• 0

    posted a message on Expansion Key Notes
    Quote from KalikooJack


    You should make a post to official forum about this. Maybe they use atleast some ideas. :)

    Can't, my account is currently banned for bumping :facepalm:
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Expansion Key Notes
    Quote from Bagstone

    Quote from Astion

    Quote from Chiron

    Social changes: Meh, I don't really care.

    Social Systems are the backbone of modern games these days. Without a proper social system many gamers tend to feel isolated. Social Systems are a huge part of multiplayer games, the social aspect is by far the most differentiating aspect for multiplayer vs singleplayer games.

    This is the main point you fail to understand.

    Diablo is at first a single player game. Every single thing about this game is designed such that you can do it completely on your own, isolated in your own world, without ever interacting with someone else. (This is why the online requirement upset so many people). Multiplayer is just an addition, but will never be the main focus of D3, same with PvP. Again, blue posts and Blizzard developers mentioned this in interviews or posts several times: D3 will never be an esports game or an MMO. All ideas that relate to that (and to be fair, many of your ideas do) are not suitable as suggestions for "improving" D3.

    You're simply running up to Santa Claus and asking him to turn your pony into a werewolf. Stop it, play another game, even hoping for these changes will make you feel very very sad once you realized you bought a (single-player focused) ARPG while the game you actually wanted was an (esports-focused) MMO.

    Your arguments are valid, yet minor adjustments to certain systems can satisfy everyone.

    Im all in for people playing solo and deciding for themselves where to participate in social environments. As mentioned above: A simple option for disconnecting yourself from the a City Hub could be put into place.

    However, as it stands now, Diablo 3 is an "always" online game and therefor it should act like one for the majority of players who do like it.

    The PvP systemsI describe are, in my opinion, not affiliated with e-sports. E-sports require a super balanced area, which Diablo 3 is clearly not. I am not asking for a balanced area, I am in for gameplay modes where people compete against one another. If some do not like an unbalanced playing field, then skip PvP.

    I'd like to state that adding content to the game should in no way force people to play a certain way. I always liked freedom in doing whatever I wanted at that point in time.

    Yes, I hope for this game to evolve from Pony (AA) to a Werewolf (AAA). Even if that meant Blizzard wouldn't implement a single suggestions into their game. I have complete confidence that Blizzards developers will create an even better experience with upcomming patches and expansions.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Expansion Key Notes
    Quote from KalikooJack


    City Hub: Not a fan of this. Many people dont like social aspect of the game. Auctioning with only 100 people is not what many of fans (I think) want.


    Thanks for the feedback! However, I think you misunderstood my intention. The City Hub is only a visual aspect. The Auction House will work the same as it does now. All different City Hub instances are linked together into the Auction House database.

    Aside from that. Yes, some may dislike the social aspect. Perhaps an option to not spawn with other players should be put in place.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Expansion Key Notes
    Quote from maka

    I feel kinda bad for saying this, given all the work you put into it, but....

    Daily Quests? :facepalm:


    Other than that, some good suggestions, some OK suggestions, some bad suggestions. That's my view :P
    Quote from Tidez

    I liked most of this.. The only thing I absolutely hated was the addition of "daily quests"... Really? 7 years of my live sucked through my eyes through WoW dailies has pretty much solidified the fact that if I see even one daily quest appear in this game, I would drive to Blizzard HQ and set myself on fire.

    Agreed. Daily Quests do not fit into Diablo 3. It wasn't what I had in mind for it, as it now looks like an MMO copy.

    Reworded to:


    Random Objectives at Random Times.
    o Random Objectives, from defending Tristram from waves of random monsters to defeating a set amount of monsters/ elites/ goblins to completing randomly generated events throughout the game. Completing the objective is rewarded with a treasure chest. Higher monster power increases the quality of the treasure.

    Random random random!
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Expansion Key Notes
    Quote from Chiron

    Social changes: Meh, I don't really care.

    Social Systems are the backbone of modern games these days. Without a proper social system many gamers tend to feel isolated. Social Systems are a huge part of multiplayer games, the social aspect is by far the most differentiating aspect for multiplayer vs singleplayer games.

