Purist here. Please do yourself a favor and watch the developer commentary from Blizzcon. They are NOT going to change anything about the core of Diablo 2.
Now you might want to ask yourself why?
Because the remaster is not a remake and Resurrection was developed with the intention of preserving core mechanics.
Obviously this will fly over your head so have fun beating that dead horse.
Same for every other thread you posted this. The bolded part is what you don’t seem to understand. How is some other QoL change in D2R not the “core” and loot drop system is? I would say “core” of D2 is the talent, stat, mf, running the same bosses, mob packs endless times for xp, drops. Which, they don’t seemed to be changing.
And just a side note. They did implement feature that can reset talent/stat, one of which was not part of D2 nor LoD until decade later. But then again, some people may not have noticed how big of a change (yet, still with limits) this is because PlugY~
Great! Changing loot drop system doesn’t impact that. It is apparent that there are people who don’t understand this (not just you), which is why these ‘debate’ often goes in circles, but you guys really should get this through first. My experience is with WoW, but judging by what was said, PoE does have that system also.
(number of average drops doesn’t change, per player that is.)
This stupid argument again. How is that any different from other side saying ‘old D2 already exists so you can always play that’? Chances are, if Blizz wants to sell D2R more, they have to appeal to the wider audience (no, this doesn’t mean D3 fans as some D2 fans can only think of). This means, ‘tough luch. you can always play old D2’ has more weight than what you said (D3 is a different game afterall, while D2R is just D2 with better graphics and some QoL change).
Oh yeah. It means what you perceive as ‘core’ can differ with that of the dev. It’s not ‘arguing over semantics’, it’s simply how it is, unless you want to argue your perception is the one and be all.
Unless the monster has the Fast affix, once you run out of stamina they reduce speed to your max speed and you can actually kite them indefinitely if you have room. That’s probably the primary reason to just get rid of the stamina feature altogether. It wasn’t a fun aspect of play for most. Becoming slower was aking to having a cooldown on running, and I’m pretty sure I know where the community is on cooldowns in ARPGs…
Believe it or not, loot filters do make sense, but not for the reason you’re thinking. They make searching for specific base items for crafting/runewords a much, much less tedious chore. Players want to fight stuff for loot, not fight their vision looking to see which item is the one they need out of a sea of onscreen text.
I’m not expecting anything akin to PoE’s loot filter, which can really get involved, to say the least, but a basic “base item type” filter would definitely be appreciated when you’re farming for stuff.
Wut. That…makes no sense.
People might want to pay attention to the possible meanings in “Resurrected”. Yes, it’s bringing the old game back as a modern app, but that doesn’t mean everything is necessarily going to stay set in stone. It’s a revival of the franchise, and if you’ve paid attention to nearly every other franchise revival in the last ten years, QoL enhancements have been the number one rated feature set in all of them.
Things like the stamina bar haven’t aged well, especially once you realize that monsters will reduce their run speed once you’ve depleted your stamina (outside of the Fast affix which overrides that reduction), the stamina bar becomes essentially nothing more than a nuiscance cooldown on running. Now, if it only pertained to special action like it does with most modern games that use a stamina feature, that’s one thing. But basic movement? That’s one thing from games of old that hasn’t aged well at all.
And you just made the case for instanced loot. Just because it “was in the original” doesn’t necessarily mean it was good, then or now. It simply “was”, because there was no such thing as instanced loot back then. That didn’t start happening until World of Warcraft pioneered it to great effect. Gone were the days of ninja looting. Having loot you worked for stolen out from under your nose is a turn-off to most players these days. It’s why virtually zero games use pooled loot anymore, because players can and will cheat at every aspect of a game to take away from other players. You want positive community building, not negative.
Ehh…most of the audience for franchise revivals these days prefers the QoL enhancements. Enjoying what they deem a classic without having to go through the mindless tedium associated with the original systems is usually considered an improvement. Only purists argue otherwise, and as we’ve seen with WoW Classic, they are in the very tiny minority of players. Most don’t appreciate sadomasochism in a game they’re playing for fun.
Money will dictate the outcome more than you think. A lot of players are holding off, either because of the fiasco that was Warcraft 3: Reforged (done in-house, and very unprofessionally, sadly), or they want to see what improvements can be made to the old systems to make the game enjoyable in a modern environment, or both.
Now, players aren’t expecting Resident Evil levels of changes. That was a mixed bag because RE is essentially a video game equivalent to a cult classic movie, which had a rather narrow following relative to other franchises. It’s possible that Diablo 2 is in that same boat and only minimal changes are on the table here. As long as they eliminate tedium, that’s fine. Stamina would be under that category given what we know about it, but it’s also a feature that is iconic, for better or for worse. But the loot systems have evolved over the years and if there’s any change, that’d be one they would likely make.
PoE took the flexible route on loot after learning from Diablo 2’s missteps. You can have instanced loot, FFA loot, timed FFA loot - it’s your choice as a group leader. If someone doesn’t like the choice made they can switch to another group that shares their desires. One size fits all rarely applies to video games anymore. The more rigid and inflexible the system, the fewer players the game retains. That’s a stone cold fact. Catering to the 1% has never ended well in multiplayer games.
