Your League ideas

My idea for a league would be:

Horde
Hardcore
+100% increased number of monsters in all areas
Okay, I didn't read every word of every page, but I did skim over all 27 pages, and I didn't see this, but if I missed something I apologize.

"Covert" mentioned briefly the idea of real money transactions, which may or may not be allowed. I think that with the whole league system in place having real money transaction versions of all(or most) of the other main leagues would work very well. i.e. There would be the normal realm, and an RMT normal realm, cut throat, and RMT cut throat, hardcore, RMT harcore, etc. In the RMT realms players could optionally buy and sell in game items for real money,(via an auction house, or person to person secure trades) and GGG would get a portion of the money exchanged. I think this would be ideal, because it would help support the game, while protecting both buyers and sellers from fraud, and also keep this often hated sort of thing completely separate from the non-RMT Leagues. In fact even if you dislike RMT stuff supporting this idea would likely keep the non-RMT leagues clean because there would be no incentive to try to buy/sell on those leagues when there is a secure, parallel version of that league for RMT stuff. And we all know that any online game will have goldfarmers regardless.

Another completely unrelated idea...For the most part I get the idea that leagues will be places where You must start a new character, and then they eventually(possibly) go to the default parent league...Which is great, but what about also having certain leagues where the people entering must already be a certain level in another league to enter, and then after whatever little special temporary thing that league was, ended, then they would go back to their old league. It just seems like some competitions/events that qualified as leagues more that universal game features would be better suited to high level competitions than level 1.
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WANTED League—ultimate pvp… western style. In WANTED players treat each other as mobs, each with a bounty on their head worth a certain amount of points, (points based on the amount of kills acquired) for the first 15 minutes of the league players can gain points by doing quests and killing random mobs, after 15 minutes Everyone becomes wanted and the kill fest begins.

The first player to reach 10,000 points win. The point ratio would go as so:
regular creature=1 point
rare creature=10 points
ultra rare creature= 25
points boss=100 points
quest completion= 150 points
player below 500 points= 200 points
player beyond 500=half of the players points
example, bob is worth 5000 points, I kill bob, I get 2500 points. Every time you die you lose 1/4th of your score, in this case bob lost 1,250 points.
this league could have 18 teirs 1 for each 5 lvls starting from 11-15 16-20 21-25 26-30 31-35 36-40 ect.

PoE Caster hopeful!
A league where most of the players are normal classes and a randomly selected handful are made into various boss's

While the players are leveling up and questing towards them, the 'boss' players have to battle it out between themselves and other baddies for supremecy to become the final battle.

Have it so that players can only travel in groups of say 4 and the first group to enter final boss area are the only ones that get to fight and only fight once.

So groups will be racing to get a chance at the boss while at the same time wanting to be strong enough first to beat them.

I think it would also be fun to play as a 'boss' and have a real player instead of AI to deal with. Could make for some intersting battles.

I reckon this would be a league best suited for short term duration
Beyond this door lies the path to the ordeal that awaits you!
IronMan League:
No waypoints
No potions
No teleport scrolls

Might have left something out. This was once a popular play style on another game. Wouldn't really do it myself though. I think there are those that would like it though.


Difficulty League:
Have a League devoted to just one higher level difficulty. You are locked into that difficulty once you make a character.

This would be my league of choice.

RolePlay League:
No special rules actually. Just roleplaying is enforced. Don't actually know what that means and it may not work for this game. You just wouldn't speak out of character and would build your character around a theme , instead of cookie builds or power builds.

Can't think of any others.
Legacy League


1. It's hardcore.
2. You can only have 1 character in this league at a time.
3. Shared stash gets wiped on death.
4. Starting at maybe level 20 or 30, if you choose to retire your character, your next character gets a bonus. Size of the bonus depends on the level of the retired character. Theoretically you'd want this non-linear, so that putting effort into a getting a character to level 90 pays off more than retiring 3 level 30s. The bonus is maybe to stats, or maybe one or more of your retired character's items gets bonuses, and get passed down to the next character. I'm not real tied to what the exact bonus is, just the idea of there being one.

