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    posted a message on Hardest game/s you've played?
    Battletoads for NES is around the top of my list. If I could make it past the second level I was pumped. I might have to revisit to see how I fair nowadays.


    Diablo for Playstation was actually pretty hard too, especially playing two players on one small screen. There was a lot of kiting in that game haha.
    Posted in: Off-Topic
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from wowaccounttom

    Everyone keeps talking about itemization, which it is a very big deal. However, the other half, imo, is randomly generated zones.

    Part of the replayability in Diablo and Diablo 2 was the randomly generated floors - after playing many many many many many times, a person could see certain patterns, however, it added one element Diablo 3 lacks; Diversity. It would be great if they added such element in the next major patch.

    Did you get a chance to read my other posts? http://www.diablofans.com/topic/92276-patch-109-preview-a-dream/ and http://www.diablofans.com/topic/92538-patch-109-dungeons-a-dream-fanmade/ ? I talk a little bit about random dungeons and some other things. I've actually got a post in the works for end game systems, which includes PvP, PvE, and a variation of the ladder system. The post won't be ready for a couple weeks though (standing up in a couple weddings/some tight work deadlines). I totally agree though, items are a huge part of a game like Diablo but we've only really seen one way to ever get these items. I'm going to explore some new ways that haven't really been tried in a Diablo game.

    Quote from Pablo134

    @MrMonsrosity
    Great ideas.
    What you think about add new stash or dressing room to collecting our sets item? Each tab is for another set.

    And I think idea with beam of light when we drop legend item should be for blue and yellow item too. ofc we can on/off in options which items we decide to see on the ground.

    I've always thought a place to create full sets would be awesome. It would make managing your stash so much easier as well. As for the blue and yellow beams I don't think they are really necessary. The name plates as they are right now are distracting enough so I couldn't imagine a screen full of those beams. I think reserving them for the top items (legendary/sets) is plenty enough. That's of course my opinion and many others might disagree.

    Quote from TheSeanis

    I love the creativity, but I have to ask. Why does everyone, including Blizzard, always say the incentive to play the game is the LOOT? Yes, it is an integral component of the game and needs to be rewarding and fulfilling, but a similarly important portion of the game (and games we used to play) comes from character progression and individuality.

    Allow me to explain, breifly, what I'm talking about. For example, Diablo 3 was developed to have a new revolutionary take on ARPG's, the character leveled up, his or her stats are allocated for you, and the skills require no permanent investment. Let's assume this model has no flaws for just a moment. What happens when you play the game with all five characters, and max their levels out? One person might say they have the freedom to change their build at any moment. Is this really the case?

    More often than not, the reason you can play a build is because of the way the items are designed. With such a large emphasis on items or "loot," the character or "toon" you create is arbitrary. In a classic ARPG setup, you are committed to investing time into a character, knowing that you have to have confidence in fulfilling the build you created. Yes, accidents happen, skills may get misplaced, or you may develop new interests as you play the game. But that is exactly what helps keep the endgame alive, just like the items, the characters need to cycle out as well.

    By having a system where the items are so heavily incentivized it really creates an environment where the only thing you're left reinvesting, isn't your time, its your money. The vast majority of the "top" players according to sites like Diabloprogress.com aren't just lucky fanatics, they're people with fat wallets. If you were to estimate some of the values of these peoples character's gear, you would be astounded. Clearly, on an enthusiast site, I dont need to express the fact that it completely worth it for some people to invest this money in this manner. However, I feel that as it stands right now, more people are pigeonholed into spending money to try and stay afloat because the way that the itemization sits right now (largely because of how important gear is) there are so many drops that unless you have near perfect gear (the elite 1% roll) what you're currently wearing will be obselete and devalued in almost no time flat. It is a repetive gear-replacing game.

    Don't get me wrong, theres nothign wrong with being satisfied with a character and getting it to max level. But thats just one way to play the game, and to limit the scope of interest by only allowing players to play that way, is damaging the game. There needs to be incentives in place to keep the characters or toons relevant, or create incentives to make new characters or toons. What I'm NOT saying is that the skill system is broken. Rather, items need to be adjusted, stats need to be adjusted, or some new method of incentive needs to be added for the toon's themselves to have some sort of INTRINSIC value.

    OP has made some fantastic suggestions. If I were to keep it simple, I'd suggest that some of the most important stats are static on the items, and that like the OP suggested, drop rates are changed. Although there is some variance because of the drop-rates of ilvl 61-63 (them not all being equal drop rates) there is some variation on what legendaries you find. They need a little more structure, in my opinion. Furthermore, like I suggested before, The characters themselves need some sort of inherent value. Once you max all characters, you have almost no reason to go and play the game. PvP as it stands, atleast in my opinion, is atrocious. It literally is a free-brawl, with no structure. That's not fun to me, because its very one dimensional.

