I have three ideas:
1.) Useless YouTube Guy
-Posts video guides of a build that is all over the internet and provides no unique look at the build however believes you should subscribe and like all of his videos.
-Posts on various forums starting a topic then simply just links his 20 minute video of him rambling on about this said topic
-The female character will be slightly attractive yet incredibly ditzy but has thousands of subscribers just to look at boobs
-Will not utilize runes and just has 1 skill called "Please subscribe" 1 second cool down, begs targeted creature to subscribe
2.) Boring Streamer
-Main ability is promoting his/her stream
-Class flavor text: Gaze into the mindless stream with billion gold giveaways and shoutouts every hour why do it yourself when you can watch someone else do it
-The only part of the world this hero can explore is his/her bedroom. The only monsters it occasionally battles are mom or dad.
-This hero thinks it has a job yet could make way more money mopping the floor at McDonald's.
-Immune to Adblock
3.) RMAHer
-This hero can only be unlocked after 3,000 hours of gameplay
-This hero is not fun to play
-This hero only is playable to make real life money. Having fun is not allowed.
-This hero only plays games to make real life money - getting an actual job is hypocrisy
-Scratched from development after announcement to remove AH. Blizzard felt that people should play the game to have fun and not complain about how bad the game is yet continually post "I just play to make real money cause I probably make SOOO MUCH"
;p ;p ;p ;p hehe.
1
If that isn't a minority, I'd be worried about the game's future.
Seriously, what is more hardcore than a 1 hour hardcore race for some shinies? I applaud that they are aiming for a different group with a different approach, but "accessible" is not what I would call this.
1
Because the sub-based games can't get 9 million players, so they go free to play. See SWToR most recently.
I don't think there's even an F2P MMO out there that can put up those numbers.
2
BTW Pandaria has a user rating of like, 4.3. And going by sub numbers, it's still the most profitable PC game right now. Meanwhile PoE was bragging about 50k concurrent logins on launch day. That is a real accomplishment for a new F2P game, but for Blizzard, it's Tuesday.
1
1
- More interesting affixes. Fun proc effects that cause skills or explosions, elemental absorb, skill charges, something.
- Possibly dominant legendaries because that seems to be what people want.
- Some way for gear to enhance skills on a per-rune level. There's no way all those runes can be viable if they don't get the randomness of drops involved. (Wonder why the whole idea started out as item based eh?)
- Some kind of post-60 character-based progression. It doesn't have to do much of anything power wise, just be something that you can't just get by items and can steadily progress by playing. This can go hand-in-hand with allowing characters to be sold on the AH.
- Existing Inferno made trivial through more readily avaliable gear. Then copy Torchlight II or PoE for an actual "endgame" that sends you to random maps disconnected from the storyline. There should be a variety of difficulty choices here. A lot of players are set up to think Inferno is just supposed to be "hell+" when it's not, a new system is needed to get this across better, and also annoy us less with stupid dialogue.
- Some hard cap on resistances to limit their importance on showing up on every single item. Maybe say a limit of 1000 before any skill modifications. Also buff the single resistance affixes, and probably nerf One with Everything some.
- Mechanics to combat the importance of the AH. Bind on Equip, account bound crafted items. What I'd really like is something that lets you hunt for specific item types, maybe an "item type find" stat that either raises the MF on say crossbows, or makes it more likely to draw a crossbow than other weapons.
- Upping the level cap is really going to screw the game up, but they almost have to. Dragging out the progression from 1-60 means less rewards per time means people are going to be unhappy by XP 2. Not sure how they can handle this one. Perhaps an alternate post-60 progression method would be enough.
1
Would it be too much to ask for a little something besides bigger numbers? Maybe not. But exclusive content? Yeah, that is a bit much.
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Because that has nothing to do with the low yellow candle lighting.
This is Diablo 3 Rainbowland. We've seen plenty of shots of the cathedral with green, blue, and lavender floors and walls, thanks to the extreme cartoony lighting. Look how differently the exact same tilesets can appear:
There's also none of the strewn sand that we have seen in the act 2 shots, along with floor being polished instead of cobbled bricks. Here's Act 2 interiors:
1
That isn't how the D3 RMAH works at all.
There are two fees: a listing fee, and a selling fee (only if item sells successfully.) Neither of these are refunded. The fees are also flat and do not raise with the value of the item. If you try to draw the money out to Paypal or such, *then* you get hit with an additional % fee. But if you leave it in Blizzard's system as e-balance (to spend on Blizzard products or future D3 trades) there is no such cost.
Not clear to me if only the first X listing fee is free, or the selling fee as well. In the absence of info though I will assume only the former.
1
No, only the miniscule most valuable percentage.
This is what AH is for... intelligent search, not spamming through trade games trying to find your rare item.
Did you really think you were finding anything on a global AH without a filter? Or have you just never used an AH before?
That's rather part of the point. Runes are the new "build." It's a soft inhibition on your ability to swap to any skill combo you want at any time. The "respec cost" is trading runes on the AH.