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This thread is not about types of gameplay, storylines or anything of that nature.
Im thinking of a user interface type thing. We've had the last 8 years to play this game, so what can the devs learn from us? Ill start us.
1. Lying Character Screen.
We love numbers and details to tell us how good our characters are, we need the information to know where we are going. I really hope that ALL information is avaliable on D3, even if there has to be tabs and tabs of it. Every damage modifier or attribute should be listed with its current value and it should be correct!
2. It does not take 20 seconds to read "Failed to Connect". 'Nuff said.
3. The way the multiplayer games are listed, its so annoying, hardly any are displayed and you cant filter them at all. This of course depends on the game style, but if its going to be like D2 at all, then make it more user friendly!
Now your turn, list things that bug you or wernt well thought out with the interface of D2.
Autokicking and temp bans will never be a good solution to botters and hackers, what it really does is annoy the hell out of legit players. I don't mind if it takes another year, make sure the game is free from hacks and bots from the start.
As a character who finished all dificulties, I want to be able to see all dificulties when I'm looking for a game, not just hell. This can be done simply by using 3 tabs. To fix the PKing of newbies that might occur, just set a +/- limit (like 15) on the level difference between players for dueling.
There can be even more tabs for games like a variable that defines 'game type' such as 'baalrun', 'mf run', 'rush', 'trade' etc... Obviously, the intention is for us to play normally and just go from a to b to c and not from a to c immediately and as fast as possible so this needs some tweaking.
autojoin channel. some of us hang out in certain channels and we don't want to hear from spambots just because we had to spend half a second in the general chat in order to join our channel.
What's with durability? It's such a lame stat with zero meaning.
If an axe loses it's sharpness it's probably going to do less dmg.
If an armor gets holes in it, it'll probably have less defense.
Why didn't they just translate durability to these base stats? For every 50 whacks with a sword, it loses 5% dmg, for every 50 hits taken, your armor loses 5% defense.