THE ULTIMATE SUGGESTIONS THREAD

Diablo 1 HD, codename Belzebub - General forum.
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Wingard
Posts: 209
Joined: 11 Apr, 2014 0:23

THE ULTIMATE SUGGESTIONS THREAD

Post by Wingard »

Last update: 20-04-2014
Number of updates: 1
Suggestions: 150

NEXT UPDATE: 27-04-2014 (Sunday)
(will bring first votes and new suggestions)


Intro:
Ok so theres been a chaos regarding suggestion threads on forum featuring ideas from various players. I decided to gather all of them into one place and let people know that THIS is THE place to report ideas and vote for or against them. This way everyone will be able to keep track with everything and add their vote to help developers know better what the hell do we even want from them.

I looked through the entire Belzebub forum to gather ALL the ideas. I skipped very few of them that were already outdated ("Cain's identification could be faster!") or simply ridiculous ("screw Diablo I, make a Belzebub mod for Diablo II !!1!"). I did this in chronological order (from the oldest to the newest). I didnt include who came up with which one as its not a crucial information.

Since forum's poll option features only the option for a one question and many answers (not MANY questions and 2 answers) i had to make things the way they are here, by a list, and voting will have to make place by typing one's opinion (i didnt want to create some survey outside of the forum, lets keep things here).



The rules of this thread are:
  • - This post containing the list of suggestions will be updated from time to time after gathering a group of new suggestions from the upcoming posts by users and new votes about the old ones. Every update will be announced by a new post so you wont miss it. Lets say the list will be updated once per a week.
    - Dont edit your posts after the votes update. If you had a change of mind make a new post and dont forget to remind that you change your vote.
    - Every suggestion from the list can be voted "for" or "against" (or simple "Yes" or "No" if you prefer that). If you arent sure whats your opinion about something then skip it and dont vote at all, move onto the next one.
    - Keep your answers clear, for example add a "Yes" or "No" at the beginning of them (so it will be easier to count the votes). After that you may start elaborating your answer if you wish.
    - if a "yes" or "Agree" or "no" or "disagree" doesnt fit your answer then it means your opinion is invalid (for example it doesnt give an clear answer). in that case try to use different words in stating it.
    - if you want to adress the issue mentioned in the list BUT solve it in a DIFFERENT way than stated, then make a NEW suggestion.
    - keep your new suggestions in their own list inside your post instead of introducing them as a part of your opinion. this will help with gathering them up and adding to the main suggestions list later on.
    - Only the votes from posts in this thread will be counted, so even if you already said what you think about something you have to at least say "Yes" or "No" again. And by the way this way anyone will be able to count the votes to check if counts are fair.
    - In your opinion you cannot be ambivalent ("yes and no"), you have to be either for or against, or not vote at all. Unclear votes will not be counted.
    - Dont type useless votes like "i dont know" or "makes no difference to me". Just skip instead.
    - No matter how many yeses or noes will you type it will count as just one "yes" or "no" :)
    - Positively popular suggestions from the list (having much more upvoted than downvotes) will be distinguished from the rest with a bigger font size. While posting make sure to always make your mind about these! :)
    - If you want to add something new, dont report bugs. For these we have threads about the new version of the mod being releases. Here we talk only about suggestions.
    - Also, try to express your idea the way it could appear on the list: not too long, not too coomplicated. You can elaborate it in your post if there is a need for it, but remember that your essay wont appear on the list.
    - Also, firstly check out if idea you want to suggest isnt on the list already.

    - Mind the fact that you dont have to go through all the suggestions at once. You may deal with it in portions, for example state your opinion on first 50 suggestions in one post, then next 50 two days later in another post, and so on.
- new suggestions made by users will be added to the main list on the next update after they were posted. Dont vote about them untill they are officially there.



There are many suggestions gathered. I know it may seem scary but after the first round it will be easy to keep up with new ones. :) Link to the notepad version of the list: http://speedy.sh/vzDSy/suggestions-list.txt



THE LIST:

1. create levels from Hellfire (Hive and Crypt)

2. make open source of the mod avaliable for the users

3. make an option to create a Hardcore character

4. lower the Sentinel's cooldown

5. increase itemlvl for two-handed weapons, at the moment they are inferior to having two one-handed items

6. bulit-in bonuses for Staves - even non-magical ones - like in diablo 2. (for example +to spellpower, +to casting speed or at least +X to Y, where Y is a spell)

7. Nova, Immolation, Frozen orb, Flame wave, Elemental are inefficient to cast. too low damage for too high mana.

8. buff Inferno's damage

9. increase the mana cost of Charged Bolt

10. damage of Blizzard and Meteor cluster spells are unbalanced - too low at starting levels and too high at later levels

11. Dark pact spell has too high cooldown

12. higher levels of higher level spells require too much Magic to aquire. in this regard progress of a Sorceror slows down drastically on 26-28 char lvl

13. no enemy - whether normal or boss - should be immune to every non-psyhical damage source

14. nerf Arcane trap (Flash) and Nova trap on Hell and Torment difficulties. they deal too much dmg despite 75% resistance

15. time to kill not-strenghten Diablo (Map of the stars) is too short, prelong it a bit

16. nerf the teleportation ability for Mage type monsters of hell levels. they teleport too often, its too annoying to deal with.

