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[Official] Diablo III Information and Discussion Thread - Page 186

post #1851 of 29763
they alreay have my money. i just want my game. biggrin.gif
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post #1852 of 29763
I am currently playing the beta (lucky) and diablo 2 at the same time and I have to say, these are completely different games. That is not to say it is a bad thing, just different.

This has been talked to death, but the RMAH has turned me off to the game... I am enjoying the game, but I feel like it will kill the online experience (my favorite) with that system.
     
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post #1853 of 29763
Quote:
Originally Posted by DCSRM View Post

I am currently playing the beta (lucky) and diablo 2 at the same time and I have to say, these are completely different games. That is not to say it is a bad thing, just different.
This has been talked to death, but the RMAH has turned me off to the game... I am enjoying the game, but I feel like it will kill the online experience (my favorite) with that system.

Which is why I will not even open the RMAH smile.gif
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post #1854 of 29763
Quote:
Originally Posted by DCSRM View Post

This has been talked to death, but the RMAH has turned me off to the game... I am enjoying the game, but I feel like it will kill the online experience (my favorite) with that system.

Is that because you like going to websites or makeing ingame trade games? I wouldn't be suprised to see a website for online tradeing for those that liked the D2 way of trading. I guess time will tell.
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post #1855 of 29763
DC, why is the RMAH turning you off? I don't get it, simply, as it changes nothing.

And yes, I've played both Diablo 1, 2, and 3, and to me, they all feel like the same game...maybe with the exception of Diablo 1, cause it was really it's own game compared to 2.

So if you think about it that way; it makes sense.

Diablo II was different than Diablo I, but kept the same feeling.

Diablo III is different than Diablo II, but keeps the same feeling.

But Blizzard is screwed, just like with StarCraft II, from a public reaction standpoint.

You got half of the people saying it's the same game.

You got another half say it's not the same game.

Both think they are right, but both can't be, but they try their hardest to appear to be....and so it always splits public reviews down the middle.

Damned if you do, damned if you don't. Change it? Old fans hate it. Don't change it? Old fans hate it.

Either way, it's still set to sell 5 million within the first few weeks and 10 million by the end of the year.

So it'll still sell, very well. Blizzard claims most of that 5 million sales figure is pre-orders, so they must have a hefty amount.

StarCraft is a national sport in Korea and yet it's not going to sell as well as Diablo, if these sales figures are true.

PC Gaming is dead, eh? If it really can achieve 10,000,000 sales by the end of the year...well, other devs, stop thinking of us as a small market.

Gears of War 3 sold 6 million copies and is a wildly successful series. StarCraft II & Diablo III are both smashing that record.
Edited by Mkilbride - 3/30/12 at 9:53am
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post #1856 of 29763
Here's an actual very long and informative blue post from Bashiok on the official forums. (Keep in mind Bashiok VERY rarely actually posts useful information. Usually it's just a few ambiguous lines to calm the crowd)

I will bold and italic the parts that I liked.

http://us.battle.net/d3/en/forum/topic/4254459132?page=24#467
Warning: Spoiler! (Click to show)
Posted by Starbird
Quote:
1) "Forced" Experimentation while leveling. Basically, you are forced to play with runeskills you may or may not like until something better unlocks. Under the old system, via the AH and with a bit of luck you could play the build you wanted and refine it. Under the new one you have to play for (potentially) a long time to get the build you want.


I don't see that as a negative. Previously you were held to either randomness, or left to your own to pick something with little incentive to jump around. Previously most people would determine what they believe is best and do very little experimentation. With the unlock system there is actually some incentive in the absence of complete choice to try something you otherwise may not have.

But anyway, it was really a symptom of solving worse problems with the item-based rune system. Both systems have their benefits, both have their downsides, but we know that this system has more ups than downs compared to the others.
Quote:
03/27/2012 04:47 PMPosted by Starbird
2) The death of customization and specialization. Runes were initially introduced to offset the loss of 'uniqueness' in character builds due to the skill system. Runes allowed you to craft a build that was *yours* and finding ranks allowed to you continually refine and improve it. Under the new system, you are a few clicks and a cooldown away from being the same build as the guy next to you.


No they weren't. Runes were a part of the Diablo III skill design because we thought it'd be bad !@# to be able to customize skills.

Rune ranks were never customization, it was a gradual power increase dictated by drop chance. And don't be fooled that there is customization with skill trees. I've yet to see any skill tree that offers anything but the illusion of customization.

