http://www.youtube.com/watch?v=X0Zqmfmzmy4
WD video is up, still not as good as the barbs
Also new mob @ 3:00? Looks heavily armoured.
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Corpsie posted a message on Witch Doctor Spotlight is Up.Posted in: Diablo III General Discussion -
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Quimeraec posted a message on Your personal goal(s) with the game?1.- have funPosted in: Diablo III General Discussion
Edit: ... by beating the game, farming and enjoy world and story. -
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FistOfZakarum posted a message on Your personal goal(s) with the game?Have fun.Posted in: Diablo III General Discussion -
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Zero(pS) posted a message on Your personal goal(s) with the game?To have funPosted in: Diablo III General Discussion
Trying out all classes at least once.. all while playing PvP (when it's available) and trying to reach the end of Inferno both on my own and with others.. -
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Molster posted a message on Diablo III Armor Set Previews, Buying Items and the RMAH, Monster Melee Range, Blue Posts, PremiumDiablo III Armor Set PreviewsPosted in: News & Announcements
Over the last few months we have had pictures of a good deal of the armor sets found in the beta files. However with much thanks to Kirisu and Relaxation, we are able to show you these great videos showing off the sets. Keep in mind just like with all Blizzard betas. These armors can easily change in the retail version of the game. Let us know in the comments here which ones you like!
Buying Items and the RMAH
It looks like this topic is back for some action. Bashiok took the time to give some more thoughts on the subject
Originally Posted by Blizzard (Blue Tracker / Official Forums)
It's interesting to think about, for sure. There's certainly a separation for most people in that obtaining currency outside of the game, and obtaining items worth currency within the game are exclusive concepts. That if you're playing the game and obtaining items, they are of a higher value than having a job and being paid for it. Which is kind of strange as real world currency is by far more widely valuable and usable than an in-game item. Obviously there's an exchange rate of sorts that will be worked out by players to match the two, but I think it's interesting that conceptually someone who works to obtain currency in their job and buy an item is perceived of as less than someone who was able to obtain it by playing the game. Logically it's backwards as a real world job is not the fun and enjoyment of playing a video game, but that gets turned around within the context of wanting to compare skill and aptitude.
I still think drop chance puts so much randomization into someone's acquisition of items that there's no true test of aptitude to be had, just luck and time. What's to say working to earn money to buy an item is easier than launching the game and getting that same item on your first kill? Also, I love my job, but it's still not as awesome as just playing Diablo III.
I don't even know how someone can attempt to place value on the way someone obtained their items, at what cost, in what Act and difficulty was it found, what their magic find was, are they more skilled than me, are they using a 'cheesy build' etc. There's too many variables that throw off comparison of 'skill' before currency even enters the picture.
In regards to PvP, that gear didn't just appear out of nowhere. If my opponent bought his gear that doesn't change the fact that it dropped for someone else somewhere. That gear was going to make someone beefy in PvP regardless of whether it was sold or not so what's the point? Is it really worse that I fight someone in PvP whom bought all their gear versus fighting the player for whom that gear originally dropped before they sell it? If anything, the person that bought their gear is more likely to be at a disadvantage because they haven't invested the time to get really good at their skills. Overall I think it's a moot point.
I like the way this all makes sense inside my brain.
Monster Melee Attack Range
This is a topic that has been brought up a few times on the forums. If you move out of a monsters range, you can still be hit at times. Bashiok hit the forums with a reply on the design behind this.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
It's intentional. We don't want a game where the most effective way to play is to dodge in and out of enemy attacks. It's not that difficult to do, and it's just not a very fun way to play. "Most effective" and "not fun" just can't be in the same sentence when describing part of the game. We want combat to be based on use of abilities, putting thought into builds, building up offensive and defensive stats, etc. Skill is absolutely a part of all of the systems you'll use, and kiting can be too, but it'd be ridiculous if you could avoid all of the systems that make the game the game because you can time dodges of enemy attacks and negate every other factor.
Also think about just running past enemies to rush through an area and never being hit. Anyone looking to rush would love it! Which is why it's not a good idea from a design perspective. It's not something we'll be changing.
Blue Posts
Originally Posted by (Blue Tracker / Official Forums)
Tuning for 1.5 years?
Obviously back then we didn't know that our testing and polishing would reveal that we were unhappy with some of game systems, which were either removed for redundancy (or being sucky), reworked for various improvements, or we needed to add completely new ones. But I dont think anyone was surprised. We test, we iterate and refine, we test some more, etc.
