Posted: 20 Apr, 2014 22:49
Well that would be nice :}BrightLord wrote:There should be some kind of bug tracker soon. Might also be used as suggestion tracker where each suggestion could be commented.
Diablo 1 Hellfire Mod - Forum Awakening Mod
https://forum.diablo.noktis.pl/
Well that would be nice :}BrightLord wrote:There should be some kind of bug tracker soon. Might also be used as suggestion tracker where each suggestion could be commented.
Code: Select all
1. create levels from Hellfire (Hive and Crypt)
1. NO - This would be nice, but this kind of major addition should not be given any kind of priority at the moment
2. make open source of the mod avaliable for the users
2. NO - When the developers have completely finished their game then sure, but this is their project to work on and enjoy
and nobody else should have the right to change it or take control until they have decided they are finished.
3. make an option to create a Hardcore character
3. NO - This problem is easily fixed with the "death count" suggestion. There is no need for a dedicated hardcore mode.
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)
6. NO - Sorcerors already have it easy compared to other classes...there is no need for this added complexity.
7. Nova, Immolation, Frozen orb, Flame wave, Elemental are inefficient to cast. too low damage for too high mana.
7. YES - This problem has existed since the original game as well (minus the Frozen Orb of course)
8. buff Inferno's damage
8. YES - Inferno has not been viable even since the original game
11. Dark pact spell has too high cooldown
11. NO - Between mana potions and leech there are lots of ways to replenish mana, Dark pact feels fine to me
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
12. NO - I've never had any trouble stashing a set of +magic gear for reading books... even into the "teen" levels
13. no enemy - whether normal or boss - should be immune to every non-psyhical damage source
13. YES - In the later difficulties it has always been normal to resist all schools, but immune is too crippling to magic classes.
14. nerf Arcane trap (Flash) and Nova trap on Hell and Torment difficulties. they deal too much dmg despite 75% resistance
14. NO - Traps should be dangerous, and it gives the "disarm trap" skill more viability
15. time to kill not-strenghten Diablo (Map of the stars) is too short, prelong it a bit
15. NO - to me, the sense of urgency is what makes me play more frantically and dangerously...it is too much fun the way it is.
16. nerf the teleportation ability for Mage type monsters of hell levels. they teleport too often, its too annoying to deal with.
16. NO - I believe we have already been given some room with this in the 1.04 and it seems right where it should be for me
17. make the effect of Secluded shrine temporary (this shrine reveals the whole automap of the level)
17. NO - Shrines are optional, don't click if you don't want...thats the way it has always been and has worked fine for me.
18. skills cooldowns should scale with character's level
18. NO - I always have a cooldown when I need it, and the cooldown length makes sure I am using them intelligently. I love it the way it is.
20. some crafting ingredients are too hard to obtain (silver oil)
20. NO - I feel like their rarity generates excitement when you obtain them. I have not found them so rare as to be unobtainable, it feels good how it is.
21. sell prices are too high, hero can get too rich too quickly at later levels
21. NO - Since the only real outlet for gold is gambling (with its low success rate) I don't see this being a problem.
22. make Pepin heal us automatically rather than after clicking "Recive healing". same with Adria and mana.
22. YES - Nice quality of life feature added in Hellfire, would be nice to have it in Belzebub
23. option "Identify all" on Cain's
23. YES - YES YES YES YES
24. automap icon for Town portal, Wypoints, exit from the Forest level (Andariel) and Enterance to the Diablo level (Terror domain)
24. YES - Nice quality of life feature
25. magic find stat affecting our chance to get better items by gambling (rares, uniques, sets)
25. NO - gambling is already a good gold sink, and with gold being so easy to acquire it would be trivial to equip a character through gambling
