Diablo 3 - Reaper of Souls

Mist

REEEEeyore
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Anyone notice the legendary items are "account bound"? Is that their solution to the bad economic/farming decisions in the game? Just make it account bound, and then make it rain items with "smart loot"? Ugh, no thanks. Account bound shit is the worst part of the new breed of MMO/Online games. Don't get me wrong, I understand the logic behind it, but it seems like a pretty lazy solution that has hundreds of knock on effects throughout the game.

As for original D3. I didn't think the game was "bad"...Rather, I think the bad taste was taking everything exciting about the game, and distilling it down to it's most boring and derivative components. It's a prime example of missed opportunity. Fore example, the rune system.

It should have stayed plugged into itemization in some way. Originally it was intended that runes would be drops, but they found there were too many runes and it was too complex, so they abandoned the idea of it. But what if they didn't 180 and instead kept some rune affectations on items. Then combined with this Paragon systems, to create a "recipe" for large changes to skills based on gear, experience spent and rune selection.

First, make it so each Rune has "levels" again. Lets say the levels are 1-10. So, level 1 Blood Funnel=.5% life gain per damage of WW. Level 2 Blood Funnel=1% life gain per damage of WW, Hurricane=+10% speed while WW. Each level can be raised by investing "Paragon" points into it. But the more points you invest into WW runes, the higher the investment becomes in a "soft cap" gain type system. But you choose whether to buy horizontally (More runes) or vertically (Higher power from specific runes)....

So lets say you spend one Paragon Point and buy 1 Blood Funnel rune, so your WW now returns .5% life per damage. The next purchase in the WW "Rune" skill would now cost, say, 4 Paragon Points. You could choose to buy the Hurricane Rune and get +10% speed while Whirl Winding, or you could buy an additional level of Blood Funnel and go to 1% Return on WW. Then the purchase after that would cost16points (And so on until it reaches levels you can't buy, very quickly, IE a soft cap "grind") So someone who buys 2 Hurricane/1 Blood Funnel would have a "Storm of Blood" rune (+20% Speed/+.5% Life Drain)...While someone with 3 Blood Funnel would have a "Vampire Dervish" Rune (1.5% Life Drain)...And then someone with say 2 Blood and one Volcanic would have a "Burning Blood" Rune. (Ect ect...The combinations players choose to buy, create specific runes, with the effects of the purchases added together.) And you could even have cut offs, so say a four facet rune would not only get the abilities of the runes added up, but also a small "recipe" bonus, like some runes in D2 had. So 2 Hurricane, 2 Blood Funnel=Torrent of Blood (+20% Speed, 1% Life Drain, Can Randomly Spawn Blood Vortex pools on the ground that drain enemies in them)

In addition. Gear itself would ALSO give bonuses to runes. So Breast Plate of Blood might give +1 Rune Level for Blood Funnel. Or Breast Plate of Blood Dervish might give +1 Hurricane/+1 Blood Funnel. Or Legendary-Super-Rare Chest Plate of God might give +1 to all runes in the Whirl Wind skill already at 1 or higher (So really rewarding horizontal progressive people who bought a lot of level 1 runes.)...But another Legendary Chest might give +3 to the X rune if the Runes level is over 3 already. (So rewarding players who went vertical on one skill).

They could really make tons of gear augmentations built right into the rune system, working with ground out bonuses in skills, to give people very distinct builds. And these builds could be completely changed by a drop. If you get a Weapon that gives +3 to Blood Funnel, if you have 3 points already, that could completely make a WW build work, but only a specific kind of WW build. While someone else with a +1 Hurricane/+1Wind Shear would build something else.

And the thing is, you'd create investment in certain trees. Players who do Whirl Wind builds would have to invest a ton of time notjustgettingitemsfor those builds, butalsobuilding up their skills with Paragon Points to make the skills better, sometimes to even activate the special "bonuses" on the items (IE Sword gives +1 to all Cleave Runes if the player has 1 point in every rune). So there would be distinction among the builds (And you could even make it so changing a skill makes you lose points, making it a huge undertaking to build and try a new skill set.)


