Home | Contact Us | FAQ | Search & Site Map | Link to Us
Sign In | Join | Other 45 Sites in Network
Home
Discussion Groups
Platforms
PCXboxPlayStationNintendo
Games
ActionStrategyRole Playing GamesSimulatorsSport Games

Game Forum / Role Playing Games / Diablo / July 2007

Tip: Looking for answers? Try searching our database.

Ideas for the next D2 patch

Thread view: 
Enable EMail Alerts  Start New Thread
Thread rating: 
EvilBill - 27 Jun 2007 20:14 GMT
I was thinking today how D2 in many places isn't enough of a challenge -
aside from Normal Duriel, dolls, gloams and Okies, there isn't much the
average character can't find a way to handle. So here's a couple of thoughts
for the next patch:

- Bring back the good ol' 1.09 MSLEBs
- Make immunities random, so a monster type that's currently always LI might
be FI in one game, CI in the next, etc
- Fix the bugged snakes and gloams but beef them up a bit so they're still a
challenge
- Minotaurs in Act 4 (extra-strong extra-fast fanat moonies? Challenge
*grins*)
- Spread the MFing love around a bit more, maybe make only the most
challenging areas level 85 (the Act 1 Mausoleum doesn't count! At least, not
without the good ol' 1.09 MSLEBs. <g>), or alternatively make the whole of
Acts 4 and 5 Hell level 85 so players will benefit more from full-clearing
both Acts instead of just endlessly Baal-running. This would also help with
server congestion as people wouldn't be in and out of games so fast.
- Make the Great Marsh smaller!
- A few more low to mid-end runewords wouldn't go amiss (including some for
spears)

Any other thoughts?

Signature

--
* I always hope for the best. Experience, unfortunately, has taught me to
expect the worst.

Yahoo: evilbill_agqx
Web: http://www.evilbill.org.uk

ArtDent - 27 Jun 2007 20:25 GMT
> Any other thoughts?

Just curious why someone that said they died 3 (or was it more?) times in
act 1 normal already is looking for *more* challenge.
You want challenge?  Try to kill them without them killing you.  Play sc
as if you were in hc.
Signature

If you want to purchase marijuana, press the hash key now.

EvilBill - 27 Jun 2007 20:49 GMT
>> Any other thoughts?
>
> Just curious why someone that said they died 3 (or was it more?)
> times in act 1 normal already is looking for *more* challenge.

I was thinking more about Hell difficulty, by which time most people have
the kind of gear that'll let them solo almost anything. <g>
Normal after a ladder reset, different proposition. LOL

> You want challenge?  Try to kill them without them killing you.  Play
> sc as if you were in hc.

Signature

--
* I always hope for the best. Experience, unfortunately, has taught me
to expect the worst.

Yahoo: evilbill_agqx
Web: http://www.evilbill.org.uk

ArtDent - 27 Jun 2007 21:44 GMT
> I was thinking more about Hell difficulty, by which time most people
> have the kind of gear that'll let them solo almost anything. <g>

I thought that was what the Ubers were for. <big grin>

Signature

Religion is the most malevolent of all mind viruses.
Arthur C. Clarke

Jake_Mysterio - 28 Jun 2007 03:08 GMT
>> Any other thoughts?
>
> Just curious why someone that said they died 3 (or was it more?) times in
> act 1 normal already is looking for *more* challenge.
> You want challenge?  Try to kill them without them killing you.  Play sc
> as if you were in hc.

Or play HC as if u were playing HC... lol ;-P
Signature

Jake Mysterio - The Mysterious One of Nothingness.

dyczko - 27 Jun 2007 20:45 GMT
> I was thinking today how D2 in many places isn't enough of a challenge -
> aside from Normal Duriel, dolls, gloams and Okies, there isn't much the
[quoted text clipped - 19 lines]
>
> Any other thoughts?

How about allowing for different classes of mercenaries?  Right now you
basically have rouge/amazon from act 1, a sorta paladin from act 2, not
sure what you'd call the one from act 3, nothing from act 4 and a
barbarian type from act 5.  I think it would be nice to hire a
sorceress, or an assassin and be able to equip them with class specific
items.  Hire a martial arts assassin, give him dual talons and let him
go dice and slice.  Maybe hire a cold, fire or lightning sorceress so
you have a different type of ranged attack option other than the rouge.

DR_WHO
Gumby - 28 Jun 2007 01:56 GMT
> How about allowing for different classes of mercenaries?  Right now you
> basically have rouge/amazon from act 1, a sorta paladin from act 2, not
> sure what you'd call the one from act 3

The Iron Wolves of Act 3 are Sorcerers (hence why they cast Frozen
Armor/Ice Blast/Glacial Spike, Inferno/Fire Ball and Charged
Bolt/Lightning) that wield swords and shields.

