- shadow123
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Member for 15 years, 9 months, and 21 days
Last active Tue, Apr, 6 2010 23:39:48
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Mar 25, 2010shadow123 posted a message on BlizzCon 2010 Officially AnnouncedDon't they normally announce release dates at the BlizzCon nowadays? If so I think they'll announce Cata and SC2 for a December/ November release during the BlizzCon.Posted in: News
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Mar 25, 2010shadow123 posted a message on BlizzCon 2010 Officially Announced7 more months to the 5th class!Posted in: News
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Mar 10, 2010shadow123 posted a message on The Past, the Present, and the FutureI like the newest Barbarian Fury orb, I think rings look much better then a 3 orb stoplight.Posted in: News
Everything else seems to be developing well, Blizzard knows detail, and they don't skimp on them either, they'll change and re-impalement things they know look and feel right. -
Mar 3, 2010shadow123 posted a message on Weapons, Pick Your PoisonMore and more I feel last class will focus on all types of projectiles - Throwing weapons and all forms of bows/cross bows and whatever else they add as a projectile.Posted in: News
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Feb 26, 2010shadow123 posted a message on Overhaul Diablo II with Median XLGame looks fun, but I wonder if it's possible for him to mod into Median XL these 3 things -Posted in: News
- Health orbs,
- 1234 as skill buttons instead of potions,
- abilities that can be used to regenerate/steal mana from the enemy.
I'm not a modder and have no idea if that would be impossible to do, but it would seem to be pretty fun. -
Feb 10, 2010shadow123 posted a message on Starcraft II Beta This Month!I'm so happy for this news, it's awesome really, it means blizzard is taking another big step towards Diablo 3 (with the Battle.net upgrade) and I'll get to play co-op Vs computer in SC2!Posted in: News
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Aug 21, 2008shadow123 posted a message on Diablofans - WWI Card Tyrael Pet ContestTrading and Player Economy - Users like to have a standard form of currency - something that mean the same thing in every language IE. Money, or Gold in this case.Posted in: News
-Create Gold Sinks - This will cause gold to be important, here's a list of valid and very possible gold sinks -
1. Re-specialization costs increasing over time to a very well rounded number and then staying static at said number - something like 500 gold to respec then every time after that it doubles to a max of 20,000,000 gold or more depending on desired volubility / gold drop rate.
2. Repair costs on items - Higher level items require higher repair costs.
3. Items that are required to be bought from in-game NPC merchants for "professions" that may be introduced to the game, as the professions skills get higher, the quality of item they need becomes higher and more expensive.
4. Merchants that take gold and place non-dispel able / through death buffs on the character that increase in cost / quality as they level.
5. Stop making people lose gold when they die! it's annoying and devalues gold as a possible trade asset. This is because as people level, when they lose gold earned over time, it makes the game that much more frustrating play especially if you want there to be an economy based around gold.
6. Create an Auction house based around gold - take gold from players that use it (though it may be a little) - Create UI that give the average price of ANY item that you have in your possession from the AH (this makes it easy for new players to determine what price to sell their items at).
7. Make absolutely sure that only "items of worth" are sold in the AH - Whatever you as a developer decide is worth while, this doesn't and shouldn't include things easily dropped in the world.
8. Give people gold from quests - very simply - if a player quests he or she should get gold that represents what the quest was worth at their level.
9. The AH UI should allow people to search with words, rarity, item type, item level.
10. Still allow gold modifiers to increase gold you get from mobs, but not to the levels that D2 could allow up there in the high 600% or even more gold from monsters. I believe +% gold will add interest to the game but so long as it isn't so high gold becomes trivial to collect.
11. Add "fun cosmetics" to the game that require gold to purchase, like being able to tint your armor color slightly, or being able to add glowing effects to your gear - "fun cosmetics" attached to a gold price would allow gold to gain more value.
12. Making the ability of a character to hold gold increase as they level is a good way to get them introduced into the "lower tiers" of the auction house.
13. Create a "Black Market" type of Auction house run by NPC's (thieves to be precise) that the player can look for and find, make them sell items that give bonuses to the players current armor (kind of like an armor kit, where it could boost the stats of your current armor) - obviously the price and quality of the kits would increase with level.
14. Give all professions some type of item that drops from all mobs - something like different types of orbs that can be combined to create crafting materials for different professions that anyone can find and combine (something like 5-10 orbs), this would allow players to make money by selling the orbs on the auction house to different professions.
Player Vs. Player - These players like to feel tough, they like to feel strong, they like to show everyone that they're champions -
1. Give players Tittles - this can be achieved by adding an arena type game to the existing online play - allow people to create teams at different level caps - but force players to reach at least a minimum level before they can join these arenas. Ranking players based on level and on rating will also help with the tittles -
2. Give players unique PvP gear that can be obtained through PvE, Create a UI that allows for 2 armor sets to be worn at a time and switched between outside of combat that allows one to build both a PvE and a PvP set of armor/weapons.