    Quote from Chiron

    Item changes: Seems like those would only make items worse and more random. I especially hate the randomness in legendaries/sets. Also, I very strongly disagree in having PvP-specific affixes; D3 is a PvE game. Magic find, Gold find etc.

    should be removed (and probably will be removed) from equipment. Blizzard too said that it isn't very fun to gather two sets of gear; one for MF and one to maximize your killing power. MF/GF from Paragon is enough. Oh and NO CHARMS EVER PLEASE! It was one of the most annoying features of D2.


    Yes, items are very random, and they should be for the longevity of the game. However, I actually took away a part of the randomness and filled it with more desirable stats.

    Magic Find is one of those problematic stats that is really cool to have, but not at the expensive of your characters power. Which is a totally legit argument. With my system however, you can have best of both worlds.

    Items roll affixes and sub-affixes totally separate from one another. 4-6 Affixes, plus a small chance of 1-2 sub-affixes. Meaning, you will never have to give up power for cool bonus features such as gold find, magic find or pickup radius for example.

    Charms are in my opinion the best way to customize your character. Many players loved the stat allocation system, which has been removed. Charms could fill that role to a certain extend and are a very cool addition to the loot table.

    PvP Stats are already in 1.0.7, as VS Elites stats also work VS Players
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Expansion Key Notes
    Quote from pr3ach3r

    *Nephalem. That's the word used by the diablo lore.

    Confession bear: I knew these were user made, but I still read them.

    Edited, that was indeed sloppy.

    Quote from Godrik1374

    FUCK!!!! while reading, I was telling to myself... wow this game is gonna so fun !!! -.- FICTION.

    One can only hope right? Let's assume a multi-billion company can come up with even more ;)



    Any other feedback - discussion on systems?

    Compiling the list took me a couple hours. However, I had these ideas for months however.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Expansion Key Notes
    Quote from Bagstone

    Quote from Astion
    Would you read it if you knew it was fan fiction from the start? I many people will skip over it ;)

    You don't want anyone to read your post and be angry in the end because they found out all that they have read was fiction (and they took it for granted). Anyways, for me it was kind of obvious from the beginning that this is fiction. You start your ideas off with turning D3 into an MMO, and that's not gonna happen - ever. D3 was actually developed to be an MMO before they hit the reset button and started from scratch a couple of years ago. D3 will undergo heavy changes, but it will never become 1) an MMO, 2) D2, or 3) an esports game. (All three of these have been confirmed by blue posts). Many of the things you propose go in either of these directions. In order to make your post less fictional you might consider this... ;-)

    It's really a lot of work you put into this, but it's for a completely different game. The changes you propose are not what Blizzard has in mind for D3, and based on what I've read in recent weeks it's also not necessarily what many people deem suitable for D3. It would be a good start for designing a whole new game. :-)

    I wouldn't call it an MMO style of approach per se, and I definitely wouldnt want it to be turned into one. The only MMO feel that i would like to see in Diablo 3 is the social aspect. Such as guilds/clans or a social meeting place, in one form or another. Currently Battle.net fails to deliver on the social aspect. You kind of feel isolated with an occasional chatter and the auction house. I'd rather have a graphic astounding city where people can meet & trade, select what to do next as well as just hang out and show of their gear etc.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Expansion Key Notes
    Quote from Jaetch

    Quote from Astion

    * Notes are fan-created by Varox (Varox#2933), Astion @ Diablofans.com.
    * Changes I would like to see to Diablo 3, simply because I love playing this game, and hopefully for long time to come!

    -Varox

    You should probably put this at the beginning of the post ;)

    I actually scrolled all the way down after reading the first few points and had to check if there was a disclaimer whether or not this was all fictional.

    Would you read it if you knew it was fan fiction from the start? I many people will skip over it ;)
    Posted in: Diablo III General Discussion
  • 7

    posted a message on Expansion Key Notes
    Expansion Key Notes

    These are the keynotes of Diablo 3’s future Expansion, and will contain:
    Ø Battle.Net
    Ø Items
    Ø World
    Ø Crafting
    Ø Paragon
    Ø PvP
    * Keep in mind that the game changes are made keeping 1.0.7 in mind.



    Battle.net 2.0+
    • Game Menu = City Hub
    Upon logging in and choosing a character, the player will now be placed into a Major City Hub. The City Hub is real-time place where players can meet each other. The City Hub will be introduced with Act VI and has a player cap of 100, after reaching 100 players; a new instance of the City Hub is made to ensure a playable environment.