26. Quest window would show on which lvl does the selected quest takes place (for example "The butcher" "Level 2")
26. YES - I believe I saw a post saying there was intentions to improve the quest interface already.
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
27. YES - Nice quality of life feature from D2...would be great in Belzebub
28. option for downgrading gems
28. YES - It seems it would be easy for someone to chip a gem on purpose, so why not let players downgrade at a 1:1 ratio
30. in the item's tooltip it's durability be shown in different colour when approaching low value
30. YES - nice quality of life improvement
31. decrease the range of view for ranged monsters
31. NO - I like having to play smart and not activate more monsters when chasing...it adds more depth to the gameplay
32. let it be possible to hurt Mage type enemies as long as they are not COMPLETELY vanished when they start to teleport
32. YES - I believe this was already implemented?
33. focus on making a Multiplayer mode now and give less attention to any other suggestion or bug report
33. NO - As a player I would say YES because I really want multiplayer, but this is a hobby project for the developers enjoyment. Work on whatever you enjoy and progress will come in time.
35. instead of fixed skill sets create a skill trees for every class
35. NO - This is a lot of extra work and development time...the classes already feel distinct and well done.
36. remove lvl 1-3 scrolls from the game with the exceptions of Town portal, Identify and Ressurection (only in multiplayer)
36. NO - While they don't see a lot of use, sometimes they come in handy. They have always been in the game and I see no reason to change that.
37. remove classes and make one hero with an option to choose the gender and appearance
37. NO - Different classes add a lot of replayability to the game... I plan on playing through again with something else when I'm done with my warrior.
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.
38. NO - For replayability reasons as well as character diversity, more distinct classes is a good thing!
39. make a running system like in diablo 2
39. NO - The maps are already small enough, and the teleport skill is easy enough to get. Warrior charge already works much like running if you Shift+click the ground.
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.
40. NO - Diablo 3 is an abomination.
41. Full friendly fire. everyone in different team, everyone able to hurt his allies (other players, golem)
41. NO - Original Multiplayer worked a lot like this (even without hostile being active) and it was a major pain to play anything but 2 warriors together.
44. attributes of the cratfed items should depend of the level of character whomade them to keep recipes viable throughout the whole game
44. NO - This would really dumb down and simplify the crafting system. I like the tiered recipes and it makes for more rare things to hunt for to improve your character.
48. lower the poison damage (from poison spitters, poison enchanted bosses and poison nova of the enemies)
48. NO - Poison enchanted give some of the most interesting fights...most bosses end up being Hit-Recovery locked and clicked until dead. Poison forces you to move and play carefully. Adds depth.
49. introduce a Poison type of damage along with a resistance for it
49. YES - I am not opposed to this, but the game seems fine without...perhaps at a later time
50. count Poison puddles as Trap damage for the sake of "Recieve half trap damage" ability
50. NO - I feel this is unnecessary, especially if the poison resist attribute was added
52. increase chance to get better items by gambling (rares, uniques, sets)
52. NO - Discussed in #25
53. remove friendly fire in multiplayer not to hurt allies, ever
53. YES - With the exception of players going Hostile this would let sorcerors and warriors play nicely together
54. add the possibility to change controls
54. YES - I am not against this, but the game plays well without and there are other things that should have much more priority
55. recolor the interface to be less bland
55. NO - Interface stays true to classic and looks great IMO.
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)
56. YES - I am not against this, but in the grand scheme of things this is not really game-breaking and doesn't need much priority
57. allow users to donate the project and it's developer(s)
57. NO - I would definately love to donate to the developers and am not against them being paid for this game at all, but as soon as you introduce money
into the equation then the "fun-police" a.k.a Blizzard will take notice and interfere, possibly shutting the project down and seizing the money.
This has happened to a number of private WoW servers. This would definately be "shooting yourself in the foot".
58. dont display videos when the game is being launched
58. NO - Unnecessary, and the game was originally made by Blizzard...they should still be credited.
59. make the spell's charges be visible on the icon on the game's interface
59. YES - Nice quality of life improvement
60. move Horazon's fire creature to a bigger area or give him running animation instead of jumping around
