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51 total messages Started by EvilBill Wed, 27 Jun 2007 19:14
Ideas for the next D2 patch
#541086
Author: EvilBill
Date: Wed, 27 Jun 2007 19:14
31 lines
2191 bytes
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?

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

Yahoo: evilbill_agqx
Web: http://www.evilbill.org.uk 
Re: Ideas for the next D2 patch
#541096
Author: ArtDent
Date: Wed, 27 Jun 2007 19:25
11 lines
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On 27-Jun-2007, "EvilBill" <quake2lives@gmail.com> wrote:

> 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.
-- 
If you want to purchase marijuana, press the hash key now.
Re: Ideas for the next D2 patch
#541088
Author: dyczko
Date: Wed, 27 Jun 2007 19:45
36 lines
2835 bytes
EvilBill wrote:
> 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?
> 

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
Re: Ideas for the next D2 patch
#541097
Author: EvilBill
Date: Wed, 27 Jun 2007 19:49
22 lines
1720 bytes
ArtDent wrote:
> On 27-Jun-2007, "EvilBill" <quake2lives@gmail.com> wrote:
>
>> 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.

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

Yahoo: evilbill_agqx
Web: http://www.evilbill.org.uk
Re: Ideas for the next D2 patch
#541098
Author: ArtDent
Date: Wed, 27 Jun 2007 20:44
11 lines
1372 bytes
On 27-Jun-2007, "EvilBill" <quake2lives@gmail.com> wrote:

> 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>

-- 
Religion is the most malevolent of all mind viruses.
Arthur C. Clarke
Re: Ideas for the next D2 patch
#541087
Author: neithskye
Date: Wed, 27 Jun 2007 21:51
17 lines
1994 bytes
On Jun 27, 3:14 pm, "EvilBill" <quake2li...@gmail.com> wrote:

> - 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
Re: Ideas for the next D2 patch
#541092
Author: Polarhound
Date: Wed, 27 Jun 2007 22:23
5 lines
1439 bytes
EvilBill wrote:

> Any other thoughts?

Level caps for all acts and difficulties.
Re: Ideas for the next D2 patch
#541089
Author: Gumby
Date: Thu, 28 Jun 2007 00:56
13 lines
1496 bytes
dyczko wrote:
> 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.

-- 
"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]
Re: Ideas for the next D2 patch
#541099
Author: Jake_Mysterio
Date: Thu, 28 Jun 2007 02:08
18 lines
1546 bytes
"ArtDent" <par@noyd.invalidname> wrote in message 
news:bRygi.1610$zA4.767@newsread3.news.pas.earthlink.net...
>
> On 27-Jun-2007, "EvilBill" <quake2lives@gmail.com> wrote:
>
>> 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.
> -- 
> If you want to purchase marijuana, press the hash key now.

Or play HC as if u were playing HC... lol ;-P
-- 
Jake Mysterio - The Mysterious One of Nothingness. 
Re: Ideas for the next D2 patch
#541090
Author: Jake_Mysterio
Date: Thu, 28 Jun 2007 02:14
48 lines
3234 bytes
"dyczko" <dyczko@yahoo.com> wrote in message 
news:4682becf$1_1@nntp2.nac.net...
> EvilBill wrote:
>> 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?
>>
>
> 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

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.
-- 
Jake Mysterio - The Mysterious One of Nothingness. 
Re: Ideas for the next D2 patch
#541093
Author: ArtDent
Date: Thu, 28 Jun 2007 02:34
17 lines
1390 bytes
On 27-Jun-2007, Polarhound <polarhound@comcast.net> wrote:

> EvilBill wrote:
>
> > 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

-- 
You know you are getting old if:
You can remember when the Dead Sea was only sick.
Re: Ideas for the next D2 patch
#541094
Author: EvilBill
Date: Thu, 28 Jun 2007 02:47
22 lines
1569 bytes
ArtDent wrote:
> On 27-Jun-2007, Polarhound <polarhound@comcast.net> wrote:
>
>> EvilBill wrote:
>>
>>> 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>