17. make the effect of Secluded shrine temporary (this shrine reveals the whole automap of the level)

18. skills cooldowns should scale with character's level

19. add a low cooldown (~1 second) of Firewall and Lightning wall spells for balance purpose

20. some crafting ingredients are too hard to obtain (silver oil)

21. sell prices are too high, hero can get too rich too quickly at later levels

22. make Pepin heal us automatically rather than after clicking "Recive healing". same with Adria and mana.

23. option "Identify all" on Cain's

24. automap icon for Town portal, Wypoints, exit from the Forest level (Andariel) and Enterance to the Diablo level (Terror domain)

25. magic find stat affecting our chance to get better items by gambling (rares, uniques, sets)

26. Quest window would show on which lvl does the selected quest takes place (for example "The butcher" "Level 2")

27. mass buying a potion by shift+right clicking it in the shop to fill every empty spot in the belt with a potion of this kind

28. option for downgrading gems

29. let golem walk faster to make him easier to keep with with the player

30. in the item's tooltip it's durability be shown in different colour when approaching low value

31. decrease the range of view for ranged monsters

32. let it be possible to hurt Mage type enemies as long as they are not COMPLETELY vanished when they start to teleport

33. focus on making a Multiplayer mode now and give less attention to any other suggestion or bug report

34. let spells mana cost NOT increase along with hero's level. in place of that increase such spells base mana costs.

35. instead of fixed skill sets create a skill trees for every class

36. remove lvl 1-3 scrolls from the game with the exceptions of Town portal, Identify and Ressurection (only in multiplayer)

37. remove classes and make one hero with an option to choose the gender and appearance

38. merge the characters classes with each other (warrior with barbarian, rogue with assassin and sorceror with necromancer). skills would be on their skill trees with two branches.

39. make a running system like in diablo 2

40. skill tree like in diablo 3 - there is 8 of them divided to 4 levels with 2 on each one. you get to choose one of the every level.

41. Full friendly fire. everyone in different team, everyone able to hurt his allies (other players, golem)

42. use rectangle from the center of the interface

43. remove rectangle from the center of the interface

44. attributes of the cratfed items should depend of the level of character whomade them to keep recipes viable throughout the whole game

45. buff Assassin's skills

46. allow Assassins to dual wield daggers and short swords

47. allow Assassin to use her Stealth even when she is seen

48. lower the poison damage (from poison spitters, poison enchanted bosses and poison nova of the enemies)

49. introduce a Poison type of damage along with a resistance for it

50. count Poison puddles as Trap damage for the sake of "Recieve half trap damage" ability

51. make Assassin and/or Rogue recieve less trap damage by default or a skill

52. increase chance to get better items by gambling (rares, uniques, sets)

53. remove friendly fire in multiplayer not to hurt allies, ever

54. add the possibility to change controls

55. recolor the interface to be less bland

56. disallow player to teleport through bars to areas he should not yet be allowed to enter (like King Leoric's tomb without pulling the levers first)

57. allow users to donate the project and it's developer(s)

58. dont display videos when the game is being launched

59. make the spell's charges be visible on the icon on the game's interface

60. move Horazon's fire creature to a bigger area or give him running animation instead of jumping around

61. reading the book in the Horazon's Sanctuary that teaches us one level of the Golem spell should spawn a golem for us, like a Guardian book does in the Chamber of bone

62. option to turn on darkness in Tristram

63. make Tremaine the priest appear in town later in the game

64. move Tremaine the priest from the house near town portal to little hut in front of the cathedral

65. make screenshots be saved in .png format

66. "already max lvl" notification for books with spells in which our hero already has lvl 15

67. reduce Telekinesis mana cost

68. increase Town portal mana cost

69. let mass destruction spells (nova, immolation, apocalypse, etc.) to be cast from under the Left mouse button

70. Meteor cluster's icon being rotated to make it look as if the missiles were falling from the above instead of flying from left to right

71. Healing making caster un-frozen (Heal other unfreezing healed ally)

72. arriving to town making hero un-frozen

73. remove casting time from Flash and Phashing

74. buff Firebolt and Ice shard at later levels

75. make Black death zombies bosses unable to apply the max health debuff onto the hero by dealing the damage caused by the hero by any attack other than it's melee attack (currently it works also for poison puddles for Posion enchanted, for Flash (Arcane enchanted) and Charged bolt (lightning enchanted))

76. make dying apply a temporal penalty onto the player character reducing one or more of the following: [exp gain, gold drop, magic find, attributes] for the death to actually matter

77. death count in the char window

78. general stats screen containing counters with amounts of monsters killed sorted by type, total and highest damage taken or dealt, and such.

