I love it. Blizzard epicly trolls the asian farmers by making them use their system and in return blizzard makes some money. I also like how players will make a few dollars too if they play alot, like me. Blizzard is brilliant.
So blizzard says they will charge a flat fee for listing items in the auction house. Does this apply to the gold auction house, too? I'd be really disjointedness if it did.
I love it. Blizzard epicly trolls the asian farmers by making them use their system and in return blizzard makes some money. I also like how players will make a few dollars too if they play alot, like me. Blizzard is brilliant.
Exactly. I don't necessarily know about the 'brilliant' part, but the fact of the matter is that every single last one of the concerns raised about the RMAH (abundance of farmers, etc) are things that will happen with or without a Blizzard-condoned cash AH. If anything, this could reduce the amount of farmers seeing as they aren't the ones who get to set their prices, which could end up meaning less profit for them. Either way, it will hardly promote it more than it already is in WoW and D2, and even if it does everyone (including Blizzard, who actually made the game and supports the servers) will have access to it, which means more profit for them and probably more content for us. And again, you won't even have to use money that wasn't gained through selling previous items if you use your free listings to gain money in the first place.
Right right, the "everyone's going to do drugs anyway, so let's just make it legal so we can tax it and regulate it" argument. Didn't buy it then, and I don't buy it now. You don't 'solve' bad behavior by changing the rules and calling it 'normal' behavior. Cold hard fact is that players are now going to be allowed to buy in-game power from each other. That's a result of a failed attempt to make a meaningful in-game currency and economy, and nothing else.
Right, because just because you can buy items with money means gold is useless. Its not like you have to use it for everything else.
See, blizz got the reasons for the existence of D2JSP completely wrong. The forum gold and third party trading didn't come around because players wanted to make real money selling items - it came around because players just wanted to be able to SECURELY trade items, and had no other way to do it. Had a robust, in-game system been present with an in-game currency that had value, there would've been no need for D2JSP.
Oh, so you mean securely trading items like in WoW? Where theres a comprehensive AH and trade window? And still people who sell gold and items for money?
And everyone keeps trying to point out that the cheater AH is going to optional - news flash, no it ain't. Anytime two things which do the same thing exist, the market will choose one, and the other will fail. Don't believe me? Ever hear of betamax cassette tapes? What happened to records when cassettes and CDs came out? Familiar with the format war between Blu-ray and HD-DVD? One will win, the other will lose, and unless something really weird happens, the OBVIOUS conclusion is that the cheater AH will win, if for no other reason than it allows you to cash out real money. AT BEST, the gold AH will exist for all the lower-tier items that aren't worth the risk of a listing fee, and the cheater AH will be where all the desirable stuff goes. This is just basic economics 101, and any game designer who is going to be authoring a major release and wants a stable economy needs to understand these concepts.
Again, you will still need gold, and the main way to get large amounts of it will be the gold AH. It still has its place, both for that and for the people who don't want to use real money (aka a lot of people who have used up their free listings). If anything making people use real money to list something only discourages them from doing so and promotes trying the gold AH in any scenario where you need gold.
Yeah...let's think about that for a minute Jack. SOMEONE'S going to have to spend money in for you to earn it through selling it. If they don't...there'll never be any in the system. In fact, this system presumes and requires that there be a LOT of someones doing that. If everyone took the approach of "I won't put in my own money, I'll just soak up some of what's already there" then there wouldn't be any "already there" to begin with.
Of course there will be people who just use their credit cards and put cash on their account. I wasn't saying that wouldn't be the case. I was simply pointing out that there was a completely viable way to engage in the RMAH without ever doing so. Which there is.
It's called hyperbole, Jack - literary exaggeration to make a point. At level 24 you stop getting meaningful level milestones, and to me, that seems shallow and console-ish.
Official Blizzard Quote:
You'll have access to all the systems by the end of Normal, but that doesn't mean you're going to scratch the surface with them.
You'll be leveling your artisans, teaching them to make new items, finding higher quality runes, finding higher quality gems, combining gems, finding loot in Nightmare that doesn't drop in Normal, finding loot in Hell that doesn't drop in Nightmare, etc. and really continuing to max out use of each of the available power adjustments.
Plus the need to really tighten up builds, get a good mix of skills, pick the right passives to support them, and gear out in specific directions becomes more and more important as the game gets tougher.
I don't think having to become a better player and invest more in all the game systems is a "deadzone", it's where the game gets challenging.
Yeah so I'm posting here now to complain since Blizz slapped me with a 3-day ban on the D3 official forums for calling them out about their rampant purging of all threads that dared to criticize Blizz selling out to cheaters with their cheater auction house.
This destroys the integrity of the game - all of it. Since literally everything you could possibly accomplish within D3 is tied to the gear you have, the ability to buy gears means you're buying success everywhere else. You don't have to work for it or earn it anymore, you just have to pay a couple of dollars and deck yourself out with legendaries.
Why those idiots think this is a good idea and good for the game is beyond me.
Wow, is anyone forcing you to buy items from the real money AH..? No.
And the items which can be bought via the real money AH are items which other players have obtained in GAME by working hard themselves and are making the decision to not sell the items for the "in game" currency gold. This doesn't mean you still can't work hard for your own items... If you wish to let it affect your manhood and whine like a girl because a 13 year old used his mums credit card to buy items then that's your own fault.
It certainly won't affecting me and how hard I'm going to work on my character
I have mixed feelings on the AH system, and my gripes are as follows:
Mainly PVP: While not endorsed, there's some sort of crude ranking system there, and is a feature that everyone is welcome to play and is being endorsed by Blizzard. They want everyone to play it, and have fun, but at the same time play against or with people who could have theoretically put a fifth of the time in learning the things you did and earning what you did and have an advantage because of equipment. Diablo 2 was a very social game, and a vast majority of time playing it was with random people. It's part of the allure of a game with instant connection and instant action.
I would like to suggest, as a way of keeping people where they want to be, a process that an item goes through when it goes through the inventory of the online AH. Simply allow the people who want to be casual be casual and put a tag on items that go through the AH. When a player searches for games, just have an option of joining a PVP or PVE match where players aren't wearing items that went through that process.
To the people bashing people who aren't in favor of the system because they don't have to partake in it, doesn't mean they won't be exposed to it. Just like how any of you who don't buy gold or something in WoW, you hate being spammed by gold farmers. If I join a match to simply get the boss killed before I can get to him because a 10 year old barbarian killed the final boss of the game because he stole his moms credit card, or enter a "roughly equivalent match" between players to get shit on by someone who invested real money when I didn't (some arbitrary amount that had nothing to do with skill or dedication in game) when I was seeking to have a fun and challenging match. If any of you played the prior two games, you would have undoubtedly experienced what I just described. If they are going to make these items open to everyone who has a few bucks, then it degrades all of our playing experiences seeing as it's a game that revolves around being social mostly. As shown by needing to be connected to Battlenet to even play. Give us an option to play as casuals, and give us an option to play with the hardcore basement dwellers who drop hundreds of dollars into items on month one of release.
