2012年4月13日星期五

How to make gold relevant. - Page 3

[:1]PLEASE, nothing from WoW. PLEASE.

The mention of a Witch Doctor is already too much for me! No more Warcraft! No AH, or creepy things like that! Do not make gold hard to get, repairing shouldn't be any trouble for a wild men slaying everything that's evil in sight, can you imagin that poor triumphant Barb going back to his base but Charsi felt like ripping him off for some reason? Come on. We don't need currency! Farming gold is just too much... MMORPG!|||Quote:








PLEASE, nothing from WoW. PLEASE.

The mention of a Witch Doctor is already too much for me! No more Warcraft! No AH, or creepy things like that! Do not make gold hard to get, repairing shouldn't be any trouble for a wild men slaying everything that's evil in sight, can you imagin that poor triumphant Barb going back to his base but Charsi felt like ripping him off for some reason? Come on. We don't need currency! Farming gold is just too much... MMORPG!






As simple and straightforward as it is, Diablo is an MMORPG. WoW had MANY elements from D2 in it, so expect some to carry over into D3. The point of this thread is discussing ways to make gold relevant in D3, aside from repairing and rezzing a merc.

What's the difference between farming for gold, and farming for items? Gold would be something universal, instead of having to farm for specific things to trade, and it would make it quite a bit easier to acquire items, and track what things are worth.|||I personally would love the idea to be able to buy from vendors items that are worth my gold. All that gold stacking up for me its useless, i've maxed stash and inventory on all my characters and it just sits there...|||Quote:








I personally would love the idea to be able to buy from vendors items that are worth my gold. All that gold stacking up for me its useless, i've maxed stash and inventory on all my characters and it just sits there...




Yep. The items need to be very expensive. Basically, if you want to keep up with merchant items, you are constantly broke and/or can't afford one of the new items. And the higher you get, the more expensive are the items. But those items should not be super powerful items, that ruins the item drop game. They just must be useful for you or your merc.|||Quote:








Yep. The items need to be very expensive. Basically, if you want to keep up with merchant items, you are constantly broke and/or can't afford one of the new items. And the higher you get, the more expensive are the items. But those items should not be super powerful items, that ruins the item drop game. They just must be useful for you or your merc.






Yea. To take from the d2 rarity system, at least they should sell some exceptional uniques and not the elite ones. Anyway something of that sort that can actually help you in the game if you have the worst luck in finding good gear|||To make gold useful: 2 words: free markets!

in detail:

1. do not take so much away when you die (maybe even none)

2. eliminate limits to how much gold you can have or transfer

3. initiate gold sinks: Gambling, Inventory slots, crafting ingredients, full rejuvs, customizations, etc (curbs inflation). Most of these must have a moderately high price relative to gold/time that a new player can expect to earn in order to impart value to the currency.

4. have an auction house, or at least an auction website - this will impart global (or at least regional) market prices to items.

5. revalue sale of items to vendors correctly... uniques and sets should give you a high % of last auction sale, with no cap, while trashy +skills staffs shouldn't pay out so much.

the one thing that will prevent this from becoming WoW is the speed at which you can earn gold and buy items and services. Instead of weeks for an epic mount, prices should be adjusted so that things like crafting ingredients for low level items and the first couple extra inventory slots can be purchased almost immediately. ALSO, the main source of gold for higher level things (your 50th extra slot, elite crafting ingredients) should come from resale of valuable items, NOT gold dropping by itself. Let blizzard figure out what a good balance is.

Now, the question is, how do you prevent goldfarming and duping?|||How about tying together purchased mods, gambling, and repairs? For example have a weapon's performance (damage, speed, etc) dependent on how well kept (repaired) it is. Allow a player different options for how often to repair and how much to spend on each repair. Regular upkeep with no expenses spared gives a chance (gamble) of getting a special mod. Require continued high cost repairs to keep any uber mods. Perhaps make the best mods all require charges and a high cost to recharge.|||Quote:








5) Make gold one of the requirements for unlocking D3's version of "Uber Tristram". Not the only req, but maybe one of three. One is random drops, one is a character level, the third is a massive donation.




I recall something in a game...I think it was Fable...where you would drop a certain quota amount of gold into a well and get to fight some crazy monster that dropped something really good.

I'm thinking they should have something similiar to this, but the level of monster that spawns would be relative to the amount of gold you donate. And the monsters which comes out of this "portal", whatever it may be, will have a greater chance of dropping G0dL33z than your typical "Geleb Flamefinger" or what have you. Of course the more gold you donate=higher level monster=higher level possible drops.

For the Diablo world it definetly shouldn't be so black-and-white as gold+well=monster for no reason, but you get the idea.|||The reason Gold was worthless in D2 was because it only had 2 real uses: repairing, and gambling. But the returns on gambling weren't very good, which resulted in lack of care for gold.

If they want to make gold useful they need to curb the dropping of it some, first, Second, they need to make the items you can buy from vendors better, meaning there should be more balance between rares and magic items. Third, they need more varied ways to spend money, so that people will have to make choices of what to do with their gold.


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To make gold useful: 2 words: free markets!

in detail:

1. do not take so much away when you die (maybe even none)

2. eliminate limits to how much gold you can have or transfer

3. initiate gold sinks: Gambling, Inventory slots, crafting ingredients, full rejuvs, customizations, etc (curbs inflation). Most of these must have a moderately high price relative to gold/time that a new player can expect to earn in order to impart value to the currency.

4. have an auction house, or at least an auction website - this will impart global (or at least regional) market prices to items.

5. revalue sale of items to vendors correctly... uniques and sets should give you a high % of last auction sale, with no cap, while trashy +skills staffs shouldn't pay out so much.




I just wanted to point out that your #1 isnt in line with #3... Loss of gold as a death penalty is a very important gold sink. In wow you lose gold, for example too in the form of durability loss on your gear.




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Now, the question is, how do you prevent goldfarming and duping?




Well, one way would be to have some sort of human authentication in D3 when you make games. Similar to typing in the random numbers/letters when you join a web forum. That would stop the rampant botting at least, not the chinese goldfarming though.

Duping should really be stopped by Blizz. They have a lot more bandwidth than they did 10 years ago, which gives them more headroom to stop duping.|||Quote:








How about tying together purchased mods, gambling, and repairs? For example have a weapon's performance (damage, speed, etc) dependent on how well kept (repaired) it is. Allow a player different options for how often to repair and how much to spend on each repair. Regular upkeep with no expenses spared gives a chance (gamble) of getting a special mod. Require continued high cost repairs to keep any uber mods. Perhaps make the best mods all require charges and a high cost to recharge.




Problem with this is it would encourage people to stop fighting and go back to town to repair. If the longer you're out the less effective you become, town portals will become the number one item bought in the game.

I like the idea of higher quality items being sold by vendors. Make it rare, like a unique will show up as a special offer once every 1000 trips to the vendor (maybe even tie it into time played, so you can't just keep leaving town and coming back to refresh the wares). Make the price extremely high, several millions. It would give people a reason to go back and at least check on the vendors to see what kind of fun stuff is there.

Or the simpler answer, make it possible to gamble uniques and sets again.

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