would take the average person 1-2 days depedning on how people help them.
Another strategy was to be glitched rushed and do 1-70 in 4 hours.
Another would be to do gubers and get to lvl 90 in less than 2 hours.
Another strategy was to pay a person $99 to get a lvl 90-99 character with all stats, skills, waypoints, and quest.
That how most people would level in diablo 2. :thumbsup:
Now my question is, will diablo 3 having a better leveling system or would we have to go through some boring process like the ones mentioned above? What are your guys thoughts and opinions.
Sorry if this has been posted before.
Rollback Post to RevisionRollBack
SAY WHAT AGAIN, I DARE YOU, I DOUBLE DARE YOU MOTHER ******
umm the peak level should not be easy to obtain... i mean only a select few should be able to reach the level cap.. imo it was too easy in wow...look at all the lvl 70s running around... make it harder if anything
umm the peak level should not be easy to obtain... i mean only a select few should be able to reach the level cap.. imo it was too easy in wow...look at all the lvl 70s running around... make it harder if anything
Look at the 99's in Diablo II!
Rollback Post to RevisionRollBack
It's the decisions you make when you have no time to make them that define who you are.
The leveling system gave people points for killing monsters in a group. However, there was always one person not doing a damn thing and he/she was still getting points. I want the level system to be like this:
You get points for fighting or helping in defeating the enemies. With a unique leveling system, they could give the fightiers and healers points for fighting and none for those who dont do a damn thing. Now most of you lazy people will bitch, but i ( and i hope others) will find it fair and fun. Now sure there were builds in d2 where a pally or nec or any character sat at the side lines and used auras or curses or any skills like those to help, but they actually contributed to the fight.
Example:
A bunch of level ones running around in Hell chaos game and getting levels like crazy while doing nothing.
Rollback Post to RevisionRollBack
SAY WHAT AGAIN, I DARE YOU, I DOUBLE DARE YOU MOTHER ******
umm the peak level should not be easy to obtain... i mean only a select few should be able to reach the level cap.. imo it was too easy in wow...look at all the lvl 70s running around... make it harder if anything
most retarded post ive ever read. why the hell would blizzard make the game about end game cocntent and raiding then only let 1 dude be 70 a million times trying to solo Black temple while we have a buncha of 69 and under retards running around running into walls and screams haxors and IMBALANCED. no it wasnt to easy to hit 70 people are just good at games. the problem is the game isnt fresh anymore and is super easy.
There is this thing called multi boxing Whirlwhindbaba. Where one person can play 10+ characters in wow by themselves. I never played Wow so i don't know if having more characters help you gain experience faster or not.
Rollback Post to RevisionRollBack
SAY WHAT AGAIN, I DARE YOU, I DOUBLE DARE YOU MOTHER ******
You can only log into one character per account at once. So if someone wants to buy 10 copies of WoW and then pay the monthly fee of the 10 accounts... They can go for it. That's a lot of money.
I remember the early days on D2 (pre LOD) it was incredibly hard to get to 99. On bnet I had a lvl 97 amazon from countless months of solid playing and was seen as a god, there was a very very small number of lvl 99s on D2. About a year after LOD's release, I decided to purchase it and found it incredibly easier to get to 99 online, infact I made like 2-3 lvl 99 characters in a few weeks from doing the same sort of grinds.
In my opinion; bring back the very tricky leveling-up that we had in D2 originally, stop the dupes and hacks to ensure difficulty in grinding, and think of a way to stop low level characters leeching experience when not participating or helping as this will discourage people simply getting rushed to hell difficulty and getting free level-ups till they can fight by themselves.
peitch ur way is the newb way... the fastest way to lvl is to guber... lvl 90 in like an hour or so... and i remember back in like .07.08 or .09 you could cow to lvl 99 in like 8 or 9 hours... yes i did it once before... yes i regret sitting at the computer for 9 straight hours... no i dont care what u say lol
On open battlenet (way to easy) I had a level 999 character that did 99999k damage (literally) with 10223432def. Every time i hit a monster a diablo clone appears, i had 10 pop up at once. Open bnet was cheap but fun for a few laughs.
Rollback Post to RevisionRollBack
SAY WHAT AGAIN, I DARE YOU, I DOUBLE DARE YOU MOTHER ******
I`m sure they will make a much more fun lvling system.