So uh.... who the fuck decided on half of these changes?
All pumped for D3 for years, then Blizz goes and murders my excitement right in the face. Don't get me wrong, I'm probably still going to buy the game (this isn't like one of those faggy "OMGAWD I R BOYCOTT MODERN WARFARE!!! *buys anyways* kinda things), but god damn, doubt I'll stick with it for over a couple months now :/.
edit: Yeah, so scratch that. Read through the AH thing the first time to check out what everyone was raging about, went back, saw the Cauldron of Jordan and the removal of skill points. There goes my plans of purchasing this game \o/.
Rollback Post to RevisionRollBack
Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
While there are few positive benefits to the RM AC the dissadvantages weighs heigher
Positive >> Secure and safe way to trade gear? less to no 3rd company trading sites...
Bad THINGS >>
1. It takes freaking QUALITY out of the game, period. If i for ex. found this awesome armor or weapon, people would just glance and say "hey it goes for 2 dollars...
2. We are going to pay fees for selling stuff at the RM AH
3.Some might argue that we can just refrain from using the AH, but we are still playing in an online world sorrounded by players, who might not or might use real money, so it still feels like a cheap game, where you buy "luck" (ie. good drops) for real money.
4.It encourage people who farm, spam or phish to do so even more...
From what i understand, you can use the recall to go BACK to town, but not use it to take you to the spot you recalled from. you will have to use the most recent waypoint to get back to where you recalled from.
It actually takes you right back to where you started. But from what I've gathered there will be a cooldown in addition to 10 second cast time on it, so that should at least help some.
Ever hear of betamax cassette tapes? What happened to records when cassettes and CDs came out? Familiar with the format war between Blu-ray and HD-DVD?
Right... except the reason those system failed were the huge distribution and production costs associated with having two separate systems active at the same time, and both were run and maintained by two different competing companies.
Here however, there are no additional costs to switcing between the cash and gold AH for the end user other than minute differences in the transaction costs due to the fees charged, but that is such a small difference that both can be used simultaneously. It should be thought of for what it is, two different currencies traded with on an "global" market.
For Blizzard there are additional costs to maintaining both, but in this case they will workin unison rather than compete.
So blizzard says they will charge a flat fee for listing items in the auction house. Does this apply to the gold auction house, too? I'd be really disjointedness if it did.
The flat fee is there to ensure that no crap auctions are put up in the AH. While I haven't seen anything in regards to the gold AH, I see no reason for Blizzard not to include such a fee for the gold AH as well, however that fee would naturally also be in gold.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Right, because just because you can buy items with money means gold is useless. Its not like you have to use it for everything else.
Not really sure what point you're trying to make here. I will say, however, that I have read Phrozen's article, and a couple of things were brought to light that have changed my opinion SLIGHTLY.
Gold can be sold for cash. That part is KEY because what it does is establish an exchange rate between real currency and gold. You're not stuck trying to divine the exchange rate by looking at two identical items (which will rarely/never exist in Diablo because of random stats even on legendaries) on either AH and then doing math to intuit what the echange rate is - because it will be whatever gold is selling for on the RMAH.
As much as it pains me to say this, I can understand now why Blizz is doing it this way. I think the simple fact of the matter is that in a computer game, they could never create enough "demand" for gold to give it an actual value. I'm not talking about gold sinks, that only fights inflation (an overabundance of money), but will never lend inherent value to a currency. What I AM talking about is creating enough items of worth within in the game which you can ONLY buy with in-game currency. That's what lends value to currency - people wanting to use it to buy things. An in-game economy can NEVER been as complex or "accurate" as a real-world economy for literally millions of reasons - not the least of which is the fact that you're having to "invent" something in game in 5-ish years to match something in the real world that evolved naturally over thousands. Blizz can not ever create enough things in Diablo to make gold a stable currecy with inherent value.
Well...when they "back up" the in-game currency with REAL WORLD currency, they solve that problem. Instead of relying exclusively on an in-game economy to give gold value, what they're REALLY doing is relying on the currency of the region to give gold value. That'll work, I think, because (presuming of course the dollar is still worth anything by launch date - highly questionable right now, IMO) a real-world economy is logarithmically more complicated than Diablo could ever be. Essentially what they're doing is using the gold-cash exchange to create, by proxy, real world economic complexity within Diablo. Because Diablo gold WILL have some real-world value, that means it is lent value by that real-world economy. It's never been done before (unless you count EVE Online, but not on the same scale players-wise), so we'll see if it works. It certainly has potential to work.
That's the pragmatic side of me. The principled side of me still balks at the idea of buying power for cash, and to me, it detracts from the purity, integrity, and "meaningfullness" of accomplishing anything in the game when you know people bought items for real money. Diablo is a gear-centric game, so when you're buying items directly, you're also buying accomplishment indirectly. You're also affecting others' experiences with your purchases, and as a player I think I would feel less proud of my accomplishments if I knew I was aided, even partially, by someone who put in no time and paid for their success without earning it. I was sorta planning on playing Normal-Hell by myself anyway and only going MP when I had defeated those on my own, maybe I'll still do that. Now, with the introduction of a fourth "difficulty" or "mode" or whatever it is - called "Inferno" - maybe we've got an endgame after all and by that point, I think everyone will have mostly earned what they've got, either before or after the fact.
SELLING items that you've farmed for real money and then using an e-balance you have thusly obtained to purchase an item to me still isn't the same thing as someone putting in no time whatsoever and just buying their way to power - at least you still had to farm a drop you didn't want, but still had value to someone, and then sold it at a price you both deemed was fair. It still required you to put in time and effort. All you've done is commoditze that time and effort in an item and exchanged it for currency, another commoditization of the same time and effort.
Oh, so you mean securely trading items like in WoW? Where theres a comprehensive AH and trade window? And still people who sell gold and items for money?
Meh, not really the same thing. In D2, players were using third-party sites because there was no other reasonable alternative. In WoW, people are using third-party sites DESPITE a reasonable alternative. The motivations in those two instances are completely different.
It still has its place, both for that and for the people who don't want to use real money (aka a lot of people who have used up their free listings). If anything making people use real money to list something only discourages them from doing so and promotes trying the gold AH in any scenario where you need gold.
Like I said, the fact that gold can be bought and sold for real money changes the landscape. This sets up the opportunity for arbitrage, which Phrozen did a decent job of explaining. And, the best part of arbitrage is that it forces everything to an equilibrium, so in THEORY there won't be a long-lasting, meaningful difference between the two markets.