60. NO - The creature seems fine in my opinion.
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
61. YES - It wouldn't hurt.
62. option to turn on darkness in Tristram
62. NO - unnecessary addition that would not add much to the game.
63. make Tremaine the priest appear in town later in the game
63. NO - unnecessary and adds little or nothing to the game.
64. move Tremaine the priest from the house near town portal to little hut in front of the cathedral
64. NO - unnecessary and adds little or nothing to the game.
66. "already max lvl" notification for books with spells in which our hero already has lvl 15
66. YES - Nice quality of life improvement.
69. let mass destruction spells (nova, immolation, apocalypse, etc.) to be cast from under the Left mouse button
69. YES - More player control is always a good thing.
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
70. NO - unnecessary and adds little or nothing to the game.
71. Healing making caster un-frozen (Heal other unfreezing healed ally)
71. NO - This could trivialize the frozen affix.
73. remove casting time from Flash and Phashing
73. NO - Flash could quickly become too powerful and it would be too easy to escape from monsters with phasing. Players should have to play smart and not get HR-locked or pay the penalty.
74. buff Firebolt and Ice shard at later levels
74. NO - unnecessary since there are already upgraded versions...the skills would still see no use because they don't splash like Fireball and Ice Blast do. They server their purpose as leveling spells nicely.
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))
75. YES - This seems like a bug or an oversight, and cannot be beaten without cheesy tactics rather than gearing or playing smart.
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
76. YES - This adds a nice penalty without being too harsh that makes players play smart.
77. death count in the char window
77. YES - This is a fairly simple addition that could also appease the "Hardcore" crowd. If people wanted to showcase their skills they can show a character with 0 Death Count.
78. general stats screen containing counters with amounts of monsters killed sorted by type, total and highest damage taken or dealt, and such.
78. NO - I feel like this is just additional overhead and "fluff" that would never be used and take precious time and energy to code for nothing.
79. icons for "repair" and "repair all" should differ from each other, same with "recharge" and "recharge all"
79. YES - Simple quality of life improvement
82. lower the amount of rewards for easily accesible quest areas (like Lost treasure chets)
82. NO - It is up to the player how they want to play and farm for gear...this isn't Diablo 3. It is not always the best solution to nerf everything into the ground. This is a single player game.
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)
84. YES - This or something with similar function, this is a nice quality of life improvement.
85. ALT showing tooltips with names of shrines and libraries
85. NO - The screen is already cluttered enough with item names as is, and the shrines and libraries are large and noticeable enough without the need for alt
86. make barrels destructable by monster's projectiles
86. NO - This is a double-edged sword in that sometimes barrels can be used as shelter from melee monsters (to prevent being surrounded completely). I think it works well the way it is.
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
87. YES - Relatively simple change that could improve Quality of life for some players
88. shield should allow to block only these magic projectiles that you have no resistance to, like in vanilla Diablo
88. NO - This mechanic makes fast block and hit recovery desirable stats into the later game and adds complexity to gearing and playing your character.
89. remove armor class from shields, increase block chance instead
89. NO - The shield/blocking mechanics have never been "broken", why try to "fix" it now?
91. implement Boots and Gloves to the equipment system
91. NO - The addition of 2 more equipment slots would mean the entire rebalancing of the game, as well as adding new unique/set pieces to fit the slots. It would be a lot of work and there are
more important things to deal with than major development like this.
92. remove "Animal" type of creature and make animal monsters either undead or demonic
92. NO - This seems unnecessary.
93. lower monsters hp regeneration
93. NO - Monster HP regeneration adds some complexity to fights and helps prevent cheesy tactics.
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.
95. YES - Nice quality of life improvement
96. disallow NPCs to wander too far from their original spot
96. NO - seems unnecessary.
99. stash chests shouldnt be placed near the tavern, they should be near player's house
99. NO - Stash chests are in a good place right now, putting them too far out of the way of the major town access points (pepin, gris, cain) would add extra tedious walking back and forth for no reason.
100. disallow the game to place scrolls and elixirs on the belt after picking them up or buying them
100. NO - Where you may like to only have potions in your belt, some other players may use the space differently. At least in the current setup players have more freedom to place the items where they want.
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.)