3. Give PvP players a "Hit List" UI of players that have killed them in the past - I repeat only a list of players that you were killed by. This at least allows PvPers to remember their past foes in combat.'
4. PvP players like to trick each other, they don't always like the fight to be 100% fair, they like real time strategy and split second timing, They don't like 1 hit Ko's they don't like impossible to kill, and they really don't like being camped.
5. Any skills/abilities that allows a character to get out of a fight - and any abilities that allow the player to trick or evade the enemy player's assault for all the classes would also be useful. Each evasion/escape ability can be different and unique, but i believe that players deserve an Out if they really don't want to die. However, these abilities should never gaurentee an out - they should make it easier/possible to escape a fight.
6. Give PvP players - an ear, a toe, a nose, a finger, an eye (eye or an eye). and allow these items to be placed in a "trophy" UI that anyone can see when they check your character out in battle.net's player viewer... however that will work.
Thank you for reading my suggestions, if even one of them sparked a helpful and creative idea in you, I've done my job. -
Aug 21, 2008shadow123 posted a message on Diablofans - WWI Card Tyrael Pet ContestTrading and Player Economy - Users like to have a standard form of currency - something that mean the same thing in every language IE. Money, or Gold in this case.Posted in: News
-Create Gold Sinks - This will cause gold to be important, here's a list of valid and very possible gold sinks -
1. Re-specialization costs increasing over time to a very well rounded number and then staying static at said number - something like 500 gold to respec then every time after that it doubles to a max of 20,000,000 gold or more depending on desired volubility / gold drop rate.
2. Repair costs on items - Higher level items require higher repair costs.
3. Items that are required to be bought from in-game NPC merchants for "professions" that may be introduced to the game, as the professions skills get higher, the quality of item they need becomes higher and more expensive.
4. Merchants that take gold and place non-dispel able / through death buffs on the character that increase in cost / quality as they level.
5. Stop making people lose gold when they die! it's annoying and devalues gold as a possible trade asset. This is because as people level, when they lose gold earned over time, it makes the game that much more frustrating play especially if you want there to be an economy based around gold.
6. Create an Auction house based around gold - take gold from players that use it (though it may be a little) - Create UI that give the average price of ANY item that you have in your possession from the AH (this makes it easy for new players to determine what price to sell their items at).
7. Make absolutely sure that only "items of worth" are sold in the AH - Whatever you as a developer decide is worth while, this doesn't and shouldn't include things easily dropped in the world.
8. Give people gold from quests - very simply - if a player quests he or she should get gold that represents what the quest was worth at their level.
9. The AH UI should allow people to search with words, rarity, item type, item level.
10. Still allow gold modifiers to increase gold you get from mobs, but not to the levels that D2 could allow up there in the high 600% or even more gold from monsters. I believe +% gold will add interest to the game but so long as it isn't so high gold becomes trivial to collect.
11. Add "fun cosmetics" to the game that require gold to purchase, like being able to tint your armor color slightly, or being able to add glowing effects to your gear - "fun cosmetics" attached to a gold price would allow gold to gain more value.
12. Making the ability of a character to hold gold increase as they level is a good way to get them introduced into the "lower tiers" of the auction house.
13. Create a "Black Market" type of Auction house run by NPC's (thieves to be precise) that the player can look for and find, make them sell items that give bonuses to the players current armor (kind of like an armor kit, where it could boost the stats of your current armor) - obviously the price and quality of the kits would increase with level.
14. Give all professions some type of item that drops from all mobs - something like different types of orbs that can be combined to create crafting materials for different professions that anyone can find and combine (something like 5-10 orbs), this would allow players to make money by selling the orbs on the auction house to different professions.
Player Vs. Player - These players like to feel tough, they like to feel strong, they like to show everyone that they're champions -
1. Give players Tittles - this can be achieved by adding an arena type game to the existing online play - allow people to create teams at different level caps - but force players to reach at least a minimum level before they can join these arenas. Ranking players based on level and on rating will also help with the tittles -
2. Give players unique PvP gear that can be obtained through PvE, Create a UI that allows for 2 armor sets to be worn at a time and switched between outside of combat that allows one to build both a PvE and a PvP set of armor/weapons.
3. Give PvP players a "Hit List" UI of players that have killed them in the past - I repeat only a list of players that you were killed by. This at least allows PvPers to remember their past foes in combat.'
4. PvP players like to trick each other, they don't always like the fight to be 100% fair, they like real time strategy and split second timing, They don't like 1 hit Ko's they don't like impossible to kill, and they really don't like being camped.
