- HealEarth
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Member for 15 years, 9 months, and 17 days
Last active Tue, Mar, 13 2012 18:14:48
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- 157 Total Posts
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May 11, 2009HealEarth posted a message on Exclusive Interview With Richard KnaakI find the burger need the stump.Posted in: News
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May 11, 2009HealEarth posted a message on Exclusive Interview With Richard KnaakNeeds more grilling.Posted in: News
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Mar 19, 2009HealEarth posted a message on BlizzCast 8 nearly done and it's "almost entirely" about Diablo 3!Posted in: Newsi would just like to know more about the mechanics of the game, not so much new content like new character/items/places/whatever.
qft .... -
Sep 18, 2008HealEarth posted a message on Diablo 3 Bestiary: Dune Thresherhopefully they won't make that desert place act 2 otherwise ill shoot someonePosted in: News
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Aug 20, 2008HealEarth posted a message on Diablofans - WWI Card Tyrael Pet ContestFor TradingPosted in: News
-I wish for an auction house type system for the realm e.g. all us east players have one global auction house to buy and sell items as they please this auction house npc/vender could be located or called from a special portal/item or transmute(wirts legs for instance) if an npc in town is not a viable option.
-Trading should be streamlined as items are always going to be going to the wrong person in the party. D3 should have a different "in feild" small trade window coming up on the corner of the screen(unhindering combat). So you could have a person and item selected and type /trade and you will automaticly be trading with the player with the slected item in the trade window. Another comand could be /tradefree and you would automaticly give the selected player the item you have selected ,a command box for the reciever may be necessary e.g." "so and so" sends you "itemblah" do you accept?". Just in case someone decides to fill u up with quivers/junk before a boss fight.
-Clicking on players wouldnt not automaticly trade that was annoying in diablo2. Possible trade options: /trade while person selected and/or clicking on trade button then person.
-Not really trading as such but if a quest reward was made, much like the personize, would be an offer to soul bound a item to the player the only way to soul-bind items? just an idea. (Would also decrease hacking somewhat due to the most rare items being soul bound on perfect characters)
-I liked the copper silver gold in wow, its saves having gold numbers exceeding 50,000,000 etc though it is a minor issue.
-Gold having value. Kind of necessary.
For PvP
-If you could encourage players to fight on a map with a random teleport wp (no town camping and decreasing jumping). Where players would speifitcaly only drop an item of pvp value. Again this idea is trying to move away from wow to separate the games you just as easily implement a wow arena type system but would you want to?.
-Special Events computer/program generated games (different color from normal games in list) where hostiley is automaticly toggled permentily for all players and you didnt know what kinda special event it was untill entering these special events would viary from:
I: One to find a key/item of value in a (scary)pumpkin patch by attacking the pumpkins to open them up.
II: First one to chase down a mutilated bunny and kill it/talk to it gain reward.
III: Everyones teleported to a random place on the map and have to destry walls to reach treasure chests only one of which carrying an item of value the rest spawning traps/monsters.
IV: Death match type game last player to survive games a chest that appears out of the ground much like the one in the gameplay trailer.
Etc the games wheren't really meant to seem like holiday events but kinda come off like it. The events rarity would make them more unique of course. To common would lead to a downfall in interest and flavor. Also people to low lvl to duel/hostile could not enter.
-Impliment dueling system where as soon as a player reached death they would be put to 1 hp and kept alive and unable to attack or be attacked untill they entered town again. To enter a duel with another player you could click the duel button then player or /duel on selected player. A visual indication of loss would be good aswell.
-Ears could carry the cash value(when sold to a vender) a player lost apon death to entice pvp. Therefor no gold gain on the market only transfer meaning no exploits. Just a thought.
-All attacks/spells/skills cast/used prior to hostiling would not turn into attacks players could recieve.... tppk ruined hardcore can't really have that happening -
Aug 15, 2008HealEarth posted a message on Ureh Confirmed - New Artwork UpdateLOL @ wireframe and 4 min photoshop jobPosted in: News
http://www.blizzplanet.com/coppermine/albums/diablo3/concept-art/ss55-hires.jpg - To post a comment, please login or register a new account.
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Well for one it prevents you from heading straight back to the other party members (Losing time). Secondly it prevents using the current system as a teleportation device/mechanism and lastly it creates incentive to stay in the game after death or when things become difficult, while if a player cannot retrieve his/her exp/gold they do permanently lose what ever was left in game. Again this is comparing itself to the current system obviously not one much more punishing, just a variation of.
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Personally I see permanently losing experience and gold is a bad design. I'm ok with the idea of having some experience and gold being temporarily left at the place of death to be re-obtained in whole. But not having the ability to re-obtain 100% of what is lost will cause extreme aggravation and won't do the game any good.
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? I have not heard mention of a buff which would make these statements valid. It seems like you could use a pot straight after resurrection and or a health globe. Why would you be forced to wait without a debuff of some kind?
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I for one would like to stand up as a ghost from the corpse and have to run back to where the 'Resurrection Angel' (Or Glyth, but the angel makes more sense) which would be at the check point locations proposed (With 10% hp). There are advantages to this system over the current aswell you can't be swamped by mobs at the check point with low hp (Because you can see the check point). You feel like you have taken some punishment aswell as finding no value in the death location transition.
In summery the idea of death within the players mind must be synonymous with ghosts or in some kind of graphical context. It will seem less immerse I think without graphical context deviating life from death.
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Thanks, yea zbrush.
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EDIT: Cool if the old one had 48 Slots this would mean we now have 120 slots. We might actually be able to collect runes.
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What binding is he refering to?
I have never read these books...
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qft ....
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