If you mean skill choice permanence, well, we just fundamentally disagree that you need to be locked into something to make your character choices meaningful. There is still plenty to make your character build meaningful that doesn't require re-rolling, and we believe we've achieved that.
Quote:
03/27/2012 04:47 PMPosted by Starbird
3) Hell is for Heroes, and Inferno is not a place I want to still be 'trying out' new skills. In Diablo 2 stuff would unlock at a reasonable rate, and by the end of normal you had your build and were just getting the extras. Under this system, it's entirely possible that you will be waiting until you have finished Hell to unlock the skill effect you want. I don't know about you, but by the time I hit Hell I really want to have my build down and be working on gear and technique.

It's weird how on one hand we're asked for limitations, add more limitations, we really want to be punished and forced to level new characters and just be beaten about the face and neck with punishing game mechanics... and then it almost feels like there's a fear that you won't have a perfect character to take on the challenging areas of the game.

You won't. You're going to die, a lot, and you're going to have a horrible character for quite a while. You're not going to hit 60 and finish the game on Inferno. You're going to be smashing your face against Act 1 Inferno for weeks. Perfecting your build before then will not matter.
Quote:
03/27/2012 04:47 PMPosted by Starbird
4) Not everyone is going to get to Inferno. I thought Blizzard said a while back that most players will quit after Normal? So...rather than letting everyone play around with rank 1 runes and at least see the various effects you aren't going to let them see them at all?


Totally! Reward for more invested players, and very likely a way to entice players not to just stop at Normal.

To be honest the repetitive difficulty levels in Diablo games is not a very straightforward mechanic. Plenty of games have difficulty levels, but there are only a handful that use them as progression. If we can communicate the intent of the game to people by showing unlocks in future difficulty levels, maybe we can get more people to play beyond Normal.
Quote:
03/27/2012 04:47 PMPosted by Starbird
5) It feels like a deliberate delay to extend Diablo 3's lifespan for casual gamers (who may not have got to 60 otherwise). It's a lot like those fighting games that lock half the roster until you've finished Arcade mode dozens of times. Basically a cheap trick to keep you playing.

I'm not sure why this is a separate point. Maybe this should be 4a. ?

I'd agree with you though if the game wasn't a 1-time price to buy the box. We earn nothing by 'tricking' you into playing more. Is it so crazy that we just want to make a fun game you'll enjoy? Maybe it is these days.
Quote:
6) Leveling is a huge focus of D3. This isn't WoW. Inferno will be nice, but getting there is going to take a long time and for most characters will be the majority of their lifespan. Not being able to do this as the build I want is rather lame.

However, there are two simple solutions.

1)Allow players, every 10 levels, to unlock a single runeskill of their choice, in addition to the existing system. This means that there is still something to look forward too, those of us with very specific builds in mind can enjoy them pre-Inferno and the newer players/Zarhym's Grandmother won't be affected at all.

2) Like Crafting, once a runeskill has been unlocked it is available at level 6, or when the base skill unlocks on any new characters of that class.

A third really good suggestion, made by InfernoBound is giving some free rune choices as quest rewards. I am a big fan of this idea too.Thoughts?


Ok, so here it is, we do not have any problem with some kind of 'rune point' system where you could maybe earn points and then spend them wherever you want. But, and everyone loves this answer I know, it's not going to make or break an already well-functional system and thus is not worth delaying the game to design and build out one where this is possible. Contrary to popular belief "when it's done" is not the same as "let's work on it for 7 more years until we've accomplished absolutely everything we can dream of". Our commitment to quality and polish very much is the intent of our design mantras, though.

I realize some people are going to really want to be able to get that rune and MAN! it doesn't unlock until level 58! And honestly that's something we sympathize with to a degree, but the current system works very well, the current limitations absolutely have their benefits, it's actually fun to be forced to try other effects, and immediately giving you what you want is usually not a fun game mechanic in the long term.

In my own personal opinion, it's Diablo. If you can't find a workable build without having your own perfect choices being handed to you on a silver platter at the start of the game, good luck in Inferno. Actually, good luck in Nightmare. This game is hard.

I'm actually starting to get scared of what Inferno could bring O_O
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post #1857 of 29763
Quote:
This game is hard.
I just can't wait.
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post #1858 of 29763
Another QA session posted on Incgamers

http://diablo.incgamers.com/blog/comments/blizzard-fansite-qa-march-30th
Warning: Spoiler! (Click to show)
Quote:
In the new website database all gems only display “Head” and “Weapon” slot effect. Does this mean they can be no longer be placed in other slot? And this page only display 4 type of gems, is Diamond and Sapphire removed?

The website is wrong, gems can still be placed in all the same slots. We did remove Diamond and Sapphire a while back. Their effects just weren’t very cool.
Quote:
In the last feedback, we find that giving items to other players would not remove item’s dyed effects. So can we use Collector’s Edition dyes on our items and then give them to our friends? Is there any restriction on it?