79. icons for "repair" and "repair all" should differ from each other, same with "recharge" and "recharge all"

80. lower the amount of barrels

81. lower the amount of libraries

82. lower the amount of rewards for easily accesible quest areas (like Lost treasure chets)

83. support for foreign keyboards in terms of ALT button

84. make the both tooltips appear next to one another when holding an item and moving it above the other item of the same type (will allow to compare both items easily)

85. ALT showing tooltips with names of shrines and libraries

86. make barrels destructable by monster's projectiles

87. screenshot file names could use leading zeroes (since they appear to be named after the current date and time). This way, even sorted by name, they'd still be sorted in chronological order

88. shield should allow to block only these magic projectiles that you have no resistance to, like in vanilla Diablo

89. remove armor class from shields, increase block chance instead

90. remove trap damage and assign elemental damage to traps

91. implement Boots and Gloves to the equipment system

92. remove "Animal" type of creature and make animal monsters either undead or demonic

93. lower monsters hp regeneration

94. tooltips of items stored on the belt should be only one line of text high. they are 3 lines high at the moment, which makes it more difficult to navigate sometimes

95. make a different background slots lighting for different items placed on the inventory/shop gride. set items would have green background, rares - yellow, etc.

96. disallow NPCs to wander too far from their original spot

97. Buther's cutscene should be played right after entering his level, not after opening his door

98. when using scrolls of identify make it vanish only AFTER you click on an identifiable item. at the moment they dissapear as soon as you right-click them and you cannot change your mind.

99. stash chests shouldnt be placed near the tavern, they should be near player's house

100. disallow the game to place scrolls and elixirs on the belt after picking them up or buying them

101. make a notification on the screen in the moment new skill is unlocked (like the "Arcane knowledge possessed!" window or the one after pressing V, just with the "New skill unlocked!" message.)

102. dont place Odgen's Introduction on the Quest list

103. the amount of gold given by spiritual shrine (giving money to every empty slot in the player's inventory) should rise quicker

104. nerf Magistrates on Torment difficulty, they deal alot of damage despite 75% resist

105. change Odgen's route so he will not walk through player's town portal when its opened

106. make Golem visible all the time when in town. at the moment he dissapears while being on the other side of the building

107. Elemental drain should break enemy's immunity to Stone curse (with the exception of Diablo)

108. Stronger versions of the monsters (such as Berseker, Fanatic, Champion and Posessed) should give more experience when killed, just like Minions of a boss do

109. Let "Repair all" option work only for items equipped, not for the ones in our backpack as well

110. Let durability of the item influence the price for selling the item

111. make Golem pick up nearby gold piles when out of combat

112. potion placed on the lowest slot of the belt's columns makes all spots of that column the spots only for the same potion type. eg. picked up mana potion wont make her way into the health potions column

113. option to randomize new items in shop, for money

114. option to randomize new AND BETTER (increased item lvl) items in shop, for money

115. let new character start with a single Town portal scroll

116. let golem break nearby barrels when out of combat

117. Shrines working on our Golem as well

118. Andariel spawns only after we turn off all of her red wisps placed throughout her forest level

119. Make the quest with worms in infested cellar end after we kill each one of them, not the boss only

120. At the moment there are two places in char menu that show resists. Make one of them display them without the 75% cap

121. casting Teleport allowed in Tristram

122. Each one of Sorceror's skill on a scroll

123. create a cow level

124. nerf the charge. either reduce its speed or its damage, or both

125. Currently you can see the exact health and mana when you hover your mouse over the orbs. Add a option to make these numbers always shown

126. Remove spells/skills images from above the player's head (like Mana shield's golden orb)

127. The spellbook's sheet remembering the last page it was opened on, just like character sheet and the stashes.

128. allow to disable 3D sound in the settings menu

129. change the right mouse button to decrease values on the settings menu. For example if town walk speed increase is 40%, after clicking with the right mouse button becomes 20%. will be useful for resolutions as well

130. rename the unsumon spell into Cancel spell and allow it to cancel effects from shrines and character skills

131. all projectiles should pass throught mobs when the projectile is evaded (not blocked)

132. arrows shouldnt be able to destroy barrels from distance (except explosive barrels by fire arrows)

133. let the Unsummon skill work on Firewall and Lightning wall

134. increase a space between icons of buffs for ~10 pixels so that two timers next to each other wont be making one long digit row

135. warning sound every second when the timer of the long-duration effect (elixir, infravision, mana shield) is going to wear down

136. single sound announcing that the long-duration effect has ended

137. Make Mana shield be applied by Sorceror hero automatically when entering the dungeon (any area outside of Tristram) for the first time in a new launched game

138. drinking a health potion while having mana shield turned on will restore mana instead of life

139. Having a Mana shield on would change the colour of our Health orb from red to blue

140. add item level to the item's tooltip

141. add monster's level under it's health bar

142. make player immune to his own damaging spells (firewall, lightning wall)

143. Make all the crafting recipes shareable (able to be put into the share stash)

144. When crafting, make the recipe draw everything that is needed from THIS pile, instead of the current (separate) one next to the item

145. make healing the golem (by using Heal other) more efficient

146. replace the [min-max hp - max-max hp] numbers of the monster under its health bar to the simple hp counter (current hp - max hp)

147. buying/picking up 1-square big items will make them be placed on the lowest row of the hero's inventory (first one from the bottom of the screen) instead of the highest

148. about crafting: make it possible to transfer all magical properties from a magic item to a non-magic one that goes to the same equipment slot