I still believe one will end up being used more than the other, and I still believe that will be the RMAH. It's just too troublesome for MOST people who don't get into the Diablo 3 Arbitrage Moneymaking Metagame (and there will be those people, I might even dabble)to deal with two markets, and the natural human tendency is to just default to one. If anything, the gold AH will be used for crap loot that isn't worth the risk of a real-money listing fee.
Again, this brings the question of salvaging - how is salvaging going to be affected by all of this? That's an interesting question, because if the mats you get from salvaging are worth less than what you can garner for selling them item outright, I daresay salvaging and leveling artisans and crafting could take a back seat and never be fully realized by most players.
Official Blizzard Quote:
You'll have access to all the systems by the end of Normal, but that doesn't mean you're going to scratch the surface with them.
You'll be leveling your artisans, teaching them to make new items, finding higher quality runes, finding higher quality gems, combining gems, finding loot in Nightmare that doesn't drop in Normal, finding loot in Hell that doesn't drop in Nightmare, etc. and really continuing to max out use of each of the available power adjustments.
Plus the need to really tighten up builds, get a good mix of skills, pick the right passives to support them, and gear out in specific directions becomes more and more important as the game gets tougher.
I don't think having to become a better player and invest more in all the game systems is a "deadzone", it's where the game gets challenging.
Thanks, I read that already. I'd like to point out that none of what Bashiok listed is character progression. It's ancillary to character progression, but it's not personal, character progression.
At the end of the day, I think people just want to click and put a point into something, even if it is largely illusory. Heck, if you want to get right down to it, the entirety of any computer game is illusory, and could easily be boiled down to a console application that solicits an input from the user, and spits some lines of text back out in the screen. That's all that's REALLY going on anyway, we're just throwing an interface and a story between the user and the computer. Getting all your skills at certain level milestones and have them auto-scale is currently what's being done in WoW, but there is customization in the talent trees. I hope we're able to attain that same level of cusomtization through runes. It sounds like we can, but I hope they don't actually implement that "unknown until socketed" garbage. Sometimes, it's best to let ideas stay internal until you've actually tested them so you don't rile up the herd, and I think this is one of those cases.
//ed - fixed some spelling errors and clarified some grammar.
Right... except the reason those system failed were the huge distribution and production costs associated with having two separate systems active at the same time, and both were run and maintained by two different competing companies.
Sorry, that's not why those competing formats failed. They failed because the marketplace saw them as doing the exact same thing, and picked the one they liked the best. Whenever there are two products the market believes do the EXACT same thing, or close enough to exact such that the differences are irrelevant to the market, one will fail. Period. That's just how it happens.
//ed - Okay, I think I see what you were saying here. You took "fail" to mean "ceased to exist." I mean "fail" in the context of the gold AH, to mean "exists but isn't being used." Obviously it won't cease to exists if the market rejects it, but it'll be largely irrelevant if that happens.
The REAL question is going to be will the gold AH serve a purpose not served by the RMAH? If the answer is no, then the gold AH will be irrelevant. I can foresee a situation where the gold AH will be used for non-endgame gear, and the RMAH will be used for the really valuable stuff, but at this point that's just theory. Who knows if the market will end up using it that way.
Still, in situations like these, the tendency for the market is to just default to one location to do all their business. Ever play EVE Online? Ever try to jump into JITA on a Sunday afternoon? Jita is the system the market determined was the most ideal for trading - it had to do with its central location to the galaxy, its abundance of stations, and a couple of reasons. There were literally HUNDREDS of other systems the market could've picked, but it picked that one. Interestingly, the market even endured MISERABLE game performance in that system in order to attain a central trading location rather than splitting off into multiple sub-markets to improve performance. That shows just how important a central location for doing business really is.
If you remember, the same thing happened in the early days of WoW before all the faction AHs were linked. Despite having three capital cities each, ALL the commercial traffic for the faction concentrated heavily on ONE. It created some terrible performance issues until Blizz wisely linked them all, allowing you to access the same market from anywhere. The AH itself became the central market, independent of a geographic location.
So, like I said...unless one AH does something the other does not, one of the two is going to become irrelevant.
//ed - fixed some spelling errors and clarified some grammar.
Personally I'm glad that Blizzard is taking control of all aspects of the in-game economy.
Gold was generally useless in Diablo 2 and players chose their currencies. Personally I preferred 3/20/20s because they were actually useful on a character (I liked a lot of physical damage/melee characters), rather than sojs that gave no benefit to your character's inventory. 290s, 20/5s, what ever you preferred, an actual copper, silver, gold, and RM system is way better.
Personally I'm glad that Blizzard is taking control of all aspects of the in-game economy.
Yup, I agree, I like the way this has been handled.
Blizzard have categorically refused to acknowledge PVP to be anything more than casual, so those who say "PVP is dead already", that is not (very) important to them anyway.
It eliminates third party real money vendors, which is nice, and at the same time allows people who have time to make a couple of bucks off the game if they so wish. On the other hand, it also gives people who don't have so much time on their hands, to pay a couple of bucks, and get the items they want in order to keep up, or do what they want.
Also, the AH will not be SOOO Rampant with the farmers, because, remember, there is an item listing fee, for real money. If they wanna start spamming the market with things, they will have money coming out of their pockets to even list the items. Sure they can list items on the gold only market, but the real money market and gold market will eventually balance each other out (rather rapidly, as so tends to happen with Blizzard games).
Personally, I am extremely happy about this, because after progression of the story line ends (which is a fantastic part of the game for me), I mainly treat the game as a trading game. I would get a huge rush from doing trades that were like "From a paper clip to a house". AH changes that, of course, due to market prices and a stable player driven economy, but now the rush will come from being able to trade for an extra couple of bucks.
If I can make back the money that I paid for the game in the first place (and I personally think that it will not be too difficult to do), I will be a satisfied customer.
I may be a small minority in this respect, having said that.
So, I am on team Blizzard with this entire update, and I shall now discourse on why every single thing they did was genius.
First, some Economy 101, since plenty of posters here seem to have acquired the HURR-odric scroll after bumping their head on the Tree of Idiots. The RMAH is ingenious for a few very specific reasons, a few of which have been touched on by previous posters. First, since you can sell gold, you can acquire money to spend in the RMAH, which means you just spent gold to get something on the RMAH. Second, those of you who think the RMAH is not ethical will (according to your ethics) put anything you want to sell in the AH on the Gold AH, which means that there will be plenty of good items on the Gold AH. If your ethics are so strong that you don't like the RMAH, then I'm sure we can trust you to not try and sell there. Third, this puts a value on Gold, so you know what you have. Sweet, finally.
