Sunday
Night in Sanctuary
Waynedale
Gamer
Ahh,
Sanctuary, home to such lovely places as Tristram and New Tristram. Sanctuary also happens to be the setting of
our topic today, Diablo 3 and its now defunct Auction House.
Since its release just over two years ago, I have had a
love/hate relationship with Diablo 3.
Without going that far into the past two years of Diablo 3 history, most
of us can agree on a few general ideas.
This game blew chunks when it was first released. Horrible server issues, little to no random environments,
and that pesky “real money” auction house that seemed to make Diablo 3 a micro-transaction
game, all served to remind us that even mighty Blizzard Entertainment can accidently
jizz in their own coffee once in a while.
Well, in that post jizz moment of clarity, Blizzard
realized that their coffee tasted funny and no one wanted to drink it. So slowly and surely they started to fix the
game with a series of patches. Classes
got balanced, new high end content was released, paragon levels came into
being, Loot 2.0 came, the auction house was shut down, and the Reaper of Soul’s
expansion was released, giving the game a much needed shot of randomized environments
and objectives into the game. Diablo 3
was born again hard, and like anything hard, ready to jizz into their coffee
once again.
While no one can deny that Diablo 3 is a much better game
(perhaps the best in the series), there is still a distinct taste of
baby-batter in the mocha. Unlike the spunk
of before, this mixture of fluids appears to dullards to be more
difficult to fix, and may have inadvertently been created during the repairs to
the game. Luckily for the gaming world, I
am no dullard.
Currently, Diablo 3 has a deep paradox nagging at its
core game play, kind of a digital asking of the old “chicken or the egg”
question that seems to baffle stupid people everywhere. Simply stated, it is really hard to get to
the highest tiers of end game content without getting certain pieces of loot
and gear, which tend to only be found on the highest tiers to begin with.
This problem was made evidently clear to me when I
started to read Blizzard’s own “Theorycraft Thursday” and “Goatman’s Guide of
the Week” articles. So many fun and
entertaining builds were listed for your hero to smash his or her way through
the game on, but they all depended upon very specific high end pieces of loot,
which are distributed totally at random on the highest levels of play. Basically this means lots of grinding and
pure random chance will determine if you get to try the coolest stuff in the
game out.
You seem like perfectly nice fellows, but the .00032% chance you might drop something I desperately need means I will be forced to shoot you in the face with lightning until you are dead. |
But how, Mr. Waynedale Gamer, could this problem be
solved? Well, if you ask me, which you
just did, I would tell you that some sort of building/residence/location that
allowed players to acquire or purchase exactly what they wanted needs to be instituted
into the game. You could call it an
auction house.
“That’s crazy talk you fucking retard! The Auction House was bad! It perverted Diablo 3’s kill for loot core
gameplay. You are just a big dumb son of
a bitch and you need to stop breathing!”
Just wait a moment and let me explain myself here. Loot 2.0 made great strides in fixing issues,
so it is theoretically possible that a revamped auction house system could fit
right into the game if given the sweet loving care Loot 2.0 has been given? The answer to that question is yes! Not only yes, but the perfect mechanics to
institute such a system are already in place.
Blood Shards, yep, those Blood Shards you trade for
random crappy items that you will never use can be the savior of an already
born again game. Just imagine for a
moment that you log into the game, start playing, and visit this new “auction
house”. It will contain the template for
every single piece of a gear or crafting material in the game. You simply pick and choose exactly what you
want, and it gives you a cost in Blood Shards.
Once you have that, you run bounties, bounties eventually give you Rift
Keys, the Rift Keys transport you into the super-fight situations they
currently do, you kill the boss, collect a few random items from said boss as
well as your Blood Shards. You could
then trade said shards for any item in the game.
There we have it, you are playing the game content to get
your gear, and you are saved from the complete randomness of the loot drop. This is an elegant solution to a core flaw,
and it offers everyone the chance to get the good stuff. The guy stuck on torment 1 scrapping a few
shards together at a time could eventually get a couple of items to get him
into higher torment levels which pay more shards of course. You can even incentivize random “wild caught”
loot by making it slightly more powerful then auction house loot to appease the
Diablo 3 purest out there. No more jizz
in the coffee anymore, and at least when you grind out game play sessions, you
can at least make some progress towards whatever super build you saw and wanted
to try.
Then again, what do I, Waynedale Gamer, who has been
playing the Diablo series since the very first one (I bought it launch day all
those years ago at a Target that no longer exists) know about this?
Waynedale Gamer is a reclusive
internet hermit/gamer who probably knows more about everything than you
do. Much like the mythical female
orgasm, many people doubt his very existence.
He is the only member of Team Waynedale who still faces the fate worse
than death that living in Waynedale is.
Currently playing: Watch Dogs (PS4) Diablo 3 (PC)
Currently Reading “Rise of the Warrior Cop”
Currently Album Listening to “Hydra – Within Temptation”
Have you played Torchlight 2? It's kinda like the poor man's D3 that got a lot of attention when the Diablo's launch went sour. It's got a lot of nice features (pets, sweet boss fights, even fishing if that's your thing), but perhaps the strongest element of the game is that it can be modded. Anyone can create content for the game through Steam, which means that a game with already high replay value constantly has an influx of new mobs, items, areas, and classes. Granted, not all content is created equal, but it is something that I really liked about the game.
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