5. Any skills/abilities that allows a character to get out of a fight - and any abilities that allow the player to trick or evade the enemy player's assault for all the classes would also be useful. Each evasion/escape ability can be different and unique, but i believe that players deserve an Out if they really don't want to die. However, these abilities should never gaurentee an out - they should make it easier/possible to escape a fight.
6. Give PvP players - an ear, a toe, a nose, a finger, an eye (eye or an eye). and allow these items to be placed in a "trophy" UI that anyone can see when they check your character out in battle.net's player viewer... however that will work.
Thank you for reading my suggestions, if even one of them sparked a helpful and creative idea in you, I've done my job. - To post a comment, please login or register a new account.
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Raider, Rogue, Ranger, Warder, Beast Master, Some have suggested mercenary?, Hunter, ...
This class will be announced with it's female counterpart first. Which is why I'm thinking more of a rogue/raider.
This class may originate from a desert area. Or not.
This class will most likely be able to use all sorts of ranged weapons, starting with bows/crossbows going to throwing axes/knives, javelins, possibly spears and maybe even a new type of ranged weapon.
I hate waiting till October to find out how right or wrong we all were... oh well.
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attribute modifying - Made better in Diablo 3 because it will be better balanced, customization will be enhanced 3 fold in D3 also.
equip most items on any class - Is better because it gives classes unique weapons that they can look for in trades or to buy. It also promotes trade.
potions - Potions are not gone, they simply have a cooldown on them, health orbs are your reward for killing enemies. Many fun boss mechanics can be made with health orbs - I.E. having the boss attack a pillar that releases orbs.
weapon switching - Diablo 2 cheese mechanic that only acted as a MF or PvP advantage, not needed to play the game.
quests given by NPCs - ... cool?
chat channels - Still in the game...
traps - What traps,? oh you mean environmental traps? there's plenty more of those in Diablo 3!
full 8 player parties - Too many people, caused lower individual contribution and exp farmers ran rampent.
necromancer and his LARGE army, or just cool summons - He will be missed, but may show up in an expansion, we'll see.
shapeshifter class - So? What about a Ranger class? what makes a shapeshifter any more important???
modding support - D2 never had it.. sooo?
skill tree - Is no longer a tree - get one of the 35+ abilities that you prefer to use (which is more then Diablo 2's 30 skills per class).
gambling - Will probably still be in the game, we'll have to wait and see.
online content in single player - You will have to connect online to play the game, but they will add an offline mode.
pvp - Will be better and much more balanced.
gold/currency - Once again, I'd rather spend real in-game gold, then forum gold.
Unique resource systems -increases the replayability of the game by giving you different play styles.
There are no mana potions, the witch doctor is the only class that uses mana and he has a few ways to restore his mana.
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A class that uses bow / throwing weapon skills, sounds right because throwing weapons still exist in the game from what I can tell.
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The healing potions will have a cooldown-type mechanic associated with them.
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Monster A is a weakling that drops Orbs 40% of the time when hit and 80% orb drop when kill -
Monster B Is a tough guy that drops orbs 5% of the time when hit and 90% of the time when killed -
Monster C is medium difficulty to kill but drops orbs 100% of the time when killed but none when being hit -
Who do I attack and kill first? Do I have enough health to take out the big guy, do I need more HP and need to take out the little weakling guys first?
Lots of interesting choices.
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Everything else seems to be developing well, Blizzard knows detail, and they don't skimp on them either, they'll change and re-impalement things they know look and feel right.
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I might not talk with random people just depends, I'll probably use texting a lot while playing with random people, until I feel they are cool enough to talk to.
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- Health orbs,
- 1234 as skill buttons instead of potions,
- abilities that can be used to regenerate/steal mana from the enemy.
I'm not a modder and have no idea if that would be impossible to do, but it would seem to be pretty fun.
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In Diablo 3 you're talking about 4-8 active spells the player actually has a use for.
Everything else will buff the player or those 4 to 8 spells.
I honestly don't see a complaint here, it's not like you saw Bowazons running around in Diablo 2 using Magic arrow or fire arrow, ever, at higher levels.
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That is most likely to happen. My point is, if the game (most likely will be) a huge success, then who can see a plethora of ARPG games spewing out into the gaming world after Diablo 3's success?
I mean, right now, there's tons of MMO's that have come out trying to topple WoW, and well, we all know that's a lost cause, but When Diablo 3 comes out, I just wonder what games will be created by the entertainment companies, I also wonder what traits they'll take from Diablo 3 and put into their game?
I'm not saying there aren't a lot of ARPG's on the market now, but, I'm saying once D3 comes out, there will most likely be double the number of ARPG titles coming out each year.
Diablo 3 will revolutionize the ARPG genre. But how many more ARPG games will be developed once D3 is released into the world?
I can't imagine entertainment companies letting Diablo 3 have all the fun, I'm sure some will come out of the woodwork to try and capture the ARPG audience.
What do you think...?