I think their concept is basic, a direct damage + delayed area damage. It's just how they wished to portray it.
If they had better animation/effect on the pillar it'll probably be better. Like rather than a actual stone thing, a spiritual-ish white/blue energy pillar comes out of the ground with a quick thrust and sends whoever standing on it flying (moon physics style), and then explodes with a quick white flash (rather than crumbling stone) dealing area damage or even convert some enemy to your side (religious conversion).
- hoboman27
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Member for 15 years, 9 months, and 24 days
Last active Tue, Nov, 6 2012 20:29:30
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Oct 1, 2011hoboman27 posted a message on DiabloCast: Episode XXVIIIDuring the diablocast, Kevin (I believe) shared his opinion on the skill swap.Posted in: News
I got to agree on the gold dump and back in town being a waste of time. But a limit will probably still be instituted.
Mainly because a lot of money will be involved. People will be farming in inferno, and it wont be long that some of them will figure out the class that can benefit from a easy/quick skill swap, perhaps even using a program to swap.
That will drive a lot of people to use those classes exclusively, and developers don't like that (as well as the 6 skill limit being broken), having one class making more money out of a system by exploiting a system mechanism. They may have to rebalance that character, which makes a lot of people unhappy, especially those people who dont farm.
So even if another player's playing habit has nothing to do with the rest of the players, blizzard will likely be there to make sure everyone's playing the game as they had intended, since the auction houses.
The current beta content available is way too easy and short for telling what player behaviours will be later down the road. But the game developers need to think a step ahead, its better to introduce a limitation at the start of the game and loosen it, than to let players get used to no limitation and introduce one later on.
Just a possible scenario, if a monk, either by himself or with a team, uses dash to get out of danger, and switches in and out of breath of heavens to heal. That practically gives the character 7 maxed skills if they decide to do so.
Just my 2 cents (im a hobo its all i've got) and please lets not start that debate here please. -
Oct 1, 2011hoboman27 posted a message on DiabloCast: Episode XXVIIIDuring the diablocast, Kevin (I believe) shared his opinion on the skill swap.Posted in: News
I got to agree on the gold dump and back in town being a waste of time. But a limit will probably still be instituted.
Mainly because a lot of money will be involved. People will be farming in inferno, and it wont be long that some of them will figure out the class that can benefit from a easy/quick skill swap, perhaps even using a program to swap.
That will drive a lot of people to use those classes exclusively, and developers don't like that (as well as the 6 skill limit be broken), having one class making more money out of a system by exploiting a system mechanism. They may have to rebalance that character, which makes a lot of people unhappy, especially those people who dont farm.
The current beta content available is way too easy and short for telling what player behaviours will be later down the road. But the game developers need to think a step ahead, its better to introduce a limitation at the start of the game and loosen it, than to let players get used to no limitation and introduce one later on.
Just a possible scenario, if a monk, either by himself or with a team, uses dash to get out of danger, and switches in and out of breath of heavens to heal. That practically gives the character 7 maxed skills if they decide to do so. -
Aug 29, 2011hoboman27 posted a message on Diablo 3 Beta: What to Expectvery nice plan, and excited to see all the details.Posted in: News
Scyber, is it possible that you guys do a benchmark testing, show us the graphics options, resolutions available.
I know you personally have a crazy rig, but if you have any old videocards lying around. that would be great to test it out.
I just built a 2500k z68 system, with no videocard, since i wont be playing anything until diablo 3 comes out. And your tests will definitely help me, and the others who question their computer systems, decide on good and efficient hardwares.
Thanks -
Aug 25, 2011hoboman27 posted a message on New Class Skill Videosthe monk using the polearm was a little odd, starting from 0:35 and on, when the female monk wields the weapon around you still see the polearm clearly behind her back, stationary. Dont know if its a glitch of some kind or what.Posted in: News
Did anyone else find that weird? -
Aug 3, 2011hoboman27 posted a message on Skill Points Removal Fuels Game ControversyPosted in: NewsQuote from MasterFischer
Quote from Roger
Quote from MasterFischer
1. If you want to make a new character and stick with specific skills, then do that? What is the problem? Why do you need to make 50000 new characters? That's stupid. But it's there for u if u want. You can make 10 characters right now, so do that. You can always delete your char if u dont like it and start over, or u can strip all your skills. Start a new character and do another build if u want.. do that.
2. Levelning up, you gain, more powerful spells, powerful rune effects and new items, new powerful spells, just cos u dont have a little button to click, doesn't mean anything..
All your stuff increases when u level-up. That's nice and powerful. Just go look in your inv.
1. There is really no need at all to make a new character since you could only make a lvl 60 character and switch skills. This is not about stupidity or need to make 50000 chars, it is about relevant choices and about the developing of a character to try a build. Now you can try a build simply changing the lvl 60 character skills. It's easier, as using a trainer and making a level 99 character and choosing the skill point allocation also was, but is not as fun as starting over and FEELING the build in every part of the game. I always loved the first 20-30 levels far more than the last ones.