So, the motivation is to work a hardcore character up to high level, then retire him to make your next character even more awesome. Rinse and repeat. But if you ever die, you lose everything you've built up and need to restart your legacy from scratch.
Last edited by sterno#3633 on Oct 6, 2011, 1:22:42 PM
See all...KILL all!
Old school Diablo 1 Ironman is a must I love that you are going back to this, the old original rules were:

3 man team of any class combination
No town teleports,
A set starting cash limit
you were not allowed to go "up/back".
Only town visits you got were on the set shortcuts.
ie catacomb stairs, cave stairs and hell stairs.
And you scored points for unique monsters, boss monsters, and cleared areas/difficulties.

And after all teammembers die score is tallied and compared to the other teams, and a winner is crowned.

I think people confuse leagues with game-mods.

A league is just the same game with different rules to govern how you respawn, interact with others and the limit to your gear/skills/etc

It's not a change in maps into "dota" or "team fortress".

It's basically how do we wanna measure our progress, and how is the game going to limit our progress or compare our progress to others and what the goal of the game is. This is what the League should govern.

So my suggestions, besides supporting the Ironman concept.

Is Weekend Events...
"Free for all Frenzies"
On special occations, ie once a month or such, open a league with premade lv 100 acrhtype characters, and for the next 12 hours you can enjoy toying around with a super character in pvp, boss fights and other areas, nothing get's saved, nothing is kept. But there could be pvp events etc to be made where titles are earned for the account.

Oterwise i think that competative leagues are the way to go. Where a goal is set for winning the league, be it reach lv x first, or be the highest level after x amount of time. Be the last man standing, in both pvp free for all or standard "story mode".

It all depends on how much of the game rules you wanna effect with the league options.

I read someone suggesting adding in map editors etc. This could be a good idea, but it opens up for alot of third party programs and hacks etc. All content made/modified would have to go through GGG before released in any form. it would also open up for offline servers etc taking away from GGG potential profits. It would also make it almost impossible to continue the game without the open/closed account types, for people wanting to access "thirdmedia" maps. this of course could be modified with a league, allowing for more freedome in character management as far as skills, gear and exp gain rates etc.


My two cents on the subject.
Originally posted this in a new thread, then realized that this thread was here, lol. Maybe it should be stickied? Also, there isn't an option to delete my other post..?
Anyway,
Dunno if anyone said anything like this before, but I'd really like to see a more casual PvP league that is also oriented more towards teamwork.

The league should have PvP always enabled unless grouped, where you can find and kill anyone you see. If clans/guilds are able to be implemented then you will always be friendly towards your own clan/guild, and hostile to others. Upon death from PvP, characters should drop a token (if the player that killed them was about the same lvl). After you gather enough tokens from killing people in PvP, you can buy titles, or other aesthetic prizes, the ability to change the look of your gear (maybe even to special sets of pvp gear), or even perhaps to buy things for your clan/guild. Maybe to start one of these clans/guilds you need some of these tokens to prove you have what it takes to pvp.

The ladder rankings would be based on how many pvp kills (of about the same lvl) you have. And maybe even a clan/guild ladder system of the one with the most pvp kills (kills would only be added if you were IN the clan/guild at the time of your kill)

There could even be an arena area that clans/guilds could challenge each other to fight in, in fair quantities. This would put a nice competitive edge on being in a strong pvp group. Prizes could also be added to this (even just extra tokens)

To add to the fun:
When you die, experience is lost. You drop a body, which if you return to, will grant you some of your experience back. If you kill someone in PvP combat, you gain a % of the experience they lost. This gives players an option to return to the scene of their death and either get revenge or lose more experience. The closer you are to the enemies level, the more experience you lose. Low level killing would not take (and therefore not leech) any experience. It would make things more competitive and give people an additional incentive to pvp against people closer to their level.
Last edited by RevengeT#3625 on Oct 20, 2011, 3:28:11 AM
I like the leagues now, but I would make casua w/o death penalty and add another league called "Pro" that has the death penalty. Leave Hardcore as the most demanding.

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