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View Full Version : Not players-signable, good or bad?


winterleaf
15-10-2008, 09:22
I don't think it is a good idea, especially when the items have no attribute points requirement.
Someone think most of the players use the same attribute points arrangement in DiabloII. It is partly true. It has the different arrangement between 1.09 and 1.10. In the same character, sometimes we give the sorceress more flexiblity, sometimes we give her more strength. It is different,not only when we use the different items,but when we use different tactics.
Oh,the items now has no attribute points requirement. I don't think it is good---the items need attribute points requirement and level requirement. I can't imagine that a level 1 character wear the talasha set items. It will make this character pass act 1 more easy----it is unfair.
So items need attribute points requirement, or level requirement. Even in WOW the items need level requirement. The best items must be equipped with the best characters.
The game makers is excellent. They fasten the rhythm, and absorb more energy from the action games, such as street Fighter. But I think diablo is a RPG. It can use more action elements(it is very good), but firstly it is a rpg. And in RPG, items can't be equipped with no any restrictions.
There has been much probablity in building a character(such as skill rune),but more probablity will be better than less probability. So I think the Diablo 2's item system should be adjusted in Diablo III,but shouldn't be upseted.
There is another problem: Now we has the hardcore player's need. The tactics in hardcore is different from that in normal. So it also need player-assignable atrribute points.
I has some other suggestions.
The game need durability. It seems no use in Diablo 2. But it is not true. In Diablo2 we have the invisible items. and These item can't be repaired. Yes, repair may slow the game's rhythm, but there is some other method, besides no durability. For example, we can let the durability recover slowly, and different skills consume different durability. Then the players need think how to use different skills. We also can give some points to recover the durability. It may be better than no durability.
In hardcore, the players only have one life----it is right, more like the reality. But we frequently died in the game because of the bad network. It always make players very angry. So I think in hardcore there may be some unique quests to add a little more resurrection chance. The players is also afraid of death, but he has more chance when the network is bad.
No arrows or arrows has special function. In DiabloII, arrow's function has no use except let the players go back to the town. It is not good. I think the arrow must has special function ,such as add more attack, or be deleted.
At last, I think a reason of Diablo II's succeed is many special items. Many players love the good items as girls love treasures. So the item system is very important. I believe that the disigners will design it very carefully.

phool
15-10-2008, 11:34
I think clvl is a pretty clumsy mechanism to use as the sole item req. I'm not totally convinced it will be the only one yet.

Durability deserves the axe as it so rarely affects players' decisions on what items to use (mostly just d2c melee weapons) - i.e. serves no purpose in balancing items - and is a barrier to play. There are far more rewarding gold sinks. It also imbalances casters vs melee.