    The Medieval City Hub:
    • Blacksmiths Guild Street
    o Your Backsmith and 3 Highest Experience Blacksmiths of players.
    • Jewelers Guild Street
    o Your Blacksmith and 3 Highest Experience Blacksmiths of players.
    • Mystics Guild Street
    o Your Blacksmith and 3 Highest Experience Blacksmiths of players.
    • Auctioneers Area
    o Different Auctioneers for Gems, Crafting, Armor and Weapons.
    • PvP Queue Area
    o Defense of the City
    o Endless Rush
    o Gladiator
    • Waypoints
    o The City Hub Waypoints are connected to all acts.
    o Upon entering a different act; no quests will be present. However, all bosses will be spawned.
    o Selecting quests is available through the Gate System.
    • Gates (Game Selection Area)
    o Gate to quest area in ACT VI
    o Gate to open game system
    o Gate to quest selection
    • Random Objectives at Random Times.
    o Random Objectives, from defending Tristram from waves of random monsters to defeating a set amount of monsters/ elites/ goblins to completing randomly generated events throughout the game. Completing the objective is rewarded with a treasure chest. Higher monster power increases the quality of the treasure.
    • Guilds
    o Guild support has been added
    • Half of Fame (Ladder)
    Items
    • Item stats are now allocated into 3 main categories and 1 bonus category.
    • Rare Armor items dropped from monsters now roll 4 to 6 affixes and have a small chance to roll 1-2 sub-affixes.
    • Legendary Armor items have had their sub-affixes removed, and now have an average chance to roll an extra 1-3 sub-affix. Legendary items also have small chance to roll legendary-specific sub-affixes that are not listed below.
    • Items now roll at least one primary class attribute
    • Primary (Affix)
    o Strength (Class)
    o Dexterity (Class)
    o Intelligence (Class)
    o Vitality
    • Offensive (Affix)
    o Critical Hit Chance
    o Critical Hit Damage
    o Attack Speed
    o Defense Piercing % (New)
    o Bonus Damage
    o Bonus Elemental Damage
    o Increases damage against Elites
    o Mixed Stat, two of: (Crit / Crit Damage/ Increased Attack Speed/ Defense Piercing%), each 45% of max base value.
    o Skill Bonus (New) (Specific skill bonus, all skills are available)
    o Standard Socket (New).
    o Specialized Socket (New). Increased effect if socket and gem match color.
    • Defensive (Affix)
    o Reduce Damage from Elites
    o Reduce Control Impairing effects
    o Reduce Slow effects (New)
    o Health Regeneration
    o Increased Healing by % (New)
    o Increased Block
    o Movement Speed
    o All Resistance
    o Elemental Resistance (Fire/Cold/Poison/Physical/Arcane) – Double Cap of All Resistance.
    o Armor
    o Life %
    o Reduced Melee Damage
    o Reduced Ranged Damage
    • Bonus (Sub-Affix)
    o Bonus %XP
    o Magic Find
    o Gold Find
    o Gold and Item pickup radius increase (New)
    o Resource Stat (Barbarian / Witch Doctor / Demon Hunter / Wizard / Monk)
    o Chance to Blind/Freeze/Fear/Bleed/Knockback/Immobilize/Stun
    o Level Reduced Requirements
    o Treasure Hunter (New) Increases chance of finding Treasure Goblins and Resplendend chests and increases the quality of loot received through objectives and PvP.
    • All items now roll equal primary attributes.
    • All items now roll at least one primary (class) attribute.
    • The affixes indestructible and thorns have been removed from the game.
    • The magic and gold find cap has been removed.
    • Players are considered Elites as of 1.0.7
    • Diamond gem has been added.
    o Weapon - Defensive Piercing %
    o Armor - All Resistance
    o Helm - Reduces Damage by %
    • Wings can now be added to your inventory, and can now be toggled on or off that persist through game switching.
    • Charm System introduced.
    o A dedicated inventory will be introduced with a quest in Act IV.
    o Charms spawn in sizes of 3x1, 2x1 and 1x1. Charms are rolled similar to items (affix / sub-affix).
    o Each Charm Size has unique affix and sub-affix rolls.