Signature

"Our enemies are innovative and resourceful, and so are we. They
 never stop thinking about new ways to harm our country and our
 people, and neither do we." - George W. Bush [August 5th, 2004]

Jake_Mysterio - 28 Jun 2007 03:14 GMT
>> I was thinking today how D2 in many places isn't enough of a challenge -
>> aside from Normal Duriel, dolls, gloams and Okies, there isn't much the
[quoted text clipped - 31 lines]
>
> DR_WHO

Or how about adding a merc in general for act4. Maybe add in an Necromancer
kind of merc which throws out a curse. Normal - Amplify Damage, Nightmare -
Decrepify, Hell - Iron Maiden.

Just a thought.
Signature

Jake Mysterio - The Mysterious One of Nothingness.

Vladesch - 30 Jun 2007 21:38 GMT
>>> I was thinking today how D2 in many places isn't enough of a challenge -
>>> aside from Normal Duriel, dolls, gloams and Okies, there isn't much the
[quoted text clipped - 37 lines]
>
> Just a thought.

How about a zoo necro for act 4.
neithskye - 27 Jun 2007 22:51 GMT
> - Spread the MFing love around a bit more, maybe make only the most
> challenging areas level 85 (the Act 1 Mausoleum doesn't count! At least, not
> without the good ol' 1.09 MSLEBs. <g>), or alternatively make the whole of
> Acts 4 and 5 Hell level 85 so players will benefit more from full-clearing
> both Acts instead of just endlessly Baal-running.

Although I don't play anymore, this kind of touches on one thing about
the game that always bothered me and that I always hoped would change
- namely, make monster drops commensurate with the alevel/mlevel. I
don't mean make every Hell monster drop a Zod, but for goodness sake,
the last thing I want some Fanatic MS archer to drop somewhere in Hell
is a green breast plate.

--
Jill
Polarhound - 27 Jun 2007 23:22 GMT
> Any other thoughts?

Level caps for all acts and difficulties.
ArtDent - 28 Jun 2007 03:34 GMT
> > Any other thoughts?
>
> Level caps for all acts and difficulties.

If you mean that then a higher than cap level char can not enter normal
rogue camp, I must strongly disagree here.
One word:
Muling

Signature

You know you are getting old if:
You can remember when the Dead Sea was only sick.

EvilBill - 28 Jun 2007 03:47 GMT
>>> Any other thoughts?
>>
>> Level caps for all acts and difficulties.
>
> If you mean that then a higher than cap level char can not enter
> normal rogue camp, I must strongly disagree here.

I imagine he means the other way round: that a level 1 can't enter Act 5
Hell. <g>

Signature

--
* I always hope for the best. Experience, unfortunately, has taught me
to expect the worst.

Yahoo: evilbill_agqx
Web: http://www.evilbill.org.uk

Patrick Vervoorn - 28 Jun 2007 08:45 GMT
>>> Level caps for all acts and difficulties.
>>
[quoted text clipped - 3 lines]
>I imagine he means the other way round: that a level 1 can't enter Act 5
>Hell. <g>

That'd also make muling off the common stuff (gems, runes, items) a bit
more difficult, since I like to rush the mules intended for that stuff to
Hell.

It will also cut off the only option 'legit' player (i.e., player not
duping) have of acquiring runes up to Gul, via the Hell Hellforge.

As it is now, with the ability to rush mules to the Hell Hellforge with a
bit of effort (about 2 hours or so with a not-too-twinked char), you can
expect to acquire a Vex (cube up 2 Guls) within several days. Without that
option, you could wait for months for one...

So unless they change the chance of runes dropping, I'd prefer it if they
didn't change this... Anyway, rushing mules to Hell has always been a bit
of discussion item (cheating or not), but since it has been in the game
for a long time, I personally consider it a valid option. Besides, I think
it's such a boring task to do, I try to avoid it when I can...

Regards,

Patrick.
~misfit~ - 28 Jun 2007 04:11 GMT
> I was thinking today how D2 in many places isn't enough of a
> challenge - aside from Normal Duriel, dolls, gloams and Okies, there
> isn't much the average character can't find a way to handle. So
> here's a couple of thoughts for the next patch:

<snip>

> - Make the Great Marsh smaller!

You mean change it to the Medium Marsh?
Signature

Shaun.

Jake_Mysterio - 28 Jun 2007 11:12 GMT
>> I was thinking today how D2 in many places isn't enough of a
>> challenge - aside from Normal Duriel, dolls, gloams and Okies, there
[quoted text clipped - 6 lines]
>
> You mean change it to the Medium Marsh?

Or before then.. Mini-Marsh. Before the Mini-Marsh it was a weed. That's
just reducing it a bit too much though.
Signature

Jake Mysterio - The Mysterious One of Nothingness.

Mark - 28 Jun 2007 04:42 GMT
> Any other thoughts?

* Fix TPPK.
* Eliminate Bots.
* Fix TPPK.
* Eliminate Maphack, Auto Aim and Chicken.
* Fix TPPK.
* Bring back the fearsome Heyfatso.
*Fix TPPK.
* Increase the difficulty of NM by 25% and Hell by 50%.
* Fix TPPK.
* Make all Act end bosses tougher.
* Fix TPPK.
* Add more low and mid level runewords, eliminate most of the high level
ones.
* Fix TPPK.
* Make bosses near WPs (Pindle, Shenk, etc) drop less.
* Fix TPPK.
* Make it so no more than one of each Unique item may exist in any game.
* Fix TPPK.
* Increase the drop rates of Rares, Sets, Uniques and Runes slightly.
* Fix TPPK.

