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Go Back   Diablo 3 & Diablo 2 Forums > Diablo 3 Community Forums > Diablo 3 Suggestions and Wish List
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Diablo 3 Suggestions and Wish List Request and argue potential features you'd like to see (or not) in Diablo 3.

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Old 15-07-2008, 13:42   #1
phaolo
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Exclamation Reduce time for high level MF

At high levels I'd like to reduce time wasting operations to the minimum. Maybe I want too much but here thery are:

- useful NPC's near the town portal (I hate Hratli in ActIII and Cain in ActV)
- Cain identifies automatically at first click (-50% clicks lol)
- quest that require intelligence and item finding are wonderful, but when you just need to pass between Acts they're simply annoying. No long quest to end acts! (ActII is an example.. damn tombs and staff)
- no one-time secret level (-_-')
- drop filter option (less time spent to check those stupid items) or drop window (more organized) and personal drops option for multiplayer (no ore quarrels if you want).
- bigger and expandable stash (already covered in many posts)
- refresh button\key for gambling window
- at level 90 (example), direct portal to boss lairs for fast MF and training. Come on, at those levels you just want the last damn rares.
- more walk speed for meleers and higher MF than sorceress or..
- teleport possible for all classes, but with restrictions. Meleers could only use it for travel, because there would be something like a "Teleport Recovery Rate" that prevents them to instantly attack (maybe only in multiplayer)

What do you think?
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Old 15-07-2008, 13:57   #2
Aaiieeee
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Re: Reduce time for high level MF

I kind of agree and disagree. What your proposing is that they take all the hard work out of the game.. I feel it would become boring very fast. Things like cain IDing is good and maybe NPCs near portals/Wps but then that would be quite unimaginative and again slightly dull.
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Old 15-07-2008, 16:30   #3
phaolo
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Re: Reduce time for high level MF

Well, probably I'm reasoning too much from the single player side.
With a team it must be all different, but alone after level 90 I'm pretty done.
I think that Blizzad should increase drop chances for SP or decrease time and difficulty.

I've already finished the game (level 92 paladin) and I'm currently playing a sorceress at end of nightmare. At this point I find more fun to find special items than to do the hard work. I would have liked to find at least 80% of set and uniques, but it's too hard in SP with no trading.
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Old 16-07-2008, 04:17   #4
Moja
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Re: Reduce time for high level MF

useful npcs by portal: eh.. sure
cain auto-id: no; cain has a cost if you don't rescue him, and some people deliberately keep items unid for trade
no long quest to end acts: how about, no RUSHING since it ruins the game. =P completely disagree
no one time secret cow lvl - lol, ok
bigger stash - agree; unlimited stash for linear gold cost plz
drop filter option - i guess, why not
resfresh button for gambling window - yes, and for shops too
direct portal to boss - wtf? uhm... no
fast melee walk speed - sure
teleport for all classes - no way. and a cooldown for sorc tele too (1-3 sec minimum).

[edit] - yes, singleplayer should have much better drops than multiplayer. Totally agree.
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Old 16-07-2008, 10:13   #5
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Re: Reduce time for high level MF

Quote:
Originally Posted by Moja View Post
cain auto-id: no; cain has a cost if you don't rescue him, and some people deliberately keep items unid for trade
If it is done on first click of Cain, this would be okay. Just don't click on him if you don't want items id. It would still reduce if Cain click then click identify Items. I like this idea.
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Old 16-07-2008, 18:47   #6
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Re: Reduce time for high level MF

Useful NPCs near portal... maybe. Better I think to just have everyone capable of repair and healing, but all sell different things, but even that seems cheesy.

I like the one time secret levels, I just think they shouldn't be used for MF. Make the rewards more fun, rather than practical.

Drop filter options, etc... sure. I'm all for customization and being able to tweak your game experience.

Refresh button... don't like it at all. For gambling, you might as well just have a scroll bar with every item available to gamble at your level. For vendors, it would make it too easy to cycle through and find the good stuff. I'm in the camp that thinks having vendors occasionally sell REALLY good stuff is one way to make gold more valuable... with a refresh, players would save up a crap ton of gold and then just hit refresh until something good popped up. Cheap.

Walk speed should be equal for all characters, but each class should have an escape ability, like teleport, leap, horrify for the WD, etc.

I think teleport should have a cool down anyway, to avoid MF cheesiness.
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Old 17-07-2008, 07:14   #7
AlexanderM
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Re: Reduce time for high level MF

I think the idea of "one escape spell/skill per class" will show up. In the game play video we saw the barbarian use leap as a dodging maneuver and the ground stomp to stun enemies, and the witch doctor's horrify worked similarly well to incapacitate and provide an escape. Similar to WoW (which I'm not a big fan of), each class might end up with similar utility spells that accomplish the same tasks, the damage skills/spells will probably be where the strategic differences appear.

As for the NPCs near town portal, eh, sprawling cities are always more interesting though, and that sort of necessitates that the NPCs be dispersed. How about large cities having a market district with lots of vendor NPCs, but all the quest givers and travelers (i.e. Warriv in Act I) would be in their homes, or at the edge at the gates/port/etc.