Further, you guys need to understand economics on a deeper scale if you're going to attack Blizzard for bringing real world economy and grafting it into this virtual universe. In particular, you need to understand the ebb and flow of money coming in, the money sitting around, and the money going out. Let's say that out of one million players, fifty thousand buy SOMETHING in the RMAH, whether it be 50 cents for basic gloves, or 50 dollars for a sweet-axe axe. That's fifty thousand multiplied by the average expense that was just put into the D3 economy. Some went into the real-world pockets of the sellers, and some went into Blizzard e-balance. Now, assuming that another four-hundred and fifty thousand players are okay with selling gold for e-balance and buying on the RMAH with e-balance, they're just recycling the money put in the economy already. What does this mean? If there's a total e-balance amongst the five-hundred thousand players of $5000 (obviously low, but just for example, let's roll with that amount) then people are just shifting that $5000 around to acquire things that they want/need. So eventually, our collective e-balance will begin to move into real-world pockets, but more e-balance will come in from more cash expense into the game. What this means is that our Diablo economy will function much like the real-world economy. The more cash there is in the system, the less it's worth. Conversely, the less cash there is, the more it's worth. What this means for Diablo economy is that if everyone is buying into the RMAH with cash, we have more cash in the system, which means each e-balance dollar is worth just a little less because it's easier to come by. This is a GOOD THING. It's a good thing because we also have Gold that has a comparable exchange rate to our e-balance cash. If cash is valuable, gold is valuable, and if you can acquire gold, you can acquire cash, assuming you sell. What I'm getting at here is simply this: for every ONE player that spends their real money (buying power, as ragers call it) we get a stronger gold economy for all of us, and fewer of us will get scammed out of our transactions because we know what gold is even worth.
Long story short, people, the RMAH is not going to beat out the Gold AH. It's going to become the supplementary force that makes people like the AH altogether. I don't even think it makes sense to think of it as RMAH and Gold AH so much as a single AH with two ways to pay. Your gold can be spent in the RMAH just as your cash can be spent in the Gold AH, thanks to the possibility of currency exchange and e-balance.
*whew*
As for PVP, who cares if people buy godly armor and go PVP? You'll never play against them unless your armor compares, so what does it even matter? "Oh, but I spent time, and they spent 5 minutes." Well good, then you should be able to beat them on the pure merit of knowing how to play, and they'll see what all their godly spends were worth them.
As for skill points, awesome. Brilliant even. So what, you're sad that you won't feel different from other players with Whirlwind? How is this better than D2 when you were fighting other Barbarians who beefed out Whirlwind there? At least this time around, you can be a whirlwind/leap barb while they're a whirlwind/berserker barb. You're different from every other barb because you have 6 ways to play! In PVP, I bet we'll see a never-ending ebb and flow where you are Barb 1 and you get beat by Barb 2, so you shift to have his skillset, and now you get beat by Barb 3, so you switch to that skillset, and suddenly, you get beat by someone who's playing Barb 1's skillset again. And people are honestly crying about the ability to switch out often? So what? Are YOU going to switch out often? If you are, then it was a good move. If you're not, good on you, you found a playstyle that works for you, and that is GOLDEN. That's Blizzard's goal anyway. They don't intend for every player to switch skills between each scenario. People are going to use what they want to use. People want identity, and if they can have the freedom to perfect that on the fly, they'll do it, but they'll still lock into what works for them best. This is aided even further by the new (possible) rune system. And speaking of the rune system...
The Rune system is awesome! So what if you don't know what you're getting? You certainly didn't hate unidentified items, did you? That's all this is. If you try it and don't like it, well, better luck next time. That's how good item finding has always worked in Diablo. And if you have to think carefully about what skill you're going to toss a rune into, well then you're not going to be switch out your skills that often are you? You gotta know what you're going to use so you know what skill is worth throwing that oh so precious level 7 rune into. This reinforces identity, it reinforces the treasure hunting we've always enjoyed in Diablo, and it reinforces the idea that just because that Barb has the same skillset as you, it doesn't mean you're identical, because his Whirldwind is alabaster while your whirlwind is something else entirely. Trust me, there's no such thing as "better" or "worse" runes for each skill, because when you compare any change you get from runes to the changes OTHER skills get with whatever runes they get may make what you currently THINK is a bad change into the perfect fit for your build. Essentially, everyone will have different preferences for runes, and I think this random method is going to help us all explore that a little better, which will have us playing different styles for months -- nay, years -- to come.
THANK YOU BLIZZARD! I can't wait to get my hands on this and ruin my life by only ever playing it!
The Rune system is awesome! So what if you don't know what you're getting? You certainly didn't hate unidentified items, did you? That's all this is.
Not really. While nothing has been thusfar changed, what has been DISCUSSED is making it so:
1) You don't know what a rune is until you socket it (no big deal)
2) You can't ever socket that rune to another skill once you do socket it (big deal)
What this means is you won't know if the rune you socketed for Magic Missile is the one you ACTUALLY wanted for Arcane Orb until you socket it in Magic Missile - and by that point, it's too late, because you can't ever use it in any other skill but Magic Missile. If runes weren't known until you socketed them and you could change them to other skills once they WERE known, nobody would really be issuing forth serious complaints about the change.
2) You can't ever socket that rune to another skill once you do socket it (big deal)
Well Jay Wilson said that not only is this only, as you pointed out, only a matter of discussion amongst the D3 team, but if this became a problem then they would implement something that allows you to 'wipe' a rune. Again, this system hasn't even been iterated upon. All it is is very early discussion, so obviously there are going to be holes in the proposed system.
2) You can't ever socket that rune to another skill once you do socket it (big deal)
Well Jay Wilson said that not only is this only, as you pointed out, only a matter of discussion amongst the D3 team, but if this became a problem then they would implement something that allows you to 'wipe' a rune. Again, this system hasn't even been iterated upon. All it is is very early discussion, so obviously there are going to be holes in the proposed system.
I just don't get what's wrong with the way things are now. They haven't explained any deficiencies in the current system that justifies taking an ostensibly bad idea and putting a lot of work and time into to make it not a bad a idea when the current idea/system appears to be pretty good.
Sometimes, you CAN think about something too much.
Blizzard are so damn lazy, instead of fighting against 3rd party sellers, then they support them, and makes it a lot easier for them to sell their items.
I dont like the idea...
Think about this; 2 players both level up, same speed, with the same items etc etc. When they both hit level 60, 1 of them suddenly stop playing. The other guy uses many many hours to get his gear and feel that he finally got that gear he wanted. But then the other guy that had left the game earlier comes back. He notice the RML-AH and put in some money. While the other guy used many many hours on his gear, is this guy simply buying all the guy.
The point: I dont understand why I should be using many hours on a game, where some people can use 10min to buy their stuff.