This game will be full of random quests, and i think questing will be the faster way to lvl up.
Questing > Griding.
There is this thing called multi boxing Whirlwhindbaba. Where one person can play 10+ characters in wow by themselves. I never played Wow so i don't know if having more characters help you gain experience faster or not.
In wow experience splits up when you group.. and this was the case in D2 also before LOD ruined the perfect system.
Sure the game is boring if you run the same areas all the time.. My style is to run through the quests and gain same levels as people who run tristram and tombs. Much better way.
Before LOD your exp split up if you partied with someone.. so 8 player parties was out of the question if you wanted to level up.. 2-4 player was ok but 2 players was the best form of grouping.. of course soloing was the thing back then.
Also if you were 5 levels or lower than someone in your party you would get pretty much no exp at all. This prevented leeching as well.. I don't know who the fuck designed the new exp system for LOD because it sucks arse.
Leveling was very boring and tedious in diablo 2. Everyone usually followed the same route.
.
.
.
Now my question is, will diablo 3 having a better leveling system or would we have to go through some boring process like the ones mentioned above? What are your guys thoughts and opinions.
A particularly interesting dilemma, and one in which a practical solution could be attained through close analysis. Examining the situation in previous installments, one notes that gameplay was primarily focused on two distinct objectives - the acquisition of items, and the procurement of experience. The scenario prevalent to the previous game had both combined into a singular whole, with the unfortunate consequence of productive gameplay centering mainly on the vanquishing of bosses. A solution would therefore be thus - both are to be separated and distinguished from each other thereby allowing for a greater variety of tactical character and wealth progression.
One option for such a solution might be the utilization of the 'Adventure System'. According to information revealed by developers, this component of the game typically manifests itself in one of many forms, as well as randomly throughout the world. An aspect especially beneficial to the proposed solution.
How then does one wean gamers, habituated by years of diseased gameplay, off such monotonous tediosity? Principally by providing them rewards through an alternate form, that of the aforementioned Adventure System. Participating in such widespread locals and diverse purposes would not only effectuate a respectable reduction of typical 'boss runs', but indeed also convey some semblance of a quasi-normal gaming routine, akin to that of actual fun adventures. It bears noting that boss runs are not intended to be done away with entirely, rather they will function as part of the proposed solution.
The rewards pertaining to quests within the Adventure System would vary, but would maintain a sense of logic, as well as being dependent entirely on the nature of the particular quest at hand. For instance, were one to escort a caravan through the wilderness successfully, one might be guaranteed a high order reward of either a magical, rare, or unique item should the caravan turn out to belong to a merchant. A small amount of experience may be rewarded as well. Likewise, were one to be held responsible for the eradication of a brigandage encampment, one could be rewarded with a great deal of experience, as well as a few junk items should they possess any. Moreover, were one to investigate a cult in the process of sacrificing nubile virgins upon a sacrificial altar, one may be rewarded with but an adequate amount of experience and an adequate amount of items, should any summoned creatures be conquered.
How then would one relate this to boss runs one asks? Indeed, one would look at them as being no different to that of quest adventures, providing gamers a guarantee of but a respectable amount of experience and a respectable chance of good items, greater in fact than that of the third scenario above, but less than that of the two prior. The difference as one would expect, is that of the duration required to successfully complete all of the aforementioned. Whilst quests take up but an adequate amount of time to complete, durations of boss runs would take somewhat longer. One notes however, that whilst one may combine the benefits of quests for maximum experience and maximum chance for good items, the successful consecutive completion of both would incur a time cost greater than that of boss runs.
The primary justification for such is that one would be required to mentally strategize their path of progression and fulfillment. Rather than proceeding with endless boss runs in order to attain experience, one may choose to adventure in the world and be rewarded with a greater amount of experience faster. Likewise, rather than allowing ones mouth to drip ones saliva whilst one kills bosses for items, one may choose to adventure in the world for a greater chance of better items faster. Additionally, one may indeed choose to combine both experience and item acquisition through boss runs, with a cost of both time and amount.