Regards-
Mark

Bongo Fury

P.S.: Did I mention that they should fix TPPK?
Mark (newsgroups) - 28 Jun 2007 09:29 GMT
> * Make all Act end bosses tougher.

I wonder if there isn't an easy way of solving this. Hell mode really is
Hell for the casual player with no decent equipment. If you're careful
and very patient it's doable with most builds, but only experienced
players seem to think it's easy to take a non twink through Hell.

On the other hand, once you're equipped with all the best gear Hell
becomes a breeze for most builds.

My proposal, make a Super Hell mode. *Really* ramp up the difficulty
making it *extremely* difficult even for the best equipped characters to
solo the normal areas and impossible for certain areas and end of act
bosses. Increase the loot drops in this mode. This will mean single
players who are sadists have an added challenge if they really want, and
those that don't mind grouping have the opportunity to play
cooperatively to overcome the challenges. This might even bring back
some strategy to the game.

I know this will not appeal to single player people, but think of it
this way. You love the game already right? So you're not having anything
taken away from you, but those that want even more challenge have the
option. I'd vote for it and it might even tempt me back for a while to try.
Jake_Mysterio - 28 Jun 2007 11:16 GMT
>> * Make all Act end bosses tougher.
>
[quoted text clipped - 19 lines]
> away from you, but those that want even more challenge have the option.
> I'd vote for it and it might even tempt me back for a while to try.

Super Hell Mode would be Uber Tristram. Although you could make it so you
couldn't save and exit in Uber Tristram. ;-)
Signature

Jake Mysterio - The Mysterious One of Nothingness.

Mark (newsgroups) - 28 Jun 2007 11:21 GMT
>>> * Make all Act end bosses tougher.
>> I wonder if there isn't an easy way of solving this. Hell mode really is
[quoted text clipped - 21 lines]
> Super Hell Mode would be Uber Tristram. Although you could make it so you
> couldn't save and exit in Uber Tristram. ;-)

Heh, that's not what I meant at all. I meant the same thing as the other
3 difficulties, but now you'd get Normal, Nightmare, Hell and Chaos*.

Uber Tristram was probably meant as an added challenge to force group
play since it's on the realms only. It didn't work out because it can be
solo'd. I'm talking about really ramping up the difficulty so even
normal monsters are really tough and single players will quickly get
swamped in bad areas. You could even have unbreakable immunes on every
monster and tough bosses and end of act bosses would be immune to curses
for example (no lifetap so smiters can't solo). Plenty of ways to make
it much tougher than UT requiring intelligent group play to succeed.

* Crap name but you get my point.
royls@telus.net - 28 Jun 2007 18:11 GMT
>I meant the same thing as the other
>3 difficulties, but now you'd get Normal, Nightmare, Hell and Chaos*.
>
>* Crap name but you get my point.

I've often thought Diablo should have four difficulty levels:
Initiation, Ordeal, Nightmare and Hell.  Initiation would be doable
for players new to the game.  Ordeal would require considerable
experience, skill and persistence.  Nightmare would require more of
all those, plus some decent gear.  Hell would only be doable for very
skillful players with excellent gear.  And to make team play and
soloing more comparable, monster hp should scale more than linearly to
number of players, instead of less, and soloing should gain more xp
than team play instead of less.

-- Roy L
Nomersu - 28 Jun 2007 07:54 GMT
> Any other thoughts?

I would like to have these changes/new things:

1. Make high runes to drop more often. During two ladders I have got
2xOHMs from monsters, thats all. I would like to find those runes
myself, not to trade them and see them go poof. Now it feels only
dupers win.

2. I would like to have an option to redo my stats and skills. It
would save quite a lot account space if I only needed one high level
char of any type. When I wanted to try bonemancer I would just redo
the skills for my lvl 90 necromancer. For example cube a Standard of
Heroes with Tome of Town portal and this would nullify the skills and
stats. Or use something else that is easier to get.

3. Make the gambling to be more worthwhile. This way people would
collect more white items to be sold. It would make gambling worthwhile
throughout the whole game. Imagine if you could have a fair chance to
gamble some nice unique rings when you are on level 10. Now gambling
is only a source to get ilvl 100 equipment for grafting, nothing else.
Patrick Vervoorn - 28 Jun 2007 09:01 GMT
>I would like to have these changes/new things:
>
>1. Make high runes to drop more often. During two ladders I have got
>2xOHMs from monsters, thats all. I would like to find those runes
>myself, not to trade them and see them go poof. Now it feels only
>dupers win.

Yup. That'd be nice indeed. See my comment about the Hell Hellforge
elsewhere. Only if the drop-rate for HRs is increased a bit, should they
consider 'fixing' the rushing of mules.