I saw some ideas on the forum earlier, and here is just a few a liked;
1. Make a badge or something that tells us if the people had bought any of their items.
2. Make diffrent kind of characters, those who wants to use real life money, and those who doesn't. Just like HC/SC
3. Remove the real life money AH, and simply make items soulbounded, like WoW. Now you maybe think "Hmm, what if I am a barbarian and a WD item drops". This is how to fix THAT: Simply make the item trade able for 1 hour or 2 hours, just a moment, so you can give your friend the item.
I am strongly against this. I see Blizzard as some greedy and lazy company, atm I dont know if I want to support something like that. I accept when you can buy pets or something like in wow, for real money. I accept it because it doesn't affect the game at all.
Sorry my bad english, please tell me what you think.
The Rune system is awesome! So what if you don't know what you're getting? You certainly didn't hate unidentified items, did you? That's all this is.
Not really. While nothing has been thusfar changed, what has been DISCUSSED is making it so:
1) You don't know what a rune is until you socket it (no big deal)
2) You can't ever socket that rune to another skill once you do socket it (big deal)
What this means is you won't know if the rune you socketed for Magic Missile is the one you ACTUALLY wanted for Arcane Orb until you socket it in Magic Missile - and by that point, it's too late, because you can't ever use it in any other skill but Magic Missile. If runes weren't known until you socketed them and you could change them to other skills once they WERE known, nobody would really be issuing forth serious complaints about the change.
Well, then I guess you have to be careful about which one you pick to stick the rune into, don't you? Heaven forbid you get forced to try a rune you didn't intend. Heaven forbid you don't have to try it at all, but have to (gasp) find another rune. Really, though, I know why it all seems less than ideal to you. I know level 7 runes will be a rarity, but so will each piece of gear you wear at that point in the game. Since when did a little gear-hunting scare off a Diablo player? Frankly, if you're bold enough to stick a level 7 rune into an item, you're probably committed to using that skill with or without a rune. So what's a little monster-mashing in the quest for the perfect rune? (That is, if you can even claim that you know what the "perfect" rune is. Don't forget, each skill might look nice with this or that rune, but when you're playing the game, you'll have to consider it in the light of your OTHER five skills, and THEIR rune modifications, if any.)
Blizzard are so damn lazy, instead of fighting against 3rd party sellers, then they support them, and makes it a lot easier for them to sell their items.
I dont like the idea...
Think about this; 2 players both level up, same speed, with the same items etc etc. When they both hit level 60, 1 of them suddenly stop playing. The other guy uses many many hours to get his gear and feel that he finally got that gear he wanted. But then the other guy that had left the game earlier comes back. He notice the RML-AH and put in some money. While the other guy used many many hours on his gear, is this guy simply buying all the guy.
The point: I dont understand why I should be using many hours on a game, where some people can use 10min to buy their stuff.
I saw some ideas on the forum earlier, and here is just a few a liked;
1. Make a badge or something that tells us if the people had bought any of their items.
2. Make diffrent kind of characters, those who wants to use real life money, and those who doesn't. Just like HC/SC
3. Remove the real life money AH, and simply make items soulbounded, like WoW. Now you maybe think "Hmm, what if I am a barbarian and a WD item drops". This is how to fix THAT: Simply make the item trade able for 1 hour or 2 hours, just a moment, so you can give your friend the item.
I am strongly against this. I see Blizzard as some greedy and lazy company, atm I dont know if I want to support something like that. I accept when you can buy pets or something like in wow, for real money. I accept it because it doesn't affect the game at all.
Sorry my bad english, please tell me what you think.
So you played the game and that guy didn't. If you didn't enjoy playing the game and acquiring gear, you wouldn't have played. If you didn't want to play the game, but wanted the gear, you would have bought, begged, or traded for it. He felt like he needed to buy gear. So what if he did? Does that affect you and your gameplay experience at all? No, not really, it only affects his.
Look, what people seem to forget is that someone somewhere found all this "godly gear" that apparently everyone is going to be buying. Someone somewhere would have had it, and they may have found it as easily as they found life orbs. In a random system, you can't ensure that anyone with godly gear spent any amount of time getting it. And what if they traded gold for all that gear? Is that bad? Is that something that should be frowned upon, because they "got the gear in 10 minutes?" If that's the logic we're rolling with, then gold should be removed from Diablo. In fact, trading is out too. Soulbind everything, because the only way anyone should get anything is if they went out and killed something for it.
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So blizzard says they will charge a flat fee for listing items in the auction house. Does this apply to the gold auction house, too? I'd be really disjointedness if it did.
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Oh, so you mean securely trading items like in WoW? Where theres a comprehensive AH and trade window? And still people who sell gold and items for money?
Again, you will still need gold, and the main way to get large amounts of it will be the gold AH. It still has its place, both for that and for the people who don't want to use real money (aka a lot of people who have used up their free listings). If anything making people use real money to list something only discourages them from doing so and promotes trying the gold AH in any scenario where you need gold.
Of course there will be people who just use their credit cards and put cash on their account. I wasn't saying that wouldn't be the case. I was simply pointing out that there was a completely viable way to engage in the RMAH without ever doing so. Which there is.
Official Blizzard Quote:
You'll have access to all the systems by the end of Normal, but that doesn't mean you're going to scratch the surface with them.
You'll be leveling your artisans, teaching them to make new items, finding higher quality runes, finding higher quality gems, combining gems, finding loot in Nightmare that doesn't drop in Normal, finding loot in Hell that doesn't drop in Nightmare, etc. and really continuing to max out use of each of the available power adjustments.
Plus the need to really tighten up builds, get a good mix of skills, pick the right passives to support them, and gear out in specific directions becomes more and more important as the game gets tougher.
I don't think having to become a better player and invest more in all the game systems is a "deadzone", it's where the game gets challenging.
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Wow, is anyone forcing you to buy items from the real money AH..? No.
And the items which can be bought via the real money AH are items which other players have obtained in GAME by working hard themselves and are making the decision to not sell the items for the "in game" currency gold. This doesn't mean you still can't work hard for your own items... If you wish to let it affect your manhood and whine like a girl because a 13 year old used his mums credit card to buy items then that's your own fault.
It certainly won't affecting me and how hard I'm going to work on my character
Mainly PVP: While not endorsed, there's some sort of crude ranking system there, and is a feature that everyone is welcome to play and is being endorsed by Blizzard. They want everyone to play it, and have fun, but at the same time play against or with people who could have theoretically put a fifth of the time in learning the things you did and earning what you did and have an advantage because of equipment. Diablo 2 was a very social game, and a vast majority of time playing it was with random people. It's part of the allure of a game with instant connection and instant action.
I would like to suggest, as a way of keeping people where they want to be, a process that an item goes through when it goes through the inventory of the online AH. Simply allow the people who want to be casual be casual and put a tag on items that go through the AH. When a player searches for games, just have an option of joining a PVP or PVE match where players aren't wearing items that went through that process.
