Quote fromnope, they didnt start the podcast with D3 for the same reason tv shows always show the best things last, because if they show the best things first, people will tune out after they see what they want to see.
i don't think so.
Quote from name="biff exploder" »nope, they didnt start the podcast with D3 for the same reason tv shows always show the best things last, because if they show the best things first, people will tune out after they see what they want to see.
Quote from "EtheriChaos" »World of warcraft had bidding, and it had a far more stable economy than any od the diablo games. I don't recall you listing any examples to the "Auction houses = failure" argument. I brought up auction houses because they SIMPLIFY trading, not complicate them. You can't have it both ways, if you say that diablo was a simplification, then you can't say auction houses would be a bad thing because by their design they make things more user friendly. If you say they had an advanced system, then you can certainly argue against it, however, you're also pointing out that you'd prefer it be harder for the masses to use (Something Blizzard simply isn't going to go for). Instead of debating about the grand merrits of the old games, or the terrible tragedies of auction housing, would it not be better to post what you think would improve the system?
Quote from "intrinsik4" »For the smaller enemies they dont really have to be any more complex than the witch doctor's fire ball. Infact, even less complex than that could look great without being too distracting.
I wonder what the performance hit of a persistent shadow would be? Or if it's possible. Basically... a slight dusting effect envelopes the 3d body... leaving behind a darkened, textured shadow to replace the dynamic shadow. It'd allow for more diverse corpses and be as simple as playing with a few sprites and decals. The trouble is programming a bridge to translate the dynamic shadow into a texture. This is somewhat more ambitious than my previous idea (varying piles of ash).
In any case my point is despawn animations will take up more clock cycles, but not nearly as many as persistent bodies.
My main issue is that vanishing corpses should be a result of art direction and game play mechanics, not the other way around. I know I keep going back to piles of ash, but I'm just one person. I'm sure a group of people could come up with alot more - which is why I'm going crazy telling everyone here to dig alittle deeper.
Quote from "illinvillain29" »Good add with the corpse physics! i love it, who cares if the bodies dont hang around until you leave the game just as long as i can kill something and play a messed up game of volley body with a friend im good:thumbsup:
Quote from "squirecam" »No, Diablo 2 did not work well on PK, due to hacks and cheats. Which will inevitably occur if you keep some "timer".
Its simple.
You must consent to PvP or PK. If you allow it, you cant cry when you die.
Otherwise, if the button is off. You cant be touched. Period.
This solves the hack and spell-remaining problems, with no TP or WP issues.
The only ones who will hate it are those who would PK someone who cant fight back.
Quote from "irongamer" »I like the idea of health globes. Mashing a potion key always felt like a cop out. The globes will offer more randomness to combat/positioning.
Rather then just... "oh need health" *presses key* "oh need health again" *presses key*
Health globes may go something like this:
"oh crap where is a health globe!"
*frantically looks around*
"There its!"
*uses a knockback, fear, leap, etc*
grabs globe
"whew"
There will still be potions for emergency but it is time for something new for healing. I'm happy to try out their new system. I also like the idea of anyone in the party being able to pick it up and help the group.
Instead of just pressing the same single key to heal, you now may have to:
search
move
use a skill that works for the present battle situation
I believe Blizzard is spot on.
Don't care much about not seeing other peoples loot. I didn't mind it in HGL. I think loot whores will be mistakenly upset with this at first.
Quote from "Sly_dawg19" »They should do trading in Diablo 3 Ebay Style.
Post an item, and let others bid. Either with items, Gold, etc..
Allow the seller to list whether or not he will accept gold, or items or what not.
Also allow "Instant Trade" for specific items from a drop down list, or specific mod's on an item.
You could go into any town and find the "Trader" and be able to sell or buy items.
Also allow 1 on 1 trading too, with the classic trade window from Diablo 2.
This would be the most effecient and price checking system.
For example.. I have "Usless Mace", I go to the "Trader" and see that "Useless Mace" is selling for 300 gold, or usually for a Hel rune.
Then I either place my item up for bid with the trader (Leave the item there), OR keep the item and find someone in game to see if they want to trade.
- Jeff
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i think that having corpses vanish AND leaving all their items on the ground after a certain amount of time would be a good solution.
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i suggest PVP or PVM be selected once a player enters a game. once in the game it should not be toggeable. all the problems with PVP come from PVP players coming into a game and attacking players who did not want PVP. the PVP players take advantage of the toggle to surprise unsuspecting players. take that option out and it will take that element of PVP griefing out of the game.
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if you can help out come check out the beta site:
Level 99
I'm usually online on USWest as EliteChoice.
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I think of items as drops and the term loot comes from a differnt kind of game and i disapprove of that term.
health globes are similar to random health shrines appearing. that could work, but i don't think players should be required to make use of health globes as primary healing. does this mean that skills like find potion and redemption and prayer are being phased out?
players should have a lot of different ways to heal. tp/healer, class skills, potions, shrines, items with regen, not just potions and health globes.
it would be neat if there were charged heal scrolls that could be on the belt - so a player could have 10 heal scrolls stacked in one slot on the belt. i would imagine the scroll would work differently than potions, perhaps healing less or more than potions.
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in that case, have the ladder characters unrespeccable, and other multiplayer chars that are nonladder have some form of respec. that would give casual players a place to respec, and serious players the reassurance that good character dev strategy and good decision making are rewarded.
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The only way I can see an ebay system working on Diablo is setting the duration of the auction to a few hours or one day at most; otherwise the trading market will shift from player to player to an auction house style system which i am sure most diablo players wouldn't want. i wouldn't want that.
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i don't approve of respeccing to try out other builds. respeccing to fix accidental skill assigns or to fix accidentally picking a broken skill should be implemented.
one idea i have about this is that after completing the game at normal difficulty, automatically reset all skill points. then players can fix strategy errors or accidental skill assigns. after that the player doesn't have any resets. that way those players still learning the skill trees can reset if there was any strategic error, but without allowing them to experiment with all skill trees in that class.
one second chance per character seems pretty reasonable from a design standpoint.
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i would ask blizzard to make all the top level skills to be really effective and useful, that way once a player goes all the way up on skill tree the top skill in that tree should be good enough to play the game to lvl 99.