    World
    • Acts
    o Players can now switch between acts through the waypoint system.

    o All zones should spawn equal mobs and elites packs based on their size. For a zone of 1000m2 meters spawns 100 mobs, and 4 champion packs, and a 2000m2 zone spawns 200 mobs and 8 champion packs. Some degree of randomness will be used to vary elite pack amounts.
    • Bosses
    o Sub-bosses have had their legendary drop chance increased by 300% when killed with 6 Nephalem Valor stacks or higher.

    o End of Act bosses have had their legendary drop chance increased by 400% when killed with 10 Nephalem Valor stacks or higher.
    • Unique Name Monsters
    o Health increased by 400% and now have a 200% increased chance of dropping legendary items. Their loot table has also been changed to match the loot table of rare and champion monsters.
    o Now roll (difficulty +1) random abilities.
    o Upon killing a named monster, the player increases the Nephalem Valor cap by 1.
    o Upon killing a named monster, the player gains a Nephalem Valor stack.
    • Nephalem Valor
    o Nephalem Valor stack size cap increased to 10.
    o Nephalem Valor now increases your Magic and Gold find and Experience gained by 10% per stack.
    • “Secret Level”
    Treasure Goblins now have a very small chance of dropping a Gheeds’ Treasure Tome when killed. The Tome can be used on other Treasure Goblins, making their portal permanent and enterable by players.

    Gheeds’ Exotic Treasure Island contains:
    o Treasure Goblins
    o Goblin Gladiators (GG’s)
    o Goblin Mages (GM’s)
    o Goblin Fanatic of Gheed (GFG’s)
    o Uber Treasure Goblin King, comparable to an end of act boss.
    o (Very small chance of spawning Gheed himself)
    o Many treasures!



    Crafting
    • Mystic has been added as new crafter, unlockable in Act VI.
    The Mystic specializes in altering armor and weapons.
    o Alter item appearance
    o Change to another random sub-affix
    o Reroll amount of sub-affix
    o Change to another random primary (class) attribute
    o Reroll amount of affix
    o Craft Rare Dyes
    • Altering Affixes require very rare materials dropped from monsters.
    • Altering Sub-Affixes require rare materials dropped from monsters.
    • Altering Sub-Affixes quality require common salvage materials.
    • Altering an items’ appearance requires one of an items with the desired appearance, and it will be destroyed in the process.
    o Special items unlocked by achievements
    • Crafters can now specialize in a certain tree.
    o Reducing its craft cost
    o Craft time
    o Unlocking special recipes
    o Gaining unique appearances
    o Experience system after maximum level.
    o Higher Quality Affix
    o Higher chance of rolling a Sub-Affix
    • Off-hands can now roll base damage ranges (Witch Doctor/ Wizard Source)
    • Quivers can now roll base attack speed
    • Shields can now roll base block chance
    • Crafting uses the new Affix / Sub-Affix system.
    Paragon Level Perks
    • (Account Bound), I.E. All characters benefit from the bonuses.
    • Upon reaching level 100 all your characters gain an additional 50% more experience after reaching level 60 and gain magic find equal to your highest paragon level character.
    • Level 100+ is only available for expansion characters.
    • Each level beyond 100 increases the experience gained by 3% for all characters on your account.
    • Level 1-100: Magic and Gold find bonus as well as attributes.
    • Perks:
    Introduce perk system at Paragon 50

