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In addition to their armor and everything, characters have one or two "scroll" slots. Recipe scrolls can be added to monster drops, each one tied to a specific item. Each recipe has a list of requirements, and when it is put in the Scroll slot, the requirements can be gathered. Requirements can include:
-Kill X monsters in total.
-Kill X monster family (Undead, Beast, Demon)
-Kill X monster type (Zombie, Goatman, Cultist)
-Kill X monster (Hungry Dead, Moon Clan, Dark Vessel)
-Kill X unique or superior monsters of any of the above.
-Amasss X gold
-Have specific item in your inventory (Sword, Crystal Sword, Rare Crystal Sword, Rare Crystal Sword with a Strength bonus, etc.)
Once all the requirements are met, the scroll can be consumed to produce the promised item. Naturally, the stronger recipes will need the most kills and rarest items. If you ever un-equip a recipe, all the requirements reset. Therefore, strong items need a commitment.
It might fun to gather items, though not as crafting. I'm just wandering what items should be produced. Random items don't have enough security to be the strong items you mention while unique/set items shouldn't be reserved for mechanism like this.
The main stream of items should be easy to find - killing baal isn't that hard, so you can find Tyrael's Might quite easy. Same goes for crafting or even high runewords.
However, knowing that you have to kill a zillion monster to get a certain items isn't easy, and therefore, it doesn't really seem to fit the general way items are found in diablo. Each time I play, I know that I can find that vex I need. At the same time, I know I probably won't. With your system, I know I won't get the item for the next few years.
I kinda like this system, actually. I would rather have a little control over what I'm getting, rather than just hope and pray (Although that should never be replaced entirely).
Plus I love the idea of having to hunt down a certain type of monster.
I like it, but I disagree with the resetting of scrolls. They would still take a full slot (non-stackable in any way) in the inventory, but they accumulate as you adventure. When the requirements for a scroll is met, it transforms to some other "reagent" type item that CAN be stacked, like a gem-type object, or some sort of "empowered scroll".
Basically, gives you an incentive beyond gold, loot and experience, and you can change scrolls if you are in an area with a particular type of monster.
To have it be the ONLY reagent is a little too much "grind warning" though, and if everyone had access to the "empty" scrolls, then you could always buy the ones you need for gold. At the same time, there will always be people who want to do everything themselves, and they can.
Some particularly annoying monster, if "caught" on a scroll would give a particularly useful, or at least rare reagent.
What to do with party-play then? It would be 4 times as efficient for 4 people to kill the same monster, inflating the market, and also a bit unfair to do the other way around: making killing blows count.
What you're suggesting is the opposite of the system's purpose: not having to fiddle with ingredients. You don't need to worry about getting X powder or Y herb in ABC colors. Just kill things and the recipe is completed for you. As Dr. Salvador said, it would give a little more control over what items you get.
As for empty scrolls, some of the scrolls will be very easy to finish, like "kill 100 undead and have a 1 handed sword" to get a basic blue Holy Sword. On the other hand, you get to feel like you've earned the item after working toward it for so long. It's not any more "Grindy" than the regular smacking guys and hoping for a drop. It's just with scrolls you have a guarantee. And scroll trading could be perfectly viable. Perhaps the items could have an extra little buff depending on who made it, so items you produce yourself are more valuable than ones you get as hand-me-downs.
With the whole "kill-steal" issue, just do what Blizzard did for healing orbs. Instead of having the group fight over who needs healing more, they all get healing. And so instead of them arguing about who gets to kill the Boss for their recipe, they can just fight. For rushing, Scrolls will have a level requirement like items would, although stricter than regular dropped items (scrolls can't completely eclipse drops). In addition, you could just add a line of code that says "if the killer gets less than Y experience, the kill doesn't count for his or her allies". You could also have the ingredients require a certain level of creature, or location in the game world, undefeatable or unreachable to players of too low a level.
Well, not really, more of an extension. The problem is that if you have it as basically scroll-based Achievements, it's really just a grindfest instead of some sort of interactive creations.
There will likely not be crafting professions like in WoW, but a game completely without custom item-making would be odd in this generation of gaming. People want some interaction.
I would feel that if all you had to do to get a weapon was killing certain monsters (oh, and finding the scroll) it would be a "negative" addition to the game, in that the experience to get what you want is not specifically positive. It' a little like using the multiple slot items in D2. It's not "bad", but single slots are easier and less hassle.
Adding a system where kills of certain sort created reagents for the actual craft would take the focus off of grinding, and the scroll would just be an item you have and interchanged depending on monster. It's a psychological thing that you feel you gain a little with every kill, as that scroll will eventually have charged up and be worth money. Emphasis on the grind is lower, where if you have a higher importance to the scrolls, everyone will be out grinding specific mobs for long times.
The difference between searching for X monster, and just switching your scroll to what you're killing at the moment is pretty substantial.
i think that scrolls is good idea, and i think they should be 'outside' of inventory. like runes plased on armour (armour, right?) scrolls could be placed in scroll spot, like on belt but not belt (if i make anysence).
and to make d3 more money based, make sure that you can buy them from npc ONLY. This way it could be more of money based, and you also should have some restrictions for scrolls...
+ to have extrimly rare item, there should be scroll that says you have to solo baal with dagger (dmg 1-3) or something simmular, and complitly naked (with out armoour etc). what would make that EXTREMLY RARE ITEM, SO EXTRIMLY RARE
(oh, well, would not be hard with soso (dry, wizzy now) with statics)