aside for the fact that D2's trading system was flawed in its foundation, an important problem was the fact that certain unified items turned out to simply make a better combination for any class, than item sets which were tailored for each class specifically. Big mistake. As an assassin, the most powerful assassin set, Natalya's Odium, should be the most sufficient and desirable thing for me. If every single class wants their 'Shako & Nigma', that makes trading pretty dull, as everyone potentially wants the same thing. What I would like to see in D3, are items that are perhaps useful to several classes, but most useful to one class it was tuned for. That way a WD with a helmet that is mainly tailored for Barbarians will trade it for certain shoulderpads that grant a boost to the poison damage skills which is useless to a Barbarian. Those two guys will have something to trade. No one is going anywhere if every class ends up wanting same couple of items that are standardly also the most valuable ones.
Another thing is that D2 allowed people to finish the entire game, and reach level 85 in merely two days. Aside for being a very lame concept to begin with, it also makes all mid-level gear obsolete. If I am going to stick between level 30-40 in at least a while in D3, I may require certain low level uniques which makes them a trading good, which they weren't in D2.
Lastly, it would be cute to see some D1 items returning. 4. Learning skills:
I have no doubt that Diablo 3 will boast the most perfect possible skill system. I would still have a tiny suggestion which may or may not be accounted, but since it was never mentioned before, here it is. The first Diablo game hadn't any skill trees or anything of that sort. Skills were learned solely through reading books. Perhaps it would be an interesting concept to have a couple of unique spells that could be learned from reading a book. This book would have to be an extremely rare drop or perhaps even a quest reward, or both. It would mean that all classes could potentially learn these skills, so caution must be made if this practice was to be put to use once again, and those skills must be designed in such way to prevent overlapping with unique skills that make other classes essential to cooperative play.
5. Gold:
Please cut off at least two digits from the amounts. I'd rather have 150 pieces of gold which are worth something, than 150 000 000 that aren't. Lesser values have a better 'feel' of actual worth. Not much different from the real-world situation, I guess!
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This would essentially mean a server (much like a Hardcore server) dedicated for people who wish to work for their gear versus trading for them or getting them for free or buying them from online item shops (which will undoubtedly pop like mushrooms after rain with D3 launching). Basically, this game mode would restrict items dropped by certain bosses or of certain rarity level to be traded freely (this includes restricting players from dropping items or picking up items dropped by another player), much like the binding system as seen in WoW. This grants several perks, but mostly impacts the game in terms of being more competitive and preserving the integrity of the economy (given that crafted items and items of lower level of rarity would be allowed for trade). The single most important part of D2 was the loot, but it mattered very little - you can have a Stormlash, Tyreal's Might and Scheafer's Hammer and no one really cares because you could have gotten it anywhere (read: item shops). I can farm for my items for years and it makes me no different on the progress scale than the next guy who purchased them all from an online item shop within a minute. That makes items have no worth and kills any competitiveness the game should potentially be all about. This is the single most important thing that makes WoW so appealing to people and renders D2 an absolutely fine waste of time and nerves. A separate server should straighten this injustice up for people who wish to compete and earn their items without ruining the experience for people who like to 'trade'.
2. Endgame content:
Instead of making two bosses that you kill 1000 times a day hoping for an item with 0.001% rate to drop - how about providing a greater variety of more challenging bosses with more fixed loot tables. I'd rather travel 16 levels underground, killing four challenging mini-bosses on the way and then facing a boss which requires skill to kill (rather than the ability to click your mouse 230 times per minute), and then be rewarded with more certain valuable drops. Less attempts with less succession rate, and more challenge and time needed, with a greater chance to drop of a smaller variety of unique items versus trivial and generic boss fights which only reward you after thousands of times with a completely random drop. More skill requirement and less luck and randomness, in short. Also, instead of choosing between either Andariel or Mephisto (as the only endgame content in D2) because I can kill one of them more easily than the other with my build, I'd rather choose which boss to engage by comparing the loot tables - and I am hoping for a two digit number of bosses to choose from.
3. Itemization:
Aside for the fact that D2's trading system was flawed in its foundation, an important problem was the fact that certain unified items turned out to simply make a better combination for any class, than item sets which were tailored for each class specifically. Big mistake. As an assassin, the most powerful assassin set, Natalya's Odium, should be the most sufficient and desirable thing for me. If every single class wants their 'Shako & Nigma', that makes trading pretty dull, as everyone potentially wants the same thing. What I would like to see in D3, are items that are perhaps useful to several classes, but most useful to one class it was tuned for. That way a WD with a helmet that is mainly tailored for Barbarians will trade it for certain shoulderpads that grant a boost to the poison damage skills which is useless to a Barbarian. Those two guys will have something to trade. No one is going anywhere if every class ends up wanting same couple of items that are standardly also the most valuable ones.
Another thing is that D2 allowed people to finish the entire game, and reach level 85 in merely two days. Aside for being a very lame concept to begin with, it also makes all mid-level gear obsolete. If I am going to stick between level 30-40 in at least a while in D3, I may require certain low level uniques which makes them a trading good, which they weren't in D2.
Lastly, it would be cute to see some D1 items returning.
4. Learning skills:
I have no doubt that Diablo 3 will boast the most perfect possible skill system. I would still have a tiny suggestion which may or may not be accounted, but since it was never mentioned before, here it is. The first Diablo game hadn't any skill trees or anything of that sort. Skills were learned solely through reading books. Perhaps it would be an interesting concept to have a couple of unique spells that could be learned from reading a book. This book would have to be an extremely rare drop or perhaps even a quest reward, or both. It would mean that all classes could potentially learn these skills, so caution must be made if this practice was to be put to use once again, and those skills must be designed in such way to prevent overlapping with unique skills that make other classes essential to cooperative play.
5. Gold:
Please cut off at least two digits from the amounts. I'd rather have 150 pieces of gold which are worth something, than 150 000 000 that aren't. Lesser values have a better 'feel' of actual worth. Not much different from the real-world situation, I guess!