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

Yahoo: evilbill_agqx
Web: http://www.evilbill.org.uk 
Re: Ideas for the next D2 patch
#541107
Author: ~misfit~
Date: Thu, 28 Jun 2007 03:11
14 lines
1528 bytes
EvilBill wrote:
> 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?
-- 
Shaun. 
Re: Ideas for the next D2 patch
#541108
Author: Mark
Date: Thu, 28 Jun 2007 03:42
33 lines
1907 bytes
"EvilBill" <quake2lives@gmail.com> wrote in message 
news:5efr7pF388df7U1@mid.individual.net...
>
> 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? 
Re: Ideas for the next D2 patch
#541100
Author: Nomersu
Date: Thu, 28 Jun 2007 06:54
23 lines
2301 bytes
On Jun 27, 9:14 pm, "EvilBill" <quake2li...@gmail.com> wrote:
> 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.
Re: Ideas for the next D2 patch
#541095
Author: Patrick Vervoorn
Date: Thu, 28 Jun 2007 07:45
34 lines
2518 bytes
In article <5eglr0F392c82U1@mid.individual.net>,
EvilBill <quake2lives@gmail.com> wrote:
>ArtDent wrote:
>> On 27-Jun-2007, Polarhound <polarhound@comcast.net> wrote:
>>
>>> 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>

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.
Re: Ideas for the next D2 patch
#541101
Author: Patrick Vervoorn
Date: Thu, 28 Jun 2007 08:01
49 lines
3441 bytes
In article <1183013676.507874.123780@u2g2000hsc.googlegroups.com>,
Nomersu  <nomersu@gmail.com> wrote:

>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.
Re: Ideas for the next D2 patch
#541102
Author: Mark (newsgroups)
Date: Thu, 28 Jun 2007 08:16
30 lines
2598 bytes
Patrick Vervoorn wrote:
> In article <1183013676.507874.123780@u2g2000hsc.googlegroups.com>,
> Nomersu  <nomersu@gmail.com> wrote:
>> 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...

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?
Re: Ideas for the next D2 patch
#541109
Author: Mark (newsgroups)
Date: Thu, 28 Jun 2007 08:29
24 lines
2055 bytes
Mark wrote:
> * 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.
Re: Ideas for the next D2 patch
#541112
Author: royls
Date: Thu, 28 Jun 2007 08:54
40 lines
2267 bytes
On Wed, 27 Jun 2007 20:14:00 +0100, "EvilBill" <quake2lives@gmail.com>
wrote:

>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
Re: Ideas for the next D2 patch
#541114
Author: Falko Rudolph
Date: Thu, 28 Jun 2007 09:07
19 lines
1715 bytes
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
Re: Ideas for the next D2 patch
#541103
Author: El Chippy
Date: Thu, 28 Jun 2007 10:01
26 lines
2295 bytes
On Thu, 28 Jun 2007 09:16:50 +0100, Mark (newsgroups) wrote:


> 
> 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?

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.
Re: Ideas for the next D2 patch
#541106
Author: Jake_Mysterio
Date: Thu, 28 Jun 2007 10:12
22 lines
1602 bytes
"~misfit~" <misfit61nz@woohoo.com.au> wrote in message 
news:4683265f@news2.actrix.gen.nz...
> EvilBill wrote:
>> 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?
> -- 
> Shaun.

Or before then.. Mini-Marsh. Before the Mini-Marsh it was a weed. That's 
just reducing it a bit too much though.
-- 
Jake Mysterio - The Mysterious One of Nothingness. 
Re: Ideas for the next D2 patch
#541110
Author: Jake_Mysterio
Date: Thu, 28 Jun 2007 10:16
32 lines
2549 bytes
"Mark (newsgroups)" <marknewsgroups@yahoo.com> wrote in message 
news:f5vrie$8db$1@aioe.org...
> Mark wrote:
>> * 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.

Super Hell Mode would be Uber Tristram. Although you could make it so you 
couldn't save and exit in Uber Tristram. ;-)
-- 
Jake Mysterio - The Mysterious One of Nothingness. 
Re: Ideas for the next D2 patch
#541111
Author: Mark (newsgroups)
Date: Thu, 28 Jun 2007 10:21
43 lines
3180 bytes
Jake_Mysterio wrote:
> "Mark (newsgroups)" <marknewsgroups@yahoo.com> wrote in message 
> news:f5vrie$8db$1@aioe.org...
>> Mark wrote:
>>> * 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.
> 
> 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.
Re: Ideas for the next D2 patch
#541104
Author: Patrick Vervoorn
Date: Thu, 28 Jun 2007 10:58
50 lines
3781 bytes
In article <f5vqq7$5up$1@aioe.org>,
Mark (newsgroups) <marknewsgroups@yahoo.com> wrote:
>Patrick Vervoorn wrote:
>> In article <1183013676.507874.123780@u2g2000hsc.googlegroups.com>,
>> Nomersu  <nomersu@gmail.com> wrote:
>>> 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...
>
>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?