To the people bashing people who aren't in favor of the system because they don't have to partake in it, doesn't mean they won't be exposed to it. Just like how any of you who don't buy gold or something in WoW, you hate being spammed by gold farmers. If I join a match to simply get the boss killed before I can get to him because a 10 year old barbarian killed the final boss of the game because he stole his moms credit card, or enter a "roughly equivalent match" between players to get shit on by someone who invested real money when I didn't (some arbitrary amount that had nothing to do with skill or dedication in game) when I was seeking to have a fun and challenging match. If any of you played the prior two games, you would have undoubtedly experienced what I just described. If they are going to make these items open to everyone who has a few bucks, then it degrades all of our playing experiences seeing as it's a game that revolves around being social mostly. As shown by needing to be connected to Battlenet to even play. Give us an option to play as casuals, and give us an option to play with the hardcore basement dwellers who drop hundreds of dollars into items on month one of release.
All pumped for D3 for years, then Blizz goes and murders my excitement right in the face. Don't get me wrong, I'm probably still going to buy the game (this isn't like one of those faggy "OMGAWD I R BOYCOTT MODERN WARFARE!!! *buys anyways* kinda things), but god damn, doubt I'll stick with it for over a couple months now :/.
edit: Yeah, so scratch that. Read through the AH thing the first time to check out what everyone was raging about, went back, saw the Cauldron of Jordan and the removal of skill points. There goes my plans of purchasing this game \o/.
Positive >> Secure and safe way to trade gear? less to no 3rd company trading sites...
Bad THINGS >>
1. It takes freaking QUALITY out of the game, period. If i for ex. found this awesome armor or weapon, people would just glance and say "hey it goes for 2 dollars...
2. We are going to pay fees for selling stuff at the RM AH
3.Some might argue that we can just refrain from using the AH, but we are still playing in an online world sorrounded by players, who might not or might use real money, so it still feels like a cheap game, where you buy "luck" (ie. good drops) for real money.
4.It encourage people who farm, spam or phish to do so even more...
Right... except the reason those system failed were the huge distribution and production costs associated with having two separate systems active at the same time, and both were run and maintained by two different competing companies.
Here however, there are no additional costs to switcing between the cash and gold AH for the end user other than minute differences in the transaction costs due to the fees charged, but that is such a small difference that both can be used simultaneously. It should be thought of for what it is, two different currencies traded with on an "global" market.
For Blizzard there are additional costs to maintaining both, but in this case they will workin unison rather than compete.
The flat fee is there to ensure that no crap auctions are put up in the AH. While I haven't seen anything in regards to the gold AH, I see no reason for Blizzard not to include such a fee for the gold AH as well, however that fee would naturally also be in gold.
Not really sure what point you're trying to make here. I will say, however, that I have read Phrozen's article, and a couple of things were brought to light that have changed my opinion SLIGHTLY.
Gold can be sold for cash. That part is KEY because what it does is establish an exchange rate between real currency and gold. You're not stuck trying to divine the exchange rate by looking at two identical items (which will rarely/never exist in Diablo because of random stats even on legendaries) on either AH and then doing math to intuit what the echange rate is - because it will be whatever gold is selling for on the RMAH.
As much as it pains me to say this, I can understand now why Blizz is doing it this way. I think the simple fact of the matter is that in a computer game, they could never create enough "demand" for gold to give it an actual value. I'm not talking about gold sinks, that only fights inflation (an overabundance of money), but will never lend inherent value to a currency. What I AM talking about is creating enough items of worth within in the game which you can ONLY buy with in-game currency. That's what lends value to currency - people wanting to use it to buy things. An in-game economy can NEVER been as complex or "accurate" as a real-world economy for literally millions of reasons - not the least of which is the fact that you're having to "invent" something in game in 5-ish years to match something in the real world that evolved naturally over thousands. Blizz can not ever create enough things in Diablo to make gold a stable currecy with inherent value.
Well...when they "back up" the in-game currency with REAL WORLD currency, they solve that problem. Instead of relying exclusively on an in-game economy to give gold value, what they're REALLY doing is relying on the currency of the region to give gold value. That'll work, I think, because (presuming of course the dollar is still worth anything by launch date - highly questionable right now, IMO) a real-world economy is logarithmically more complicated than Diablo could ever be. Essentially what they're doing is using the gold-cash exchange to create, by proxy, real world economic complexity within Diablo. Because Diablo gold WILL have some real-world value, that means it is lent value by that real-world economy. It's never been done before (unless you count EVE Online, but not on the same scale players-wise), so we'll see if it works. It certainly has potential to work.
That's the pragmatic side of me. The principled side of me still balks at the idea of buying power for cash, and to me, it detracts from the purity, integrity, and "meaningfullness" of accomplishing anything in the game when you know people bought items for real money. Diablo is a gear-centric game, so when you're buying items directly, you're also buying accomplishment indirectly. You're also affecting others' experiences with your purchases, and as a player I think I would feel less proud of my accomplishments if I knew I was aided, even partially, by someone who put in no time and paid for their success without earning it. I was sorta planning on playing Normal-Hell by myself anyway and only going MP when I had defeated those on my own, maybe I'll still do that. Now, with the introduction of a fourth "difficulty" or "mode" or whatever it is - called "Inferno" - maybe we've got an endgame after all and by that point, I think everyone will have mostly earned what they've got, either before or after the fact.
SELLING items that you've farmed for real money and then using an e-balance you have thusly obtained to purchase an item to me still isn't the same thing as someone putting in no time whatsoever and just buying their way to power - at least you still had to farm a drop you didn't want, but still had value to someone, and then sold it at a price you both deemed was fair. It still required you to put in time and effort. All you've done is commoditze that time and effort in an item and exchanged it for currency, another commoditization of the same time and effort.
Meh, not really the same thing. In D2, players were using third-party sites because there was no other reasonable alternative. In WoW, people are using third-party sites DESPITE a reasonable alternative. The motivations in those two instances are completely different.
Given that gold can be bought with real money, I believe the main way to get large amounts of it will be the RMAH.
Like I said, the fact that gold can be bought and sold for real money changes the landscape. This sets up the opportunity for arbitrage, which Phrozen did a decent job of explaining. And, the best part of arbitrage is that it forces everything to an equilibrium, so in THEORY there won't be a long-lasting, meaningful difference between the two markets.
I still believe one will end up being used more than the other, and I still believe that will be the RMAH. It's just too troublesome for MOST people who don't get into the Diablo 3 Arbitrage Moneymaking Metagame (and there will be those people, I might even dabble)to deal with two markets, and the natural human tendency is to just default to one. If anything, the gold AH will be used for crap loot that isn't worth the risk of a real-money listing fee.