2. I don't know, does that feel relevant to you? A completely automatic level-up? The level-up is the climax of every RPG, it can't go like "Oh, another level, what can I do now? Oh, i am stronger, that's all.".
I am not trolling nor am saying that the system will be bad. I am just trying to grasp how this system deals with the aspects I've risen, that are very important to me.
Tell me then.
1. There is no need? Who says that? YOU create your OWN needs. That statement from you is weird. You do what you want. Why you do WANT to have a restriction to HAVE to make a new character everytime you wanna try something new or just a little different? That's insanely stupid and not fun.
If you WANT to make a new character and start fresh.. then do it ? What's stopping you? Nobody. Just never respec or change skills and start fresh 1-60.. same build.. try it.. what is wrong with that?
Just cos blizzard doesn't MAKE you do it anymore, doesn't mean it wrong or bad.
2. So clicking 5 times on a little button is very important to you? In diablo 2, raising vitality 5 points didn't matter AT ALL really... the small attribute points was skewed, and it was just plain a stupid design. Besides, it wasnt even every level that u got to spend attribute points and get new skills... in diablo 2, you just "rose" in level as well.. but u unlocked new stuff sometimes.. it was good.
In diablo 3, you fight and when u get new lvl.. ding.. u know u got alot of new stuff... newer spells, more attributes, more stuff to explore and gather.. if u want to feel powerful, then just click randomly on your scree nand imagine your stats rising lols
1. I believe roger is talking about incentive, as with the new system, there is less incentive to create a new character with a different focus. Since your original character have already been built, quests done, geared up, and can change its skills (which are maxed) easily. Even though a lot of us, like to create new character and play for the experience. there are many constraints in life, and if there's less incentive for gamers to do it, then people would rather not do it at all.
2. Fighting monsters is a major part of D3, but why do we fight monsters, to level up, to find items. And it is this progression of your character that is the key to these games.
Customization debate aside, The following is what i posted in another post earlier:
"...what i am concerned about this choice is its affect on the playthrough experience, as well as the player's 'attachment' towards the character. Back a while ago when blizzard announced their level 60 cap, their explanation was to make every level feel significant. And i feel that skill points is a part of this 'significance,' a reward you receive for leveling up. even though just a psychological thing, but it does make you feel more weight on each skill point's distribution, and feel that you are more 'involved' in your character's progression.
Now with the skills scaling to your level or weapon dmg, once you have tried all the skills and selected the 6 skills you want, you are kind of done with it from level 30 (or 24) and beyond, since all you need to do now is to level up, and your skills would be stronger. which i think kind of 'detaches' you from your character and gameplay experience. I know people can say that "well with people following a specific build, skill choices arent really a big part of ongoing experience." well yes, but for one that is caused by DII's old system that we were hoping Blizzard introduce a new mechanism to fix, and second you still get to decide your skill point every level and probably decide on a specific path you would like to follow.
People can approach a build differently, for example you may want to orient or max skill X before skill Y. if you know the area have some high dmg monsters, you may want to put more skills in your defensive skills for now, and catch up your attack skills later on. Or when you play in a team, you may want to focus on certain skills that will compliment other team members depending on their current skill choices. this type of strategic thinking and constant balancing of your character to current needs i say is part of the experience with action RPGs." - To post a comment, please login or register a new account.
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hey maka what are your thoughts on C. Ronaldo (or what does Portugal think of him)? There seems to be a lot of negative/sarcastic articles in the media for him for some reason (poking fun of his hair, being an annoyance?), He did perform a little inconsistently for the first couple games, but it looks like he's back in shape.
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But that's the beauty of the game, so unpredictable
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But anyway if 300-500 is your budget, then don't bother getting a new computer. Because it would be pretty pointless to throw that money to a computer that is only good for web-surfing and office use.Also when we talk about a new cpu, it usually means a new PC, because you would need a new motherboard to go with it, since you can't just socket that cpu on to your current computer, it's not compatible. So getting a CPU will be no use to you at all.
I would suggest getting a mainstream video card for now. From the sound of it, you are not a avid gamer, so anything between 100-150 would suit you well. Save the rest of the money and spend 800 dollars on a decent pc (with ssd) later down the road, but continue using that video card.
