Diablo 4 - Economy/Trade/Self-found/Blizzard MMO system views

To a certain level of gear? Sure.

I’m in the camp that believes that BiS/build defining items should be found, never crafted/traded. (Ignore D3’s itemization. Its a poor example of fulfilling this desire)

I’ve said before: I have no problem donating my gently used ilvl35 Manticore to a new clan-mate. Its getting that BiS weapon for $1,000+ that needs to go.

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I think you’ve just resided yourself to giving overarching sweeping statements - so I’ll let you be. Luckily, you’re not the only person here and there are many others giving meaningful insights.

Enjoy the rest of your day.

Come on Skelos - finish up your final comeback or something (I actually just wanted to respond to DogBone) and I have to wait for you to post. :frowning: Woo okay, finally you win!

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If crafting is properly done it won’t be exploitable by botting. You’ll craft endgame stuff by salvaging other endgame stuff (optimally found in zones very hard/unprofitable to bot). So I don’t see a problem if that’s the case.

Comeback to where? It’s a dead topic discussed thousands of times on these forums. If you have nothing to do for today, read these topics and educate yourself regarding aRPGs.

The only reason trading would make it into D4 at all (in any limited form) are the whales that would spend tons on MTXs. But that’s not a decision taken by the design team.

98% of Diablo 3 legendaries who drop are trash anyways… ( it’s mostly about the sets anyways , which i don’t really like)

And you enjoyed that ? I know it could be addicting sometimes but do we want the game to end like this ? Cause i prefer to farm monsters instead of spending my time to find a good deal in trade forums…

But i agree that people have different “tastes” so thats why i prefer SSF mostly , it feels more exciting to me that way.
Also you don’t have to deal with people giving free loot to new players/friends cause that also ends the excitment of looting… plus the farm bots/spammers/illegal sites who ruin the economy (if it has open trade).

If you get strong items from the “get go” you don’t feel so much excited to farm anymore…and you just get bored of the game…

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Okay so you’re saying that there needs to be open trading where a majority of the loot that you find can still hold value for others (and thus for yourself via in-game currency). But the upper echelons of gear should be exclusively self-found (untradeable) akin to something like doing a top tier mythic raid in WoW (if you know that analogy). It’s finding that balance that’s the key?

Also you don’t have to deal with people giving free loot to new players/friends cause that also ends the excitment of looting… plus the farm bots/spammers/illegal sites who ruin the economy (if it has open trade).

Yeah that’s true, and if someone does that to a new-player they would probably level rush them as well - which is equally as boring if not more. I’ more in the camp that thinks to just give the tools to people and let them do what they want and create their own playstyle (damage meters being an example) as opposed to censoring/removing functions.

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Btw, if you notice this thread currently has more replies than views - that’s how unmotivated people are to open a thread with “trade” in the title. It’s all has been discussed to death. You are just late to the party.

As always, thanks for your time and input.

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These two statements are contradictory.

An acceptable term is “limited trading” (the term used durring D4 reveal).

The item? Yes. The Quest requirement? No.

All items in the game should be available to solo players.

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What do you mean by Quest requirement?

Forgive me for any wrong assumptions. I don’t play WoW because of its subscription model (and those viewpoint type of games give me a headache)

I am assuming that the only way to get “top echelon gear” (in WoW) is to do one of these raids (quest).

In D4, an item (even a top echelon item) should be able to drop at any time. (IMO)

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Of course. But we dont need to end every sentence with “in my opinion”.
When someone says “Diablo is about X”, it goes without saying, that it is their opinion.

Yeah that would be really sad.

People spend quite a lot of time doing exactly that on the forum.

Still not true, there are dozens of threads about trading where people have done exactly that.

Not in my opinion. The lower tiers of gear need to be protected even more than the higher end items, from the pitfalls of trading.
The market for lower tier items will crash and burn nearly instantly, leading to essentially free items, breaking the gearing experience.
Only solution tbh, is to make all gear, all crafting mats, all currencies, everything, untradeable.

Limited trade, as D4 is currently going for, is a mistake. You end up with a mediocre system that satisfies nobody.
Imo there are two solutions here.

  1. Absolutely no trading
  2. Two game modes. Trade and no-trade, each with their own droprates (and maybe crafting rules) to create a similar gearing experience in both modes. Characters in the two modes should be unable to ever interact. And no-trade does not mean SSF. You should of course be able to join multiplayer.

Yeah, I agree. Except monster lvls can limit it somewhat of course. But other than that, at max lvl, all items should have the potential to drop from anything. Makes the game more interesting to play.

I dont have anything against the MMO model with raids and drops tied to specific aktivties etc. But it does not belong in an A-RPG (imo :P)

I would just say that it’s rather more like the vocal minority. A few frequent posters does not the majority make.

I enjoyed reading your post, though.

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Not sure what you mean exactly, but I hope you don’t mean that the first enemy out of the gate at lvl 1 can drop a top tier item like Arachnid Mesh or Tyrael’s Might.

