The hardcore player is someone who enjoys and intense challenge that has utter disregard for life because they feel their skill can overcome every obstacle. Maybe Jay Wilson is correct in not allowing player vs player death at launch, because as he stated this would result in several folks creating low level players and dueling ect. I propose a solution that adds incredible value to the hardcore lineage and evades this issue all together. Also it would be a quick easy fix that blizzard could implement effortlessly and it very well make diablo 3 known as one of the most famous pvp experiences of recent years.
The solution is simple, diablo 3 is partially known as a gear grind, its what makes it different and alot more fun than other games. Other than a perma death, not much can come close to a superior pvp member looting one piece of gear off a contender. It flexes a level of dominance, it provides continuous replay value and it adds a very significant possibility for a gear upgrade or RLAH reward for the victorious player. The loosing player is back to the drawing board continuing to put his life at risk in the dark world of unforgiving hardcore mode to replace what he has lost, maybe one day to seek revenge......
sorry to burst your bubble but this is how it was in D2. You kill a hc character and you get his/her loot for winning. This is probably how it will be in D3.
I think depending pvp should be based on the difficulty that the person is playing. On the higher levels of difficulty, like Inferno, pvp players should be allowed in Invade another's world based on their relative level to the person they're invading. Would add an interesting element danger to high level difficulties. Also, a person could be "flagged" for pvp to allow invasions etc. (yes this idea is borrowed from Dark/Demon Souls but it added such an interesting element to an already difficult game.
I think depending pvp should be based on the difficulty that the person is playing. On the higher levels of difficulty, like Inferno, pvp players should be allowed in Invade another's world based on their relative level to the person they're invading. Would add an interesting element danger to high level difficulties. Also, a person could be "flagged" for pvp to allow invasions etc. (yes this idea is borrowed from Dark/Demon Souls but it added such an interesting element to an already difficult game.
While your idea is suitable for Demon Souls, how suitable will that be for D3? Inferno, especially on HC settings, will be hard enough as it is. You wouldn't want to be progressing through and halfway killing a boss, and all of a sudden an enemy barbarian shows up and makes you life hell. It adds the bad kind of unpredictability to the game, pits the victim at an extremely unfair advantage, and isn't fun for the victim at ANY point.
sorry to burst your bubble but this is how it was in D2. You kill a hc character and you get his/her loot for winning. This is probably how it will be in D3.
If there is a PvP arena I don't think there should be a perma death on HC heroes. If one person spent months and months grinding for the best gear other players of the same level will lose. Ultimately there will be only 1 lvl 60 PvP left and other lvl 60's would be too afraid to step up to the challenge knowing someone spent alot more time grinding for gear. This is my opinion knowing i work 55+ hours a week to take care of my family and i know I will have a huge disadvantage to people who don't have to work to survive let alone take care of others.
The solution is simple, diablo 3 is partially known as a gear grind, its what makes it different and alot more fun than other games. Other than a perma death, not much can come close to a superior pvp member looting one piece of gear off a contender. It flexes a level of dominance, it provides continuous replay value and it adds a very significant possibility for a gear upgrade or RLAH reward for the victorious player. The loosing player is back to the drawing board continuing to put his life at risk in the dark world of unforgiving hardcore mode to replace what he has lost, maybe one day to seek revenge......
I believe this following explanation will expand on HeavyMetal's post.
I don't really believe that this solution will be as simple as it sounds, because of the current balance issues. The more matches a hardcore player wins, the more powerful he will get, as he will be getting both the loot and also eliminating a potential competitor. As the hardcore player wins even more and more matches, he will get better and better gear, making him even more difficult to surpass. Think of how long a player has to 'grind' his hardcore character before he is able to even have a small chance to compete in the PvP arena, and then think of how all that effort goes into making another player even more powerful.
Diablo is a game revolving around gear grinding, but being able to loot gear from other players changes this aspect of the game. Why bother spending hours beating the same monsters again and again if you could just take them from another player? If I was playing this game, I would just simply level as quickly as possible, not bothering about gear, and then entering the arena to find some unlucky soul waiting for me to take their gear. Of course, I am taking a risk when I am doing this, but doing this is much easier and time efficient than spending weeks playing only looking for gear. After I beat a player and took their gear, I would just put it in the hardcore stash and then go again. Even if I lose this character, I can easily create another 'disposable' character and go gear hunting. Given enough times of doing this, I can create a much better and diverse set of items than those players spending all their time grinding.