>2. I would like to have an option to redo my stats and skills. It
>would save quite a lot account space if I only needed one high level
>char of any type. When I wanted to try bonemancer I would just redo
>the skills for my lvl 90 necromancer. For example cube a Standard of
>Heroes with Tome of Town portal and this would nullify the skills and
>stats. Or use something else that is easier to get.

I'm not so sure about that. It'd make end-game tuning less of a challenge
for one thing. It would mean you could for instance just spend the raw Str
for a Monarch, and then when you have the Str boost off a Torch and Anni,
could reset the stats, and then spend 20 to 40 less in Str...

>3. Make the gambling to be more worthwhile. This way people would
>collect more white items to be sold. It would make gambling worthwhile
>throughout the whole game. Imagine if you could have a fair chance to
>gamble some nice unique rings when you are on level 10. Now gambling
>is only a source to get ilvl 100 equipment for grafting, nothing else.

Gambling _is_ worthwhile. Try gambling Coronets for one thing. Or try
gambling gloves/boots: nice rare, triple-res/ias/skills/etc gloves and
triple-res/fhr/frw/etc boots are being sold for a boatload of
runes/fg/etc. Also, gamble rings, and if you gamble an fcr/str/dex/res
one, you hit the jackpot. Or try gambling assassin claws, and hope for a
+2assa or +3 traps claw with +skill to LS/DS/SM/etc... As you can see,
gambling is already quite bountiful.

I also gamble a lot of stuff now that I'm starting up a totally new,
untwinked char. Gambled a few circlets, and got a nice one with +li
damage, +str, etc for my Merc. Also gambled some semi-nice rare gloves and
boots, to be able to maximise my resists in Normal, and already prepare a
bit for NM...

Regards,

Patrick.
Mark (newsgroups) - 28 Jun 2007 09:16 GMT
>> 2. I would like to have an option to redo my stats and skills. It
>> would save quite a lot account space if I only needed one high level
[quoted text clipped - 7 lines]
> for a Monarch, and then when you have the Str boost off a Torch and Anni,
> could reset the stats, and then spend 20 to 40 less in Str...

I don't see the problem with that. As it is if you really want to tune
your character to the max it is best to get a glitch rush and get Diablo
XP runs or uber runs from a willing partner. No challenge in that and
you have the choice to do it if you wanted.

You could still play your characters the way you've always done if you
preferred, but I must say I agree with Nomersu on this, I think there
should be a way to change your build, with perhaps a payoff involved. I
hate to bring it up but WoW does it quite nicely. In game gold actually
means something in WoW and you can respec your character as many times
as you want, but it costs you gold each time and that cost increases
with each respec (it does go down again if you don't respec for some time).

If there was a way to have a trade off like that in D2 I'd be all for
it. Perhaps sacrificing a certain amount of XP or a single level?
El Chippy - 28 Jun 2007 11:01 GMT
> I don't see the problem with that. As it is if you really want to tune
> your character to the max it is best to get a glitch rush and get Diablo
[quoted text clipped - 12 lines]
> If there was a way to have a trade off like that in D2 I'd be all for
> it. Perhaps sacrificing a certain amount of XP or a single level?

Or a new quest/sub-level that gives you a reward of being able to
reallocate 10 attrib points and/or 2 skill points. Something that takes a
fair bit of effort to achieve, and can't be traded. Make it something
that has to be done solo to prevent others rushing chars through the
quest.
Patrick Vervoorn - 28 Jun 2007 11:58 GMT
>>> 2. I would like to have an option to redo my stats and skills. It
>>> would save quite a lot account space if I only needed one high level
[quoted text clipped - 23 lines]
>If there was a way to have a trade off like that in D2 I'd be all for
>it. Perhaps sacrificing a certain amount of XP or a single level?

Hey, I'm not saying I didn't like it. ;) I'd be very happy if I could
re-allocate some of the stat points spent on a char, especially if said
char is using it's end-game gear, and I end up with 200+ Str, instead of
the 156 needed for a Spirit Monarch (to give an example). And yes, some
kind of trade-off would be ok, I'd also be willing to trade in some amount
of XP for it for instance.

But looking at the way Diablo II has been set up, and progressed, I don't
see this happening anytime soon, and I also don't think the emphasis
should be on fixing/changing this. There are much more important things
which should be addressed first.

However, it would be very nice to have indeed.

Regards,

Patrick.
Mark (newsgroups) - 28 Jun 2007 12:04 GMT
[respeccing]

>> If there was a way to have a trade off like that in D2 I'd be all for
>> it. Perhaps sacrificing a certain amount of XP or a single level?
[quoted text clipped - 12 lines]
>
> However, it would be very nice to have indeed.

Yup, agreed. More important than stats would be being able to redo your
skill allocations. Very frustrating to level to 80+ or worse and click
the wrong skill by mistake.
royls@telus.net - 28 Jun 2007 09:54 GMT
>Any other thoughts?

Give higher runes for the barb rescue in NM ahd Hell, and make them
for armor and hat runewords.  As it is, the quest is kinda lame for
non-shield builds in all three difficulties.