101. YES - Nice Quality of life improvement
107. Elemental drain should break enemy's immunity to Stone curse (with the exception of Diablo)
107. NO - Stone curse is in a good place to deal with normal monsters, but stone cursing boss monsters trivializes them too much
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
108. YES - Makes perfect sense, especially with Posessed and Champion monsters
109. Let "Repair all" option work only for items equipped, not for the ones in our backpack as well
109. NO - I like the "repair all" working on all items since I tend to carry multiple pieces of gear that I swap back and forth for different monster types.
110. Let durability of the item influence the price for selling the item
110. YES - Nice quality of life improvement, also makes practical sense
111. make Golem pick up nearby gold piles when out of combat
111. YES - Nice quality of life improvement
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
112. NO - This situation can be argued for either way but I feel like it is not a big problem as it is.
113. option to randomize new items in shop, for money
113. NO - This seems unnecessary since the shop never has items that will compare to what you find in the dungeon anyways. I feel like this would never really be used and not add much to the game.
114. option to randomize new AND BETTER (increased item lvl) items in shop, for money
114. NO - same reason as #113
115. let new character start with a single Town portal scroll
115. YES - Nice quality of life improvement
116. let golem break nearby barrels when out of combat
116. NO - Barrels are used situationally by players, and also contain skeletons. It is best to let players decide how and when to break them.
117. Shrines working on our Golem as well
117. NO - Im not even sure if the golem has the necessary framework to enhance it through shrines.
120. At the moment there are two places in char menu that show resists. Make one of them display them without the 75% cap
120. YES - Nice quality of life improvement
121. casting Teleport allowed in Tristram
121. NO - Fast walk is enough and the ability to teleport in town could add a lot of extra debugging and new unforseen bugs to the game
122. Each one of Sorceror's skill on a scroll
122. NO - Character skills are meant to be unique and not some cheap skill you can find on a scroll. This would trivialize the sorceror.
123. create a cow level
123. NO - I am not against this, but this is another huge development. There are other things that should be given more priority than new levels.
124. nerf the charge. either reduce its speed or its damage, or both
124. NO - I feel like charge is in a good place. It forces you to play carefully and react quickly. Mechanics like these also discourage "glass cannon" types and make players gear smarter and more balanced.
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
125. YES - Nice quality of life improvement.
126. Remove spells/skills images from above the player's head (like Mana shield's golden orb)
126. NO - I see no reason to remove these...
127. The spellbook's sheet remembering the last page it was opened on, just like character sheet and the stashes.
127. YES - Nice quality of life improvement
130. rename the unsumon spell into Cancel spell and allow it to cancel effects from shrines and character skills
130. NO - Seems unnecessary and many shrine and skill effects can be cancelled by right clicking the buff icon
132. arrows shouldnt be able to destroy barrels from distance (except explosive barrels by fire arrows)
132. NO - This seems unnecessary and cumbersome to rogues...I dont see a reason for this
133. let the Unsummon skill work on Firewall and Lightning wall
133. NO - This would be unnecessary if players were made immune to their own spells, also I don't think it is feasible
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
134. YES - Nice quality of life improvement
135. warning sound every second when the timer of the long-duration effect (elixir, infravision, mana shield) is going to wear down
135. NO - The game is already saturated with sounds, this effect would either be annoying or lost altogether in the mix of other sound effects.
136. single sound announcing that the long-duration effect has ended
136. NO - Same reason as #135
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
137. NO - I am against automating any character skills...the game should not be dumbed down and made idiot proof. Also a sorceror (for whatever reason) may not want to cast Mana Shield and
would have to go to the trouble of clicking it off
138. drinking a health potion while having mana shield turned on will restore mana instead of life
138. NO - Since mana shield stays active even when the mana is depleted a person may want to actually fill their health globe up with a potion. This change could
cause grief for some players.
139. Having a Mana shield on would change the colour of our Health orb from red to blue
139. NO - Similar reason to #138
140. add item level to the item's tooltip
140. YES - Nice quality of life improvement
141. add monster's level under it's health bar
141. YES - Nice quality of life improvement
142. make player immune to his own damaging spells (firewall, lightning wall)
142. YES - This will remove a lot of tedious waiting and solve other problems indirectly (If this is even possible in the engine)
Yes, thats the point. Each idea could begin with "Do you agree with the idea to...", but i prefered to just skip that part to make sentences shorter. I know that it may seem somewhat raw, but people seem to manage this fact well (they understand what is the meaning of said suggestion).There are a number of statements that do not clearly lead to a "Yes/No" answer as its more a statement than a question.
