So we are screwed.
Challenge is certainly something that has value; players can’t feel a sense of accomplishment if everything in the game can be face rolled. I think many people would agree that, at launch, the game was too challenging. It was very difficult to progress through Inferno depending on your class or items and the challenge was a large part of the reason players felt like they were driven to the AH in the first place. When you present players with difficult content they will find a way to overcome it which usually means using only the most powerful items and abilities. The unfortunate side effect is it also drives players away from the play styles they feel are “just fun”. We have taken steps to improve this problem a number of ways; reducing the overall difficulty of Inferno, improving the potency of underused skills to allow players more diversity in their gameplay, and introducing Monster Power to allow players to set the game to a level which they feel is enjoyable. I think the right way to introduce challenge is to make it optional, for example having difficult content for the players that enjoy it without penalizing the players who prefer a more relaxed gameplay experience.
Please accept Gosu's post as his resume' for the recent job opening on D3's staff.
Here is what you simply DO NOT GET. No, inferno was not "too challenging". Increasing stat requirements is not adding "challenge". Elites having more affixes, thats an increase in challenge. But just making mobs hit harder and have more HP is not an increase in challenge. Increasing DPS and defense requirements is not "challenge". Which why MP is not a fix, its not an increase in "challenge".
When this FACT finally sinks in, you will be able to fix the game.
Your system idea for Nephalem Power Stat is basically a roundabout way of suggesting we re-implement the Diablo 2 skill system. The old skill system was fun, back in the day, but I think it’s honestly dated in today’s landscape. People fondly remember making tons of characters and trying out different builds, and while I have a lot of those same fond memories, I also remember that usually the end result of my time investment in my “cool new character” was complete and utter disappointment.
Today the availability of web sites or posts about character builds would mostly overshadow any of that old character rerolling. You would read a post saying someone else tried the build that you had imagined would be amazing, only to find out it was awful, or you would find out it was great and build it also. The skill system today allows people the flexibility to try out things they enjoy without penalizing players who want to experiment with new ideas. The only difference is if their idea doesn’t pan out, you didn’t waste hours leveling a bad character.
Character customization is fun. People want more ways to feel different from their neighbor, and we want to help provide players with more options in this regard as well. There are lots of things that we have discussed and some ideas we have for long term system additions to the game to help in this regard. One of them which I mentioned in another post is the plan to eventually introduce a system to allow players to customize their character appearance more. Another system we haven’t talked about before is the long term plan to change the way the Paragon system works to allow it to offer more character customization in the form of actual power. The details of that system are still being worked out and players probably won’t get their hands on it for quite a while. We do agree that customization is important and we want more ways for players to both express themselves and differentiate themselves from their friends and other members of the community.
Again you are 100% wrong. Most players are very narrow minded and only look for trifecta items. You can make perfectly viable builds without trifecta items. I'll show you one. My Barbarian.
Those people who prefer a "relaxed" game can play on soft-core. Where dying doesn't matter, or they can choose to skip a certain mob pack.
The point the OP is trying to make I believe, is when your dev team believes that the challenge of the game comes from tweaking numbers on damage output or the health pool of mobs. That's not the challenge I am looking for, and I don't think I'm alone there. People want mechanics that challenge the players brain and knowledge of the game. Mechanics that aren't gear dependent but knowledge or common sense dependent. Which is also part of the reason people flock to the AH, everything in your game revolves around better gear instead of player skill. And I think that's the main reason this game is failing, because everything revolves around gear instead of skill.
Having spoken my mind about this game for the first time in awhile, I would also like to thank you for responding to this constructive thread. I still keep up with the D3 news, patiently waiting for D3 to become the game that I know it can be. :)
03/01/2013 01:09 PMPosted by LagerGosu - you really, REALLY need to get a girlfriend.
Nobody wants to pick up THOUSANDS of useless items. The fact is, the average item is just too awful. This is a large contributor to the feeling of helplessness that comes with playing this game and always leads players to relying on the Auction House. When you have to ID 500 items before you find one worth selling and then start the process all over again, you begin to feel desperation and a sense that your luck is just worse than everyone else’. NO ONE wants to spend that much time sorting through that much junk. The only reason we do it AT ALL is so that we can scrounge up enough savings to enlist the help of the AH. We don’t do it cause it’s fun, we do it because we have no other choice.
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