But yes. Along with continued development and iteration on the game as a whole we're constantly and continually tuning and testing.
I recommend enjoying these as in-progress looks into the development process, and yes, even at our silliness in thinking we were anywhere close to finishing the game.
(Blue Tracker / Official Forums)
+X-XDmg mod
This is not a bug. The + damage affixes are rolled into the weapon's damage range. If you weapon originally had 2-4 damage, and you had +2 max damage, your weapon range would change to 2-6.
Those giant DPS numbers show you your estimated damage after all affixes are rolled into the item.
Our website will be out of date until the game comes out, and even then every item has unique stats. I would advise against comparing in-game items to items on the website right now.
(Blue Tracker / Official Forums)
Submitting Media to Diablo III's Community Site
Many of the best updates found on our website each week were created by you! Fan Art, Screenshots, and Wallpapers all come from player submissions, and we want to thank you for your wonderful contributions.
Pieces that we post to our websites are often featured for several years . . . sometimes permanently! We've even displayed your artwork at BlizzCon and in museum exhibits alongside our own creations. Whether you're a longtime contributor or a first time hopeful, please feel free to submit your art or comics. While we can't post everything we receive, we're always on the lookout for an opportunity to share your creations with the rest of the community.
To find our submission forms, go to the Community Section, scroll down, and you'll find submission links under each category.
We're looking forward to seeing your work! (Blue Tracker / Official Forums)
Art Contest Submission Issues
We’re excited that you’re putting pencil to paper for our “Darkness Falls, Heroes Rise” promotion, Zherg!
If you’re having difficulties uploading your entry, make sure you’re using the latest versions of your browser, as well as your Flash and Java plug-ins. You can also try another browser or check your ad block settings, but if your problem persists, you should consider browsing the Website Bug Report forum as some of the other posters there have been able to find some workarounds for common issues.
But if you submitted your drawing successfully to the site and are concerned because you still don’t see it in the gallery, don’t fret. They aren’t automatically uploaded, and since we have to go through each submission individually, it can take a little while for them to show up on the website’s Art Contest Gallery. So keep checking back and pouring through the other exclusive content and submissions throughout the site in the meantime, and hopefully you’ll see your own art piece show up sometime soon. (Blue Tracker / Official Forums)
Launch Event
Talked about the launch event plans today. Nothing to announce, but it was super exciting. It's becoming more real! (Source)
Curse Premium
Curse Premium features have now been fully integrated into our forums! This brings some new things such as:- New, exclusive premium only forum added.
- Premium title on forums
- Ability to use the premium curse client
- NO ads
- More features are coming soon.
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Ayr posted a message on Hitboxes screenshotsHere are a couple of samples from me. I connect from Montreal Canada (100ms latency). Note also that because of the isometric camera and the pointer being efficient only at its point the hitboxes always appear bigger taken from the lower right than taken from the upper left.Posted in: Diablo III General Discussion
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ThumTrick posted a message on Inferno Monster Levels No Longer Linear, More Fansite Q&A, Bashiok on Runes, Blizzard FacebookIn order to really understand what this means, you have to breakdown what makes a Diablo game difficult. For simplicity sake, I've chosen 4 aspects of a Diablo game that when varied, make the game more challenging as the Acts go on:Posted in: News & Announcements
1) Overall Monster Strength
- Health
- Damage Delivered
2) Monster Characteristics
- # of Mods
- Quality of Mods (teleport -> waller)
3) Monster AI
- Attack patterns
- Reactions to your attack patterns
4) Level Design
- Physical layout (can restrict movement)
- Presence of level specific traps and obstacles
It's fairly easy to see how you can vary Monster Strength and Characteristics to make an Act more challenging. Increase their health, damage, mods, and you got a monster that's harder to kill, and easier to be killed by.
I could see how Monster AI may be increased in the earlier Acts to make them more difficult, but a lot of the attack patterns and such are directly related to the character model. A zombie that limps around and pukes on you is always going to limp around and puke on you. A demon with a giant axe is always going to wind up and swing. I'm not saying it's impossible, I'm saying it would take a lot of extra effort to enhance the early Act Monster AI to match the AI of the monsters found in the later Acts.
