Diablo Item Classes. A Concept

Krugar

Banned
Diablo Item Classes. A Concept

Well, we go back to discuss Rares vs Uniques. A debate that has subsided somewhat in the past years, has been brought up occasionally since D3 was announced, but I suspect will become the thing of the day once more info on item classes is eventually released.

This post is just my small contribution to the debate and my attempt at exposing what I've been thinking for the past few weeks over this issue. I do not presume Blizzard needs "idea makers". The good folks at Irvine are some of the best in the business. And if that isn't enough they do talk among themselves and brainstorm. Furthermore, what I'm going to present here will indeed deviate somewhat from what D1, and particularly D2, got us used to. But... and this is the but... why not discuss? Who knows, maybe some juice can be taken of this.

...

It's been my opinion since pretty much the launch of D2, the item classes and item generation in Diablo is all wrong on what concerns Rares and Uniques. Magical and Socketed items have very specific purposes and as such are in a world apart. Crafted items are most probably not even be a part of D3, so discussing these is mute. Even if they do, they will most certainly be much different from D2.

The debate has always been a struggle between the importance these items have on the character. I always subconsciously felt there was something wrong with the whole debate. But only recently could put my finger on it. And that is, if Rares should be better than Uniques or Uniques better than Rares is, in my opinion not the problem, but the consequence of the actual problem. When a conflict arrives, the solution is found by searching the root of the problem. The problem isn't the conflict, but what caused it.

When D2 arrived it didn't take long for the first voices to be heard (and I was one of them) that weren't all too happy with the way Uniques had been treated. For the most part these items were pretty much useless. The logic escaped us: How could these items, the rarer of the rare, with unique artwork on most cases and that cool factor associated with a gold drop, be so, you know, weak? The fact is that the people at Blizzard North probably felt the same and they corrected the "mistake" with the LoD Expansion.

When LoD arrived something weird happen. Soon enough another batch of voices was heard complaining that rares should deserve a better treatment. They were now useless, they rightfully said.

And so it was born the Days of Conflict... not really. Just doing the dramatic bit. In any case, I was already somewhat aware at the time the mistake hadn't actually been corrected. Just changed to become another mistake. Because one can complain Uniques should be better than Rares with the same validity than someone else arguing that Rares should be better than Uniques. There's a thread somewhere on this forum where yours truly tries to convince everyone that Uniques should be better and ends up defeated by the logic of the arguments of those who think they shouldn't. And I still think Uniques should be better, but I can't deny some of the most strong arguments against this.

So, where is the problem exactly. How could this be solved?

Let me tell you that I believe to think that some balance can be achieved between Rares and Uniques so that players can fully enjoy these two item types is an error. It just won't happen. The random nature of Rares leaves no room for proper balancing against a fixed item type (even if one with semi random mods like most LoD uniques). Mods on rares would have to see their current caps buffed. But this would lead to a strong possibility of powerful rares that would outshine current Uniques. And as the game progressed and we stashed our findings, more and more great rares would penetrate the market until Uniques became useless trinkets. And so there we would go again...

No. I believe the answer lies in scratching the whole Rares/Uniques concept and start with a clean slate.

So, here it goes...

What if the Rare and Unique classes are not a function of the item, but of the mods? In other words, what if it where mods, their quantity and grade, that dictated if an item was Magical, Rare or Unique?

Let me try and help you visualize this; An item is set to drop and the mod generator algorithms kicks in. Forgetting all factors that can affect item generation, let us assume we are at the start of the algorithms. Mods start being picked (increase max damage +, cannot be frozen, blabla) as well as their respective values if available (I'll call them grade or quality of the mod).

Eventually the algorithms either hits a "no more mods" or "max mods reached", or whatever, flag and ends. Now... if the item generation engine contained a sort of "calculator" that could pick those mods, their grades, and even combinations of mods, it could ascribe the item as being magical (few mods maybe 1 or 2, low or medium grade values), Rare (up to X mods, some medium and high values), and Unique (more than X mods, many high values).