149. change Guardian spell's icon to the one from Diablo 2 (Hydra spell)

150. option to have buff/debuff timers be exact (exact amount of minutes and seconds left)
Last edited by Wingard on 21 Apr, 2014 3:10, edited 11 times in total.
User avatar
Wingard
Posts: 209
Joined: 11 Apr, 2014 0:23

Post by Wingard »

(i know doubleposting is bad but im doing it only for the clear example purpose)

notepad version:
http://speedy.sh/fvm2k/my-votes.txt

forum version:
1. yes 2. no 3. yes 4. yes 5. yes 6. yes 7. yes 8. okay, uh, why not 10. yes 12. yes 13. yes 16. omfg yes 18. yes 19. yes 22. yes 23. yeeeeees 24. yes 25. yes 27. yes 29. yes 30. yes 31. yes 32. yes 33. no 34. yes 35. yes! 36. yes, but Stone curse, Warp and Healing could stay too 37. no 38. no 39. no, because too difficult to do 40. no 41. no no no [42. and 43. yes, do ANYTHING, it serves no purpose as it is right now] 44. yes 46. yes, sounds cool 47. no 49. no 51. no 54. yes 55. yes (although i know i will probably be the only one aproving this) :) 56. yes 58. yes 59. yes 60. yes 61. yes 62. yes 63. yes 64. yes 65. yes 66. yes 67. yes 68. yes 69. yes 70. yes 71. yes 72. yes 73. yes, that would make them useful i guess 74. yes 75. yes 76. yes 77. yes 79. yes 82. yes 84. yes 85. yes 87. yes 90. yes 94. yes 95. yes yes yes 97. yes 98. yes 99. no 100. yes 101. yees 102. yes 105. yes 106. yes 107. yes 108. yes 109. yes 110. no 111. yes 112. yes 113. yes 114. yes 115. yes 116. yes 117. yes 118. yes 119. yes 120. yes 121. yes 122. yes 124. yes yes 125. yes 126. yes 127. yes 129. yes 130. no 132. no, i think they should. 133. [yes, this OR 142.] 134. yes 135. yes 136. yes 137. yes 138. yes 139. yes, but not 100% sure 140. no, what for, "Level required:" is enough imo 141. no 142. yes [this OR 133.] 145. yes 146. yes 147. yes 149. yes 150. yes


okay, now is your turn to vote! :)
User avatar
Constance
Posts: 246
Joined: 28 Mar, 2014 19:39
Location: Tristram

Post by Constance »

Ok, here are my votes.
If the suggestion number doesn't appear, it means I don't really have an opinion about it, most likely I'm OK with it but don't think it's absolutely required

4. sorry, can't answer: I just found the spell but never even had the occasion to use it
11. no: I think it's OK as it is ; being able to use it too often, considering the Healing spell has no cooldown, might make it a bit "too easy" ?
13. yes
16. really not sure there: I think they've already been made easier to hit before they finish teleporting in 1.04, so it's all a matter of balancing the difficulty
18. if you mean make the cooldown longer as you level up, I'm against it. If it's the opposite, then OK
23. yes !
24. yes
31. hmm I guess it should depend on from how far you can see them, and that may have changed now as version 1.041 allows to select any resolution...
33. no
34. yes for the first part, not sure about increasing the base mana cost though
39. no
41. make it an option then
48. yes
49. no: every time you add an element, it makes it harder to max all resists without relying on items that give +allres and items that give resistance to only one or two elements become sort of a problem when choosing your equipment
53. same as 41: make it an option
54. yes please
55. no, this type of change should not be imposed. I read there were plans to make the interface easily modable though, that should be enough ^^
58. make it an option (command line switch ?)
59. yes
63. yes
65. yes
68. yes
70. yes
72. yes
73. yes
75. yes
76. well then, not on attributes that are used to equip items or that could be too much of a problem
80. no
82. no, in fact I think all equipment in the Warlord of Blood's room should be magic as in the original game
84. yes
85. yes, and decapitated corpses that have not been looted yet
86. no, actually make it so you only can destroy them like in the original game, so you can make use of them as obstacles
87. yes (of course, I think I suggested it :p )
88. yes (again)
89. no
98. yes
99. actually I think it would be nicer near the fountain ;D
100. yes
106. yes
107. don't know what it is, so really no idea there
108. yes
109. yes
110. yes
112. yes
113. I don't understand what you mean by "for money" but the possibility to have a merchant generate new sets of items for sale would indeed be nice
116. no, for similar reasons as #86
118. no, that would be a hassle when you miss one and have to check them all...
119. yes
120. yes
123. no, that'd break the "serious/dark" vibe of the game
124. yes ^^'
126. make it an option
129. yes, and better yet: allow to switch between values with the left and right arrows of the keyboard, just like it currently does with resolution in 1.041
132. not exactly, see #86
135. no, every second is too often
136. yes
138. no, that would be weird
139. no, since hit points don't become mana just because you have a shield...
142. make it an option ?
147. yes
148. yes (again, I suggested it, how could I disagree?)
149. yes
150. yes


Off topic : could you please use something else than speedy.sh to host files? I really don't like that downloader system...
For text files in particular, it's much better to use some pastebin.