Anyway, the above is just some bullshit thoughts...But it shows how DEEP some systems in D3 COULD have been. But instead we got this generic, very bland set of systems and it was so disappointing. That was D3's greatest loss. It's not a bad game, it's just an enormous amount of wasted potential. They turned a Steak Dinner into a Mcdonalds Cheesburger.
I think using the Mystic to change the item's stats makes them account bound.
 

Heylel

Trakanon Raider
3,602
430
Reinstalled this last night having not touched it since a couple weeks after release. It's greatly improved.
 

TecKnoe

Molten Core Raider
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I'll second that, though it wouldn't be as bad in D3 with the ability to respec on the fly (and fuck the haters, I still think the D3 skill system is a huge improvement, being stuck with one build permanently on each character is straight up terrible game design).
can you swap skills without loosing neph valor yet?
 

bixxby

Molten Core Raider
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So basically there's no reason to touch d3 until the expansion right? They're not going to patch in anything worthwhile until 2.0
 

TecKnoe

Molten Core Raider
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looks like the game i want is going to be on consoles, they will never add an option to play without RMAH/AH so console it is.
 

Deathwing

<Bronze Donator>
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Not sure I understand the hate for the AH. It enables you to be excited about drops that you know are good but you wouldn't use. Now, the actual economy of the AH is messed up, but that can be fixed without just blowing the whole thing away.
 

TecKnoe

Molten Core Raider
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idk i really enjoyed trading in d2, yeah sojs were currency but you could still trade without sojs, just a personal opinion really, and ive never been a fan of buy2win, i guess it does not matter since im not forced to play with those people.

but once pvp is good, buy2win is going to blow, unless you just pvp with your friends. i want pvp in this game to be good because my best memories of d2 was the pvp games.
and boy did gear matter alot in duels, and i feel p2w is going to suck some level of fun out of it.
 

Deathwing

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I don't understand that either! You like doing it the hard way? The only thing I can think of is that trading isn't completely faceless and dehumanized like the AH is? Help me out here, because this is still sounding like misplaced nostalgia for D2, like immunities.
 

TecKnoe

Molten Core Raider
3,182
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what part is the hard way, going around game to game looking at what people have to offer, and seeing what they will offer up for what you have? maybe a little misplaced nostalgia.

or is the hard way not using rmah or an AH period? because i was never the type to spend much other than a box cost on games.

and i explained why i prefer no AH because it added another layer to the game i felt, maybe misplaced nostalgia.
 

Deathwing

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If you like going around game to game to find trade deals, then yes, that explains it. But that is the harder way. Easily takes much more time than just throwing your drops up on the AH and returning to farming.

When I say AH, I mean just the gold AH. I dislike the RMAH and I'm in no way advocating for it. Maybe just selling on it to earn some cash. But spending real money on a game like D3 just seems pointless and side steps the whole aim of the endgame. If you feel the need to spend real money on D3, you should probably just not play it anymore.
 

Grayson Carlyle

Golden Squire
225
9
Account-bound is their solution to the AH. I like the AH in concept. In practice, it makes gear far too visible and available than without it. Items, in particular, good items, need to be removed from the public economy. So it looks like they're going with the modifying items = account-bound route.

Personally, I think I'd prefer items becoming account-bound when they're purchased off the AH: You can trade them person-to-person all you want (share among friends, family, communities), un/equip them all you want but as soon as it's bought off the AH, the person buying it is the only one who can use it. That removes AH sniping as a way to make a profit as well. The amount of good gear on the AH will be small, because it won't be recycled. It would also bring back the pay days of people who originally used the RMAH for making money from those with too much of it (or those of us who fondly remember selling Windforces on ebay for several hundred $ in D2). I think it solves just about every problem the AH has caused, but maybe I'm overlooking something. I'd even combine the modifying and AH purchase account-bound methods together. The former also makes that really sweet item you got and spent the time to upgrade to really feel like it's yours.
 