    I'm a strong advocate of ladders, and a legitimate PvP system and I stand behind that. They offer value to characters, and force you to recycle characters. I feel that there needs to be some level of player investment for any actual attachment to occur. The fact that in Diablo 2, if you actually reached level 99, your character was as good as it could be as far as your displaceable stats are concerned. You diligently invested every point and skill and in the end you are rewarded with that little extra. Your drop rates are inherently better, similar but not exactly like the paragon MF incentive. Your skills will inherently do more. And you've had to stick to a choice and execute it to the end. And in all reality, in the end of Diablo 2's production, you really get 3 chances to re-select all those points. That's extremely generous in my opinion.

    curious to everyones thoughts,

    Swag

    -edit, clarity and grammar

    I think you'll be really happy with the expansion. I think they're working on doing exactly what you're asking but with in regards of giving Paragon Levels some interesting stat distribution points or traits to customize your characters.

    I've got a pretty neat idea for a future post I'm working on specifically for PvP and ladders which I think will be right down your alley. A ladder but not in the traditional sense.

    Quote from Tkeleth

    At the risk of being 'that guy,' all I really saw in the original post was 'let's use game theory to exponentially increase the desire to farm for many, many more hours.'

    The suggestions only serve to string along even more countless micro-rewards for spamming LMB-1-2-3-4-5-6.

    Of course I don't have an answer for the problem, I just don't think 'INCREASE ALL THE THINGS!' is it.

    Farming is always going to be part of Diablo, it's never going away. What we're trying to create is a game where people are excited to farm and something where they can have fun gathering their items. Yeah there could be new things to eventually do after you've gathered your items (PvP, new dungeons, etc) but the search (farming) for better items will always be part of the game.

    Quote from Grishnak79

    I have created this account solely to comment on this post.
    An awesome ideas and in my book, OP should be hired by Blizzard right off the bat. What an OP suggested here is pretty much what is missing from the game for me and I bet that it's the same with majority of other players.
    Hopefully Blizz will get this ideas seriously and will try to get them in the game at some point.
    +1 for OP for putting this up and making it crystal clear for the readers.

    Thanks and welcome to Diablofans. There's many good posts that the members here have been posting for a long time, you should stick around it's a pretty good community.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    ...this made the Community Commentary on the official site:
    http://us.battle.net/d3/en/blog/10509961/community-commentary-the-potential-of-loot-20-7-25-2013#latest

    Hopefully they read some of the other really great ideas people are posting in this discussion. Good work everyone, keep the ideas flowing.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from TianZi

    I also feel like legendaries need to be more rare, so you'd have the "special" ones that are really good but rarely seen, even on other players or the AH.

    I think one of the big issues is that the legendaries, even "bad" legendaries are just too good (and drop too often) for the content available. So you end up with every player wearing some random crappy roll legendaries since said crappy roll legendary comes with better base stats than 99% of rares.

    When I was playing in group games, nearly every player I saw was wearing like 80%+ legendaries. That pretty much makes the legendaries not so "legendary". To me I'd rather have it more like at launch where players were mostly wearing rares, and when you actually see someone wearing a legendary it was usually something actually good, special, and rare. I'm sure many people don't agree with this though, afterall games like WoW basically have every player wearing full epics compared to the early days in WoW where we wore instance blues and seeing a player with 1-2 epics was actually "epic".

    Couldn't agree more. What I mean is like:

    1. common legendary items (similar drop rates to current legendary items)
    2. rare legendary items (items that were close to the release drop rates)
    3. super rare legendary items (items that a player might find once a month if lucky)
    4. mythic legendary items (many people might not ever see these)

    The item rarity doesn't need to be connected to their power, but they should provide something unique. Obviously some items will be more powerful for a specific build, but all legendary should provide something unique to them.

    I still remember getting my hands on the first Visk'ag sword from vanilla Onyxia. I was the only person on my server to have it for the longest time, it was pretty rare. I think like a 5% drop rate or something.

    Quote from TianZi

    As for NV, I actually think it should be on a time-based system rather than the reset on new game system. So we'd have NV with really high limits (like 500 or something) where you'd gain stacks on elite kills and lose stacks over time (maybe like -1 stack per 5 minutes) and also lose a certain of stacks on log-out. That way players can play however they want, such as extended runs OR just farming certain zone. However, they'd also be able to take breaks like even hours and just lose a bunch of stacks rather than fully resetting to 0. This would also help to fix the issue where many zones are simply lacking in numbers of elites.