The solution is simple, diablo 3 is partially known as a gear grind, its what makes it different and alot more fun than other games. Other than a perma death, not much can come close to a superior pvp member looting one piece of gear off a contender. It flexes a level of dominance, it provides continuous replay value and it adds a very significant possibility for a gear upgrade or RLAH reward for the victorious player. The loosing player is back to the drawing board continuing to put his life at risk in the dark world of unforgiving hardcore mode to replace what he has lost, maybe one day to seek revenge......
I believe this following explanation will expand on HeavyMetal's post.
I don't really believe that this solution will be as simple as it sounds, because of the current balance issues. The more matches a hardcore player wins, the more powerful he will get, as he will be getting both the loot and also eliminating a potential competitor. As the hardcore player wins even more and more matches, he will get better and better gear, making him even more difficult to surpass. Think of how long a player has to 'grind' his hardcore character before he is able to even have a small chance to compete in the PvP arena, and then think of how all that effort goes into making another player even more powerful.
Diablo is a game revolving around gear grinding, but being able to loot gear from other players changes this aspect of the game. Why bother spending hours beating the same monsters again and again if you could just take them from another player? If I was playing this game, I would just simply level as quickly as possible, not bothering about gear, and then entering the arena to find some unlucky soul waiting for me to take their gear. Of course, I am taking a risk when I am doing this, but doing this is much easier and time efficient than spending weeks playing only looking for gear. After I beat a player and took their gear, I would just put it in the hardcore stash and then go again. Even if I lose this character, I can easily create another 'disposable' character and go gear hunting. Given enough times of doing this, I can create a much better and diverse set of items than those players spending all their time grinding.
meh, I don't completly agree or disagree with what you are saying. The idea of having a character goes gear hunter has one flaw in it... that they need to beat a player with better gear than they have to be able to start this chain. You act like just any player will bend over back wards to let you have there gear when you got nothing since you did n ot focus on getting any kind of gear. If you do manage to beat them they will most likely not be carrying that much of an improvement or else theyt would probably have betten you, taking skill out of the equation obviously.
If you don't invest gear into the chracter you will probably never get good gear back from it. Your plan seems to rely on every other player you encounter to be worse than you by a fairly large margin which, imo, is not really realistic.
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The solution is simple, diablo 3 is partially known as a gear grind, its what makes it different and alot more fun than other games. Other than a perma death, not much can come close to a superior pvp member looting one piece of gear off a contender. It flexes a level of dominance, it provides continuous replay value and it adds a very significant possibility for a gear upgrade or RLAH reward for the victorious player. The loosing player is back to the drawing board continuing to put his life at risk in the dark world of unforgiving hardcore mode to replace what he has lost, maybe one day to seek revenge......
While your idea is suitable for Demon Souls, how suitable will that be for D3? Inferno, especially on HC settings, will be hard enough as it is. You wouldn't want to be progressing through and halfway killing a boss, and all of a sudden an enemy barbarian shows up and makes you life hell. It adds the bad kind of unpredictability to the game, pits the victim at an extremely unfair advantage, and isn't fun for the victim at ANY point.
You only got the lute if that player enabled it.
I believe this following explanation will expand on HeavyMetal's post.
I don't really believe that this solution will be as simple as it sounds, because of the current balance issues. The more matches a hardcore player wins, the more powerful he will get, as he will be getting both the loot and also eliminating a potential competitor. As the hardcore player wins even more and more matches, he will get better and better gear, making him even more difficult to surpass. Think of how long a player has to 'grind' his hardcore character before he is able to even have a small chance to compete in the PvP arena, and then think of how all that effort goes into making another player even more powerful.
Diablo is a game revolving around gear grinding, but being able to loot gear from other players changes this aspect of the game. Why bother spending hours beating the same monsters again and again if you could just take them from another player? If I was playing this game, I would just simply level as quickly as possible, not bothering about gear, and then entering the arena to find some unlucky soul waiting for me to take their gear. Of course, I am taking a risk when I am doing this, but doing this is much easier and time efficient than spending weeks playing only looking for gear. After I beat a player and took their gear, I would just put it in the hardcore stash and then go again. Even if I lose this character, I can easily create another 'disposable' character and go gear hunting. Given enough times of doing this, I can create a much better and diverse set of items than those players spending all their time grinding.
meh, I don't completly agree or disagree with what you are saying. The idea of having a character goes gear hunter has one flaw in it... that they need to beat a player with better gear than they have to be able to start this chain. You act like just any player will bend over back wards to let you have there gear when you got nothing since you did n ot focus on getting any kind of gear. If you do manage to beat them they will most likely not be carrying that much of an improvement or else theyt would probably have betten you, taking skill out of the equation obviously.
If you don't invest gear into the chracter you will probably never get good gear back from it. Your plan seems to rely on every other player you encounter to be worse than you by a fairly large margin which, imo, is not really realistic.