Edit : removed my answer to #20, I actually don't have enough experience with that it seems, as I never found one of those yet...
Also removed answer to #44 as it seems I had not understood it right the first time.
Last edited by Constance on 20 Apr, 2014 18:57, edited 3 times in total.
Nomic
Posts: 42
Joined: 15 Apr, 2014 0:03

Post by Nomic »

wow thats a huge list of suggestions. Given that this is a hobby project by a small team (or is it just one person?) I really don't want to pile on to something so massive already but one thing thats really caused me to tear my hair out is the "New Game" and "Exit Game" options.

I've been in the habit of pressing Esc to close my inventory, and i know I could be using a different key but old habits die hard.
Anyways, a simple confirmation on New Game or Exit Game would be nice to avoid accidentally closing your current game. Already twice today I've left games by accident where I was almost done clearing a quest. Just a simple quality of life improvement and definately not top priority or anything.

It could just be an "Are you sure?" or "Close Game" with "Yes" and "No" as options.
Sabranan
Posts: 8
Joined: 23 Mar, 2014 7:13

Post by Sabranan »

Ok here we go...

2. Yes – Anything that encourages people to make more mods for D1 should be done. There’s very little about right now.
3. Yes – Hardcore was really quite popular in D2, as long as it’s optional there’s no reason why it couldn’t be here either.
6. No – If they have bonuses they should be magical weapons. Basic design weapons should be white.
7. Yes – The more powerful spells should be more useful. A high mana cost is reasonable, doing crap damage is not.
8. Yes – Inferno has never been useful in D1 or any mod I’ve played.
9. No – Charged bolt is supposed to be a fairly low-end spell. If anything it needs a damage reduction.
12. Yes – I’m discovering this as I write this, pumping certain spells has just become unrealistic even though I’ve put every attribute point into magic.
13. No – Certain bosses could be immune to all but physical, not normal enemies though.
15. No – An hour after entering the Terror Domain is fine.
16. Yes – Mage type monsters, especially champions/bosses, teleport WAY too often. I’m not looking forward to dealing with a big group of these things.
17. Yes – The automap is not so useful for showing where things are (except quest areas), but it is useful for showing you where you haven’t been yet! Make it so it only lasts a few minutes, and make it so you can cancel it!
18. Yes – Higher character level’s should have lower cooldowns.
19. Yes – Rapid fire of these spells shouldn’t happen.
22. Yes – There’s never any good reason not to restore life/mana for free.
23. Yes – This would save a lot of time.
24. Yes – It would make the automap more useful and there’s no reason why a player shouldn’t know about these things if he was there!
25. Yes – This would require some commitment on the part of the player, but there’s no reason why such shouldn’t be rewarded.
26. Yes – This would be very useful for new players.
27. Yes
28. Yes – This has become a real pain with recipes that require lower quality gems than you have.
29. Yes – His walk speed should increase as his level does.
30. Yes – This should help make it more obvious when your items are falling apart.
31. Yes – At the moment this has monsters shooting at you and hitting you from a range way higher than they should, or firing at you when their projectiles despawn before hitting you anyway.
32. Yes – This would seriously help with rapid teleporting mages.
35. Yes – Assuming you can create reasonable skills for each class this would be cool.
36. No – Scrolls are integral to the D1 universe, they should not be removed.
37. No – Hell to the no!
38. Yes – These skills could be combined nicely, with the three basic classes branching into subclasses as you level up.
39. No – I think this is unrealistic for D1.
41. Yes – You shouldn’t be able to walk through each other’s fire walls, be hit by lightning and have it do nothing etc.
44. Yes
48. No – See 49.
49. Yes – This makes sense
50. No – The concepts are different and should remain so.
53. No – It might be an idea to introduce this as an option when creating a multiplayer game though.
56. Yes – This is obvious, it breaks the quest system when players can just do this.
57. Yes – Assuming the developers are not going to get into legal trouble over it!
58. Yes – Although this should be optional maybe with a shortcut switch or an ini file setting.
59. Yes
60. No – I like him how he is!
61. Yes – This makes sense, teaching by example!
62. No – If there is to be day/night, it should be automatic not optional.
63. Yes – It’s not a bad plan to have him appear/disappear at random actually, given the town gossip. He just definitely needs to be there when it comes to his quests.
66. Yes – This is a bit of a pain remembering what you already have as it stands.
69. Yes – I wouldn’t use this personally but there’s no reason why players who want to shouldn’t be able to.
71. Yes
72. No
73. Yes – These are designed to be emergency spells, they should cast instantly when triggered no matter what.
74. No – Although I wouldn’t mind a synergy system similar to what D2 has.
75. Yes – Black Deaths should only be able to apply their debuff by hitting you.
76. Yes – I like this idea a great deal.
77. Yes
78. Yes
79. Yes
80. Yes – There really are just too many of these things lying around.
81. No
86. Yes – It seems unreasonable that they should be ignored.
88. No – If a shield can block something you have no resistance to, it should be able to block something you do have resistance to!
89. Yes – This would make much more sense.
90. Yes – No need for traps to be a special type of damage.
91. Yes – Although this will likely require some rebalancing, it’d be good as a long term goal.
92. No – This is part of the D1 universe and should be left as it is.
95. Yes – This would be useful.
96. No – You soon learn where they go.
97. No – It should be played just before you encounter him.
98. Yes
99. Yes
101. Yes
102. Yes – It has no place there.
103. Yes – Should probably be dependent on dungeon level and difficulty.
105. Yes – I don’t see Odgen as the type to go wandering through a bright blue magic portal when he could just go around it.
106. Yes – There’s no line of sight concerns in the town.
107. Yes
108. Yes
109. Yes – Perhaps pressing it when all your equipped items are already at max should repair your backpack ones instead?
110. Yes
111. Yes
112. Yes
113. No – This would seem unrealistic.
114. No
115. Yes.
116. No.
119. Yes.
120. Yes.
121. Yes – If a player ends up stuck somewhere it’s their own silly fault.
122. No
123. No – Instead, you should simply claim to have made a cow level, show a few screenshots and then leave it to the player’s imagination.
125. Yes – As long as it’s optional.
126. No.
127. Yes
129. Yes – This is very annoying sometimes as it is.
130. No – Cancel sounds too cold and clinical, not like something you’d find in Diablo.
131. Yes.
132. No.
133. Yes.
134. Yes.
135. No – Warning sounds don’t feel right, although maybe having the icon flash would be ok.
137. No
138. No.
139. No.
140. Yes.
141. Yes.
142. No.
143. Yes.
145. Yes.
146. No – This should be available to the player but only after a certain number of kills, I.E. you should get more accurate info the more experienced you are at killing that monster.
147. Yes – This would be a major improvement.
148. No
149. No – This is D1, it’s a guardian, not a hydra.
150. Yes – This would be more useful.
riesa
Posts: 415
Joined: 21 Feb, 2014 13:15