    Very interesting concept.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    That's the tricky part with the mystic. We need to find a way where we keep the need to find upgrades as drops, but also something that we can also use to slowly progress our items once we get to that top ~95-99.9% in gear. Right now once you hit that ~95% in terms of gear the chances of finding an upgrade is almost impossible. There's nothing left to do but try to improve your gear and once you reach that point, which is actually quite easy because of the AH/RMAH, people get burnt out with nothing left to do. It could be just adding in new end game content that would help fight some of the boredom, but the true end game will always be upgrading your items when it comes to a game like this.

    I guess the point I'm trying to make and is probably the biggest part of what I'm trying to accomplish is, there's now two ways to upgrade your character:

    1. Getting an item upgrade from a drop (currently the only way)
    2. Slowly working towards getting an upgrade by collecting mats, which still involves rare drops but something we can see we're progressing towards.

    A person would get excited collecting materials, they know the next drop is right around the corner.
    "Omg, I just need 2 more of these ______ and I can get .5% more crit on my helm!"

    So if someone is lucky enough to get their hands on a 5.5% crit Mempo they could work towards upgrading it over time by collecting BOA materials and obviously selling some items on the AH (the new trading) to collect the required gold. It might take a long time, but a player could see themselves slowly getting closer towards that Mempo with 6% crit. However, finding a 6% would still be worth plenty in value because it would mean you could skip all of the steps that would have been necessary to upgrade that particular stat (in terms of time invested and materials).

    The beauty, as far as my opinion goes, of a system like this is that the more casual players can still upgrade their gear equivalent to that of a hardcore min/maxer who might play all day. It might take a casual player just as long to get the required items to go from 3% to 3.5% as it is for a hardcore gamer to go from 5.5% to 6%. Throw in making the item BOA when you upgrade it and you have a great item sink as well to keep a healthy economy for a long time.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from whoopadeedoo

    The easiest way to accomplish this is to make elemental damages matter again. This linear, universal dps/ehp rat race is a horrible game design.

    A small thing that's always bothered me is how a character could use an item with let's say Elemental Fire damage and cast Blizzard without any sort of penalty. Maybe a bonus for using items and skills of the appropriate elemental type? Every class and build would be now required to use different weapons instead of that damn EF...
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from whoopadeedoo

    Awesome awesome post. I find myself agreeing with nearly everything you said.

    That said, while these changes would make the D3 experience much better, it doesn't come close to addressing the root problem with D3, and that is that everything (progression, customization, power etc.) is dependant on your gear. This is the fundamental game flaw that loot will never fix.

    Character customization is a huge deal, especially when it comes to an ARPG. Paragon levels granting points to actually customize your character will change this I hope. The only issue I see them running into is, do they let people respec these at any point? If they did would it be hard to do so?

    I can already see someone getting to level 100 paragon and messing up by putting one point in the wrong trait. Maybe they'd have the option to reset lets say the points in level groups 1-10, 11-20, 21-30, etc simply by re-leveling. It's hard to explain, I'll try to show:

    1-10 (10 points) (5 trait options)
    11-20 (10 points) (5 trait options)
    21-30 (10 points) (5 trait options)
    31-40 (10 points) (5 trait options)
    41-50 (10 points) (5 trait options)
    51-60 (10 points) (5 trait options)
    61-70 (10 points) (5 trait options)
    71-80 (10 points) (5 trait options)
    81-90 (10 points) (5 trait options)
    91-100 (10 points) (5 trait options)

    Players could spend those 10 points in each group anyway they want among lets say 3 or so different traits per group. If you want to adjust them you'll have to reset that specific group and gain the required experience the same as before. It might make +exp items useful for even lvl 100 paragon levels at some point. It's not as harsh as messing up in D2, but it at least provides punishment for changing.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from Colossus

    Nice to see and hear some ideas which are really intriguing. I think the basic principles you are talking about have merit but not necessarily the implementation such as rewarding the player with a buff for discovering items.

    You state that item hunt is the single most important aspect of the game and to a certain extent I agree with that. I would say that it is a critical aspect of the game but only in combination with other important aspects.

    That said with regards to item hunt one aspect that has always confused me is why the entire game is geared around selling and destroying items that you have worked hard at finding or been lucky enough to find (specifically legendaries). The stash available is so limited that you have to sell or destroy items and you can't keep them for future use or just to collect them which is fun in and of itself.