Level Design is probably the most static of the 4. Yeah, you may be able to adjust them slightly, but I don't see a lava pit being added to the Weaping Hollow's anytime soon.
Assuming that Monster AI and Level Design are pretty static (relatively not completely), Blizzard is left with Monster Strength and Characteristics as a means to match early Act difficulty to later Act difficulty. Because the game's difficulty is a sum of all 4 of these aspects and the early acts don't have the character model's with crazy AI and levels with build it traps, obstacles, etc., you literally have to make the monsters in the earlier acts take more damage, hit harder, and have more mods than the monsters in the later acts.
Does that seem right to you?
Let's hyyyypothetically say that Blizzard is able to establish a linear challenge across all 4 acts. The Skeleton King hits like King Kong on PCP but he still does the same old "teleport into a pirouette with a giant mace" move -- Diablo hits like a baby Pandarian but at least "he's got skills" (red lightning, bow hunting, computer hacking, etc.).
Loot drops can finally be equal across all 4 acts!!! Are you happy? Let's think about it...
Assuming Blizzard makes us start in Act 1 without access to the later Acts initially, most of us will likely start with farming Act 1. You spend a few days/weeks farming Act 1 and you get some sweet loot. Now you move on to Act 2 with your upgraded loot, but the game isn't any harder. Because you're so excited to be in Act 2 you don't think too much of it so you go about your farming and by chance, find some even better loot! Alright! Now we're gearing up and we're ready for Acts 3 and 4 which are now going to be easier than the previous two Acts because of all of our sweet loot.
THIS IS SOOO AWESSSS... wait a minute, this sucks.
Are you starting to see what Blizz was seeing in their play testing? I am. So what's the alternative?
The alternative is to let the Skeleton King be a delicate, teleporting ballarina and let Diablo be Diablo in all *cough* her *cough* glory. Embrace the inherently increasing challenge that a Diablo game feeds us as we progress through each Act. And loot away! Give us the good stuff! Yeah, some of the best stuff will be saved for last, but by increasing the games difficulty with each Act, quality of loot dropping in Inferno can be pretty close to linear without sacrificing the quality of the gaming experience.
Is it May 15th yet? -
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CherubDown posted a message on How to chat with colors and iconsHey folks, I found this cool trick where you can change your text and add built-in icons to your text in the D3 beta. Here's how:Posted in: Diablo III General Discussion
For different colors, you can do standard colors such as
{c_red}This is my red text{/c}
{c_blue}This is my blue text{/c}
{c_green}This is my green text{/c}
You can also use hex:
{c:FF000000}This is my black text{/c}
{c:FFFF8C00}This is my orange text{/c}
You can also use the colors of the item types and other text:
{c_magic}text{/c_magic}
{c_inferior}text{/c_inferior}
{c_rare}text{/c_rare}
{c_epic}text{/c_epic}
{c_legendary}text{/c_legendary}
{c_questlog}text{/c_questlog}
{c_whisper}text{/c_whisper}
{c_bonus}text{/c_bonus}
There are also some icon you can display:
{icon:lmb}
{icon:rmb}
{icon:bullet}
{icon:audio}
{icon:platinum}
{icon:gold}
Additionally, you can chat with a different or smaller font size:
{f_alpha_tiny}This is smaller text{/f_alpha_tiny} -
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Brenugae posted a message on Nephalem Valour BuffHey,Posted in: Diablo III General Discussion
Sorry if this has come up already, Blizzard posted their new system with MF and the link between champion packs and bosses on their official forums.
http://us.battle.net/d3/en/forum/topic/4241234476#1
I'm a fan of the way it works as I'm one to explore a lot in game. -
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ScyberDragon posted a message on Tooltip Options, Updated Login Screen, Blue Posts, and 15 Anniversary PartyTooltip Toggle OptionPosted in: News & Announcements
Lylirra commented further that they are dicucssing the option of including a toggleable advance tooltip option as well as trying to clarify the possibility of the advanced tooltips to users.
Official Blizzard Quote:
To follow up on a couple of things that I said I would in this thread:- We're looking into adding a toggle option for Advanced/Simplified tooltips. We don't know when or if this feature will make into the beta, but it is an option we want to include.
- We like Simplified tooltips being enabled by default, but agree that finding out how to view Advanced tooltips currently isn't very clear. We don't think it's a bad idea to provide instructions through some sort of hint or loading screen tip and are considering adding something to that effect in the future.