Fix the price system so prices make some sense.

Get rid of the uber runewords that require multiple HRs (above Gul).

Get rid of Spirit and Insight, or make them much more costly.

Make the stash 10 x 10 (this would also slash the amount of mule
chars, mule accounts, muling, mule burning, etc. clogging up the
servers).

No more than four mods per boss, and list them in bigger type.

Reduce the number of junk drops by about half.

Reduce the number of gold drops by 90%.

Reduce the xp nerf so it doesn't take months of full-time work to get
a char to 99.  If you full-clear the game in SP, you should be 85 when
you are in the Hell WSK.

Mix up the monster levels more in A5 of Hell, and reduce the base xp
for Baal's minions, so leveling doesn't mean just Baal running.

Reverse the current xp formula's pro-team bias so that soloing and
playing in small parties gives xp commensurate with how much harder it
is than playing in a big party.

And as Mark said, fix TPPK (and all PK cheats) by introducing a delay
between hossing and ability to damage the victim.

-- Roy L
Falko Rudolph - 28 Jun 2007 10:07 GMT
I guess my wishes are a lot simpler:

1. (Very simple) Make gems amd runes stackable, just like keys or arrows
are. It would save a lot of space and amde the handling easier, especially
trading. I think 10 pcs. would be a good stack size.

2. (Very simple) Make Gold a currency. Increase the limit by 10k/clvl until
clvl10, then by 100k and from clvl30 on by 1M. Increase the maximum selling
price to 100k in A1NM and 200k in Hell. I'm not sure what the result would
be, but I'd like it. Playing everywhere would pay off.

3. (Not so simple) Create a trading place outside of games an independant
from playing times. Somethings like auctions or whatever. That would make
trading easier and prices more stable.

Just my ideas. There are more, like make the Hell mercenaries better than NM
ones etc. but they won't ever come true.

Rudi
royls@telus.net - 28 Jun 2007 18:34 GMT
>1. (Very simple) Make gems amd runes stackable, just like keys or arrows
>are. It would save a lot of space and amde the handling easier, especially
>trading. I think 10 pcs. would be a good stack size.

Very good idea.

>2. (Very simple) Make Gold a currency. Increase the limit by 10k/clvl until
>clvl10, then by 100k and from clvl30 on by 1M. Increase the maximum selling
>price to 100k in A1NM and 200k in Hell. I'm not sure what the result would
>be, but I'd like it. Playing everywhere would pay off.

Another good idea.  The current price and gold system is definitely
dumb.

>3. (Not so simple) Create a trading place outside of games an independant
>from playing times. Somethings like auctions or whatever. That would make
>trading easier and prices more stable.

A good way to implement this is the way some used-goods consignment
stores work: you state the opening price you want for your item, and
it drops by 10%/day until it either sells or is given away after 10
days.  

-- Roy L
Gumby - 28 Jun 2007 19:46 GMT
>> 1. (Very simple) Make gems amd runes stackable, just like keys or arrows
>> are. It would save a lot of space and amde the handling easier, especially
>> trading. I think 10 pcs. would be a good stack size.
>
> Very good idea.

No need to go overboard, though.  10 would be fairly unbalanced (not
that hoarders and traders care much about that aspect of the game).
Stacks of 3 or, at most, 4 (ie, enough to upgrade gems and earlier runes
and leave one left over as a placeholder or for other use) would be more
appropriate from an in-game perspective.

Signature

"Our enemies are innovative and resourceful, and so are we. They
 never stop thinking about new ways to harm our country and our
 people, and neither do we." - George W. Bush [August 5th, 2004]

Falko Rudolph - 29 Jun 2007 14:23 GMT
>>> 1. (Very simple) Make gems amd runes stackable, just like keys or arrows
>>> are. It would save a lot of space and amde the handling easier,
[quoted text clipped - 7 lines]
> left over as a placeholder or for other use) would be more appropriate
> from an in-game perspective.

I had 2 full PG-mules last ladder and one for runes. From that perspective
10 is rather low. I had 25 or 40 in mind, first but redcued it. 25 would's
been easy to count and 40 would've been app. one UM. Trading was easier this
way.

Rudi
Jamie Kahn Genet - 29 Jun 2007 02:18 GMT
> I was thinking today how D2 in many places isn't enough of a challenge -
> aside from Normal Duriel, dolls, gloams and Okies, there isn't much the
[quoted text clipped - 19 lines]
>
> Any other thoughts?

They fix the bugs? Make at least all level 18+ skills WORTH investing in
(if not actually make EVERY skill of SOME worth)? ;-) Would be nice to
be able to play a Spearazon using more than just Jab...

Regards,
Jamie Kahn Genet
Signature

If you're not part of the solution, you're part of the precipitate.

EvilBill - 29 Jun 2007 09:35 GMT
> They fix the bugs? Make at least all level 18+ skills WORTH investing
> in (if not actually make EVERY skill of SOME worth)? ;-) Would be
> nice to be able to play a Spearazon using more than just Jab...