The secondary justification for such is that of multi gameplay. Should one imagine a new gaming session be created some time following the great Mayan apocalypse, one may encounter several types of gamers of varying levels and states of power. How would one expect such a party to engage in any meaningful play? Arguments may arise regarding the destructive capabilities of newbie characters for boss runs. Thanks to the aforementioned solution however, such a party may instead choose to partake in the procurement of rare items. One would indeed find monsters from such quests to pale in comparison to minions under the bosoms of bosses, thereby allowing for all to engage in fun-filled adventures. In fact, one may strategize even further through such parties. For instance, should one desire to locate a particular random quest within a session in as immediate a manner as possible, the party may agree on separating amongst themselves with the express purpose of locating such quests. Newbies may search through easier levels, whilst veterans may journey through harder areas. Were one to locate such a quest, all would gather at the rally point and the ensuing cooperation of successfully completing the quest would allow for a particularly memorable gaming event.
Thus ends this proposed solution for removing the drudgery of previous forms of leveling.
tl;dr
Your adventure system sounds awfully akin to quests. You complete a quest to gain experience and item rewards. Particularly, it sounds a lot like quests you would commonly find online in MMOs. "Protect the caravan through x location. Do not let y die." When you finish the quest, you get your reward. What makes your adventure system different than quests that are routinely found in online MMOs?
if you want less lvl 99's make blizzard actually crack down on bots and you'll see nothing but legit level 90s. It is easy to hit 90, it's hard as hell to get to 99 legit. And yes, almost all current top 10 ladder characters are botted. I've seen almost all of them running baal bots. It gets annoying to watch them cheat to the top whereas I gain my top-end levels from MFing. Really cheap...
all Blizzard has to do is actually do their job and eliminate any glitch leveling and be proactive in stopping bots and we'll be good. It's an RPG, you're going to grind the same shit nonstop so get used to it.
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Normal: Tristram 1-15, then tomb 15-20, cow runs 20-25, anceints, baal 25-45.
nightmare: Baal 45-70.
Hell: baal and chaos runs 70-99.
would take the average person 1-2 days depedning on how people help them.
Another strategy was to be glitched rushed and do 1-70 in 4 hours.
Another would be to do gubers and get to lvl 90 in less than 2 hours.
Another strategy was to pay a person $99 to get a lvl 90-99 character with all stats, skills, waypoints, and quest.
That how most people would level in diablo 2. :thumbsup:
Now my question is, will diablo 3 having a better leveling system or would we have to go through some boring process like the ones mentioned above? What are your guys thoughts and opinions.
Sorry if this has been posted before.
[SIGPIC][/SIGPIC]
gamma11 > east
Look at the 99's in Diablo II!
It's the decisions you make when you have no time to make them that define who you are.
The leveling system gave people points for killing monsters in a group. However, there was always one person not doing a damn thing and he/she was still getting points. I want the level system to be like this:
You get points for fighting or helping in defeating the enemies. With a unique leveling system, they could give the fightiers and healers points for fighting and none for those who dont do a damn thing. Now most of you lazy people will bitch, but i ( and i hope others) will find it fair and fun. Now sure there were builds in d2 where a pally or nec or any character sat at the side lines and used auras or curses or any skills like those to help, but they actually contributed to the fight.
Example:
A bunch of level ones running around in Hell chaos game and getting levels like crazy while doing nothing.
[SIGPIC][/SIGPIC]
most retarded post ive ever read. why the hell would blizzard make the game about end game cocntent and raiding then only let 1 dude be 70 a million times trying to solo Black temple while we have a buncha of 69 and under retards running around running into walls and screams haxors and IMBALANCED. no it wasnt to easy to hit 70 people are just good at games. the problem is the game isnt fresh anymore and is super easy.
[SIGPIC][/SIGPIC]
In my opinion; bring back the very tricky leveling-up that we had in D2 originally, stop the dupes and hacks to ensure difficulty in grinding, and think of a way to stop low level characters leeching experience when not participating or helping as this will discourage people simply getting rushed to hell difficulty and getting free level-ups till they can fight by themselves.
~Shiman
gamma11 > east
[SIGPIC][/SIGPIC]
This game will be full of random quests, and i think questing will be the faster way to lvl up.
Questing > Griding.
[SIGPIC][/SIGPIC]
Sure the game is boring if you run the same areas all the time.. My style is to run through the quests and gain same levels as people who run tristram and tombs. Much better way.