    Collecting items should be encouraged and rewarded as well (not with a buff but like a trophy room for viewing them).

    Just interested to hear your thoughts on the idea that collecting items should be rewarded not discouraged.

    That somewhat scares me too, if all the legendary items are good for at least some build does that mean we're going to want to collect one of each item? We'd be running out of space for sure.

    What you have to remember though is "destroying" (salvaging) the item is actually a smaller hunt for items in itself. The hunt for those rare brimstones that you can use to craft other items. That's one of the reasons the 100% salvage rate needs to disappear, we need a risk.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from DoomSlayers

    Quote from MrMonstrosity

    Quote from DoomSlayers

    I've been thinking about your NV stack solution and I don't really like it. Some people love shorter session. Sometimes, I do it too. People who did Mephisto run in Diablo 2 also loved short runs from time to time.

    The NV should stay as it is (perhaps they should remove the timer though). Instead, how about some "Event bonus"? The more event you do, the more rewards you get.

    I agree my NV stack solution needs a little adjusting, we've seen a bunch of good suggestions from the community on how to fix it. I think though. Something needs to be changed to allow people with small amounts of time to also feel like they are wasting their time if they don't have 1+ hours to kill.

    Another thought I had to encourage playing other classes, would making class items drop more frequently for the actual class your playing be a way to encourage people to play a specific class? Instead of farming for gear for your Monk on a Barbarian you'd actually benefit from playing the specific class? I'm not talking a huge chance, but if they had like a 10-20% higher chance of finding class specific items it might have some merit.

    Don't quote me on this, but I think I read in the Dev Interview (forgot which one) that they might do the following things:

    => You have more chance to find items that roll affixes useful to your class (if you find a helm, it's more likely to roll Strength if you are a barb)
    => You have more chance to find a class specific item for your character you are currently playing. Class specific items are going to roll more logical stats.

    That alone should be a good reason to play other classes :)

    They said that they might add some "specific loots" for "specific monsters" (ie Butcher dropping Butcher's Carver). I could see them extending this and "make the specific item" roll stats (Int for Wiz or WD) depending on which class you are currently playing.

    Yeah some of those suggestions would be great.

    The other thought that came to my head that I'm kicking myself for not putting in original post is why there's affixes like int/dex, str/int, and dex/str. Well I'm going to make a prediction that we'll be seeing classes that utilize these stat combinations in the expansion. Maybe something like this:

    Pirate: Str/Dex (these exist in lore, think Westmarch or the novel The Black Road.)
    Druid: Str/Dex or Dex/Int (druids are actually a part of the Barbarian lore, so they might have to use strength)
    Cleric: Str/Int (priest could also be an option, but I'm thinking this would be a potential shield user)

    Adding these classes would make sure that every single stat combination is useful for at least one class. This is just obviously food for thought.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from DoomSlayers

    I've been thinking about your NV stack solution and I don't really like it. Some people love shorter session. Sometimes, I do it too. People who did Mephisto run in Diablo 2 also loved short runs from time to time.

    The NV should stay as it is (perhaps they should remove the timer though). Instead, how about some "Event bonus"? The more event you do, the more rewards you get.

    I agree my NV stack solution needs a little adjusting, we've seen a bunch of good suggestions from the community on how to fix it. I think though. Something needs to be changed to allow people with small amounts of time to also feel like they are wasting their time if they don't have 1+ hours to kill.

    Another thought I had to encourage playing other classes, would making class items drop more frequently for the actual class your playing be a way to encourage people to play a specific class? Instead of farming for gear for your Monk on a Barbarian you'd actually benefit from playing the specific class? I'm not talking a huge chance, but if they had like a 10-20% higher chance of finding class specific items it might have some merit.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from CandiruDR

    This is a good post but this is a message for the guy who made this: Don't waste your time giving great ideas to Blizzard, they just will do whatever they think "its fun" for then, believe me, they just destroy Diablo saga and they keep doing it.

    It's more of a hobby for me right now. Diablo III is fun, but I've had more fun lately coming up with ideas or solutions to try and make the game better. I'm just glad people like it, or at least stirs up talks about what people would like changed. Right now the official forums are littered with awful and meaningless posts. However, if you look at the topic regarding this post there's now a constructive thread going on with why my ideas are good, bad, or can even be improved on. That's what I want to see.