Dyes will be removed when selling them on the AH, but items dropped on the ground will retain their dye color. You can CE dye an item and drop it for your friend, yes. We don’t really feel this is a serious issue as it’s up to that player to dye someone else’s gear. If they choose to do so it’s them deciding to lessen the special-ness of their dye colors. It’s one of those things that in theory sounds like it’ll be a serious issue, but in practice probably won’t really affect the color rarity. Plus it’s almost assured that the CE colors won’t be everyone’s favorites.
Quote:
Paying gold to upgrade blacksmith seems pointless… Can we make this feature work like the blacksmith profession in WoW? Or would the blacksmith be empowered in later difficulties? For example, have x chance to create best quality items?

The blacksmith is trained with gold as we didn’t want someone who ignored crafting for a difficulty level or two to have to go back and farm low level materials, like you do in WoW. And since crafting is generally intended to support itemization in higher difficulty levels, our focus for crafting is on Nightmare and beyond.
Quote:
The model of the life potion is a cube, but its icon is a vial. Will we fix it?

No intent to fix it. The 3D models that drop in the world (we call them flippies) are not accurate representations of items as they appear in icons and on your character.
Quote:
If a friend has joined your game, how do you kick them out?

We have plans for a kick system, but it won’t make it for ship. We think it’s more important to wait and see how people are playing the game with each other before giving them tools that could potentially be exploitable for griefing.
Quote:
In Diablo II, players are able to leave the game immediately by Alt+F4. It’s very important for players playing hardcore mode to protect their character when they encounter latency. Now what can they do if a hardcore character die in the latency caused by the unstable server?

Playing Hardcore comes with inherent risks. Some of those risks are going to be things that you cannot help, such as your computer crashing, the game freezing, the internet dropping, a chipmunk dressed up as a treasure goblin tapping on your window, etc. Those are risks that you take, and we will absolutely not restore Hardcore characters for any reason whatsoever, including it being lost for a reason that is very clearly not the fault of the player.
Quote:
This question is about two skills of Witch Doctor. The detail about Haunt mentioned “Haunt an enemy with a spirit, dealing 575% weapon damage as Arcane…”, but for the skill Spirit Barrage, it says “Bombard a target with a spirit blast that deals 190% weapon damage as Physical, which doesn’t make sense for players since they all attack with spirit. What makes the different? Or is it a mistake?

We put more weight on the damage type fitting the visual effect of the skill than most anything else. It’s more important to us that when you use a skill and see the visual that the damage type match the visual, than to have it conform to the lore or skill name.
Quote:
Do weapon affixes such as life leech or additional elemental damage apply to spells (Wizard’s Spectral Blade) and abilities (Barbarian’s Bash)? If it applies to some but not all, how do we make that determination?

They apply to all abilities.
Quote:
Are there any concerns that certain affixes and affix combinations may be unbeatable even by the most skilled and well equipped players at higher difficulty levels? For example, the Jailer affix seems like it may present issues in Inferno because players will be locked down and unable to avoid the damage. Are we okay with there being unbeatable (or virtually unbeatable) packs of Champions and Rares?

If something is truly unbeatable, we would be concerned, yes. We don’t believe any are unbeatable.
Quote:
The monk ability Crippling Wave seems to outshine other monk Primary Attacks, mostly by virtue of its ability to strike every creature in the front arc for 2 strikes then all creatures in 360 degrees on the third strike, but also because it does equivalent or more damage than other monk abilities as well as applies a debuff. That said, it feels very good to use it in its current iteration, so it would be a shame to nerf it.

We knew the game was really close to complete when multiple people are playing the same class and each of them says that X ability is a must-have, and that’s the case here. Crippling Wave is very strong, but it’s certainly not a must-have to be successful, or even competitive.
Quote:
Is Magic Find using diminishing returns in the same way as in Diablo II, where Magic Find stat affected in a different way the chance for blue, yellow and gold drops (actual bonus of MF was diminished for rarest items)?

No, it’s a literal (and lateral) improvement across the board. We may tweak it but that’s the way it is right now.
Quote:
What happens in a situation when 3 players party who have stacked 3 stacks of Nephalem Valor is joined by another player? Will the new player start with 0 stacks of Nephalem Valor?

Yes, the person that just joined will start with 0.
Quote:
Is Nepahalem Valor buff area limited or will all players in game get it independent of their location at the time of the kill?

All players receive it. They could be sitting in town and still get a stack. Keep in mind their presence in the game just made everything more difficult, so good luck to their team is killing a champion/rare without the full group.
Quote:
Is there snare resistance present in game that allows to reduce snare effect partially, or do is there only complete immunity to snares?

There is CC reduction, which includes snares.
Quote:
What is the maximum bonus to movement speed? Is there a limit to how fast a character can move?