Post by riesa »

So there's time for my shot...

1. No. IMHO Hellfire some kind nerfed all Diablo atmosphere. But this is just my opinion. // No

2. There is one problem. There are many scumbags in our world that would change some thing and realease it as their work. If you want to be a participant in creating of this mod just go to devs with your 'CV' ;p // No

3. It was discussed before. If you're honest with yourself then you can play even now hardcore chars. BrightLord clarified this why, even if he would incorporate hardcore mode to this mod, it would be still honest case. // No

6. +spell on white items would be nice. But same as in D2 - it would be help only at the beginning. // Yes

7, 8. Someone really want to use those spells when have better already? // No

10. That's why those books aren't so common as firebolt ;p // No

11. Cooldown of Dark Pact was already lowered AFAIK... // No

12. Quite like bullsh... On those levels it is quite easy, when you have some patience, to aquire enough +mag items. And remember... Best spells should be MAG req to deal nice dmg <; // No

13. In vanilla Diablo - sure. In Belzebub there are many ways to decrease immunities. So don't need to do this. // No

14. Agree... Few times get caught on nightmare on flash trap in chest... Stunlock and ~700mana vanished in a windblow... Max light res, really? // Yes

15. 1 hour? Too long? farm better items [; Styner beat Diablo on Torment... With Warrior, not sorc and he didn't complain. // No

16. Agree. Teleport-AI should be reversed to vanilla Diablo type. After teleport at least one cast and then try to teleport again. // Yes

17. It's enough to remember what Secluded shrine do. If you don't want it - you don't click it. // No

18. Nope.

19. You use those spells usually on mobs standing in one place (i remember joke about bassist at the gig... xP). So cooldown wouldn't change that much. // No

20. Silver Oil is easy to obtain but quite expensive. // No

21. Why sell items when you need to salvage them and you have enough gold from drops? // No

22, 23. Something that i have mixed thoughts about... Auto-heal/identify all is quite handy and part of my brain wants it but ither part is satisfied that at least few moves that my hands do after years of playing D1 are still actual... So i'm not decided about that. // More at No than at Yes

24. Town Portal icon? For what? Some people have such really bad memory to not remember when they placed it? Or can't place it again? Waypoints - totally agree. Exits from minilevels... Again, for what? TP back to town and use waypoint... Other thing... Minilevels are always the same... Look at minimap and then you know where is the exit. // Waypoints icons Yes, rest No

25. It's not like this now? // No

26. Could be nice - BrightLord said that quest menu is under development so we never knows... // Yes

27. This could be usefull same as - when shop is open you need to shift+click or ctrl+click to sell item, same as D2LOD 1.10+ // Yes

28. For some time i thought it would be useful, but... Those receipies needing flawed gems are really useless... So... // No

29. It's clay, not flesh and bones... // No

31. Agree. They even shoot at player when something about 1,5 screens away from him... // Yes

32. It is possible now... I saw this with my mage with lightning. And i think that it was not possible at first open beta realease. It looks like you still can hit those bastards at first half of teleport animation. // No

33. Too much bugs or things to do to focus on MP. Especially BrightLord and Noktis said that it this too much time consuming. If someone could play MP he don't want to see any major bugs... So fixes are more important now. // No

34. They're increasing with clvl? Good to know... If so - // Yes

35. Don't make WoW or D3 copy... // No

36. Nope

37, 38, 39. One of most crappy suggestions on forum... There will be few more in this list ;p // No