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.
Re: Ideas for the next D2 patch
#541105
Author: Mark (newsgroups)
Date: Thu, 28 Jun 2007 11:04
26 lines
2065 bytes
Patrick Vervoorn wrote:
> In article <f5vqq7$5up$1@aioe.org>,
> Mark (newsgroups) <marknewsgroups@yahoo.com> wrote:

[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?
> 
> 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.

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.
Re: Ideas for the next D2 patch
#541113
Author: royls
Date: Thu, 28 Jun 2007 17:11
19 lines
1771 bytes
On Thu, 28 Jun 2007 11:21:47 +0100, "Mark (newsgroups)"
<marknewsgroups@yahoo.com> wrote:

>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
Re: Ideas for the next D2 patch
#541115
Author: royls
Date: Thu, 28 Jun 2007 17:34
27 lines
1941 bytes
On Thu, 28 Jun 2007 11:07:24 +0200, "Falko Rudolph"
<falkorudolph@gmx.de> wrote:

>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
Re: Ideas for the next D2 patch
#541116
Author: Gumby
Date: Thu, 28 Jun 2007 18:46
19 lines
1877 bytes
royls@telus.net wrote:
> On Thu, 28 Jun 2007 11:07:24 +0200, "Falko Rudolph"
> <falkorudolph@gmx.de> wrote:
>> 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.

-- 
"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]
Re: Ideas for the next D2 patch
#541118
Author: Jamie Kahn Genet
Date: Fri, 29 Jun 2007 01:18
34 lines
2568 bytes
EvilBill <quake2lives@gmail.com> wrote:

> 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?

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
-- 
If you're not part of the solution, you're part of the precipitate.
Re: Ideas for the next D2 patch
#541120
Author: Patrick Vervoorn
Date: Fri, 29 Jun 2007 08:15
30 lines
2485 bytes
In article <5efr7pF388df7U1@mid.individual.net>,
EvilBill <quake2lives@gmail.com> wrote:
>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.
Re: Ideas for the next D2 patch
#541119
Author: EvilBill
Date: Fri, 29 Jun 2007 08:35
17 lines
1470 bytes
Jamie Kahn Genet wrote:
>
> 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.

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

Yahoo: evilbill_agqx
Web: http://www.evilbill.org.uk
Re: Ideas for the next D2 patch
#541117
Author: Falko Rudolph
Date: Fri, 29 Jun 2007 13:23
24 lines
2041 bytes
"Gumby" <gumbyjd@eastlink.spammersmustdie.ca> schrieb im Newsbeitrag 
news:ZlTgi.14540$tB5.14481@edtnps90...
> royls@telus.net wrote:
>> On Thu, 28 Jun 2007 11:07:24 +0200, "Falko Rudolph"
>> <falkorudolph@gmx.de> wrote:
>>> 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.

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
Re: Ideas for the next D2 patch
#541091
Author: Vladesch
Date: Sat, 30 Jun 2007 20:38
53 lines
3464 bytes
"Jake_Mysterio" <cretin@dodo.com.au> wrote in message 
news:f5v5i1$3td$1@aioe.org...
>
> "dyczko" <dyczko@yahoo.com> wrote in message 
> news:4682becf$1_1@nntp2.nac.net...
>> EvilBill wrote:
>>> 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?
>>>
>>
>> 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
>
> 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.
> -- 
> Jake Mysterio - The Mysterious One of Nothingness.
>

How about a zoo necro for act 4. 
Re: Ideas for the next D2 patch
#541121
Author: Vladesch
Date: Sat, 30 Jun 2007 20:44
41 lines
2716 bytes
"EvilBill" <quake2lives@gmail.com> wrote in message 
news:5efr7pF388df7U1@mid.individual.net...
>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?
>
> -- 
> --
> * I always hope for the best. Experience, unfortunately, has taught me to 
> expect the worst.
>
> Yahoo: evilbill_agqx
> Web: http://www.evilbill.org.uk
>

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. 
Re: Ideas for the next D2 patch
#541122
Author: royls
Date: Sat, 30 Jun 2007 23:47
20 lines
1393 bytes
On Sun, 1 Jul 2007 06:14:27 +0930, "Vladesch" <nobody@nospam.com>
wrote:

>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
Re: Ideas for the next D2 patch
#541123
Author: Gumby
Date: Sun, 01 Jul 2007 02:30
16 lines
1785 bytes
Vladesch wrote:
> 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.