Indeed, a fix for the Fend bug would be VERY nice!
Or if not, at least make Fend a synergy for Jab.

Signature

--
* I always hope for the best. Experience, unfortunately, has taught me
to expect the worst.

Yahoo: evilbill_agqx
Web: http://www.evilbill.org.uk

Patrick Vervoorn - 29 Jun 2007 09:15 GMT
>I was thinking today how D2 in many places isn't enough of a challenge -
>aside from Normal Duriel, dolls, gloams and Okies, there isn't much the
>average character can't find a way to handle. So here's a couple of thoughts
>for the next patch:

Is the above written with a goodly supply of HRs available, so you can
make all the 'uber' runewords you want, or is this with self-found gear?

Assumung it's the former, Hell can and will still be a challenge for quite
a few builds, when you don't have multiple HRs worth of runewords
available. With that in mind:

[Major snippage]

>- Spread the MFing love around a bit more, maybe make only the most
>challenging areas level 85 (the Act 1 Mausoleum doesn't count! At least, not
>without the good ol' 1.09 MSLEBs. <g>), or alternatively make the whole of
>Acts 4 and 5 Hell level 85 so players will benefit more from full-clearing
>both Acts instead of just endlessly Baal-running. This would also help with
>server congestion as people wouldn't be in and out of games so fast.

You're portaying the availabilty of lvl85 areas early in the game
(Mausoleum, The Pit) as a bad thing. With the remark I made above in
mind (try solo-ing Hell with self-found stuff), I actually think these
lvl85 areas were a nice gesture: they at least give you _some_ chance  of
acquiring the 'good stuff' you need to further progress in Hell...

Regards, Patrick.
Vladesch - 30 Jun 2007 21:44 GMT
>I was thinking today how D2 in many places isn't enough of a challenge -
>aside from Normal Duriel, dolls, gloams and Okies, there isn't much the
[quoted text clipped - 20 lines]
>
> Any other thoughts?

make hc death permanent for monster kills only, or require mutal hostility.
cheap pk's have destroyed hc for most of us.

Honestly I dont know what blizzard was thinking with perma-one sided
hostility kills.
royls@telus.net - 01 Jul 2007 00:47 GMT
>make hc death permanent for monster kills only,

Very good idea.

>or require mutal hostility.
>cheap pk's have destroyed hc for most of us.

Many, many people have tried HC and then sworn off it forever after
getting nailed once by a PK cheat.

>Honestly I dont know what blizzard was thinking with perma-one sided
>hostility kills.

Agreed 100%.  It's just tonguing the nether parts of the lowest, most
despicable element in the gaming community.

-- Roy L
Gumby - 01 Jul 2007 03:30 GMT
> make hc death permanent for monster kills only, or require mutal hostility.
> cheap pk's have destroyed hc for most of us.

At the very least they should make PVP/PKing possible *ONLY* in special
arenas (accessable by portal in town, I suppose, and themed for the
Act), and then only when someone in that arena explicitly agrees to the
PVP - and then a synced countdown so that you can't be ambushed the
second you decide to accept. :)  The portals (one on each compass point
of the arena) should remain open in case one of the participants changes
their minds and wants out.

Signature

"Our enemies are innovative and resourceful, and so are we. They
 never stop thinking about new ways to harm our country and our
 people, and neither do we." - George W. Bush [August 5th, 2004]

Mark - 01 Jul 2007 04:38 GMT
> make hc death permanent for monster kills only, or require mutal
> hostility.
> cheap pk's have destroyed hc for most of us.
>
> Honestly I dont know what blizzard was thinking with perma-one sided
> hostility kills.

I don't have a big problem with nonhacker PKs. They are easy to avoid. In
fact if you stay in the field after you've been hostiled it's more like a
duel. The only problem I have with it is that it breaks up a game as people
leave the game rather than wait out the griefer in town. If it wasn't for
all the hacks they use, I don't see PKing as a big problem.

Regards-
Mark

Bongo Fury
EvilBill - 01 Jul 2007 15:08 GMT
>> make hc death permanent for monster kills only, or require mutal
>> hostility.
[quoted text clipped - 9 lines]
> griefer in town. If it wasn't for all the hacks they use, I don't see
> PKing as a big problem.

Yup, it's the trigger-hacking PKers that ruin it. Fortunately you don't
really see them in SC.
A simple fix would be to make projectiles (arrows, throwing axes, Lightning
Fury etc) disappear as soon as the player who fired them goes to town. They
did it with Hydras.

Signature

--
* I always hope for the best. Experience, unfortunately, has taught me
to expect the worst.

Yahoo: evilbill_agqx
Web: http://www.evilbill.org.uk

Mark - 03 Jul 2007 03:02 GMT
> A simple fix would be to make projectiles (arrows, throwing axes,
> Lightning Fury etc) disappear as soon as the player who fired them goes to
> town. They did it with Hydras.

Or add a 3-5 second delay between pushing the button and hostility actually
taking effect.