- Simplified tooltips have been adopted in the Game Guide. For each class, Simplified tooltips will display on in the Active Skills page. Individual skill pages, though (ex: Bash), will display the Advanced tooltip.
When It's Ready
Bashiok replied to some concerns about some issues with patch 10 and the overall quality of the game.
Official Blizzard Quote:
Contrary to popular belief we absolutely want to release games. When we say "we won't release a game until we think it's ready" that means we're going to make sure the systems are solid, and it's as bug free and stable as we can realistically expect of ourselves.
Ideas about design, our experience, player tastes and technology never stop moving forward, so when we refer to our game development process it doesn't mean we'll actually keep developing a game forever to have anything and everything we can ever imagine in it. We're going to at some point have to say "this is it" and get it into your hands.
The beta is privy to many in-process changes. If we made every beta patch perfect before releasing we'd be here for years. Part of the beta process is pushing out a build because you need X feature tested, and we don't care if Y and Z aren't done yet.
Diablo 3 Updated Login Screen
The Diablo 3 Login screen got an update with patch 10. It's also worth noting that with patch 10, your account name will once again be saved!
Blue Posts
Clarification on some affix and stat properties were answered today including a few question by Doomscream, as well as a couple questions of nastalgia.
Official Blizzard Quote:
I can say with unequivocal certainty that nobody and I mean nobody picked up every gold drop in diablo 2 multiplayer. NO ONE did it. I myself left at least 98% of the gold I saw on the ground and just ran past it.
You did, everyone did, until they realized it wasn't worth anything. You left it on the ground for that reason, not because it required a click to pick it up. If it was worth something or even helpful you'd absolutely have picked it up.
You'll want to pick it up in Diablo III, and you don't even have to click on it. You just have to run sort of near it.
Sorry, but we just don't agree that this is an issue. Picking items up off the ground (especially something that's done automatically for you like gold...) is the point of the game.
Lets be honest here, that gold affix radius is a waste of space and it's only impacting other items in a negative way.
It's definitely something different, but we thought we'd at least try it out. It may not stick. (Tracker/Forums)
There should be a WIzard passive which converts a percentage amount of str to intel for the melee wizard builds. Yes/No?
Melee weapons can roll Int on them. Not sure that's necessary?
So...uhm... I was more eager to know if there are any changes to the gems coming after the stats revision?
We're still working on adding affixes, cutting ones that don't work, and testing. No major changes for gems, though.
Most people think that after the Mystic is gone, some enchants might transform into gem effects.
Oh right, uh, as far as I know the mystic enchants are just being put into the item affix pool, not gems. Might change. (Source)
Can we have the original TP sound effect ?
This is actually something we're looking into.
Bring back Exocet font for Diablo 3!
This font, while awesome, can be pretty difficult to read, especially against certain textures and colors. We've preserved its legacy in key places throughout the game, but ultimately we prefer a cleaner-looking font face for item names. (Tracker/Forums)
Blizzard's Diablo Anniversary Party
Today was Blizzard's party to celebrate the 15th anniversary of the Diablo franchise.
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In D2 I can't let a green drop on the groung not even when I know it's my 2000th Isenhart's Case.
But that's not big trouble since with 3rd party software or by creating mules I can store all the stuff I find.
D3 is going to be different, stash is big but not unlimited, characters will be limited (even if I hope Blizz will let us buy characters slot by gold like we can buy stash tabs) and we need to salvage stuff for crafting.
Valuable stuff will be sold on Auction Houses, too.
Managing stash space will require to sell items sooner or later, but I'd still like to keep track of what I've found, at least about uniques and sets.
In D2 there where items which were not so powerful or useful but were difficult to find (like Greyform, if memory serves) and it was an achievement to be able to collect all of them.
I'd like a feature which would let me keep track of what I've found which will automatically add an entry every time I find (for the first time) a unique (or set) item.
So when you begin your record would be empty and while you progress and find stuff it will populate with entries.
Blizz could also give us some rewards for completing rosters, like Treasure Hunter or something like that.
I think it would be nice and I'd like something like that to be in the game.
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Gratz Calavera666!
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Have to say under the nice clothes she was a real monster!
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I found it in this topic posted by Jackzor
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Trade and PvP mechanics may benefit from the beta too, while PvE has probably been tested internally since otherwise the game would be spoiled.
So I guess a couple of Act 1 quests and some arenas will be in the beta.