Cow level-type areas need to be gone, a joke is fine, but a joke that provided massive leveling and drop potentials for the longest time is ridiculous. I say the special area should be a difficult dungeon, with a very special class specific bonus at the end (maybe something that wouldn't display existing equipment, like a stat or resist bonus similar to Malah's scroll, but class specific). Bonus points if the dungeon is solo-only, kind of a trial-by-fire, one player against a gauntlet of horrors.

Expandable stash? Yes, but costly. I think the bag system we caught a glimpse of in the trailer probably solves this issue more or less. I'd like to see an inter-character stash, but that's a bit unlikely I think.

Edit: Boss portals = No way. I'm hoping they remedy the problem of high-leveled characters bored with other things and interested in drops by making the gameplay longer, more involving, and more rewarding. Maybe making drops such that magic finding as a task wouldn't really be called for?

Last edited by AlexanderM; 17-07-2008 at 07:16.. Reason: Added note
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Old 18-07-2008, 20:40   #8
phaolo
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Re: Reduce time for high level MF

Wow, a lot of different opinions.

Only one thing received the same negative response (and probably I knew it): direct portal to bosses lair. I thought at it so the high level player shouldn't have to endlessly run down 5 useless maps even if he's just interested in the final drop\reward.

Anyway I think AlexanderM got the point: MF in the same areas are quite boring (except when you see THE drop hehe). More difficult side-quest labyrinth and less repetitive training would be great.

Anyway for some hell quests I'd like more plot and intelligent approach, like solve an unique riddle or a mystery (D1 is a very good example). MF would be a suicide, however, without a portal or other solutions (like one-time fixed non tradable reward: +N skills or attributes).

--

About teleport, I wasn't reasoning for an "escape spell", but for a "fast travel spell". If you pardon my stupid comparison, the sorceress MF on an "airplane" while all the others are on foot. If tele won't be for all, then I agree with a cooldown or less range.

--

About the NPC's near the portal.. well yes, probably it wouldnt be visually interesting. I think that maybe Blizzard could let the player access all shops from a window after you explored all city.
Remember that I'm talking for hight level characters, because when you are at the beginning it's a pleasure to run around and waste time.

--

Rushing the first time you play has no sense indeed..but if you just need to use another character for rewards or other things (like open the red portal), long end quests are simply annoying.

--

No refresh for vendors window of course. Only for gambling (less useless clicks there too).

Last edited by phaolo; 18-07-2008 at 20:59..
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Old 19-07-2008, 23:00   #9
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Re: Reduce time for high level MF

Quote:
- useful NPC's near the town portal (I hate Hratli in ActIII and Cain in ActV)
Dungeon-town travel time will probably be instantaneous like DII. I don't think they're going to encourage that insta-warp feeling too much, though, so I think they'll still force you to spend a few seconds in town.
Quote:
- Cain identifies automatically at first click (-50% clicks lol)
Okay, as long as he explains that he'll automatically be identifying your items in the beginning of the game.
Quote:
- quest that require intelligence and item finding are wonderful, but when you just need to pass between Acts they're simply annoying. No long quest to end acts! (ActII is an example.. damn tombs and staff)
I'd prefer that in Nightmare and Hell mode, those types of quests still reward the player with useful things, rather than simply making them easier to bypass. The core of the game should focus on actually playing through the Acts and all the content Blizzard developed.
Quote:
- drop filter option (less time spent to check those stupid items) or drop window (more organized) and personal drops option for multiplayer (no ore quarrels if you want).
- bigger and expandable stash (already covered in many posts)
- refresh button\key for gambling window
Sounds good to me!
Quote:
- at level 90 (example), direct portal to boss lairs for fast MF and training. Come on, at those levels you just want the last damn rares.
No X 1 million.
Quote:
- more walk speed for meleers and higher MF than sorceress or..
I think DII's run speed was already too out-of-control fast for most characters. I'm all about face-paced gameplay, but it shouldn't turn into hyper-mode.
Quote:
- teleport possible for all classes, but with restrictions. Meleers could only use it for travel, because there would be something like a "Teleport Recovery Rate" that prevents them to instantly attack (maybe only in multiplayer)
Won't happen, because there's no sensible reason why classes like the Barbarian should be able to teleport. Personally, I thought it was game-breaking and economy-ruining that in DII, players could bypass all content by.. teleporting through it.

I'd like there to be a rule for teleport -- if it's included -- that you can teleport only to areas that have already been uncovered on the map. Skipping zones should never be encouraged.

I think you have some good ideas, but I think you're a big fan of that "Diablo II Super Hyper Unique Slots Machine Game" that end-game DII became.. and I am not. I'd like to see the game grow beyond that type of mindless "Create Game, click Durance of Hate, teleport to Mephisto, kill, loot, Quit Game, repeat" cycle.
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Old 20-07-2008, 01:57   #10
phaolo
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Re: Reduce time for high level MF

Actually is Andariel+(LK)+Meph+FrigidWP+Pindle+(Nightm Baal) then repeat
I've already played a lot, so now I'm MF with my sorceress to find items for all other classes.

If with the words "see the game grow beyond that" you hope for a new idea to replace MF in D3 then I agree we need it. Otherwise I don't know what you mean..
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