The main selling point of a hackânâslash dungeon crawler ARPG is the loot. Youâre supposed to kill monsters in order to get loot.
Trading short-circuits the natural order & progression of gameplay and reduces replayability - because if you trade for all your junk, then what is the point of playing said game?
It took them a loooooooooong while, but currently in D3 trading has never been more irrelevant than it is now. Bind-on-Account has been in effect for several years - oh how I remember all the tears when it was announced - yet it hasnât stopped people from fully gearing themselves through
blood shards
crafting
cubing
and playing the game gasps in Spanish
The tears primarily came from credit card warriors who were now forced to get a real job instead of selling their junk on the RMAH and third party sites (which is illegal btw). And now that D4 has been announced with limited trading, all those credit card warriors are back frothing at the mouth & crying foul. One user in particular has made around 20 trading-related threads so far, and counting.
Well, all D4 needs is to:
revive Gheed.
enlist the services of Karyna and her trusty Khazra staff.
dig up the Horadric Cube from wherever its resting place is.
either re-enlist Haedrig (itâs only 10 years after D3 events) or spawn Griswoldâs tortured ghost for our blacksmithing needs.
and weâre all set.
Moral of the story:
Loot comes from killing monsters. Itâs the point of the game. Get with the program.
For all the âreduced replayabilityâ people are still playing Diablo 2 to this day. People played it a lot back in the day and theyâve been playing it for almost 20 years/
but I guess blind hatred of Diablo 2 is what youâre after around here.
So you are taking franchise where all 3 of the installments except for the most recent update of the 3rd heavily involved trading, and just tossing it out there that âtrading doesnât belong in Diablo because people find loot itâ
A little bit oversimplified logic here lol. The RMAH was a terrible way to go about it. But some people like killing monsters AND trading.
im fine with current trading path blizzard is taking. Trading needs to exist to some extent but being able to buy most powerful items without needing to play hardest content and by doing so skipping the whole gearing process is not good for the game.
and for those who say if someone wants to buy all their gear let them do so it doesnt affect me⌠that statement is just stupid because blizzard isnt asking you or us as community what we want to do with trading. Its their choice. As i said in other trading topics, blizz will spend years creating gearing process even after D4 gets released and you think they will just throw that away by allowing players to buy best items from whatever source they want? not gonna happen i think
Trading has been a staple for 66.66666% of the series. Trading needs to stay to maintain a highly important social aspect of the game. It will help the long run longevity of the game. Iâd venture to say that less than 10% of the people will gear up via credit cards if anything and mostly by casuals without time but with money⌠So I donât see a problem with it.
I mostly concur with you. I am okay if they limit the highest end items to be Bind on pickup and require playing some of the harder content to acquire.
But the blanket statements that trading doesnât belong in Diablo in any extent are too crazy for me
So, youâre saying that if Iâm playing with a friend and we both are Barbarians, then an awesome item drop to him, he HAS to throw the other item away (salvage, or whatever)
He shouldnât even be able to ask me: âhey, gotta an upgrade here, is the old one of any use to you?â
Because if you are, shame on your social skill, man.
Trading MAYBE shouldnât be free, but I couldnât care less if someone rather trade his way up in the game instead of finding loot. I want to be able to play with my old friends and exchange loot that make sense for each other.
While you may be correct in exclaiming how youâre SUPPOSED to get loot (one of the few English words that Iâm not particularly fond of) what is the problem with alternative means of item acquisition? Such as, say, exploration and discovery. Treasure chests. Previously fallen avatars, buried or hidden treasure chests, etc?
Replay value wouldnât be so scarce if you had something to do other than repeat encounters. Itemization however has been done all wrong and to properly address this discrepancy all I can say is the point of playing is to donate your gear to me, after I slay you in a hostile contested area. We appreciate your donation. JK calm down. Trading is not the root of this issue highlighted here. Itemization being done completely incorrectly is.
When there is absolutely no way to âloseâ items you have this dilemma of your loot rewards becoming less and less. Items need the chance to be lost. Normally, in fun RPGâs that means items drop on death. Subject to being looted by whomever. Also in fun RPGâs items have a chance to break, and I donât mean â0/# durability that can then be repairedâ Iâm talking about if you donât maintain your equipment there is the possibility that is literally breaks and you have to replace it. But wait, thereâs more. Also in non-care-bear, fun RPGâs, there is a system in place where certain things put greater stress on equipment than others. For example, a player killer that is not necessarily after items but more after fame and glory might use a mage class and use fire spells which in effect have a chance of destroying equipment more so than just regular use of the items such as swinging the sword or taking blows to the chest. It gets better. A rent system for when you log out would require that you had enough in-game currency to pay for the storage of your items while you werenât actively participating in the game world. Item rent fee would vary obviously based off quality, rarity, or both. Should you not have had enough to while you were logged out? Kiss those items goodbye, youâre naked now. None of these options are available because the risk:reward factor as it pertains to items has been custom tailored to be suitable to a broader audience.