This post is a good read with a lot of great feedback and I appreciate you putting it together. Thanks! While there are other points in the original post, I wanted to briefly talk about items since it’s the big one.
We know that (for many players) it’s much more rewarding to gear up from items that you find while playing normally than it is to necessarily go through Auction House, and we’re working to make improvements in that area. There are a lot of ways we could attempt to reach that goal, and choosing the best one(s) to go with is not always a fast process. I want to encourage you all to continue to post your thoughts on the subject and I promise we will keep reading and relaying them.
The replayability is also very limited due to the linear nature of the game, very little if any at all randomness to the levels just promotes boredom in a game like this - as such I couldn't be bothered finishing the 2nd playthrough, I was already over the game. Great cinematics, I liked the story - its a Diablo 'game' not a candidate for an Academy Award, the story is fine. Having said that though, I found the first playthrough enjoyable in terms of story but replaying them just made me sick of it. First playthrough was also WAY too easy.
What we have is a basic problem of how to fix the drops so that these stats are less... required. Nerfing the stats is an obvious solution with even more obvious problems. Making other stats more appealing, is possible but while I give blizz props for trying with the gem, I really do not see it being enough, their explaination of more damage on faster attacks is like a squirt bottle to put out a burning kitchen, its not enough and not soon enough.
01/25/2013 02:59 PMPosted by obliteratorIn those days you played what was good, not what was easy or difficult because you really didn't have a choice.
Actually, old games are hard because of technical limitations, not because it was "better" this way. Being hard was only a way to artificially make the game last longer than 1 hour.
Tipping the drop table in the wrong direction
... Many of them suggested that they increased the drop rate, more drops! But the knowledgeable people that understand the true way to make a game work would know that the people that were disappointed actually meant more better drops...
...Back in the old Diablo days, magical items were worthy already, while legendaries were considered godly. This created a balanced and enjoyable system where players were pleased constantly, but sometimes struck with immense joy by finding something special...
Apart from universal wisdom like "fans shouldn't create (base) game", since only a small percentage of them actually know what they're doing ("base" being original, and mods are meant to be fan-made, yet there isn't slightest possibility left by Blizzard), RNG-based set/legendaries were very bad idea.
'Immense joy' (indeed) upon finding an item of known value "OMG, OMG, OMG I'VE FOUND /insert item/ !!! AFTER 1000's HOURS OF PLAYING" is replaced with "right, I've found /insert item/ (after 50h of playing, because drop rates are so high), hopefully I can sell it and I am 1-5% closer to buying something useful" and joyful "founding of /insert item/ can replaced by buying it for 13mil on AH". Or 130mil, in 'lottery' scenario, which consider that you didn't find it yourself by any means .
This was caused by chiefly fixed stats on sets/legendaries/runewords - when soulcage was 'the soulcage', things were different - now soulcage is 10-100% of 'the soulcage'
Imbalance of roll-able stats creating elite items, devaluing all else
After discussing how there are too many useless drops, I want to explain how the way items roll and the types of rolls they have affects the fact that nearly every item is useless except for a select few, the elites.
Referring back to Diablo II, we had a more effective system of budgeting items. This created a balanced progression of an item's quality. This intelligent algorithm created items that actually made sense to better boost a player's ability...
Clavdivs: - focused much on people who actually doesn't want to play inferno ad infinity, but to "finish" it on Hell (maybe Inferno) once, then try another character, etc. - The game is too easy, too short and not satisfactory for them. Low-level sets/legendaries are useless (used for 5h of gameplay, for example), high-level skills become available just before inferno and there is no fun of using them. Those people are somewhat deceived - five times replayable and that's it - no irreversible char builds made sure of that. His solution was having irreversible 'perk' to choose at the beginning (and possibly again after certain amounts of paragons), which would encourage people to replay the game with the same character. Considered game should be having "normal" ending upon defeating Hell (or Inferno, if it is made more "normal"), disliked MP-system "as a sorry excuse for a real endgame solution"... (Goes too in depth for more citing)
Creating rolls that make the item somewhat useful
Another key factor to the suppression of this game is the completely mindless RNG that is creating the drops. Yes, we want RNG, but we want RNG to work in a way that benefits us to a degree.
The RNG could be set as the determinant factor that makes it roll a combo of useful rolls, and the game will understand what a useful roll is in combination with another one. Also, being able to eliminate as many useless affixes and at least make all of them somewhat worthy, and especially more worthy in conjunction with another.
Disagree to a point. The sets/legendaries are currently obligatory, for a reason of giving +CC and +IAS where it normally shouldn't be one (or both). Furthermore, each character can use all of them, reducing the number of builds fivefold and introducing obligatory pieces of equipment. Apart from that, total damage/dps become largely uncontrollable and unpredictable for balancing, since practically all item slots can have one - make ONE shoulder with CC/IAS, and Vile Ward, most used item in the game, will disappear. Same bonuses were strictly reserved (and controlled) in Diablo II. Reward for additional set pieces has, in most cases, diminishing return - sets are basically 'pairs', and same pairs for all characters, to make matters worse.
Solution - key items of sets, ones with unnatural damage/dps affixes, are to be class-specific. More sets/legendaries have to be introduced, and overall number of combos will multiply drastically. semi-fixed rares (possibly crafted ones) are still 'lottery', but should be better than most set parts taken individually. Set/legendary affixes have to vary much less.
