Common Suggestions and Feedback (with Dev Responses)

Well, I've seen many people still play Diablo 2 until D3 hit, and some after.
It had one of the most rewarding item systems ever: Runewords; Crafting your own uniques.
No MMO ever came close to that by painting items pink.
In a game like this, every gem I pick up could be a rare trade good with 15% quality, every yellow I pick up could be the best item I've ever found;
I don't want that to be spoiled by a colorsystem where I can only be disappointed because my expectations are trained to, after a certain level, see rares as what blues are now, and guess what, then there will be useless... I dunno, pink's with green stripes?

I know the pros and cons of those systems, I work in that industry.^^
Just personally, I want a system that can surprise me; The bread and butter of ARPG items like this is random generation, random levels, random bosses, random loot.
What would a "Legendary" be? One extra random mod?
Zaanus:
Global chat: Mechanics for A work one way, B for another, C for a third but also with A, B uses C but not A, and D uses A&B but not C

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Isn't a "no" better than an ignore?
You have bring in discussion D2 and i must admit that it was one of the best rpg games until 2005-2006. It was a huge game in terms of loot and what you would find in the game.
D3 doesn't deliver that and i think that will be the main reason why gamers should play POE. Well all gamers want an rpg with the same rewarding system as D2 but with 2012 standards. The problem with the beta-testers is that 99% of them are hardcore gamers that play only with the best class and the best build for the best gear. Casual gamers just want to have fun when they play a game.

Adding more item rarity would only make the game feel more rewarding and i don't see what is the problem with that. I do consider that high rarity items should come after a certain level, like 60 for ex, because it would be sad to confuse the new players with many colors.
But you should get legendary drops at least 2-3 per act even on normal (like in D2). That means 6-7 drops for lucky player and 1 drop for unlucky players.

Don't make the same mistake like D3 and do not go on the "easy way" because it will be very hard to change those in the game after release. Why Diablo 3 doesn't deliver and what i don't want to see in the game:
1. crafting system should be an option for the in-game loot and it should be a real option at any level for all the players (it is even better to be OP than underpowered because nobody will use it)
2. monsters should give rewards according to their rarity and there should be a chance for any mob to have some best loot drop (but very low)
3. do not make a crit hit chance / crit hit damage game, those STATS are really OP and need a cap or something (like max double or triple damage), all stats in the game should be BALANCED
4. classes should be 100% customizable (ex:i want a marauder caster) so that players will make everything they want, class difference should be made by some stats on items like "marauder only". And all classes should be balanced in some way so nobody will be OP (like barb in d3)
5. loot in the game should feel REWARDING, the most boring thing in D3 is that you get 100 garbage rares, that is why i come to think that adding "more color" to the game it will be good when you are doing "grinding" at high levels.
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UnDeaD_CyBorG wrote:
All those suggestions about changing the item system or dumbing down the passive tree are truly frightful.
Here's hoping that never happens. Don't mean to be offensive, just showing my support for the current system. I don't want this to be an MMO, but an ARPG


well u have right about this online rpg but u have to realize that no1 even made game with random characters which are balanced, u say what a crap! so i say crap?
just look at the forums

THERE ALWAYS was is and always will be ballance issue, always some 1 will say that this is op and this 1 needs buff its endless circle

inteligent ppl willl just try to avoid this problem, how ? i dk, but easiest way i think it give all classes to use same skills/passives/gear
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goslaw3 wrote:
"
UnDeaD_CyBorG wrote:
All those suggestions about changing the item system or dumbing down the passive tree are truly frightful.
Here's hoping that never happens. Don't mean to be offensive, just showing my support for the current system. I don't want this to be an MMO, but an ARPG


well u have right about this online rpg but u have to realize that no1 even made game with random characters which are balanced, u say what a crap! so i say crap?
just look at the forums

THERE ALWAYS was is and always will be ballance issue, always some 1 will say that this is op and this 1 needs buff its endless circle

inteligent ppl willl just try to avoid this problem, how ? i dk, but easiest way i think it give all classes to use same skills/passives/gear


Using the same skill three and different starting points will mean that characters will be balanced 95% in the late game (i think).

People will call OP in pve everything that farms/moves faster and in pvp everything that will kill and not be killed. I think they will add more skills after a while and the game will balance all the time, so balance is not a real problem if admins listen to our feedback.
Can somebody help me. I'm looking for beta manifesto but dont seem to find it. When we can read about new future changes of the game???
The beta manifesto has supposedly dissipated;
As far as I understood it, that happened with 9.13 because 'the future goals, act 3, trade system, server stability --> Open Beta' are pretty clear cut.
Zaanus:
Global chat: Mechanics for A work one way, B for another, C for a third but also with A, B uses C but not A, and D uses A&B but not C

___
Isn't a "no" better than an ignore?
Last edited by UnDeaD_CyBorG#7056 on Nov 5, 2012, 4:53:41 PM
If PoE want to be a real good game for every user, it should has a tons of gear for each class and with different stats for different level.

In D2 (which is the best IMO in this part) you've got over 30 unique legendary swords (plus several set items). D2 is an old game today so PoE should have AT LEAST twice as much to convince users to stay and play PoE (and search for them).

Also end-game should be interesting. I'm not talking only about PvP and searching for better items. I'm talking about many events that could create a good sphere of happiness.
I think that's what we all want from this game. The strongest 3 points:

1. good item system (with lots of items, all usable at a certain point, with a usefull crafting system)
2. a lot of stuff to do in endgame (from the fun perspective)
3. good pvp / interesting story pve with nonlinear events
"
Exudering wrote:
I think that's what we all want from this game. The strongest 3 points:

1. good item system (with lots of items, all usable at a certain point, with a usefull crafting system)
2. a lot of stuff to do in endgame (from the fun perspective)
3. good pvp / interesting story pve with nonlinear events


1. Currently we have scroll/orb currency which not only enhance your items but also you may spend some scrolls to buy a common or magic weapon. The problem is: there still hasn't any way to spend scrolls to gain alchemy, chaos or another rare orbs, which i hope this become fixed when act3 become implemmented.
2. Yes, we need more than just killing mobs, defeating bosses and owning quests.
3. ...
Thats mostly what i wanted in the game! It would make it muck, much! better.
Thanks for making it!



~Bojangleboi
Die, And Die We Must... But Live Once, And Die 1,000 Times, For 1... 1 Simple, Simple Thing... Power...



~Bojangleboi

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