40. See point 35.

41. Maybe on MP. Firstly we need MP then we can improve it. // Neutral

42. Like i said in other post. It can be usefull to show detailed info on mobs that we're pointing on. There was great suggestion to show detailed info on spell that is on LBM or RBM without going to spellbook. // Yes

43. So what's then? Chuck Norris jokes and Belzeboobs in this place? xD // No

44. Types of recepies and their clvl req do the work already. // No

46. Totally agree. It can be done as we saw it in Mordor's mod and it could be veeeeery useful especially that someone said that DPS of Assa is suprisingly low. It should be that way. // Yes

48. Only from posion enchanted bosses. It's same as flash trap. Stunlock and ~700mana vanishes immediatelly. Max Magic res... So maybe point 49 is good idea? // Yes for 'poison enchantment' affix bosses and their poison projectiles

50. Making 49 is enough for that. // No

51. Rouge have Disarm Trap skill to not receive it at all... -.- // No

54. Yeah... that would be nice but only to make hotkeys for spells... sometimes f1-f8 isn't enough ;p // Somehow Yes

56. Agree.

57. It was clarified by BrightLord. He can't take money for making his work based on copyrighted material.

58. This should be disable or same as in D1 - only at first launching. // Somehow Yes

61. Could be nice. // Yes

66. Totally agree. When you hover your cursor on spellbook with spell that player maxed then there should be some notification in tooltip. Or maybe even when book is lying on the ground. // Yes

67, 68. For what? Telekinesis is useless, cause we don't see what's lying on the ground behind the wall so you don't use it such often. TP more mana cost? Just sorc should use this spell? // No

69. Agree. I can have Lightning on LBM, i can have Blizzard too... So why not Apocalypse? // Yes

70. This could make more sense and give a player some tip how spell looks. // Yes

74. Why when you have Fireball and Ice Blast at later levels? // No

76. Only penalty in D1 was gold/eq drop. Now you have gold drop and the worst penalty ever - frustration, especially when boss kill you at end of his hp and after you come back to him you can put him down to at least half HP xP // No

77. Could be useful. // Yes

79. After few minutes of playing this game it's useless. // No

80, 81. Never!

82. Lost treasure chests have nice drop. Agree. But still i get better drops on seal bosses on normal than Lost Treasure Hell... And i'm talking about unique/set items. I can drop plenty of unique and set items from those chests but there are so low quality items that the only can go to Anvil. // No

85. It would be enough to see a mushroom patch with alt xP

86. This should be done other way... Arrows pointed at monsters should not destroy barrels because barrels are not not such large . Same with monsters arrows pointed at us. Here i can say that chars using bows should be able to destroy barrels from distance. You point, you shoot, you hit. But spells are different things. Player and monster spells should destroy barrels that are in a way of this spell.

89. You're sure that in vanilla Diablo shield blocks spells that we were not resisted to? I think it was otherwise.

90. Agree.

91. No need to.

92. Nope.

93. It's good as it is. // No

96. Like someone said. It's easy to see and remember where can NPC's be. Griswold is roaming between blacksmith/Cain/Peppin, Trader from Tremaine/Ogden/Griswold/Cain/Peppin. // No

97. Cutscene is in the right place now because when you open the door you see what butcher is doing in his chamber. How can you see this while entering his level? // No

98. Agree.

99. Their placement is ok. // No

100. Totally agree. There should be even D2 system. When you have HP potion in first spot of column there should be picked only HP potions. Now there can go Mana pots, Elixirs... Even Scrolls that we can't even use (because of low MAG). // Yes

101. It's so hard to remember that new skills are at 8, 16, 24 and 32clvl? :P // No

103. It was always useless shrine. Maybe had some point on the beginning when gold drops from monsters were poor but... Why you want to buff this shrine when you can have plenty of money from drops? // No

105. It's players portal... Maybe Ogden doesn't have any MAG to see/feel/go through this portal? :P // No

107. With stone curse i have some other mechanics idea but... Maybe someday i will try to use proper words to be understandable with that xP // No

108, 109, 110. Agree.

111. Or make some script that would autopick gold. // Yes

113, 114. It's not Soviet Union. When seller don't have stuff that is interesting you right now he can't magically change his stuff to something different. In sountries of Soviet Union it was easier. There was nothing in shops but with some bribe seller would show you what he had below the counter. Such like Wirt xDD // No

115, 116, 117. Agree.

118. Could be nice but... Those red things are traps, so... // No

119. It makes sense now but why not do it as suggestion say? // Neutral

120. Agree.

121. But no cost. // Yes

122. Nope.

123. No need.

127, 129. Agree.

130. You can already cancel shrines effects and character skills with RMB. Suggestion was more like to cancel fire/lightning walls with cancel effect.