Again, this brings the question of salvaging - how is salvaging going to be affected by all of this? That's an interesting question, because if the mats you get from salvaging are worth less than what you can garner for selling them item outright, I daresay salvaging and leveling artisans and crafting could take a back seat and never be fully realized by most players.
Thanks, I read that already. I'd like to point out that none of what Bashiok listed is character progression. It's ancillary to character progression, but it's not personal, character progression.
At the end of the day, I think people just want to click and put a point into something, even if it is largely illusory. Heck, if you want to get right down to it, the entirety of any computer game is illusory, and could easily be boiled down to a console application that solicits an input from the user, and spits some lines of text back out in the screen. That's all that's REALLY going on anyway, we're just throwing an interface and a story between the user and the computer. Getting all your skills at certain level milestones and have them auto-scale is currently what's being done in WoW, but there is customization in the talent trees. I hope we're able to attain that same level of cusomtization through runes. It sounds like we can, but I hope they don't actually implement that "unknown until socketed" garbage. Sometimes, it's best to let ideas stay internal until you've actually tested them so you don't rile up the herd, and I think this is one of those cases.
//ed - fixed some spelling errors and clarified some grammar.
Sorry, that's not why those competing formats failed. They failed because the marketplace saw them as doing the exact same thing, and picked the one they liked the best. Whenever there are two products the market believes do the EXACT same thing, or close enough to exact such that the differences are irrelevant to the market, one will fail. Period. That's just how it happens.
//ed - Okay, I think I see what you were saying here. You took "fail" to mean "ceased to exist." I mean "fail" in the context of the gold AH, to mean "exists but isn't being used." Obviously it won't cease to exists if the market rejects it, but it'll be largely irrelevant if that happens.
The REAL question is going to be will the gold AH serve a purpose not served by the RMAH? If the answer is no, then the gold AH will be irrelevant. I can foresee a situation where the gold AH will be used for non-endgame gear, and the RMAH will be used for the really valuable stuff, but at this point that's just theory. Who knows if the market will end up using it that way.
Still, in situations like these, the tendency for the market is to just default to one location to do all their business. Ever play EVE Online? Ever try to jump into JITA on a Sunday afternoon? Jita is the system the market determined was the most ideal for trading - it had to do with its central location to the galaxy, its abundance of stations, and a couple of reasons. There were literally HUNDREDS of other systems the market could've picked, but it picked that one. Interestingly, the market even endured MISERABLE game performance in that system in order to attain a central trading location rather than splitting off into multiple sub-markets to improve performance. That shows just how important a central location for doing business really is.
If you remember, the same thing happened in the early days of WoW before all the faction AHs were linked. Despite having three capital cities each, ALL the commercial traffic for the faction concentrated heavily on ONE. It created some terrible performance issues until Blizz wisely linked them all, allowing you to access the same market from anywhere. The AH itself became the central market, independent of a geographic location.
So, like I said...unless one AH does something the other does not, one of the two is going to become irrelevant.
//ed - fixed some spelling errors and clarified some grammar.
Gold was generally useless in Diablo 2 and players chose their currencies. Personally I preferred 3/20/20s because they were actually useful on a character (I liked a lot of physical damage/melee characters), rather than sojs that gave no benefit to your character's inventory. 290s, 20/5s, what ever you preferred, an actual copper, silver, gold, and RM system is way better.
Yup, I agree, I like the way this has been handled.
Blizzard have categorically refused to acknowledge PVP to be anything more than casual, so those who say "PVP is dead already", that is not (very) important to them anyway.
It eliminates third party real money vendors, which is nice, and at the same time allows people who have time to make a couple of bucks off the game if they so wish. On the other hand, it also gives people who don't have so much time on their hands, to pay a couple of bucks, and get the items they want in order to keep up, or do what they want.
Also, the AH will not be SOOO Rampant with the farmers, because, remember, there is an item listing fee, for real money. If they wanna start spamming the market with things, they will have money coming out of their pockets to even list the items. Sure they can list items on the gold only market, but the real money market and gold market will eventually balance each other out (rather rapidly, as so tends to happen with Blizzard games).
Personally, I am extremely happy about this, because after progression of the story line ends (which is a fantastic part of the game for me), I mainly treat the game as a trading game. I would get a huge rush from doing trades that were like "From a paper clip to a house". AH changes that, of course, due to market prices and a stable player driven economy, but now the rush will come from being able to trade for an extra couple of bucks.
If I can make back the money that I paid for the game in the first place (and I personally think that it will not be too difficult to do), I will be a satisfied customer.
I may be a small minority in this respect, having said that.
So, I am on team Blizzard with this entire update, and I shall now discourse on why every single thing they did was genius.
First, some Economy 101, since plenty of posters here seem to have acquired the HURR-odric scroll after bumping their head on the Tree of Idiots. The RMAH is ingenious for a few very specific reasons, a few of which have been touched on by previous posters. First, since you can sell gold, you can acquire money to spend in the RMAH, which means you just spent gold to get something on the RMAH. Second, those of you who think the RMAH is not ethical will (according to your ethics) put anything you want to sell in the AH on the Gold AH, which means that there will be plenty of good items on the Gold AH. If your ethics are so strong that you don't like the RMAH, then I'm sure we can trust you to not try and sell there. Third, this puts a value on Gold, so you know what you have. Sweet, finally.
Further, you guys need to understand economics on a deeper scale if you're going to attack Blizzard for bringing real world economy and grafting it into this virtual universe. In particular, you need to understand the ebb and flow of money coming in, the money sitting around, and the money going out. Let's say that out of one million players, fifty thousand buy SOMETHING in the RMAH, whether it be 50 cents for basic gloves, or 50 dollars for a sweet-axe axe. That's fifty thousand multiplied by the average expense that was just put into the D3 economy. Some went into the real-world pockets of the sellers, and some went into Blizzard e-balance. Now, assuming that another four-hundred and fifty thousand players are okay with selling gold for e-balance and buying on the RMAH with e-balance, they're just recycling the money put in the economy already. What does this mean? If there's a total e-balance amongst the five-hundred thousand players of $5000 (obviously low, but just for example, let's roll with that amount) then people are just shifting that $5000 around to acquire things that they want/need. So eventually, our collective e-balance will begin to move into real-world pockets, but more e-balance will come in from more cash expense into the game. What this means is that our Diablo economy will function much like the real-world economy. The more cash there is in the system, the less it's worth. Conversely, the less cash there is, the more it's worth. What this means for Diablo economy is that if everyone is buying into the RMAH with cash, we have more cash in the system, which means each e-balance dollar is worth just a little less because it's easier to come by. This is a GOOD THING. It's a good thing because we also have Gold that has a comparable exchange rate to our e-balance cash. If cash is valuable, gold is valuable, and if you can acquire gold, you can acquire cash, assuming you sell. What I'm getting at here is simply this: for every ONE player that spends their real money (buying power, as ragers call it) we get a stronger gold economy for all of us, and fewer of us will get scammed out of our transactions because we know what gold is even worth.
