• 0

    posted a message on ROS Longevity: Small Changes=Big Difference
    Quote from fooubar

    Please explain what is so bad about bots?

    i) For Blizzard = sold copy -> they made money
    ii) For Gamers = more items -> items for the end game are available for cheaper prices

    Now please try and give one good reason why a bot is a bad thing for anyone.
    1) Bots go against the rules of the game, in that there is no skill involved, just a cheating program that does all the grinding for you
    2) Bots inflate prices of the economy in general, since they produce so much more gold then can naturally be collected
    3) Bots dehumanize the trading market, causing the game to be less social, and thus less fun
    4) Bots find loot not for the sake of finding and using loot, but for the sake of selling it. Normally selling items is fine, but that's only because you sell some of the good stuff you find, not all of it. This overflow of good items causes it to be too easy to get crafting mats, gold, gems, etc.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on ROS Longevity: Small Changes=Big Difference
    Quote from Efrye

    Quote from dousie

    Quote from Efrye

    Quote from dousie

    Make ALL items and currencies trade-able with and only with people that were on your friends list/in your clan when the item dropped.

    No, it's still a restriction. Not going to accept that.
    The sad truth is, Blizz made all the legendaries BoA. Simply asking them to make it free for all is pointless, given that it causes a TON of problems for them and for the players. I believe that trying to come up with some sort of middle-ground is the best answer to this issue. Not everyone will be pleased, but accepting the truth of horrible botting and stuff is essential to coming up with a solution :)

    No, not playing will be the better solution for me I guess.
    If you just don't want to play, please don't spread negativity. This is a thread for suggestions and constructive feedback, not futile rebuttals.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on ROS Longevity: Small Changes=Big Difference
    Quote from Sabvre

    Traders are a minority, and people in trade channels are a minority. Seems like people would fill their friends lists with anyone and everyone ever encountered in a trade channel or forum.
    You can only have 100 friends
    Posted in: Diablo III General Discussion
  • 0

    posted a message on ROS Longevity: Small Changes=Big Difference
    Quote from Efrye

    Quote from dousie

    Make ALL items and currencies trade-able with and only with people that were on your friends list/in your clan when the item dropped.

    No, it's still a restriction. Not going to accept that.
    The sad truth is, Blizz made all the legendaries BoA. Simply asking them to make it free for all is pointless, given that it causes a TON of problems for them and for the players. I believe that trying to come up with some sort of middle-ground is the best answer to this issue. Not everyone will be pleased, but accepting the truth of horrible botting and stuff is essential to coming up with a solution :)
    Posted in: Diablo III General Discussion
  • 0

    posted a message on ROS Longevity: Small Changes=Big Difference
    Quote from Pietrak

    What would stop people from adding bots owned by third-party sellers to their friend lists?
    That's a very good point. I feel like regardless of any situation, if trading is going to happen in any form, there will be bots/3rd party sites. My response would be that if people REALLY want botted/real money items, let them have it because it doesn't affect the economy as a whole, since your economy is limited to 100 friends, and prices and such would only fluctuate because of the 3rd party sites/botters if they were in your social trade economy (if this suggestion were to be put into place).
    Posted in: Diablo III General Discussion
  • 0

    posted a message on ROS Longevity: Small Changes=Big Difference
    Quote from Elendiro

    When you wrote "make all items tradeable for people on your friendslist". I facepalmed, sighed and stopped reading.
    Maybe you misread it :S
    It says "Make ALL items and currencies trade-able with and only with people that were on your friends list/in your clan when the item dropped."
    That means that adding a person after the item is dropped to trade won't work, only people that were on the friends list at the time of the drop can trade to exchange that item.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on ROS Longevity: Small Changes=Big Difference
    Having watched a lot of streams and kept up with the news for ros, I would like to compile some small suggestions I've heard from the whole community here that could revitalize the end-game about: trading, pvpve, drop rates.

    Trading

    Here is a suggestion I made in another thread, but I would like to reiterate it here:
    Make ALL items and currencies trade-able with and only with people that were on your friends list/in your clan when the item dropped. Reasons why this is good:
    • It builds your personal community, encouraging you to have a lot of friends and interact with them
    • It encourages social interaction between your friends and your clan (respectively), since you have to communicate with them about the loot, mats, or gold you want to exchange with them
    • It makes it so random strangers is not a part of D3ROS trading, since the max friends you can have is 100 and thus your trade reach is limited
    • There would be an incentive to keep farming legendaries, even after you have found all the ones you want for your build, since you will be able to sell/exchange them, still benefitting you to find them
    PVPVE

    Athene made a video suggesting that this would be a core of the endgame and longevity of D3ROS and that it needed to be implemented. Blizz wants balance, and it just simply doesn't exist in PVP for D3V or D3ROS. Thus, the best middle-ground would be PVPVE, where:
    • You would fight monsters, or waves of monsters, solo or in a coop game and try to get the best time, the best kill streak, or even just beat a harder pack than the other team.
    • Both teams (maybe more than 2 teams? tournament?) would play in their own instances at the same time as each other.
    • There could even be a turn based PVPVE where one team (or solo) plays a level and adds a bunch of difficult modifiers to the level they will play, and then the other team, when they come online next, play that same level, matching the difficulty and seeing who got the best time or score or whatever. It's basically like HORSE in basketball, but in D3ROS.
    • There could be ranked and unranked games, ranking by clan, etc.
    This would be good because it would encourage competitive gameplay in an environment whose balancing is already being done for the PVE in-game. Competition, cooperation, and community interaction would all come from this PVPVE system.

    Drop Rates

    This one is a small change that will also help the longevity of the game. We know that blue said that the drop rates are boosted for the beta, but I still just wanted to say that finding a legendary should still take some amount of time, not 12 legendaries in one rift level (kripp's video).