131. It's more into physics fun. When you shoot an arrow that would not penetrate armor at all enemy will still walk towards you with same speed. He don't need to block because arrow would not penetrate him and it has not enough power to slow him down. So in game you need high chance to hit to hit in weak spots and enough damage to make him block. There's not evasion mode in D1 so every arrow is hitting in the target. With or without effect. // No

132. Like i said in one of points higher. // No

133. Agree.

137. The problem is people are forgotting to cast MS after death, not after starting new game. // No

138. Stupid. So maybe drink mana potion when not having MS activated to restore HP? // No

140 is not such needed but 141 would be useful. // 140 Neutral, 141 Yes

142. If 133 isn't possible then this point should be done. Mobs can go into their spell effect place and get no hurt so why not us? // Yes

143. They are, from the beginning. Gems are not shareable. And i think they should be.

145. It's possible from beginning, and it was clarified in the same topic where that suggestion was posted. // Yes, it should be more efficient xP

146. I would go with detailed informations about mob, with current-max HP counter in this rectangle below potions. // Somehow Yes

147. Could bring a lot of easy time in loot runs but if you know how to manage your backpack you still can pickup items in right order without any effort and wasting time. // more Yes than No



From my side i would like to post few more suggestions:

151. Give us at least 10 more shared stach pages, maybe 20 when you would go into shareable gems. It's best to have uniques/set items in shared stash than to make a mule character to stash them in his personal stash.

152. Like I said in point 27. shift or ctrl + click (left or right... nvm) would sell item to a vendor.

153. Maybe now is the time to say about Stone Curse that i thought... With level up there should be some increase in stone curse duration, so increase in mana cost but... I think that from levels 1-5 stone curse should effect only white monsters, 6-10 blue+yellow, 11-15 bosses, and 16+ superbosses (exclude Daiblo), but... We have stone curse L1... We can curse whitem mob for 5sec, on L6 for, let's say 7secs but blue/yellow mobs for 4... then on L11 white - 9sec, blue/yellow 5,5 and bosses for 3sec. And so on... There should be some big profit on maxing this spell.

154. Casting Town Portal spell in Butchers Room costs no mana. So maybe using Town Portal scroll there wouldn't use this scroll? It's quite related to Identify scroll issue... How tu click it without disappearing from inventory...

EDIT: Clarified Yes/No and added one suggestion
Last edited by riesa on 20 Apr, 2014 23:04, edited 1 time in total.
BrightLord

Post by BrightLord »

Great post!

I see many good suggestions there. Problem is that even if you remove suggestions that negate each other and these unreasonable list is still huge. Unfortunately time is limited and need to be assigned to three main tasks: bug fix, suggestions, implementing multiplayer. Can't have it all :(
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Wingard
Posts: 209
Joined: 11 Apr, 2014 0:23

Post by Wingard »

I see many good suggestions there. Problem is that even if you remove suggestions that negate each other and these unreasonable list is still huge. Unfortunately time is limited and need to be assigned to three main tasks: bug fix, suggestions, implementing multiplayer. Can't have it all
We can always sort the suggestions a bit by discarding the least popular ones, but that would take couple of more posts from the players to know which ones that would be. :)
riesa
Posts: 415
Joined: 21 Feb, 2014 13:15

Post by riesa »

BrightLord, as a D1 player you should know what should be implemented first than other ;p But if you want a poll, just pick up few things and create it ;p

About Multiplayer... As i said in my post. Multiplayer should be without major bugs so fixes are first right now. You can do the core of MP in addition to fixes. About fixing mechnics of MP we can talk later xD Firstly we all need to create a good shape of SP to create a great MP.
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Wingard
Posts: 209
Joined: 11 Apr, 2014 0:23

Post by Wingard »

By the way, to the next people posting: remember about ALWAYS putting something like a "yes" or "no" at the beginning of your opinion, please. Really, that will help to save time when counting the votes.

Also try to read carefully :)
145. make healing the golem (by using Heal other) more efficient
answer for 145. :
It's possible from beginning, and it was clarified in the same topic where that suggestion was posted.

@EDIT
There are two new rules i would like you guys to respect:
- keep your new suggestions in their own list inside your post instead of introducing them as a part of your opinion. this will help with gathering them up and adding to the main suggestions list later on.

- new suggestions made by users will be added to the main list on the next update after they were posted. Dont vote about them untill they are officially there.


I was able to dig up several new ideas already from your posts, but mind the fact that by an accident i may miss some of them in future.
Last edited by Wingard on 20 Apr, 2014 22:09, edited 1 time in total.
riesa
Posts: 415
Joined: 21 Feb, 2014 13:15

Post by riesa »

Oh, sorry... I've read 'make healing the golem', i remembered similar topic from forum and i thought it's about healing him in particular. Sorry, my bad ;p
BrightLord

Post by BrightLord »

Can't minions be already healed with heal other?
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Wingard
Posts: 209
Joined: 11 Apr, 2014 0:23

Post by Wingard »

Can't minions be already healed with heal other?
._.

Apparently you indeed DO like to troll from time to time...
riesa
Posts: 415
Joined: 21 Feb, 2014 13:15

Post by riesa »

I knew that his post starts with 'Great post!' was trolling... xDD
BrightLord

Post by BrightLord »

Sorry but I'm not trolling at all and really think this topic is useful. Only wanted to point out that amount of work to complete even half of this suggestions is enormous :(

There should be some kind of bug tracker soon. Might also be used as suggestion tracker where each suggestion could be commented.
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