03/26/2013 06:31 AM
Posted by Urgle
Wyatt: When the game was in development, we the Blacksmith had the ability to add a socket to an item. Adding a socket makes the item better, so you pretty much always wanted to do it, and we found adding the socket felt like a small chore that didn’t actually increase the gameplay depth. You already need to insert gems to a socketed item, and felt having to add a socket as well would be a step too many.
Lol and your gem system doesn't do this to the most maximum annoyance?
Because being forced to tier flawless to top by combining 3 gems over and over and over and over and over and over and over isn't a chore at all and adds real depth lol.
Just stating your sense of reasoning for the blacksmith adding sockets is mute.
I honestly chuckled.... it's similar with identify all (which they finally relented on). They wanted the player to have a moment of anticipation as when unwrapping a present.... when it was already a forgone conclusion that the player base was already up in arms with regards to the drops (subject to the wonderful itemization which these folks decided upon in the first place), such that the whole process felt more like a chore than it felt like present unwrapping.
Or how about players running Act III over and over again? Like that's some really nice gameplay repetition there. If there is a concern with gameplay depth, then my question to this team is where is it hiding? The game as shipped back on May 15, 2012 was amazingly shallow. The additions made since amount to superficial content meant to buy some time.
The more I read these responses from some of their D3 dev team, the more I understand why the game ended up turning into what it did. Non-sequitur with contradictions galore.... This is in direct contrast to the SC2 dev team with how they often times communicate over in that part of the Blizzard world.
Adding sockets to me would add to game depth if done the right way. Instead of having the Blacksmith always providing that service, such aspects should be tied into some random event or quest which upon successful completion, allows you to return to the pertinent artisan with said reward (like a plan drop which allows one to socket the appropriate item based on the plan type) in order to make use of said service (like Charsi's Imbue quest for example). Consult Chris Metzen if need be so that parts of those quests/events can be made relevant into the whole story line.
Such events could also occur randomly throughout the gaming world. They could even mix things up a bit where the Blacksmith could always do it but would make the items BOA once performed (whereas going the quest route, allows one to find extremely rare plans which allows items to either be socketed or imbued but without being bound to account). Socketing of an already socketed item (one that rolled that way) can be handled in several ways including making that item BOA. Plus crafted socketed should naturally have some limitations as to what can be socketed (again, providing the sort of trade offs so that drilling a hole in something will require some thought/theorycrafting).
Imbuing items would be one way to personalize/"immortalize" some items in terms of their names.... say you receive an imbue plan that allows you to name+short description of the relevant item and you later accidentally/purposedly salvage/vendor an imbued item (or in hardcore, die with such an item equipped), it's name/description is thrown into the database where it has a chance to re-appear on some future in-game drop of similar or greater power than the original item. And when it does drop in game, the originating player would be pinged via the in-game notification system to say that playerX has found an item imbued by you - such that you can potentially work out a trade for that item. Such an item could also be tied into PvP... where the person who found it can put this up for wager in a best of n-number amount of matches. If the imbuing player loses, the finder/winner would have a rare chance to re-imbue that item with their name/description.
I'm not actually asking that these sort of things be implemented. It's just ideas which probably has also been discussed ad nauseum in meetings but never lifted off the ground for the variety of reasons this development team has the ability to come up with, which seems to explain why D3 is amazingly shallow in terms of gameplay depth. I said it before, the graphics design team did one heck of an amazing job with the effects, character movement, the actual physics, and visceral feel behind the combat. It's really too bad that a lot of that has to suffer because too many ideas just didn't pass the iteration process.... It's about time that the ones involved more with the actual gameplay design start finding and delivering solutions that add that depth which they always seem to talk about.