    Conclusion

    These are a combination of my suggestions, the overall community requests, and some specific people's suggestions (such as Athene) compiled into a post about D3ROS' longevity. Please feel free to constructively criticize and hope that Blizz sees this!

    Edit: Grammar
    Posted in: Diablo III General Discussion
  • 0

    posted a message on D3 ROS Suggestions
    Quote from MrWood

    Quote from dousie

    3. Make only clan members and friends who were your friend when you got the item (from a drop) people you can trade with (makes it so random people can't trade).

    This I really like. Makes more clans interactive with each other, because how many times have you been in a guild/clan where nobody says anything?. Think this will help people communicate more. And trade with friends is pretty self explanatory. But this could also create the problem that you need to add allot of people that you don't know just to trade with them.
    Not really since, it would only be people who were friends with you at the time when the item dropped (or was crafted or watever). And still, only 100 ppl and you're not sure who is actually good for it or not (the trading), so it makes things limited to a reasonable degree of ppl you know (or have played with before).
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Runewords in D2 made builds possible. How?
    Quote from ematanis

    Quote from dousie

    So essentially it's because it made items give skills from other classes. I'm planning out the design of an rpg I'm going to make, and thus was wondering why this system people say is so cool, is so cool.

    If the runewords were just uniques like the other greens and oranges, would it be the same thing or is the fact that you can craft/control (kind of) which unique you're getting affect their awesomeness?

    Runewords opened up alot of itemization options , White items with different sockets and Ethereal or normal , superior and different stat requirements and armor , made runewords very interesting , specially that it can be accumulated over time aswell.
    Yea, so it was like a semi-predictable progression meter for yourself, like I need 2 more Zod runes then I can make this sweet sword, which will unlock a cool build. To summarize (so far from what ppl have said I think):
    • White items became more valuable
    • Sockets became more important
    • Semi-predictable, measurable progress on getting a new item
    • Cool cross-class skills
    • Generally overpowered
    • A nice crafting system, more fun then collection 100 blue shards or whatever and pressing make 5 of this item?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Runewords in D2 made builds possible. How?
    So essentially it's because it made items give skills from other classes. I'm planning out the design of an rpg I'm going to make, and thus was wondering why this system people say is so cool, is so cool.

    If the runewords were just uniques like the other greens and oranges, would it be the same thing or is the fact that you can craft/control (kind of) which unique you're getting affect their awesomeness?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Runewords in D2 made builds possible. How?
    People are always saying how runewords made builds possible, but having not played too much d2, my question is how?
    Were there certain types of relatively accessible runewords that could unlock cool combinations of stats unique to that runeword or what was it?
    Thanks, I'm just trying to see what people are talking about :)
    Posted in: Diablo III General Discussion
  • 0

    posted a message on D3 ROS Suggestions
    Quote from Jamoose

    So wait if you could only trade an item vs shards, and the shards were boa dropped from mobs, and you can only trade with random strangers... Problem solved?
    No you don't give the other players shards, they are just a cost that dissapear when you trade (go to blizzard in the theoretical sense). Perhaps that's not even necessary.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on D3 ROS Suggestions
    Quote from WarlockHolmez

    +1 to trading. I had the exact same idea (trading with people who were on your friends list when the item dropped). Technically, you could become friends with a massive amount of people on a 3rd party website to form a trading hub, but that just seems annoying..

    As far as the RIfts, I like the idea of different rarities dropping. I personally would like Rifts to have random affixes that completely change your approach (skill build / item build) to each rift. Each rarity could have more affixes attached to it:
    • Normal = 1 affix
    • Magic = 2 affixes
    • Rare = 3 affixes
    • Legendary = 4-6 affixes
    These affixes could be enchant-able in the same way we can enchant items:
    • Select an affix.
    • Pay the cost.
    • Choose from 3 random affixes to replace it with.
    The more difficult affixes would grant higher rewards from the Rift. (More difficult being on the higher end of the 1-99 scale, below)
    Examples:
    • Monsters have 1-99% Resistance to Fire and Frost damage.
    • Monsters have 1-99% Reflect to Lightning and Poison damage.
    • Monsters gain 1-99% Movement speed and are immune to Stun.
    • Your Chest armor's stats are reduced by 1-99%.
    • Your Emeralds' effectiveness are reduced by 1-99%
    • etc.
    I feel like that makes them much too identical to poe's map system. Although my suggestion also approaches it to poe's system, there is variation in that it is only density=rarity=reward.
    The density has many passive boosts to difficulty beyond just overall taking more dmg. There can be more types of monsters together that synergize and such. We still want d3 ros to be different, just that maybe something to farm for and say "yes! a double density rift key!"
    That's just my opinion, obviously it's just a personal thing.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on D3 ROS Suggestions
    Quote from Azjenco

    Great ideas! I love each of them, please post them on the Bnet forums.
    Sure will! Thanks for the feedback!
    Posted in: Diablo III General Discussion
  • 0

    posted a message on D3 ROS Suggestions
    Quote from shaggy

    Quote from dousie

    1. Make gold (and blood shards) bind on account, but allow all items to be trade-able.
    2. Make trading cost blood shards, and let the cost vary depending on the relative level/power of the item.

    What am I missing here?
    Well I guess it was just so that you can't go crazy with trading. It could cost like 2 blood shards to trade, just so it has some sort of limit. Perhaps that's not necessary.
    The gold however should be BoA since it's hard and would be a complicated tooltip for the gold to only be tradeable to friends that were friends when the gold dropped. But the trading of gold would cause a lot of gold botting, so probably just keeping it as a solo limit should be fine, imo.
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.