And to make it even more representative, it could decide certain Uniques, or all Uniques, could roll one or two more mods as a bonus from the same mod tables as all items or from a special mod table for Uniques only. In the end, the item would drop with the respective color.

So what does this mean?

- Uniques as we know them today would be gone. The new concept would be of randomly generated items that have better mods than rares. Artwork could still be defined and attributed to Uniques being generated with certain type of mods. Names could still be given from tables of names that were too associated with mods.

- All items (Magical, Rare and Uniques) were rolled the same way. Item balancing issues would be almost certainly easier to manage by the game designers. Albeit, perhaps more complicated to code initially.

- The item class concept in Diablo would shift towards mods. These would be the defining factor of an item class, its quality and its price (both on the in-game shops as in players markets). As it should.

- Magical, Rare and Uniques would all scale nicely and in an harmonious manner. No more Rares better than uniques, or magical better than rares. The gradation of these item classes was simplified and made obvious.

- Legendary Items could still exist of course, and take the place of Uniques as the fixed item type. Only this time uncontested. Because of their godly nature there wouldn't be a discussion of the likes "Uniques should be better than Legendary!".

...

Folks, I get into the habit of writing a lot. Get carried away and am not really good summarizing. But paraphrasing the great Blaise Pascal "if this post is too long, is because I lacked the time to make it shorter."

And so I'll stop here and hope to drawn some comments.
 
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Grug

Diabloii.Net Member
Re: Diablo Item Classes. A Concept

That sounds like what we have now. Random modifiers. :scratchhead: It sounded like an interesting conecept, except you yourself siad the game would categorize it into grades anyway. And if item grades were removed, you'd have to sift through every item that dropped to see if a rare mod is on it.
 

Krugar

Banned
Re: Diablo Item Classes. A Concept

I don't think the problem is in grades. But the fact one of the grades (rares) is based on random modifiers and the other (uniques) fixed modifiers. It's just nearly impossible to balance these two item types into making them both useful.

But if instead, both items are generated the same way and their grade calculated from their modifiers and respective values, this balancing task becomes unnecessary. Both items would instead scale and it would be easily accepted Uniques (with more and better modifiers) were better than rares.
 

zrisher

Diabloii.Net Member
Re: Diablo Item Classes. A Concept

I disagree; I think Krugar's idea is an excellent one. I never really cared about the uniques >? rares debate, but I think this idea also has other important implications.

For one, it would greatly increase the variety of items found at all item levels, including the highest. This means that their would be many more competitive "perfect" equipment combinations, which could also (depending on available mods) allow for a lot more variation in character builds.

Secondly, it would make it much less likely to find two godly items with the exact same combination of stats, making each one more "unique." There may be one item that's agreed upon as the absolute best possible 2H barb WW sword out there, but only one guy has it (unless duping comes back, but that's another story)! Now that's the kind of thing you'd want your name engraved on.
 

Pyrohemia

Diabloii.Net Member
Re: Diablo Item Classes. A Concept

I like the general concept of item class being determined by the affixes that are rolled as opposed to the other way round. This opens up some interesting design possibilities.

One drawback that I see is that when you get to the endgame all you would ever pick up are those that rolled the most modifiers and best modifiers, ie. uniques. When these are dropped they will be labeled as a unique and you will have no need to identify items to find the best ones, you will just need to look for the right item color on the ground. This makes most of the loot that you find a clutter on the screen as opposed to a chance at an endgame item.

I would prefer an item system that makes it possible for any type of weapon to be the ideal. This would include even 'white' items with no modifiers as they should have the potential to gain ideal attributes through the jewels socketed into them.

