Quote (Biggen @ Dec 28 2022 02:10am)
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A1 - Free trade is great, but only when items are extremely rare, otherwise it does break the game. So, the options for them are either make really rare items that are strong enough to make people chase them forever, then whoever has them is the strongest in the game? Or, make items more balanced and accessible so people can push content.
It's just two different game styles, for JSP users they of course prefer the open trade of ultra-rares. D4 is going for content and balanced, less competitive play all around, but
what people need to understand is that this opens up more competitive pvp play, as long as Blizzard creates meaningful PVP incentives and makes PVP fun the game is still rewarding you for playing a lot, rather than buying a lot. JSP users just want to be able to sell their items. I get it. I do too, but you can sell
some, which I'll talk about below.
B1 - Yes, you trade a good item and then if that person imbues or enchants it, that item is now out of the trading pool.
This is good! The strongest players will keep buying 1% upgrades and not be able to recycle the 2nd strongest items. It creates a larger power gap in players, in a game that's designed to have smaller gaps, so it is very good.
C1 - No, you can only trade the items you make with the mats. So, through JSP for example, people will be looking for these to buy. The top tier elixers/incense are VERY strong and also VERY time consuming to grind for. Top players will have to buy on JSP a lot.
A2 - The instanced loot isn't tooo bad, it gives them more control over how much gear everyone gets so they can balance it. Letting a barb pick up a sorc wand just to vendor it, when it could be an upgrade to the sorc, idk. This isn't D2, the instanced loot feels pretty good here imo.
However, they just gave too much loot and it's not very rewarding feeling. I think they've gotten the feedback from beta that this was the case and hopefully will have made the needed changes.
B2 - That's the type of game this is, but they actually did a decent job of creating a lot of ways to play.. to max out your char potential though, you NEED to explore the whole map, and max out a few glyphs by doing dungeons. Other than that there's nothing really required for you, it's not quests like LArk at all (thank God.)
C2 - Nah, it didn't feel too much like LA. (Again, thank God!)
The game actually has way bigger issues than these.. it's quite interesting that JSP users are only focusing on these ones when they should be worried more about the way your level affects loot, being punished for early progression, the really hard to get high rolls on uniques still not being quite rewarding enough to get (which, as a Classic player, I don't mind too much but the LOD plebs will.) And more. The game has issues, but it is really fun still. Especially with a 3mo season and seasonal changes.
It's not D2, but it's not bad like D3, not P2W like Di, and not illusion of choice but actually homogenous builds like LArk.
It's going to be popular, because it's a good game. You can tell they've put a ton of thought into it and it's going to be played a ton because of it. There are tons of ways to play this game in your own style.
E - I almost forgot, two more things they do force you to do are bosses (for mats for adding sockets) and exploring Helltides (for mats for enchanting.) Both of these are untradeable mats in any way.
This post was edited by musclemagic on Dec 28 2022 06:31am