Problem: Items in AH are just so temptingly easy to acquire and thus is the main source of item obtaining, as oppose to finding them as expected. Solution: Item Challenges Note: This applies to ALL items (equip-able) Essentially, its an additional affix that offers a challenge that can only be completed if the item is equipped, i.e. "Kill 200 zombies in Inferno on Monster Power 7", that will grant a bonus related to the theme of the challenge. In this zombie instance, it would give an affix like "+20% Damage to Undead". The challenges can range in difficulty and reward of course, making or breaking items in terms or completion. Now how does this affect the AH issue? Well, upon completion of the challenge, a "toast" (like achievements or a sale on the AH) will appear notifying you "You completed the challenge on (item name)". Then, an option to apply the upgrade reward will be present on the item icon, improving the item and causing it to become account bound. This inherently makes generally better items unavailable on the AH, and unique and cool affixes that are only accessible by playing the game. Examples: Yellow Item +300 Armor +150 Intelligence +100 Vitality +8% Attack Speed +6% Critical Chance Kill 10 Elite Packs with the Waller Affix on Monster Power 5 --> Grants +10% Damage to Elite Enemies
Blue Item +275 Armor +150 Dexterity +28% Critical Damage Kill 18 Treasure Goblins on Monster Power 3 --> Grants +34% Magic Find and +26% Gold Find
White Item +315 Armor Slay the Butcher on Monster Power 9 --> Grants +45% to Fire Damage
As can be seen, the rewards are obviously higher with the difficulty of the challenge. Moreover, an item could be added to the game that would be some sort of crafting material used like a dye (in terms of UI) that would re-roll the challenge presented (wiping any progress on the current challenge). Also, if the item already has an upgrade on it from the challenge, then the item's challenge can't be changed, giving a minor sense of permanence and dedication to one's character.
In conclusion, this small addition to the game could have major positive effects on the game that would change the way people play and search for items, not to mention the economic benefits of offering alternatives to the AH, without taking simple routes like nerfing items sold and such. Please post ideas you have for challenges and their rewards!
I doubt someone would want to take a BIS Mempo, complete the challenge and upgrade to make it BOA.. making it completely unsellable, tradeable. I would never upgrade them.
Making the top teir of Item drops all BOA when they intially drop and then having this 'item challenge' idea would be better. Eg a Mempo drops and is already BOA, so I may as well complete the challenge.
BOA by choice is not the best idea.
Your idea could work though for BOA crafted items...
I doubt someone would want to take a BIS Mempo, complete the challenge and upgrade to make it BOA.. making it completely unsellable, tradeable. I would never upgrade them.
Making the top teir of Item drops all BOA when they intially drop and then having this 'item challenge' idea would be better. Eg a Mempo drops and is already BOA, so I may as well complete the challenge.
BOA by choice is not the best idea.
Your idea could work though for BOA crafted items...
The thing is BOA by choice offers power to those who deserve it, also forgot to mention that selling an item removes its capacity to have a challenge.
I doubt someone would want to take a BIS Mempo, complete the challenge and upgrade to make it BOA.. making it completely unsellable, tradeable. I would never upgrade them.
Making the top teir of Item drops all BOA when they intially drop and then having this 'item challenge' idea would be better. Eg a Mempo drops and is already BOA, so I may as well complete the challenge.
BOA by choice is not the best idea.
Your idea could work though for BOA crafted items...
The thing is BOA by choice offers power to those who deserve it, also forgot to mention that selling an item removes its capacity to have a challenge.
Ahh that makes it a bit better. However your solution still does not solve the issue that we do not normally find anything close to an upgrade while playing the game.
Unless your 'item challenege' stat rewards are very very good.
I doubt someone would want to take a BIS Mempo, complete the challenge and upgrade to make it BOA.. making it completely unsellable, tradeable. I would never upgrade them.
Making the top teir of Item drops all BOA when they intially drop and then having this 'item challenge' idea would be better. Eg a Mempo drops and is already BOA, so I may as well complete the challenge.
BOA by choice is not the best idea.
Your idea could work though for BOA crafted items...
The thing is BOA by choice offers power to those who deserve it, also forgot to mention that selling an item removes its capacity to have a challenge.
Ahh that makes it a bit better. However your solution still does not solve the issue that we do not normally find anything close to an upgrade while playing the game.
Unless your 'item challenege' stat rewards are very very good.
Well this would be on top of general itemization patch they're planning to do, but this could be a way not to fix itemization as a whole, but the issue of the AH being the main source of items.
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Solution: Item Challenges
Note: This applies to ALL items (equip-able)
Essentially, its an additional affix that offers a challenge that can only be completed if the item is equipped, i.e. "Kill 200 zombies in Inferno on Monster Power 7", that will grant a bonus related to the theme of the challenge. In this zombie instance, it would give an affix like "+20% Damage to Undead".
The challenges can range in difficulty and reward of course, making or breaking items in terms or completion.
Now how does this affect the AH issue? Well, upon completion of the challenge, a "toast" (like achievements or a sale on the AH) will appear notifying you "You completed the challenge on (item name)". Then, an option to apply the upgrade reward will be present on the item icon, improving the item and causing it to become account bound. This inherently makes generally better items unavailable on the AH, and unique and cool affixes that are only accessible by playing the game.
Examples:
Yellow Item
+300 Armor
+150 Intelligence
+100 Vitality
+8% Attack Speed
+6% Critical Chance
Kill 10 Elite Packs with the Waller Affix on Monster Power 5
--> Grants +10% Damage to Elite Enemies
Blue Item
+275 Armor
+150 Dexterity
+28% Critical Damage
Kill 18 Treasure Goblins on Monster Power 3
--> Grants +34% Magic Find and +26% Gold Find
White Item
+315 Armor
Slay the Butcher on Monster Power 9
--> Grants +45% to Fire Damage
As can be seen, the rewards are obviously higher with the difficulty of the challenge. Moreover, an item could be added to the game that would be some sort of crafting material used like a dye (in terms of UI) that would re-roll the challenge presented (wiping any progress on the current challenge). Also, if the item already has an upgrade on it from the challenge, then the item's challenge can't be changed, giving a minor sense of permanence and dedication to one's character.
In conclusion, this small addition to the game could have major positive effects on the game that would change the way people play and search for items, not to mention the economic benefits of offering alternatives to the AH, without taking simple routes like nerfing items sold and such.
Please post ideas you have for challenges and their rewards!
Link to original on D3 forums: http://us.battle.net/d3/en/forum/topic/9234203459
Making the top teir of Item drops all BOA when they intially drop and then having this 'item challenge' idea would be better. Eg a Mempo drops and is already BOA, so I may as well complete the challenge.
BOA by choice is not the best idea.
Your idea could work though for BOA crafted items...
Ahh that makes it a bit better. However your solution still does not solve the issue that we do not normally find anything close to an upgrade while playing the game.
Unless your 'item challenege' stat rewards are very very good.
Edit: Oh, I guess this is what you said in your post 11 minutes ago. Should read entire thread first ;-)
Well this would be on top of general itemization patch they're planning to do, but this could be a way not to fix itemization as a whole, but the issue of the AH being the main source of items.