    Level 50: Increases the starting amount of Nephalem Valor stacks by 1.
    Level 55: Increases the chance of finding Legendary items by a small amount.
    Level 60: Treasure Goblins and Resplendent chests are now marked on the minimap.
    Level 65: You can now list 15 auctions, up from 10.
    Level 70: Your experience gain is increased by 5%.
    Level 75: Monsters explode more violently.
    Level 80: Increases the chance of finding rare monsters by a small amount.
    Level 85: Increases healing received by 10%
    Level 90: The cooldown triggered by your health potions is reduced by 20%, and potions restore 10% of all your resources.
    Level 95: You resurrect players 35% faster
    Level 100: The size of your Charm Specific Inventory is increased by 2.
    Level 105: Increases the pickup radius of gold and items pickup by 2 yard.
    Level 110; Increases your movement speed by 5% in PvE areas
    Level 115: Increases your stash by 1 half-tab.
    Level 120: Reduces the crafting costs by 20%
    Level 125: Increases the number of followers you can have in a solo game to 2.
    Level 130: Increases item quality of random objectives
    Level 135: Increases the chance of finding rare monsters by a small amount.
    Level 140: Reduces the cast time of town portal to 2.5 seconds.
    Level 145: Increases the size of your additional stash tab.
    Level 150: Increases movement speed by 5% in PvE areas
    Level 155: Increases the starting amount of Nephalem Valor stacks by 1.
    Level 160: Increase item quality of PvP objectives
    Level 165: The size of your Charm Specific Inventory is increased by 2.
    Level 170: You can now list 20 auctions, up from 15.
    Level 175: The cooldown triggered by your health potions is reduced by 20%, and potions restore 10% of all your resources.
    Level 180: Increases the number of followers you can have in a solo game to 3
    Level 185: Reduces the duration of control impairing effects by 15%
    Level 190: Increases the duration of your control impairing effects by 15%
    Level 195: The size of your Charm Specific Inventory is increased by 2.
    Level 200: 1 Follower will now join you in a multiplayer game.
    - FIERY WINGS ITEM
    - All your characters gain an additional 25% more experience after reaching level 60.

    Level 201-999: Increases XP by 3% per level after reaching level 60. Also Room for future perks.



    PvP
    • Defense of the City
    Players can now queue up to compete against each other in “Defense of the City”. The goal of Defense of the City is to kill as many monsters as fast as possible while defending the different city gates.
    Random monsters will spawn in waves that will even challenge the most experienced players.

    o Instanced for each team, with the addition of a scoreboard (Monsters Killed)

    o Everyone is rewarded with a Random Treasure Chest with its’ quality according to score.

    o Average siege duration of 10 minutes.

    o Game Modes
    ]- 1v1v1v1
    ]- 2v2v2
    ]- 4v4

    o Queue system that will match players according to gear equipped. Cannot change gear while in Queue or during Defense of the City
    • Endless Rush
    Players can now queue up to compete against each other in “Endless Rush”. The goal of Endless Rush is for a team to venture as deep as possible into a randomly generated dungeon.

    Random dungeon levels will spawn, with random monsters and elite packs.

    o Instanced for each team, with the addition of a scoreboard (Level Reached)

    o Everyone is rewarded with a Random Treasure Chest with its’ quality according to score.

    o Average Rush duration of 15 minutes.

    o Game Modes
    ]- 1v1v1v1
    ]- 2v2v2
    ]- 4v4

    o Queue system that will match players according to gear. Cannot change gear while in Queue or during Endless Rush.
    • Gladiator
    Players can now queue up to compete against each other in “Gladiator”. The goal of Gladiator is for a team to kill as many other players of the opposing team(s) as possible while being sieged by heavy duty demons.

    o Scoreboard of players killed by team

    o Everyone is rewarded with a Random Treasure Chest with its’ quality according to score.

    o Average Gladiator duration of 10-15 minutes.

    o Game Modes
    ]- 1v1v1v1
    ]- 2v2v2
    ]- 3v3

    o Queue system that will match players according to gear equipped. Cannot change gear while in Queue or during Gladiator.

    o Players can queue for Gladiator against other players or teams of their choosing.

    o Players can place wages on who will be victorious in “Gladiator”







    * Notes are fan-created by Varox (Varox#2933), Astion @ Diablofans.com.
    * Changes I would like to see to Diablo 3, simply because I love playing this game, and hopefully for long time to come!
    * These changes are how I would like to see the game changed. Ofcourse personal opinions may vary, but I would greatly appreciate the feedback (both ways)!

    -Varox
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Do -NOT- Copy Chars on PTR -> Bugged!
    Issues seem resolved. Feel free to remove this thread,
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Do -NOT- Copy Chars on PTR -> Bugged!
    Issue resolved with new patch.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Do -NOT- Copy Chars on PTR -> Bugged!
    Issue resolved with new patch.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Message from Jay Wilson
    What a creative way of saying:

    "You fcked it up, we we'll put you on another project where you won't have as much resposibilities."
    Posted in: News & Announcements
  • 0

    posted a message on New Battle.net Mockup
    The game browser is an absolute must imo.

    Currently Blizzard is like;

    Open games are for quests
    GL In chat for the rest.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo 3 pvp....
    sad... oh so sad...

    but fun ;)
    Posted in: PvP Discussion
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