-- 
"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]
Re: Ideas for the next D2 patch
#541124
Author: Mark
Date: Sun, 01 Jul 2007 03:38
21 lines
1873 bytes
"Vladesch" <nobody@nospam.com> wrote in message 
news:00d1e459$0$21671$c3e8da3@news.astraweb.com...
>
> 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 
Re: Ideas for the next D2 patch
#541126
Author: EvilBill
Date: Sun, 01 Jul 2007 14:08
31 lines
2160 bytes
Mark wrote:
> "Vladesch" <nobody@nospam.com> wrote in message
> news:00d1e459$0$21671$c3e8da3@news.astraweb.com...
>>
>> 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.

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.

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

Yahoo: evilbill_agqx
Web: http://www.evilbill.org.uk 
Re: Ideas for the next D2 patch
#541135
Author: Xenobuzz
Date: Sun, 01 Jul 2007 21:03
11 lines
1571 bytes
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.
Re: Ideas for the next D2 patch
#541134
Author: Dave Ryan
Date: Mon, 02 Jul 2007 14:22
22 lines
1740 bytes
In alt.games.diablo Mark <bongofury@verizon.net> wrote:
: 
: 
: "Vladesch" <nobody@nospam.com> wrote in message 
: news:00d1e459$0$21671$c3e8da3@news.astraweb.com...
:>
:> 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.

This I agree with 100%.  Unfortunately you can't always avoid the hacks
without resorting to holing up once in a while.
-dave
Re: Ideas for the next D2 patch
#541127
Author: Mark
Date: Tue, 03 Jul 2007 02:02
15 lines
1619 bytes
"EvilBill" <quake2lives@gmail.com> wrote in message 
news:5epqqeF39sjtvU1@mid.individual.net...
>
> 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 
Re: Ideas for the next D2 patch
#541125
Author: royls
Date: Tue, 03 Jul 2007 03:30
16 lines
1478 bytes
On Tue, 03 Jul 2007 02:02:05 GMT, "Mark" <bongofury@verizon.net>
wrote:

>"EvilBill" <quake2lives@gmail.com> wrote in message 
>news:5epqqeF39sjtvU1@mid.individual.net...
>>
>> 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
Re: Ideas for the next D2 patch
#541128
Author: Mark
Date: Tue, 03 Jul 2007 22:59
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<royls@telus.net> wrote in message news:4689986c.15306878@news.telus.net...
>
> 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. 
Re: Ideas for the next D2 patch
#541129
Author: Gumby
Date: Tue, 03 Jul 2007 23:42
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Mark 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 
> 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. :)

-- 
"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]
Re: Ideas for the next D2 patch
#541131
Author: Mark
Date: Wed, 04 Jul 2007 02:43
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"Gumby" <gumbyjd@eastlink.spammersmustdie.ca> wrote in message 
news:r9Bii.14667$Io4.11256@edtnps89...
>
> *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 
Re: Ideas for the next D2 patch
#541130
Author: Shiflet
Date: Wed, 04 Jul 2007 03:52
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"Gumby" <gumbyjd@eastlink.spammersmustdie.ca> wrote in message 
news:r9Bii.14667$Io4.11256@edtnps89...

> *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.

> -- 
> "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] 
Re: Ideas for the next D2 patch
#541133
Author: Dave Ryan
Date: Thu, 05 Jul 2007 14:57
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In alt.games.diablo Gumby <gumbyjd@eastlink.spammersmustdie.ca> wrote:
: 
: Mark 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 
:> 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. :)

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
Re: Ideas for the next D2 patch
#541132
Author: rdude
Date: Thu, 05 Jul 2007 17:04
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Gumby wrote:
> Mark 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 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. :)
> 

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!!!
Re: Ideas for the next D2 patch
#541136
Author: RJ
Date: Fri, 13 Jul 2007 23:34
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EvilBill wrote:
> 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?
> 
maphack as a quest...or once a lvl is completed allow the map to be vis
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