Regards-
Mark

Bongo Fury
royls@telus.net - 03 Jul 2007 04:30 GMT
>> A simple fix would be to make projectiles (arrows, throwing axes,
>> Lightning Fury etc) disappear as soon as the player who fired them goes to
>> town. They did it with Hydras.
>
>Or add a 3-5 second delay between pushing the button and hostility actually
>taking effect.

5 seconds after the victim's comp has sounded the hos horn.

-- Roy L
Mark - 03 Jul 2007 23:59 GMT
> 5 seconds after the victim's comp has sounded the hos horn.

No, I meant 3-5 seconds between pushing the button and hostility taking
effect. They fixed WP jumping, so otherwise you have plenty of time to TP
back to town when you hear the hostile horn. So you're suggestion is not
necessary. And additionally, it would piss off all the 'legit' PK's, and
it's quite clear that Blizzard believes they are a significant market share,
and won't do anything to alienate them from the game.
Gumby - 04 Jul 2007 00:42 GMT
> No, I meant 3-5 seconds between pushing the button and hostility taking
> effect. They fixed WP jumping, so otherwise you have plenty of time to TP
> back to town when you hear the hostile horn. So you're suggestion is not
> necessary. And additionally, it would piss off all the 'legit' PK's, and
> it's quite clear that Blizzard believes they are a significant market share,
> and won't do anything to alienate them from the game.

*Legitimate* PKers wouldn't mind the introduction of a dedicated dueling
arena (preferably with randomly generated terrain to go with the theme
of the Act you're in; PvP would be impossible in the rest of the game)
in each Act where a countdown gives involved players the chance to
prepare themselves.  And, considering how much money they make (and that
Epic can do it for free with UT2004 :), keeping detailed stats on PvP
wouldn't be at all hard...

Griefers would probably be the only ones who wouldn't like it - and
Blizzard would probably get a good PR boost if they did stuff to
discourage the bastards. :)

Signature

"Our enemies are innovative and resourceful, and so are we. They
 never stop thinking about new ways to harm our country and our
 people, and neither do we." - George W. Bush [August 5th, 2004]

Mark - 04 Jul 2007 03:43 GMT
> *Legitimate* PKers wouldn't mind the introduction of a dedicated dueling
> arena

There's a distinct difference between dueling and PKing. If you forced all
of the PKs to engage in dueling only they would howl with anger. They enjoy
the 'hunt', the unknown of just how deadly their prey is. They claim it is
an adrenaline rush unmatched. So if you do anything to remove it from the
game they will be highly angry. And like I said, Blizzard recognizes this
segment of their customer base and caters to their play style.

Regards-
Mark

Bongo Fury
Shiflet - 04 Jul 2007 04:52 GMT
> *Legitimate* PKers wouldn't mind the introduction of a dedicated dueling
> arena (preferably with randomly generated terrain to go with the theme of
> the Act you're in; PvP would be impossible in the rest of the game)

This would be met by absolute HATRED from PKers. Duelists are one group,
PKers are another, and they are NOT the same. Duelers like the thrill of
fighting someone that they expect to be able to match them in combat, or at
least pose a threat. The thrill isn't so much in the combat itself as in the
feeling of accomplishment gained by beating a well matched foe(referring to
actual manner duelers here, not the random asshats that join duel games
solely to target people who are already naked, weakened from, or involved in
another duel). PKers(and non-manner duelers), OTOH, usually prefer to go
after much weaker targets, people they know(or at least think) they can kill
with no risk to themselves. The thrill for them is the "thrill of the hunt"
or the "fun" of annoying other people.

> Griefers would probably be the only ones who wouldn't like it - and
> Blizzard would probably get a good PR boost if they did stuff to
> discourage the bastards. :)