Although you only need one of a given normal item to fill with jewels, for the other item types if it was possible to get the ideal item from any class of item it would make a large portion of your loot be worth hoarding; and everyone knows that Diablo is all about hoarding loot :crazyeyes:
 

Kalara

Diabloii.Net Member
Re: Diablo Item Classes. A Concept

I can't say I agree with you, and I wouldn't care for an itemization layout like you have suggested. One thing about the rares of classic D2 that you have forgotten was the sheer joy of seeing one drop and the anticipation of identifying it. Rares could spawn such a wide range of mods that most often you would find crap but just every once in a while you would be blown away. Having a system that "ranked" how good an item was takes that fun away. Who would even bother to pick up or identify the lesser quality drops?

I am also concerned that you have essentially set up the same system that exists in LoD that you say was so eloquently argued against in the 7 page thread (even though you remain defiant despite being "defeated by the logic of the arguments of those who think they shouldn't.")

- Legendary Items could still exist of course, and take the place of Uniques as the fixed item type. Only this time uncontested. Because of their godly nature there wouldn't be a discussion of the likes "Uniques should be better than Legendary!".
With this last little paragraph you have set up your new fixed item type "unique" that will reign supreme, uncontested. Do you not see you have only played around with the lesser items and haven't really changed a thing?

Blizzard just made a mistake in classifying these items as unique. Even without duping the game will be littered with "uniques." It just isn't worth the effort to hand design a unique item that will only drop a handful of times, far better to have luck, a random roll, produce truly unique items. It is that rares, each crappy vendor fodder and godly treasure alike, that are the true "uniques."

You have hit on the importance of at least semi fixed named items to deepen the world lore and to have unusual effects and mods. I also like your term Legendary( if you don't mind, i'll use it for just what I would like to see in regards to D3 itemization.) What better description and vehicle for lore is there then the the items of legend? Give them mods that can't be found in anything but the items hand crafted by blizzard. Give them both strategic advantages and cool effects. As someone mentioned, and I'm sorry i can't remember who to give credit, have a Legendary two hand sword named the Guillotine that decapitates on each kill shot.

Let these Legendary items be top shelf, amazing items for the level they can be equipped. We don't need crappy Legendary items, let them all be good. However let the best of the best, in most situations, remain the purview of the rares. Keep our crappy rares but also keep the possibility for a higher damage on a rare then on any Legendary weapon. If the special mods on Legendary items are well made we will have use of swapping out for those Legendarys in certain areas or when facing a particular mob. And then switch to the godly rares to mow down the following legions of hell.


 

Krugar

Banned
Re: Diablo Item Classes. A Concept

Having a system that "ranked" how good an item was takes that fun away. Who would even bother to pick up or identify the lesser quality drops?
A good argument. Also addressed by Pyro.

However it wouldn't be so linear as item ranks could overlap on some of its mods. Also, the algorithm determining the item rank would take into consideration not just the mods, but mod combination. An item wouldn't be ranked unique just because it spawned with a top mod. Number of mods, and certain mod combinations would be the determining factor.

You win on the fun factor since now "Uniques" are entirely randomly generated and a cause of high curiosity when you finally see one on the ground. You have no idea what mods are on that until you ID them. But...

Indeed, as the game progresses, at some point a certain threshold is passed in which Rares may become useless. You can rightfully argue my argument ends up just doing one full circle to come back to where it started.

But that is truly missing the point. You see, the terminology Rare and Unique is being used here just for convenience sake. What I'm debating is not really a solution to the aged Rare vs. Unique dichotomy. There is none. For each person who wants rares to be better, there's someone else who wants uniques to be better.

Instead I'm debating a system that tries to scale items according to their mods (mods being the core of an item "power". We agree?). Instead of Rares, and Uniques, you could have Rare and Very Rare, or Good and Extraordinary items. It is unimportant really what it would be. It could be nothing... just 'yellow' and 'gold' items. Ultimately you could even have all items spawn with the same color, regardless of rank, and just display that rank color after IDing the item.


 
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