It should require you to play the harder content to get the better loot, though I agree you should be able to get those items from all enemies of a certain level or whatever. Meaning I don’t think just a certain couple bosses should be able to drop those items, but not every enemy in the game from the moment you start should be able to either.

If they implement any Tormet like system again (i assume it will be tiered dungeons or something), the higher tiers should allow for the best gear. I don’t think it makes sense to have someone playing Torment 1 get the best gear just as often as someone playing the hardest Torment. If they can drop at any difficulty, at least make it insanely low chances for those top tier items to drop at low difficulties. Make the increased difficulty worth it. Make the challenge rewarding.

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The opposite. That monster lvl should limit which items you can get. So you cant get Arachnid Mesh at lvl 1.
But a max lvl enemy should be able to drop any item.
It shouldn’t be, to get item X, I need to kill this specific boss, and to get item Y, I need to kill this other enemy (like it is in WoW etc.)

Yeah.

I hope they don’t.

Sure, the droprate should change with difficulty.

It should definitely be most efficient to run the hardest content.
But, Blizzard should try to make most of the game the hardest content. Not just funnel people into key dungeons/Grifts, or a few areas.

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I think they probably have to do level scaling in some form at least. With open world, i don’t know how they could get away without it. Which would mean they would have all the dungeons have keyed versions with random elements be the end game. I guess the whole world could scale up to your level and be part of the end game, though I kind of hate the idea that there is no sense of going back to older areas and dominating, feeling the progression.

Imo, when lvling/playing the campaign, each area has lvl ranges. Like the first area might scale lvl 1-5, next area lvl 3-7 etc. Some scaling, but limited. It should be possible to run into an area that is too high lvl for you.

Then, after you get to max lvl (or finish the campaign, whatever fits the game), the whole world scales up to “end-game difficulty”. Of which there is exactly one.
PoE does the end-game difficulty reasonably well. No difficulty slider. Progressing through the endgame is the difficulty slider.
It fails at keeping the overworld areas relevant though (speaking of which, one end-game activity could be to reset the campaign and replay it at a higher end-game difficulty. Could be way more enjoyable than farming dungeons forever).

The only way to manage that is to keep gear scaling fairly low of course.

Could be solved with a single difficulty choice I guess; go back to the lvling overworld (with areas ranging from lvl 1 to 40 or whatever), or the end-game overworld (everything is max lvl).

So that’s why D3 is actually super cheat free :open_mouth:

Oh… wait…

https://us.forums.blizzard.com/en/d3/t/banwave-request-please/233/911?u=knighthood-21834

Cheaters are gonna cheat - trading or not.

Fight the cheaters instead of removing parts of the core game design mechanics :woman_shrugging:

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Completely agree with that, but there is still the question of the non-linear campain.
If I start in Scosglen, and half through the story I decide to go to the Fractured Peaks because why not it’s a free country is it not, then I come back 10 levels later… will I find the 3-7 zone I left previously, though I am lvl 15 now ?

That means there will need to be some form of scaling throughout the campain, so it’s rather improbable you will be able to go back to lvl 10 after reaching max level.

Yes, but there is still a solid 15-16 lvl of progression with maps. I hope D4 doesn’t go too far there… though we already saw an example of Dungeon Key lvl 15… :disappointed_relieved:

You have to do both - adequate game design plus sanctions for the cheaters.

Imo yes, until everything scales up at the end.
I think it is fine to push us to move forward through the world while lvling. But then I also think it is fine to make the campaign mandatory. I might be in the minority on that :smiley:

True, it is kinda part of a real progression system at least, through the Atlas, with new bosses etc. Not just endlessly repeated dungeons at higher difficulty like GRifts.

If there is scaling end-game (which probably is needed, Diablo 2s lack of difficulty is not a solution either), make it an integrated part of the game. In a way, you haven’t really finished PoE before you kill those last bosses in the Atlas.
Some might argue you havent finished Diablo 3 before you cleared a GRift 150. But there is no difference between a GRift 150 and a GRift 1. Not really progression.

I dont really mind if there is 10-15 Key dungeon tiers (more than that seems unnecessary however). There should also be similar tiers in all other content, otherwise key dungeons will end up as the only viable endgame.
Like 1-15 tier boss arenas, 1-15 tier overworld content and what not.
Not as something you pick when you create your game howver. Difficulty should be something you naturally encounter in-game. Sometimes it might be based on a dungeon key you find. Other times it might be random boss/event spawns in the overworld. Like, one “camp” in Scosglen might spawn as tier 10. Another might spawn as tier 4. If you dont feel like you can handle the tier 10 one yet… well, dont try it, and go for another camp. One world boss might be tier 1, another might be tier 10. Maybe you can summon uber bosses, and based on the ingredients you use in some ‘crafting recipe’, their tier is increased.
That would be my preference at least. Making the game world feel more coherent and varied.

And of course, the difficulty difference between tier 1 and tier 10 should not be anywhere close to the crazy numbers in Diablo 3. You might be able to do a tier 10 dungeon from the very beginning. It might just take 40 min, dying multiple times along the way, while tier 1 only took you 6 minutes or whatever, making it doable, but inefficient until you get some better gear.