Long story short, people, the RMAH is not going to beat out the Gold AH. It's going to become the supplementary force that makes people like the AH altogether. I don't even think it makes sense to think of it as RMAH and Gold AH so much as a single AH with two ways to pay. Your gold can be spent in the RMAH just as your cash can be spent in the Gold AH, thanks to the possibility of currency exchange and e-balance.
*whew*
As for PVP, who cares if people buy godly armor and go PVP? You'll never play against them unless your armor compares, so what does it even matter? "Oh, but I spent time, and they spent 5 minutes." Well good, then you should be able to beat them on the pure merit of knowing how to play, and they'll see what all their godly spends were worth them.
As for skill points, awesome. Brilliant even. So what, you're sad that you won't feel different from other players with Whirlwind? How is this better than D2 when you were fighting other Barbarians who beefed out Whirlwind there? At least this time around, you can be a whirlwind/leap barb while they're a whirlwind/berserker barb. You're different from every other barb because you have 6 ways to play! In PVP, I bet we'll see a never-ending ebb and flow where you are Barb 1 and you get beat by Barb 2, so you shift to have his skillset, and now you get beat by Barb 3, so you switch to that skillset, and suddenly, you get beat by someone who's playing Barb 1's skillset again. And people are honestly crying about the ability to switch out often? So what? Are YOU going to switch out often? If you are, then it was a good move. If you're not, good on you, you found a playstyle that works for you, and that is GOLDEN. That's Blizzard's goal anyway. They don't intend for every player to switch skills between each scenario. People are going to use what they want to use. People want identity, and if they can have the freedom to perfect that on the fly, they'll do it, but they'll still lock into what works for them best. This is aided even further by the new (possible) rune system. And speaking of the rune system...
The Rune system is awesome! So what if you don't know what you're getting? You certainly didn't hate unidentified items, did you? That's all this is. If you try it and don't like it, well, better luck next time. That's how good item finding has always worked in Diablo. And if you have to think carefully about what skill you're going to toss a rune into, well then you're not going to be switch out your skills that often are you? You gotta know what you're going to use so you know what skill is worth throwing that oh so precious level 7 rune into. This reinforces identity, it reinforces the treasure hunting we've always enjoyed in Diablo, and it reinforces the idea that just because that Barb has the same skillset as you, it doesn't mean you're identical, because his Whirldwind is alabaster while your whirlwind is something else entirely. Trust me, there's no such thing as "better" or "worse" runes for each skill, because when you compare any change you get from runes to the changes OTHER skills get with whatever runes they get may make what you currently THINK is a bad change into the perfect fit for your build. Essentially, everyone will have different preferences for runes, and I think this random method is going to help us all explore that a little better, which will have us playing different styles for months -- nay, years -- to come.
THANK YOU BLIZZARD! I can't wait to get my hands on this and ruin my life by only ever playing it!
Not really. While nothing has been thusfar changed, what has been DISCUSSED is making it so:
1) You don't know what a rune is until you socket it (no big deal)
2) You can't ever socket that rune to another skill once you do socket it (big deal)
What this means is you won't know if the rune you socketed for Magic Missile is the one you ACTUALLY wanted for Arcane Orb until you socket it in Magic Missile - and by that point, it's too late, because you can't ever use it in any other skill but Magic Missile. If runes weren't known until you socketed them and you could change them to other skills once they WERE known, nobody would really be issuing forth serious complaints about the change.
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I just don't get what's wrong with the way things are now. They haven't explained any deficiencies in the current system that justifies taking an ostensibly bad idea and putting a lot of work and time into to make it not a bad a idea when the current idea/system appears to be pretty good.
Sometimes, you CAN think about something too much.
Blizzard are so damn lazy, instead of fighting against 3rd party sellers, then they support them, and makes it a lot easier for them to sell their items.
I dont like the idea...
Think about this; 2 players both level up, same speed, with the same items etc etc. When they both hit level 60, 1 of them suddenly stop playing. The other guy uses many many hours to get his gear and feel that he finally got that gear he wanted. But then the other guy that had left the game earlier comes back. He notice the RML-AH and put in some money. While the other guy used many many hours on his gear, is this guy simply buying all the guy.
The point: I dont understand why I should be using many hours on a game, where some people can use 10min to buy their stuff.
I saw some ideas on the forum earlier, and here is just a few a liked;
1. Make a badge or something that tells us if the people had bought any of their items.
2. Make diffrent kind of characters, those who wants to use real life money, and those who doesn't. Just like HC/SC
3. Remove the real life money AH, and simply make items soulbounded, like WoW. Now you maybe think "Hmm, what if I am a barbarian and a WD item drops". This is how to fix THAT: Simply make the item trade able for 1 hour or 2 hours, just a moment, so you can give your friend the item.
I am strongly against this. I see Blizzard as some greedy and lazy company, atm I dont know if I want to support something like that. I accept when you can buy pets or something like in wow, for real money. I accept it because it doesn't affect the game at all.
Sorry my bad english, please tell me what you think.
Well, then I guess you have to be careful about which one you pick to stick the rune into, don't you? Heaven forbid you get forced to try a rune you didn't intend. Heaven forbid you don't have to try it at all, but have to (gasp) find another rune. Really, though, I know why it all seems less than ideal to you. I know level 7 runes will be a rarity, but so will each piece of gear you wear at that point in the game. Since when did a little gear-hunting scare off a Diablo player? Frankly, if you're bold enough to stick a level 7 rune into an item, you're probably committed to using that skill with or without a rune. So what's a little monster-mashing in the quest for the perfect rune? (That is, if you can even claim that you know what the "perfect" rune is. Don't forget, each skill might look nice with this or that rune, but when you're playing the game, you'll have to consider it in the light of your OTHER five skills, and THEIR rune modifications, if any.)
So you played the game and that guy didn't. If you didn't enjoy playing the game and acquiring gear, you wouldn't have played. If you didn't want to play the game, but wanted the gear, you would have bought, begged, or traded for it. He felt like he needed to buy gear. So what if he did? Does that affect you and your gameplay experience at all? No, not really, it only affects his.
Look, what people seem to forget is that someone somewhere found all this "godly gear" that apparently everyone is going to be buying. Someone somewhere would have had it, and they may have found it as easily as they found life orbs. In a random system, you can't ensure that anyone with godly gear spent any amount of time getting it. And what if they traded gold for all that gear? Is that bad? Is that something that should be frowned upon, because they "got the gear in 10 minutes?" If that's the logic we're rolling with, then gold should be removed from Diablo. In fact, trading is out too. Soulbind everything, because the only way anyone should get anything is if they went out and killed something for it.