- Joined
- Jun 6, 2013
- Messages
- 3
I'd like to express tremendous gratitude to Zwiebelchen for this wonderful map. Extremely addictive and well-made, this is easily one of the best WC 3 ORPG. I'm also very happy to see active development, to the point of daily beta map updates. Well done.
I'd like to ask some questions and make several suggestions to make this map even better.
1. TL;DR: Night is very annnoying for new players, and lightnings are hard on eyes.
Current day/night/weather system has some thematic value, but it negatively impacts gameplay. Several of my friends complained about zero night visibility, difficulties with terrain navigation and lightings at rain (pretty hard on my eyes, too). So, i'd like to ask: can we maybe get "lighter" night. Same thing could be applied to underground as well.
2. TL;DR: Let's give each player MC when it drops; increase MC costs accordingly (5 times)
Mana crystal system. I just recently had an issue when i unintentionally ninja'd mc (i didn't notice it dropping on andy and took it with my (rolled) green item). I suppose it happened with other ppl, too. Irrevrsibility makes it even worse - unlike item, which i can give back at any moment, MC are hard-binded on character.
Additionally, even if you don't consider accidents, MC still creates tension among players. They are very important for your characters, and, unlike loot, which is usually rolled among 2 at worst, everyone has incentive to grab MC.
Possible solution - let's give each player his own MC when boss drop one of those. This removes tension and promotes cooperation. To compensate for increasing amounts of MC, i suggest increasing all MC costs 5 times (5 being average group in my games).
Update: This solution is bad because of several reasons. Alternatively MC should become consumable item granting a crystal. Anyway, based on technical difficulty, this may be not worth implementing.
3. TL;DR: When D4 is out, D3 non-legendary gear should be purschasable with gold. Same with old droppable spells.
I'm very excited about upcoming D4, but it makes me fear some bad consequences, namely player base division. The small group of well-geared dedicated players will farm D4. More casual players won't be able to fit into, and will struggle with D3 (and it would be hard for them to find a good enough group). Something like that happened with TKoK, and even Blizzard in WoW do specific countermeasures to adress similar issue.
Possible solution - like Blizzard make gear from earlier Raids available for badges, it is possible to, after release of D4, make D3 gear available for gold (and possibly MC). Costs should be high enough to still make D3 runs worth the effort (better on average than farming ogres for the same time). I suggest several thousand gold, increasing the futher specific item drops. Ofc, legendaries shouldn't be able to bought to respect their owners.
There is additional non-obvious benefit to this change - it allows Zwiebelchen to make futher content harder with less fear of casual players dropping the game altogether. And we all want D4 to be as hard as possible .
And, while we are at it, let's make earlier droppable spells purschasable as well.
I'd really like to hear some opinions on this topic. Thanks for reading.
I'd like to ask some questions and make several suggestions to make this map even better.
1. TL;DR: Night is very annnoying for new players, and lightnings are hard on eyes.
Current day/night/weather system has some thematic value, but it negatively impacts gameplay. Several of my friends complained about zero night visibility, difficulties with terrain navigation and lightings at rain (pretty hard on my eyes, too). So, i'd like to ask: can we maybe get "lighter" night. Same thing could be applied to underground as well.
2. TL;DR: Let's give each player MC when it drops; increase MC costs accordingly (5 times)
Mana crystal system. I just recently had an issue when i unintentionally ninja'd mc (i didn't notice it dropping on andy and took it with my (rolled) green item). I suppose it happened with other ppl, too. Irrevrsibility makes it even worse - unlike item, which i can give back at any moment, MC are hard-binded on character.
Additionally, even if you don't consider accidents, MC still creates tension among players. They are very important for your characters, and, unlike loot, which is usually rolled among 2 at worst, everyone has incentive to grab MC.
Possible solution - let's give each player his own MC when boss drop one of those. This removes tension and promotes cooperation. To compensate for increasing amounts of MC, i suggest increasing all MC costs 5 times (5 being average group in my games).
Update: This solution is bad because of several reasons. Alternatively MC should become consumable item granting a crystal. Anyway, based on technical difficulty, this may be not worth implementing.
3. TL;DR: When D4 is out, D3 non-legendary gear should be purschasable with gold. Same with old droppable spells.
I'm very excited about upcoming D4, but it makes me fear some bad consequences, namely player base division. The small group of well-geared dedicated players will farm D4. More casual players won't be able to fit into, and will struggle with D3 (and it would be hard for them to find a good enough group). Something like that happened with TKoK, and even Blizzard in WoW do specific countermeasures to adress similar issue.
Possible solution - like Blizzard make gear from earlier Raids available for badges, it is possible to, after release of D4, make D3 gear available for gold (and possibly MC). Costs should be high enough to still make D3 runs worth the effort (better on average than farming ogres for the same time). I suggest several thousand gold, increasing the futher specific item drops. Ofc, legendaries shouldn't be able to bought to respect their owners.
There is additional non-obvious benefit to this change - it allows Zwiebelchen to make futher content harder with less fear of casual players dropping the game altogether. And we all want D4 to be as hard as possible .
And, while we are at it, let's make earlier droppable spells purschasable as well.
I'd really like to hear some opinions on this topic. Thanks for reading.
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