In-house Auction Chat eliminates flippers/snipers/scammers
Currently, the Auction House is still an experiment in progress, it has shown both signs of success and failure. The main aspect of failure comes with the large scale of useless goods coming from the loot table, however, there are many fundamental flaws in this system which many players that are knowledgeable can take advantage of the new players.
The system is disjointed, before the Auction House, you had to chat in-game with players and barter for items you wanted...
Clavdivs: - Strongly opposed 36h bidding period, since "bidding stalls 35h, then comes in the last hour, which is often in ungodly time" - insisted on 24h period. Recommended radical change to bidding - both starting and buyout price is set as current, but players can also bid under starting price. This option should be set on or off when creating a bid, and is irreversible under the same condition as current. Basically, creates an opportunity to make an offer to a guy who asked for a billion ("Sonny, I'll give you 100 mils for that"). Admitted it needs testing first.
Me: - Strongly against another 'chat', it will be as dysfunctional as trade chat is now (and perhaps the forums, as well). The surest road to chaos, in my opinion. Players should be allowed to interact more, but only through system messages or better bids, and not through the spamming same message all over - I'm pretty sure that very first hacking that appear will be one that allows spamming the same message over and over - much alike Garena, where spams are supposedly forbidden
Scams due to an imbalanced loot table creating a dysfunctional AH
Due to how the loot table has been created, it has along with it brought along a phenomenon to the players, that's leeching the life out of new and poor players alike...
Agreed on 'live abuse', but basically disagree about its cause. The recipes are amongst rarest items found, which actually allows and supports this scams/abuses.
Solution - Reducing recipe rarity, or removing it entirely, or making it complicated to get through a series of items unlikely to find - basically Diablo II Runewords or uber-Tristram charm, now copied as 'revolutional, rather than evolution' (ok, some bitterness got the better out of me). Runewords were not public at first and advised to 'experiment with' - but as none sane would 'experiment' with Zod, they were data-mined in about 5 minutes after introducing. Shows that well-thought idea cannot be easily abused - they were supposedly plans for Runewords to be found, but the whole concept went down the drain, but no one was hurt. Because plans were unsellable, therefore impervious to scams. Entirely opposite of crafting concept.
Deep the rabbit-hole goes - other AH abuses are more numerous and far harder to eliminate. I won't go into depth with this, but there are several abuses without counter, live and well and untouched since the 'dawn of AH', and of a type that is likely to be concept-based
Without these critical philosophical changes, Diablo will collapse under its own weight
Agreed, is happening now. Most of my friends, myself included, play the AH-game only and wait for the fixes. Some of us are 'very well suited', though extensive knowledge of AH and broken itemization, and increase wealth daily. What for? I cannot answer this correctly - if the game is loot-based, and the loot is bought, and the goal is to have better loot... A loop. Where no actual gaming have a place - it can be added to a formula, but is not a necessity.
A balanced loot system calls for more challenging battles
Clavdivs - "make RMG, not RNG". Despised deeply randomness and uncertainty of 'guaranteed drops'("some gods do play dice, but not all the time") - new rares are worthless to the 'not picking up' point. Noted that some legendaries are sold by as low as 3,000g. Insisted on increasing vendor prices for sets/legendaries, since they go to the AH anyway, and 'clog' it. Missed sorely for random maps, especially large and challenging rare quest
Balancing skills, creating specialization
I could discuss this into lengths. To keep it simple, not all skills are equally useful, even in balanced game. But they can be made better with right itemization - the one that improves skills, or even a certain runes - there the potential comes from. But it's fully unutilized currently
Do you still play Diablo III as much as you did when you first started?
...Bringing back the memorability of the game, instilled in our minds when the Diablo II playerbase were kids, now adults, along with the new playerbase of the kids now...
In short, no. Only AH. But I wasn't a kid when Diablo II got out, not a bit more than am now. And they were players of all ages - some quite memorable elderly people, who made the community better - those who remember will know who am I talking about.
Revisiting the Diablo story, making use of the story arch to illustrate different aspects of the game, allowing a more unique replayability
Clavdivs -"Badly written to a level of fan-fiction. Diablo-ex-Machina. One-dimensional characters. Princesses and 'chosen ones'. Probably will get married and shine like a thousand diamonds in DX9 particle-effects. Misses Pandas greatly". Overdoes it, but has a basic point - story is much more appealing to kids, than to... anyone
Me: - They have to. They need to. The story has little appeal to me, and I'd prefer some irreversible choices that would influence the game - not only campaign, but also later farming, perhaps by having certain optional maps (RMG?), open to players who made certain choices, and different ones for the others. This would increase replayability immensely.
im going to say what everyone either does not want to say or is oblivious tooNot really it at all, but nice fail! D2 allows a character to own without even having gear on, in D3 all your DPS is dependent on the gear.
The only reason Diablo 2 was successful was because of mostly duping and also on a lower level botting. Since diablo 3 has pretty much (although not altogether) cracked down on it is affecting players.
Sorry but that is why most people cant get good gear, you never could in diablo2 until people started duping high runes so people could start rolling good gear. it was a cheap way to get the best gear in the game and if you didnt roll it perfect, meh hel rune and go again.
Diablo 3 is pretty much even if you get the piece you want to drop you then have too many chances of not getting the stats you want.
I guess what i'm trying to say is the best gear in diablo 3 and the best gear in diablo 2 are so much different in terms of getting it, it is honestly a joke.
like it or dont, thats how it is
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