Before LOD your exp split up if you partied with someone.. so 8 player parties was out of the question if you wanted to level up.. 2-4 player was ok but 2 players was the best form of grouping.. of course soloing was the thing back then.
Also if you were 5 levels or lower than someone in your party you would get pretty much no exp at all. This prevented leeching as well.. I don't know who the fuck designed the new exp system for LOD because it sucks arse.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
One option for such a solution might be the utilization of the 'Adventure System'. According to information revealed by developers, this component of the game typically manifests itself in one of many forms, as well as randomly throughout the world. An aspect especially beneficial to the proposed solution.
How then does one wean gamers, habituated by years of diseased gameplay, off such monotonous tediosity? Principally by providing them rewards through an alternate form, that of the aforementioned Adventure System. Participating in such widespread locals and diverse purposes would not only effectuate a respectable reduction of typical 'boss runs', but indeed also convey some semblance of a quasi-normal gaming routine, akin to that of actual fun adventures. It bears noting that boss runs are not intended to be done away with entirely, rather they will function as part of the proposed solution.
The rewards pertaining to quests within the Adventure System would vary, but would maintain a sense of logic, as well as being dependent entirely on the nature of the particular quest at hand. For instance, were one to escort a caravan through the wilderness successfully, one might be guaranteed a high order reward of either a magical, rare, or unique item should the caravan turn out to belong to a merchant. A small amount of experience may be rewarded as well. Likewise, were one to be held responsible for the eradication of a brigandage encampment, one could be rewarded with a great deal of experience, as well as a few junk items should they possess any. Moreover, were one to investigate a cult in the process of sacrificing nubile virgins upon a sacrificial altar, one may be rewarded with but an adequate amount of experience and an adequate amount of items, should any summoned creatures be conquered.
How then would one relate this to boss runs one asks? Indeed, one would look at them as being no different to that of quest adventures, providing gamers a guarantee of but a respectable amount of experience and a respectable chance of good items, greater in fact than that of the third scenario above, but less than that of the two prior. The difference as one would expect, is that of the duration required to successfully complete all of the aforementioned. Whilst quests take up but an adequate amount of time to complete, durations of boss runs would take somewhat longer. One notes however, that whilst one may combine the benefits of quests for maximum experience and maximum chance for good items, the successful consecutive completion of both would incur a time cost greater than that of boss runs.
The primary justification for such is that one would be required to mentally strategize their path of progression and fulfillment. Rather than proceeding with endless boss runs in order to attain experience, one may choose to adventure in the world and be rewarded with a greater amount of experience faster. Likewise, rather than allowing ones mouth to drip ones saliva whilst one kills bosses for items, one may choose to adventure in the world for a greater chance of better items faster. Additionally, one may indeed choose to combine both experience and item acquisition through boss runs, with a cost of both time and amount.
The secondary justification for such is that of multi gameplay. Should one imagine a new gaming session be created some time following the great Mayan apocalypse, one may encounter several types of gamers of varying levels and states of power. How would one expect such a party to engage in any meaningful play? Arguments may arise regarding the destructive capabilities of newbie characters for boss runs. Thanks to the aforementioned solution however, such a party may instead choose to partake in the procurement of rare items. One would indeed find monsters from such quests to pale in comparison to minions under the bosoms of bosses, thereby allowing for all to engage in fun-filled adventures. In fact, one may strategize even further through such parties. For instance, should one desire to locate a particular random quest within a session in as immediate a manner as possible, the party may agree on separating amongst themselves with the express purpose of locating such quests. Newbies may search through easier levels, whilst veterans may journey through harder areas. Were one to locate such a quest, all would gather at the rally point and the ensuing cooperation of successfully completing the quest would allow for a particularly memorable gaming event.
Thus ends this proposed solution for removing the drudgery of previous forms of leveling.
Your adventure system sounds awfully akin to quests. You complete a quest to gain experience and item rewards. Particularly, it sounds a lot like quests you would commonly find online in MMOs. "Protect the caravan through x location. Do not let y die." When you finish the quest, you get your reward. What makes your adventure system different than quests that are routinely found in online MMOs?
all Blizzard has to do is actually do their job and eliminate any glitch leveling and be proactive in stopping bots and we'll be good. It's an RPG, you're going to grind the same shit nonstop so get used to it.