Nirgon

Log Wizard
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Needs more fun items, more viable builds, max of 8 players in a game and in game declaring of hostility.
 

Deathwing

<Bronze Donator>
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Keep mentioning it, maybe it will happen.

Or realize you're hoping one day Blizzard will knowingly change the game so you can grief people.
 

Tenks

Bronze Knight of the Realm
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607
I am also going to +1 in the camp in favor of account binding. I think for uniques if you equip it then it should bind to your account. Right now there is oustanding inflation because perfect/near-perfect items keep going into the system without ever leaving the system. So eventually the only things worth a damn are perfect/near-perfect items -- which makes finding them impossible. So that basically forces you to buy some gold from the RMAH so you can get a character that can plow through MP6+ where it rains legendaries that will be, for the most part, worthless. I'd still be playing the game if it wasn't for the fact that the only things worth anything are high Skorns, crit Mempo, high EF. It is pretty gross I have such a low chance to find a Skorn and then even grosser that I need to hit the statistical lottery just to get one that is actually sellable. Completely killed my motivation to play.
 

Nirgon

Log Wizard
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21,274
grief people.
Who choose to play on a server subset with those rules
smile.png
 

Lithose

Buzzfeed Editor
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A game that requires items to leave the economy has underlying issues that need to be addressed. Real economies work with durable goods, goods that don't leave the market (At least, not with in a generational time frame). Some of this demand is generational in nature (+gooder or literally younger people needing stuff) but some isn't. There is, for example, a huge demand for clothes *within* generational markets (So not new clothes for kids) even though they last longer than purchasing trends (So people tend to buy new ones before the old ones wear out). That's because real economies work by enticing you to buy NEW stuff, not just because it's better or because the old stuff wore out, but because it's different, it's exciting, it's fresh compared to the old stuff (heh, Dumar is not going to like this!). In an MMO you can simulate this AND generational demand (Generational demand would be a strictly superior items),rather thanjustgenerational demand (Which is what D3 does now).

That focus on just generation demand leads to +gooder, which leads to failures (Like D3) or to rampant, but very, very boring inflation (like WoW). Because the only way to entice new purchases is to give aDIRECTacross the board power increase to items. Mix this in with farming and non-differentiated economies (Low levels far the same money high end people use) and you have a recipe for "needing" items to leave the economy just to create demand. Slapping "Account Bound" on that problem only attempts to stave off the inevitable. It doesn't actually fix the underlying issue and what's worse, it creates a ton of new issues in it's place.

This is why having a DEEP system of character builds, that interactbroadlyand directly with items is so important. Imagine two of the *same* sword dropping--One sword though gives +1 to every whirl wind rune you have bought, if you have three or more runes, the other gives +3 to Blood Funnel if you have 3 points in that rune. Even though it's the sword with the SAME stats, it has two separate builds it is in demand for.

By creating gear that compliments certain builds and requiring the player to work to create those build (By leveling and investing points into skills, or whatever)--it makes it so there is a highly diverse market for unique item pieces to fit specific builds. The same item, with different skill augmentations, can accommodate wildly different play styles and different desires in the market. So you don't have to increase +gooder to increase demand (At least, not nearly as fast), because just having something DIFFERENT will create demand, by allowing for different builds. If you've done a decent job at making a lot of combinations powerful and by making item builds+ items like "recipes" you can do this easily 2 Hurricane Runes+Blood Funnel+Volcanic Rune should give you a different and weird skill bonus compared to 3 Hurricane+Volcanic--and let the player spend time and effort to do these experiments, let him be unique in showing off his odd and colorful rune/item combinations.

