11/01/2013 03:51 PM
Posted by AOHNH
It's both because of incentivizing better defense and encourage proper difficulty choosing.
Proper for ... you? Do you need Blizzard to tell you what difficulty level you should be playing?
Actually, I think it shouldn't be a mandatory requirement to have a certain EHPS and DPS to go in a certain zone, but it Blizzard could at least guide the players or warn them if they are going to a stronger area that they could normaly handle by themself.
Some people like challenge. Like me, but others might want to go easy mode. Although I don't like hardcore mode, cause i like trying crazy stuff by myself or with my friends as a personal challenge and try again if I failed at some point.
A good way to put it into words would be to do like in WoW(I don't want D3 to be a MMO) with the quest log color indication. Instead of quest, it would be a Zone indication.
GREY= You shouldn't be here anymore.
GREEN= You are stronger than your foes, but you'ill die if you are afk.
YELLOW= This is getting interesting. Be careful!
ORANGE= You are fighting on even strenght.
RED= Are you crazy?? You will die! ...Wut? You actually manage to surived!! Congratulation.
10/22/2013 08:28 AMI'd prefer a 'Survival Bonus' applied to either MF or Drop Rate, that persists between games and logins, takes a long time (hours of play) to build up, and decreases a little every time you die.
Posted by Magna
I upvoted, because the previous Diablo III director wanted to make gold very important and items less important and he did succed, but that had a direct impact on how player's mind would react to a drop: "Hey, this worth no gold" or "hey this worth 100 000 000 gold!!". ( very rare, eh? )
However, Josh Mosqueira pointed that out (I think it was him.) and decided to take a different approach. He decided to make LOOT much more important, so the player will be more interesting about killing monsters. I think the decision made is a step in the right direction. You want to drop good LOOT with 2.0 itemization, right?
This decision also have a direct impact on how the player perceive golds. In matter of facts, the hunt of currency system ( Capitalism ) have been replaced by the hunt of epic items and shining loots. To be honest, the capitalism system is not suited for an ARPG game. It tends to make rich people richer, poor people poorer. Thus, increasing the gap between experienced players and the newer players that just joined to community doom to be eternal noobs. ( A season reset is also mandatory to refresh the economy and give new opportunities. That's the only reason I keep playing Diablo II. )
Finaly, I think what players need is a bridge between those two types of player so they can evolve to new highs together and enjoy a team-based Diablo III experience. I almost forgot to answer the question of the OP...
The actual death penality is based on an individual in a currency system interacting with other people. When it rather should be based on a team-effort penality or a lost of benefits previously gain as a team. You don't like my idea? You can still create a solo-game. :)
[Ex.: a portion of Paragon xp boost lost, xp lost, level lost ( I like debuffs, remember those shrines in Diablo I ?), group magic find penality, a random buff gain after "x" elites slain lost, etc. ]