Name specific ones please (their IDs from the list). Im sorry if i included some outdated ideas but overall i was trying to start the discussion on these again - just in a different way (sticking to some rules).There are a number of "suggestions" that have already been found in their respective threads to be either nearly impossible or unimportant compared to anything else that could or should be worked on first. There are also a number that have already been addressed but are still in the list. Easiest one I can think of off the top of my head is the "reduction of cool down on dark pact."
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)
Mind the fact that at this moment its almost always better to use one handed weapon and a shield as a Sorceror, let alone other hero classes. There are sprites for each class using each weapon type, so no graphic work will be needed, while more variety would be added to the game.6. No – If they have bonuses they should be magical weapons. Basic design weapons should be white.
7. Nova, Immolation, Frozen orb, Flame wave, Elemental are inefficient to cast. too low damage for too high mana.
8. buff Inferno's damage
That. Is. The. Point. Of. These. Two. Suggestions.7, 8. Someone really want to use those spells when have better already? // No
79. icons for "repair" and "repair all" should differ from each other, same with "recharge" and "recharge all"
Uh... how about new players... Or wait, even dont mind them: what could possibly be wrong with this suggestion? o_O Its just two more icons to make, out of the other two icons already existing.79. After few minutes of playing this game it's useless. // No
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.)
Actually, yes, it could be hard to remember, especially for new players OR the ones that came form vanilla Diablo and are not familar with the skill system introduced in this mod. And besides that i will repeat myself here: what could possibly be wrong with this suggestion?101. It's so hard to remember that new skills are at 8, 16, 24 and 32clvl? Razz // No
118. Andariel spawns only after we turn off all of her red wisps placed throughout her forest level
... so it would actually make sense for her to show up after the player pissed her off by turning off her lights and is weakened in terms of magic resistance. By the way in the very similar way the Island of the Suneless sea quest works right now.118. Could be nice but... Those red things are traps, so... // No
14. nerf Arcane trap (Flash) and Nova trap on Hell and Torment difficulties. they deal too much dmg despite 75% resistance
What about the characters that does NOT have "disarm trap" skill? Should every character be forced into having "Recieve half trap damage" stat on himself after beating Nightmare difficulty?14. NO - Traps should be dangerous, and it gives the "disarm trap" skill more viability
63. make Tremaine the priest appear in town only later in the game
Just like the priest himself63. NO - unnecessary and adds little or nothing to the game.
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
Uhh... would rotating that icon hurt anyone?70. NO - unnecessary and adds little or nothing to the game.
74. buff Firebolt and Ice shard at later levels
Just like earlier in this post i already made a statement "Why should there exist "better" and "worse" spells? Why cant we have all of them viable for different situations?"74. NO - unnecessary since there are already upgraded versions...the skills would still see no use because they don't splash like Fireball and Ice Blast do. They server their purpose as leveling spells nicely.
Indeed, I used it a lot with my Warrior until I could get some mana leech (thanks to Andariel's amulet), because of how low my max mana is and how much both the Healing or a single Firewall spell cost ^^'Wingard wrote:As for the specific Dark pact matter:
[…]I'm playing a Sorceror, but its possible that this spell is of use for other classes.
While I understand the can of worms this is I must agree. There is a great degree of frustration for me that stat points are absolutely permanent. Original Diablo had stat caps and elixirs to counter bad choices. Diablo 2... EVENTUALLY introduce the ability to respec.My suggestion is to make it possible to redistribute some points after beating Diablo on each difficulty. Something like 5 - 10 points after each beating.
Nice idea, it's been bothering me since the original game.Jofuss wrote:Would it be possible (without being prohibitively difficult,) to incorporate a way to see current stats AFTER magic bonuses when you have stat points to spend instead of only being able to see the base stat?