It's that diversity that will drive a market much farther than simply having +gooder and forcing obsolescence to stimulate demand. Items shouldn't be freaking lightbulbs, where the only reason you want to buy a new one is because the old one isn't usable anymore. Is that exciting to anyone? Forcing obsolescence is almost always a trade mark of generic materials that are required and not distinctive. Any industry that can create trends and offer variety, distinction and "fun", like say clothing, can create demand by actually differentiating itself, by making people WANT to *try* new things.

Account binding is an artificial solution to the problem of farming (Bots), poor economic rules and boring,linear, and ultimatelyunimaginativeitems/game systems (And their interaction). Offer some breath to what items+skills can create, allow the players to make a bunch of tools for the same job, and you'll tackle the underlying problem of linear +gooder systems pushing items into +gooder treadmills which ultimately break down.
 

Tenks

Bronze Knight of the Realm
14,163
607
Your premise only works if there isn't a "best way" to play the game. In the real world of games there is almost aways, regardless of balance, going to be a "best way" to get things done. Brood Wars, the undisputed best balanced RTS in the history of RTS, has best ways to play. In TvP you never bio. It sucks. You mech. In TvZ you don't mech, you bio. In TvT you mech. This is similar to Diablo3. In your argument about the same weapon/different builds it only works if one of those builds isn't better than another. In reality you will go through some various meta shifts and vogues which at some point in time someone may find some underlying synergy with blood funnel which will be popular for 2 months but that will only make ItemB now "the best."

Trying to compare Diablo3's economy with one with physical goods, especially clothing, is fruitless. Because not everyone is the same nor does the same stuff. What is appealing to my fashion sense may not appeal to yours. And over time my tastes will morph and change. You can't compare that with Diablo3. There isn't room for opinion. The question is: Does my build kill shit faster than your build? If so, my build is better. But if the question was: What color of flannel is better red or blue? You can have two right answers because there is no right answer. So if you don't force items out that satisfy the question "Does this help my character kill shit faster?" in a very obvious sense then you'll be left with a ton of items that are "This is the best possible item to kill shit with." And eventually the only items worth a damn are those at the very peak. Basically if the answer to the flannel question was, undisputed, red but they make 100:1 blue:red shirts at the start finding someone with a red shirt would be rare. But eventually since every time they make 100 blue shirts (which everyone already has) they make a red shirt. So eventually over time everyone will have a red shirt and there won't be a reason for blue shirts to exist.
 

Grayson Carlyle

Golden Squire
225
9
Account binding is an artificial solution to the problem of farming (Bots), poor economic rules and boring,linear, and ultimatelyunimaginativeitems/game systems (And their interaction). Offer some breath to what items+skills can create, allow the players to make a bunch of tools for the same job, and you'll tackle the underlying problem of linear +gooder systems pushing items into +gooder treadmills which ultimately break down.
That doesn't fix anything with the economy and trading, it just moves it 3 months down the road. It does however make itemization and item -> character identity a lot stronger. You can't useanyreal-world example as an equivalent becauseeverythingeventually breaks down. Your clothing example is just terrible, since they do eventually fall apart, and if they are tossed away in preference for something new and shiny, they are destroyed or passed off for charity until they do fall apart. Anything involving technology and obsolescence is also irrelevant because there are no limits to those. There are limits to what items are capable of.

From your initial paragraph you've stated a lot of false assumptions. Real economies that work with durable goods only do so because the population expands. When every person on the planet has your awesome whatever-a-majig that will last forever and anyone born can use one from someone who died, you can not sell any more of your product. You can not make any comparisons at all to anything in the real world because even if they take a thousand years to fall apart, they still fall apart, so there will be some demand. There is absolutely no demand for the 40th percentile of something when the top 20% is enough to supply the entire available population. Eventually the top 1% of all possible items in any game where items do not leave the economy will be in greater supply than the entirety of the population, even if you add a hundred billion different options to make them unique and special and build-changing. Goodshaveto leave the economy or have a fixed available quantity. This is true of real life as well and your attempt to make comparisons is laughable.