The maximum is 25%.
Quote:
With removal of secondary effects from elemental affixes (apart from freeze in cold damage) players are wondering if there still is a difference between damage generated from different elemental affixes other than graphic effect?

There are still elemental resistances, both on monsters and players, so damage type can come into play both in PvE and PvP. There isn’t a ton of resistance around though, so it’s not something that stacks super high, and there’s no elemental immunity. Skills also differ enough that you’ll have some outs if you do run into an enemy with high resistance. (it’s not D2 where you just spam your 1 skill and if you come up against an enemy that’s resistant to that 1 skill you’re screwed)
Quote:
Will monsters have stun resistance of some kind? A party of 4 barbarians with Ground Stomp appears to be able to apply stuns infinitely by rotating the use of this skill within their party.

Yes this is a possibility, but higher level enemies have higher CC resists so it’ll be difficult to replicate in Nightmare and higher.
Quote:
What was the reason for replacing the kick animation used in Diablo 2 for attacks and spells when breaking jars, urns, barrels and ashes in Diablo 3?

Because it’s more awesome to be able to blow up dozens of destructible objects than walk around and kick them one by one.
Quote:
Speaking of ashes and loose stones – do they share the same item drop rate as mobs or is it higher/lower?

Everything in the game has varying chances to drop loot. You could absolutely get a legendary item from smashing an urn, but the chances are insanely small compared to a champion/rare which has a higher chance.
Quote:
Do players get a benefit from having a higher MF or GF when opening ashes, loose stones and bookcases?

Yes. There are some very specific items, usually related to quests, that can only drop gold. But your Gold Find will still affect those.

The Dye bit is interesting. Item will not retain their dye when sold on the AH, but WILL retain it if dropped on the ground.

I'm glad I'm not planning on playing hardcore biggrin.gif

Apparently MF without diminishing returns is a bad thing. According to incgamers it ruined D2's economy right off the bat. Interested to see how Blizz will balance it. I mean you know there's going to be a group full of 4 people with 250% magic find. Surely with 1000% MF the drops would be ridiculous. Even if you can only kill so quickly/efficiently.

Maximum movement bonus is 25%? http://us.battle.net/d3/en/class/barbarian/active/sprint
Sprint un-runed increases it by 40%... I think there was miscommunication here. (Or I'm not understanding it)

It's expected that higher mobs in alter difficulties will have CC resists, for obvious reasons. Just good to have a confirmation though.
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post #1859 of 29763
Quote:
Originally Posted by Bobotheklown View Post

*snip* I'm actually starting to get scared of what Inferno could bring O_O

I predict Unicorns with rainbow attacks. You will be so shocked; you can't get past Inferno Act 1 wink.gif.
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post #1860 of 29763
ROBOT UNICORN LEVEL!!!11!1!1!!!!

With Erasure - Always dubstep remix in the background.
Peon
(16 items)
 
  
CPUMotherboardGraphicsGraphics
IvyBridge 3770K 3.5GHz - 4.2GHz Gigabyte UD5H-WB Wi-Fi AMD Sapphire Radeon 7970 1125/1575 w/Accelero X... AMD Sapphire Radeon 7970 Vapor-X 1125/1575 
RAMHard DriveHard DriveHard Drive
16GB DDR3 Corsair Vengeance LP 2TB Seagate Barracuda 600GB Western Digital Black 256GB Samsung 830 SSD (OS/Apps/Origin) 
Hard DriveCoolingOSKeyboard
256GB Samsung 830 SSD (Steam dedicated) Cooler Master Hyper 212+ Windows 8 x64 Pro Razer Black Widow 
PowerCaseMouseMouse Pad
SeaSonic 1050W X Series Gold + HAF-X Razer Naga SteelSeries 4HD 
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Peon
(16 items)
 
  
CPUMotherboardGraphicsGraphics
IvyBridge 3770K 3.5GHz - 4.2GHz Gigabyte UD5H-WB Wi-Fi AMD Sapphire Radeon 7970 1125/1575 w/Accelero X... AMD Sapphire Radeon 7970 Vapor-X 1125/1575 
RAMHard DriveHard DriveHard Drive
16GB DDR3 Corsair Vengeance LP 2TB Seagate Barracuda 600GB Western Digital Black 256GB Samsung 830 SSD (OS/Apps/Origin) 
Hard DriveCoolingOSKeyboard
256GB Samsung 830 SSD (Steam dedicated) Cooler Master Hyper 212+ Windows 8 x64 Pro Razer Black Widow 
PowerCaseMouseMouse Pad
SeaSonic 1050W X Series Gold + HAF-X Razer Naga SteelSeries 4HD 
  hide details  
Reply
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Overclock.net › Forums › Video Games › PC Gaming › [Official] Diablo III Information and Discussion Thread