So while I’d love for stamina to go away for instance, I’m not expecting it in reality. Too iconic. But loot system changes? That’s been asked for since D2 came out and players got sick of losing loot to others snarfing it up with scripts, macros, or botting software. And if duping truly disappears on modern Battle.net, instanced loot won’t have nearly as much of an effect as you think since there will still be fewer items to trade relative to how it is on Battle.net 1.0 D2. Essentially, lack of duping would balance out the additional loot introduced via instanced loot. And unless they seriously tweak the Pul+ rune drop rates (which they should if duping is indeed gone), ladder players will almost never find upper tier gear on their own. Remember, modern D2 ladders will likely be closer to long-ish D3 seasons than the current system that sees them last 6 months to a year each.
Not all of D2’s systems have aged well. Some are rather despised in modern times and you see that in how mods are designed.
Pot, meet Kettle.
Strawman. You could say that about any franchise and it would be just as insulting to one’s intelligence regardless.
Are you referring to yourself? I, at the very least, have evidence that supports my position.
Please give the deep dive a watch.
The people who criticized DIII were told to play LOD for years (DII already exists).
I thought this response was completely appropriate.
I simply do not believe this.
Asked for by who? I’ve played DII since 2001. Thousands of hours and I’ve never seen this demand by anyone in the community. Instead of making things up please show us.
Dupes are no longer the issue by the way. It’s rampant botting which would absolutely destroy the economy with 8 player instanced loot.
The point of Resurrection wasn’t to pander to “modern” players.
Instanced loot will have a greater affect than you realize. 8 different players all receiving their own loot will fundamentally change how people progress through the game.
That means redesigning other areas of the game like drop rates, exp, etc.
Which would also require quite a bit of play testing.
Simply put: They are NOT going to touch core aspects of the game and they already explained why. LMAO.
Blizzard thought it would be a good idea to charge money to use a forum. Sorry, not gonna give them my money 9 months ahead of time. Unless they change this, D3 is also the D2R and the D4 forum.
Your whole basis on this is flawed because you continuously failed to understand how personal loot works.
There is a reason I told you to first fully understand how ‘personal loot’ works, you know. But let’s get on with this, shall we? Step by step. How so will 8 different players all receiving their own loot will fundamentally change how people progress through the game? Come on, humor me. Trying to have a step by step debate here.
How so? Because loot drop will be 8x or something? Which, btw, none of personal loot people suggested.
As you seemed to not know, basically every personal loot system out there doesn’t inflate their item drops like that. It’s simply drop being same as a single player would get for each players. Whether the player number is 1, 3, 5, 7, you will get the same number of drops as you would be playing as single player. But for each players, so the total amount of items in the ‘economy’ remains the same, 8 players worth. Mob scaling, xp, hp, dmg can remain as it is.
What we do know for fact is that Resurrection will not redesign how the game is played.
Regardless of your feelings (which I do not care about).
My entire point is that they are not going to redesign how the game is played to satisfy a minority. Resurrection was developed for Diablo II fans not “modern” players who can only play games “their” way.
Please watch the deep dive if you don’t believe me.
First off, that is up to debate, as the other guy said in the other thread. Second, no, it’s not redesigning how the game is played. They already have the system, experienced in it, implementing in room per room basis should not be difficult.
Third, don’t move the goal post. So are you acknowledging the fact that game play nor the economy will not be impacted by this simple feature?
Have to say this again, don’t I? There is a reason I’m telling you to first understand how ‘personal loot’ system works. You clearly seemed to not. If you do, do tell me the ‘how so?’ part.
Doesn’t change the fact that you didn’t explain anything. You siimply claimed ‘it will influence progression’, but never stated ‘how’ of it.
Single player mode existing clearly says otherwise.
Great! Personal loot doesn’t influence it. Your understanding of personal loot obviously stems from some 8x loot nonsense people are making up in their head.
edit: oh, I invite anyone pro-shared loot to hop in to make an argument/stand for him. The ‘how it influences game progression’ stuff.
Last time I’ll bite. The game as it stands is designed with player settings. When 8 players occupy a game, the system as it exists, provides more experience from monsters and MORE loot drops that are shared.
That is the natural progression of the game. Meaning it was designed with these philosophies in mind.
Adding another feature like instanced loot would change that dynamic.
8 player settings would mean more personalized loot and the additional experience bonus. That changes the progression of the game on a fundamental level.
Changing the progression of any game requires re-calibration and actual play testing.
I’m not suggesting that it’s impossible just that they won’t do it.
For reasons I already stated numerous times. P.s No one needs to “stand” for me because this isn’t an argument.
So you agree that instanced loot in multiplayer isn’t necessary?
It doesn’t. As I said, personal loot system basically every game has does not increase the drop number. Generally, I’m sure there are games that use slightly different variation, the drop is same as you’re playing single player.
I already explained this before btw. So, you clearly lack understanding of what personal loot system is.
If you want to put it in D2 perspective, just a simple version of it, say you get 1-2 drops average per boss kill. Whatever the player count, you will still get 1-2 drop average. The dice roll for loot drop occurs in an individual level. Not some, when 8 players, the number of drop increases so personal loot also gives each individual players 8 players worth of drops.
Is there a reason you suddenly using the word ‘instanced loot’? Cause I never said it once.
No, it meant what I explained above. And I guess wrong word choice by my part. Not, offline mode “single player”, 1-player playing “single player”. When loot drop for 1 player exists (as in, D2 was clearly designed for it), personal loot clearly doesn’t influence progression. If only you understood how personal loot worked…