I suport this…
I tend to store alot of stuffs, in special with all those affixes, preventing future regrets selling then…
Codex are other big problem, since some of then have big % diferences…
Since we cant trade, stash tabs is a must.
I suport this…
I tend to store alot of stuffs, in special with all those affixes, preventing future regrets selling then…
Codex are other big problem, since some of then have big % diferences…
Since we cant trade, stash tabs is a must.
I’d point out that being new to a genre, or even game development as a whole, doesn’t have anything to do with having a vision for the game being designed. To assume that would mean you think every new indie game is strung together with no concept of what it is meant to be. It’s a factually wrong assumption. That D4 came out with a design directly depicting a finite progression system, that worked as intended, shows that they executed on their vision. Your idea of what the game is/was is a failure of understanding that vision. Yes, they could’ve communicated better but they probably thought the systems were self evident.
I’m personally working on my first ever game release, interestingly enough as one of the lead designers. I certainly have a vision in front of me, put forth before we did any art or code for the game. The vision is what the game is going to be and it’s my job to get the systems in place that will reinforce that vision. Some games make it easy to see the idea behind the game and others don’t. My intent is to make it apparent how to progress and eventually have a clear end to that progression. Hopefully I communicate that end better than Blizzard did with Diablo 4.
Blizzard had a clearly defined vision as it was evident on launch it was a finite progression loop that ended at level 100. Every system in the game reinforced this idea from the start, even the limited stash space.
As already evidenced by “the worst patch ever” it’s the player feedback because they cannot recognize the games design decisions that has utterly corrupted the vision. To this very day, in active threads right now, people are complaining about the lack of post level 100 content. There was never supposed to be any post level 100 content. Blizzard told us that the Pinnacle Boss (Uber Lilith) was the endpoint of the character journey and they send you to fight her at level 90.
What you claim is a lack of vision is really a lack of understanding by the player. Again, they told us ahead of launch, they reinforced it through game systems… but most people fail to understand. I have pointed out several times that it’s because players expected something different from an ARPG -especially Diablo- and those expectations have tainted the entire game. It’s one thing to understand a game and not like it, it’s even okay to not understand something and not like it, but it’s a whole different bag of cats to say something isn’t what it clearly is and dislike it because your opinion is wrong.
You know, that’s not even an issue really, not liking something for whatever reason. To me, I get a bit defensive because of my position in game development and thinking that all this vocal outrage based on something that’s not even true could derail my career. I’m not a Blizzard employee so people’s opinion of D4 doesn’t directly impact me but that so many people clearly have no idea what they’re talking about and can effectively destroy a game… that’s terrifying to me.
So in the end we can’t have extra stash space because it slows loading time but you end up having to log out which takes time, log in on the mule, move items to stash, log out from the mule, log back to you character and use the item.
xD
But the game was really bad on launch regardless of whatever vision they may or may not have had. They didn’t take enough lessons away from D2 / D3 and from current genre innovators at other studios. It felt like a Diablo clone designed by mobile game devs. To me it still feels that way, but I know some were happy with S2.
What design decisions would they take from D3? D3 is an unlimited progression game system and D4 is a finite progression system. Tell me, what design would they share between the two?
I’m going to assume you will say something like “item sets” and “greater rifts” but you should remember that both of those things were in the top 5 most hated things about D3.
You’re just confirming what I’ve already pointed out. Your expectations of what D4 should be is not what D4 is. All you can say is “it was bad” but that’s not particularly useful if someone was to try and improve D4.
You say they should’ve taken from innovators in the genre but you can’t name them. What should they crib and how would it fit into the system?
I know you’re not going to say PoE is innovating because that speaks volumes about what you don’t know if you did. PoE is so badly designed that they have no choice but to make another game to fix it.
Last Epoch innovated with their loot filter but that’s because their loot system is horrible and you can’t play effectively without it. I do like their crafting system though the UI and mechanics could use some work.
What other innovations do you see that might fit a finite progression? Some thing wouldn’t fit due to time constraints but that’s a case by case thing.
I’m curious to know, because honestly, I want to see where you’re coming from. Show me. Maybe I’ll be able to take these lessons to the design of the game I’m working on.
I stop playing season 2 due to stash space, and no I do not want to delete my other characters gear to make room
The problem is that there will never be enough stash space. If you give me more space, the more I’m going to hoard.
I would pay for stash tabs over cosmetics any day. put 2-3 in the battle pass for God sake they are ripping us off enough for it.
You alredy paid for at least 25 stash tabs. Game costs 70$.
Nah. I’m fine with the $100 just for the graphics, campaign, and everything the base game came with, definitely got my moneys worth, $1 for 1 hour of gameplay is fair. Just give us the option to buy more like poe.
PoE is f2p so its acceptable.
paying for a AAA title & paying for stash is not acceptable.
I totally agree with you that paying for stash space feels sucky.
But at this point for the sake of my own personal convenience I am at the point where i will happily just pay for more stash space because i am desperate for it…
The very minimum the devs can do to partially alleviate this is to convert 2 stash tabs in our stash to becoming personal stash tabs and the other 3 being account wide stash tabs. At least that way i can sort out the gear i need for the 5 different classes i play…
that would probably create 10 more dupe bugs, in this spaghetti coding.
that shouldnt ever be where you are.
That is exactly WHY they make these choices.
their goal is ur $.
there can be.
If each character had even simply 3 character specific stash tab and the 2 other would shared stash tab
there would be plenty of stash space
the main problem is that 5 stash tab for the WHOLE account is kinda bad
especially in order to manage what to keep or not between each season
and even more specially to the players that play eternal
5 tab for 12 characters is bad.
if it was 2 shared and everything else being character specific it would be great.
(much like previous entries)
oh, don’t you worry, it’s coming
and you will fill them with junk and trash and still complain not enough space, but when you have to keep everything you find and unable to throw trash out there will never be enough stash space
hardly, since you say “you” i think you refer to myself.
at the end of each season i always keep the equivalent of one tab (or one tab and a half if you count elixir etc…) per character : to keep the perfect usefull aspect , the uniques and the potentially usefull items in case of a build change.
i do not need more.
if you use more than 3 stash tab on a single character it’s too much.
but having , in the end, only 1 tab for 2 character and a half ? that’s non-sensical in a farming game.
3 for character tab and 2 for shared (one of the two being for sigils and elixirs and uber mats and the other for transfer purpose)
but as it is , especially for eternal realm player (or even occasional ones) 5 tabs for the whole account is too little : might seem fine currently but after the end of S3 it’ll feel lackluster very quickly.
and it also make you lose quiet a bit of time needing to manage items between two season
if the items weren’t in shared tab but in personal stash tab it wouldn’t be a problem either
By that logic it would be better to reduce it to almost zero stash space.
Finally sorting inventory isnt tediuous in d4 anymore, since there is no Inventory anymore, what a brilliant idea! But lets not stop there, lets get rid of loot too, since we dont need loot at all anymore, give us full geared chars with max stats from the char creation. All the problems this game has are solved. no more crying about droprates.
And its working like a charm