    Even if it these didn't get much attention I'd still make make posts like these, it helps feed some of my creativeness and my passion for gaming.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from Shinna1989

    Most of the ideas from OP are pretty amazing how ever the mf part is just bad tbh. If you take away the mf from paragon levels then one of the main reason going thru the whole grind is gone. If you need to kill 50 elite packs flawless without dying just to reach max. mf how is some1 doing a "quick" 2 or 3 map farmrun feels about it? He feels gimped. He grinds countless hours for 300 mainstats and 200 vit at the end of the day? A fresh lv60 being lucky on crafts could make up for those 300 mainstats and 200 vit way to easy.

    Making paragon levels account wide is a step into the right direction imo but not a 1:1 ratio. Lets say its a 2:1 ratio related to certain paragonlevels f.e.

    Reaching pl20 on one character yields pl10 to any other lv60 character, pl40 gets you to 20, 60 to 30, 80 to 40 and 100 to 50. This way you reward the whole account for something accomplished without taking away the biggest part of grinding to 100 and still have a decent start with a fresh level60. The highest pl on one character per account count towards all other.

    I agree the MF suggestion needs work, I kind of know what I'd change if I was going to rewrite the post but I'll leave it be there so we can get some more discussion going. However I think the idea of removing the MF from Paragon levels is good, it's the numbers and the other stuff that needs to be changed. The reason I think it's good is because right now low level characters never find legendary items, this would at least give them the same chance at finding a legendary the same as high levels do.

    It needs work but there have been so many good suggestions in the criticism that I hope Blizzard reads one and they can come up with a solution.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from Mist3rHyde

    Oh, BTW, I absolutely LOVE your suggestion on Magic Find, and I'd take that over mine any day of the week. My question concerns more the Boss/events/achievements/etc part. The fact that we can't get our expectations high for anything worthy of it (today all we have are keys and organs, and Hellfire is lame in terms of reward).

    One question about the MF suggestion : would the MF bonus stick to the player after he quit the game ? Or would he always start the game with 0 stacks like right now ? If that's the case, then 500 stacks would be impossible to reach, penalizing very hardly players in lower MP's.

    I really like the ideas that you've posted. When I get back from the office I'll try to add to the discussion. There's lots to talk about and you've given me some inspiration for another topic which should have been included in my original post.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from Laevus

    Quote from MrMonstrosity

    They should do weekly updates with the development, showcasing what ideas they're trying out and why it might not be working. We as a community could at least discuss the pros/cons with the ideas to help guide the developers.

    While I would love the feedback and the insight to know what they're working on, I also think this would be a bad idea. You've seen what it's like on the forums already, it's a mixed crowd of opinions (as it should be and always will be). If they were to release an idea out to the public for feedback, they could spend even longer trying to get everyone's opinion tucked into or dealing with even worse PR and community fallout than they've already suffered with this game. People would argue over what they want, what they think should be in it and scream if their precious idea hasn't made it through. It would make the situation much, much worse I think.

    I may be wrong, but I believe they asked the community for feedback regarding magic find gear swapping and solutions, and next thing we know, an entirely new Paragon system turned up with no warning. Ubers and keys and Hellfire rings? Where did they come from?! The surprise is amazing.

    It would be nice to get a few sneak peaks with minimal details, just to whet our appetites, but I really hope they don't ask for feedback before just dumping the whole patch on us.

    I guess you're probably right, the Paragon levels were neat but the Keywardens/Hellfire Ring seemed like such an obvious band-aid. In truth they should have never been added, or at least moved to something like Purple Elites instead of throwing random bosses in the game world. That one you can tell was a quick fix with no thought.

    Little sneak peaks would be good however.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0, discovering its true potential.
    Quote from Kamisei2400

    Huh, thunderfury required luck? Don't remember needing luck.
    Luck was involved in getting both bindings to drop. Diablo has always been about luck, the only thing you can change is how many times you get to play the lotto machine (efficiency).

    Quote from Stephenk291

    I wouldn't say nothing is happening..you do realize its not a simple process of simply just changing a line of code and then flipping a switch and putting in changes. The proposed changes (not all of them) would require huge amounts of time to develop, test and implement. Between each of those phases you would have project management ,quality assurance, testing, and then the final product. I don't feel like spewing out a ton of crap about the system development life cycle and all that shit but just because you haven't heard anything..doesn't mean it isn't happening.

    Yep, Blizzard should already have some big plans in the works. They keep mentioning that it's a "total package" which can't be added in pieces which is pretty exciting. It sucks for the time being as we're stuck with a pretty bland game, but I think it will be worth it in the long run. I can't wait to see what they have in store for us.

    They should do weekly updates with the development, showcasing what ideas they're trying out and why it might not be working. We as a community could at least discuss the pros/cons with the ideas to help guide the developers.
    Posted in: Diablo III General Discussion
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