Wanna stay on top of the a/RGP games list permanently ?, here's a suggestion

Here’s what I think D4 could do to PERMANENTLY (yes, permanently) stay on top (on all the lists/ladders/critiques, e.t.c.)

1 - Add new surprise (or more specifically surprise-creation) feature in game, and then a chance for that surprise to give a very unique (borderline unrepeatable) reward, i.e.
2 - Add loot pieces that will individualize everyone’s experience playing the game (as opposed to feeling the exact same others are doing - both in experience and rewards)

That’s it, that’s the “secret sauce”

No more running in circles or climbing a mountain over and over, don’t create “farmable” stuff, create a surprise, or surprise-creating feature (much akin to the challenge of a Harbinger in LE)

Here’s a concrete example:

Step 1 - there’s a small chance that an elite will gain extra augmentation (faster cast speed, faster movement and attack, greater AoE on all attacks, corrupted hit, attacks enchanted with X element, e.t.c.). Step 1.1 - add a small chance that an already augmented monster can have an additional/extra skill to cast

Step 2 - those augmented elites/monsters have a decent chance but not always to drop a different type of loot (Skill Orb - not always but decent amount, say 15-30% a certain Skill Orb will drop) - a socket that can be “attached” to a Skill

The other type of augmentation from above (monster casting a certain skill) drops a separate type of Skill Orb which increases the level of that particular skill that that exact monster used by some amount

Skill sockets (i.e. Skill Orbs) are quite random and different people will prefer them for a different skill/purpose

Noone will face the same monsters (meaning not everyone is gonna get the same skill-enhancing Skill Orb). Additionally even more so => chances are people won’t use same Skill Orbs on the same skill often either

Skill Orbs allow people to experiment with all kinds of (incremental) augmentations to their skills, some examples:

  • Target skill does 33% extra damage vs Elites and is 25% wider but costs 50% more (target skill must be AoE)
  • Target skill costs 20% more resource but gains 10% increased lucky hit (baseline). If it’s a basic skill gain up to 15% chance to execute (Elites can be execute only if injured)
  • Target skill gains 50% increased damage but gains a CD increase of 4 seconds
  • Target skill has it’s CD reduced on Overpower hits by 2 seconds
  • Target skill has a 30% chance to multicast 3 times but has CD increased by 4 seconds

e.t.c.

The other equation is to redo NMDs (instead of increment XP gain on a Glyph, make Glyphs drop with a predefined level on them as a loot drop)

The reason why do this is again similar/simple = it individualizes gains for individual people (one person gains one glyph from a NMD, another gains others), but ALSO replaces an “assignment” i.e. “chore” into a challenging run (can also make requirement for monsters to be X levels higher than the player if they wanna gain X level Glyph for example)

Another “small” change - personally would recommend for NMDs to have monster-only augmentations, and the spatial augmentations/hazards (Stormbane, Null Zone, e.t.c.) to be transferred to the infernal hordes (can use for lvl9 and 10 later for example)

So overall the steps/approach ?

Step 1 - include/implement surprise & surprise-creation feature
Step 2 - that specific feature (which is expected to not happen often but still be there) has a chance to drop something that has very low chance to drop on another player but more importantly - allows immediate and maximum flexibility for the player to try out overall

Can redo/rebalance later, the important part is surprises and individualization of experience (this allows a person’s 3rd/4th/whatever login to have a chance to feel drastically different than the previous ones they did before)

So you want skills to be more differentiated like in PoE/D3/LE?

I agree we need this. The skill tree in this game is ultra bland.

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I want loot that will make leveling feel like an experiment and trying to “min max” stuff right of the bat while additionally providing people with maximum flexibility as soon as possible - without necessarily “overloading” the skill tree or augmenting loot too much (tempering, mw-ing, e.t.c.) overall

The big problems in the game are - no individualization and no surprises (wayy too much streamlined, i.e. almost like a copy-paste experience)…

Now sure there’s an upside to this - build guides, but the downside is much bigger (every time a person logs in the game feels the same), i.e. there’s nothing to “break the chain” of repeatable logins feeling the same to people

That’s why the game becomes boring - you just KNOW what the game will look/feel like (there are no surprises at your 5th login in the week or whatever)

By adding surprises (and Skill Orbs) chances are you’re gonna experiment (and find-out/experience) more often, thus having the game feel more “alive” more often :slight_smile:

THAT is most important overall - immediate flexibility and some small chance of guarantee that your gameplay experience today will be different than yesterday (somewhat)

I keep telling people to gather together, learn programming, and start a kickstarter, no one seems to take it seriously. I keep seeing good ideas go to waste on these forums. Ah well maybe one day.

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Sorry, I immediately ignore development advice given from a person that doesn’t even understand how the game actually works today.

Tell me more about how the game works.
…oh wait.

:smile:

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Well, I applied (but unfortunately as a Senior and have no experience, so…)

I guess better luck next time tbh

A limitation that made the game more interesting (at least to me), come on :slight_smile:

You don’t want to apply to Blizzard, have to make your own game. It’s the only way to get your ideas into a game.

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Interesting, I guess makes sense also

Just a bit busy with my regular job so will take time but hey, who knows :slight_smile:

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All good games take time, plenty of people on these forums with various ideas. Could always team up with them.

If it was easy we all would be doing it. Even indi companys have knowledge,we on the other hand do not . :slight_smile:

It’s not easy and youngsters certainly have the advantage of opportunity… But still, perhaps can find a “mini platform” to try some stuff ? :thinking:

I can’t imagine playing a full year and imprinting an item only once, man I bet he threw away all kinds of stuff

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Well, there’s an upside believed it or not lol

At least I didn’t try temper everything as a result :slight_smile:

It’s all good, for the first 3 months I didn’t know we could upgrade our jewelry because the blacksmith wouldn’t let me

Oh I agree, my main point is ideas such as these are wasted on Blizzard in general. It would take less time to make your own game then it would to try and convince blizzard to implement any idea from the forums.

Now that doesn’t mean they don’t take into account feedback, but that’s different then actual ideas.

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