The thing is, I suspect there's more of those griefers than there are
"legitimate" PvPers. I duel regularly, but I know I encounter far more
"duelers" whose idea of "dueling" is looks like this as opposed to actual
manner duels:
1)Wait till other players are in town, stand at town gate, go hostile on
people you want to fight. Be sure to not hostile anyone you're not fairly
certain you can kill by using step 2. Remember that if you're lvl 90+, a lvl
70 is safer to hostile than another level 90+. And note characters who
appear to be wearing "noob gear"(like a pally wielding a Baranars Star and
not wielding Exile or HoZ) or are setup for PvE, and be sure to hostile
them.
2)Step outside town gate, and spam meteor, blizzard, GA, lightning sentry,
hammer or whatever at the gate so that nobody you are hostile to can step
outside town without dying or taking damage.
3)When victim dies, take any gold or pots victims drop and be sure to call
them "noobs", "LOL" a lot, inform them how you "pwn", talk about how "ez"
everyone is to kill, and throw out insults relating to their supposed race,
gender, sexual orientation, and/or the honor of their mother. For best
results, string insults together in 1 semi-coherent sentence:"LOL noobs I
pwn u fags ez LOLOLOLOL I win 10-0 LOL". However, do not get so distracted
typing your insults that the person may have a chance to recover their body.
4)If one of them manages to make it outside town without being near death
and is coming after you, immediately teleport back into town unless you KNOW
you can kill them(a bonewall/bone spirit using necro against a
non-teleporting zealot for instance).
5)Wait inside town until person who posed a threat leaves game, is dead, is
dueling someone else, or just won a duel but is near death as well.
6)Leave town and kill them. Return to step 3.
7)If somehow one of the above steps goes wrong and you die, inform your
killer(s) that it was "LOL luck" and note that you were experiencing "WTF
lag!!!". If the players allow you to recover your body return to step one.
Consider unhostiling the person who managed to kill you, at least until you
get a chance to take him by surprise. If the person who killed you decides
to retaliate by using the same methods you used in step one, see the next
step.
8)Bitch loudly and frequently about "OMG nk" and "LOL townguard noob WTF".
If someone points out that you started it, pretend not to hear it and call
them "noobs" again, then whisper a friend to come help you or exit the game.
If possible, return to game with stronger character and get revenge.
9)When done "dueling", be sure not to leave game before telling everone "LOL
seeya noobs ty for gold LOL".
10)Rremember, you having a live merc makes killing people easier, as does
having a friend partied with you. 2 on 1 is okay as long as it's 2 on 1 in
your favor. If someone else parties or has a merc and comes after you
together, complain about "LOL 2 on 1" or "LOL merc". Also remember, using
hacked, duped, or ebayed gear is fine, but if called on it, "LOL" and deny
it vehemently. Consider accusing them of the same if they appear to have
good equipment.

And I'm not so sure about the PR boost either, Guild Wars is like that, PvP
is seperate from PvE, you only engage in it by creating a PvP only
character, or taking one of your PvE characters to a PvP arena, and there's
no hostiling, PKing, or dueling outside of those PvP areas. Yet it didn't
seem to give them a radical PR boost.
Dave Ryan - 05 Jul 2007 15:57 GMT
In alt.games.diablo Gumby <gumbyjd@eastlink.spammersmustdie.ca> wrote:

:> No, I meant 3-5 seconds between pushing the button and hostility taking
:> effect. They fixed WP jumping, so otherwise you have plenty of time to TP
[quoted text clipped - 14 lines]
: Blizzard would probably get a good PR boost if they did stuff to
: discourage the bastards. :)

Uhm, you may not realize it, or more likely just don't like it, but
PKing is meant to be built into the game.  Using a hack to PK is not
good.  But going hostile on someone and attempting to kill them is meant
to be part of Diablo 2.  

Changing the whole approach to PKing in a patch seems like a bad move
imo.  

Having dueling be an option would be kinda cool, but lets leave that for
D3.  

That being said, getting PK'd by people using a cheat is pretty lame and
the fact that easy to implement 'fixes' have not been introduced by
Blizzard is pretty infuriating.  It's one of the reasons I quit playing
hc.  Getting pk'd isn't the problem, it's getting pk'd with absolutely
zero warning, which is not the design intent of D2.

-dave
rdude - 05 Jul 2007 18:04 GMT
>> No, I meant 3-5 seconds between pushing the button and hostility
>> taking effect. They fixed WP jumping, so otherwise you have plenty of
[quoted text clipped - 15 lines]
> Blizzard would probably get a good PR boost if they did stuff to
> discourage the bastards. :)

There's no such thing as a legitimate PK'er. Sneaking up on someone
weaker and beating the crap out of him with no warning of any kind is
cheating-pure and simple.

Hostiling MUST be mutual!!! Absolutely MANDATORY that they fix that!!!
Dave Ryan - 02 Jul 2007 15:22 GMT
In alt.games.diablo Mark <bongofury@verizon.net> wrote:

:> make hc death permanent for monster kills only, or require mutal
:> hostility.
[quoted text clipped - 8 lines]
: leave the game rather than wait out the griefer in town. If it wasn't for
: all the hacks they use, I don't see PKing as a big problem.

This I agree with 100%.  Unfortunately you can't always avoid the hacks
without resorting to holing up once in a while.
-dave
Xenobuzz - 01 Jul 2007 22:03 GMT
Two things I'd like very much to see (but will never happen:

Removal of the monster randomization in Act 5 Hell.  I never liked
that as it muddies the atmosphere of the place to have Leapers and
such scuttling around.

Instead of Nightmare and Hell difficulty, all new maps, monsters and
missions.  NM and Hell modes get tiresome quite quickly because we
already know the terrain.

Dave S.
RJ - 14 Jul 2007 00:34 GMT
> I was thinking today how D2 in many places isn't enough of a challenge -
> aside from Normal Duriel, dolls, gloams and Okies, there isn't much the
[quoted text clipped - 19 lines]
>
> Any other thoughts?

maphack as a quest...or once a lvl is completed allow the map to be vis
 
Sign In
Join
My Latest Posts
My Monitored Threads
My Blog
My Photo Gallery
My Profile
My Homepage

Start New Thread
Enable EMail Alerts
Rate this Thread



©2009 Advenet LLC   Privacy Policy - Terms of Use
This website includes both content owned or controlled by Advenet as well as content owned or controlled by third parties.