A 700-800 PC would basically consist of the following:
CPU: 3750K ($200)
Motherboard; Depends on the sale, but usually a budget motherboard that is bundled with the CPU can be had for $100
Memory: 8gb ($50)
Powersupply: a good Corsair 650HX is about 100
Computer Case: A budget one with pretty good cooling can be had for $50 or less (I've seen Antec 300 going for 40, Zalman Z9 at 50)
CPU cooler: a very popular budget one is the Cooler Master Hyper 212+ ($25)
DVD drive: ($15)
Windows 7: ($100)
Crucial M4 128gb SSD: (i've seen as low as $120)
Regular 1TB HDD: ($100)
And that is around $860, if you add in the 150 dollar GPU you buy right now, a total just a bit over 1000. But that gives you a very nice computer (with ssd) that will last you years. You could salvage your current desktop's parts, such as the powersupply (if its good), the dvd drive, the regular harddrive, That will definitely save you money. You can even use your current case if you really want to (but it will be a pain to take everything out and put it together again). As for components, you could get a cheaper cpu, and save 30-40 on that, and if you already have windows, you'll save money on that as well.
All in all, spending 500 dollars on a computer is definitely not worth your money especially since you already have a desktop and a laptop working fine for your regular use. What you need and what you want right now is a gaming pc.
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Hi, your friend suggested a cpu... which means that you will have to basically build a new computer (CPU and motherboard goes hand in hand). Whats your budget? If you are not short on cash, a new computer would be very nice.
Your computer is not a laptop right? Usually the word express in my mind links to laptops. But either way, you are not going to run diablo nicely with a 4 year old computer thats running on integrated graphics.
The quickest fix and cheapest fix would be spending 80-100 dollars and getting a videocard (assuming yours is a desktop).
I would suggest AMD 7750, AMD 6770, Nvidia 550ti. Whichever that is on sale. Those 3 cards should be able to max diablo 3. I am assuming you have a decent monitor with 1080p resolution.
If a 100 dollars is still too much for you, 6670 should do very well for 70ish, or if you want better, Nvidia 460gtx, AMD 6650, or Nvidia 560ti gtx are from 150-180
I did not suggest better cards because putting a nice card on a 4 year old system is... just don't do it.
Anyhow that is the quick fix. If you are looking for long term, and also to be able to play more demanding games, you could look into getting a new computer, Either build it with help of a friend, or pick the hardwares and get your local computer hardware store to build it for you. The cpu your friend suggested is one of the newest released cpus at the 300 price point. But I don't think it's for you, considering you have used your current computer for 4 years, the 3570K is more than enough, and you save $100.
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Your CPU should be no problem, and your video card will also do the job (medium)
Take a look at this:
http://www.gamespot....-it-go-6337821/
The 9800gt is almost identical to the 8800gt in terms of performance (but runs cooler and more efficient). However, you have to realize that gamespot test was done in town with little or no action. You should expect your fps to drop if you are actually playing, so that is why I say a medium should be fine.
If you are looking for more in D3, in terms of performance and also eye candies (AA and etc). A 100 dollar video card should be fine. You can probably find older cards like 460 gtx at 130 (It's better than 550ti), and 6770 around 80. Newer cards around that price point would probably be a 7750. You won't see any low end 600 series cards from Nvidia for a little while though.
I would suggest to try it out with your current 9800gt, and then decide how much of a performance boost you want. I mean the game is coming out in a few hours right?
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I'm pretty sure those are just normal attacks. They dont want to use a fist skill in a video that is showcasing a specific skill
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I think many of us are really on the fence or close to it, and voicing our concerns.
BUT oral sex is good man, as good as Megaman X! Got to do the Jumpinshoot!
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I sure hope everything works out in the end.
And kind of responding to your following post, many of them don't really bother me either (except UI's philosphy), but it's just that recently we get an increasing number of these features added in, i'm a little concerned of how far they are pushing their goal of handholding gameplay, and into what territory. Hopefully we get to hear some response on the recent skill ui changes from them, to get an idea of where they are going, or how far they are going.
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It's good that this discussion has been this healthy, even though the term "catering to new players" sometimes sends an alarm to people's head.
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Definitely a middle ground is something Blizzard should focus on. From a business point of view WoW's business model is very different than Diablo's. WoW's goal is to keep players whichever way they can, so that they can earn subscriptions. Their WoW's business model dictates over other priorities, and they put extra effort into developing newbie friendly, game guiding features. But would those same actions work in Diablo's case, i'm really not sure, it really depends on how excessive they go.
As for the resources, I'm not sure about you, but it feels like the "Easy to Play" philosophy started dictating their development process recently. They designed their skill UI the same style for their website as for their game, which tells you that they were pretty confident of that style. But now have to change it. It seems like these decisions are made pretty late in the development cycle, and as we all know, drastic changes so late in the development cycle is never a good thing to do? But of course, I shouldn't have purveyed the message of "1 or the other" Because it's all a part of development. (Whisper Voice: "I just feel they are overemphasising the handholding, pushing it further and further, and losing focus on that middleground")
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I think you mis-understood my position on several points, I'm not saying what they are doing wont have it's benefits, but I am here to discuss at what cost, it's value in the long term, and to what limit.
It can be helpful to new players, but this usefulness is short lived to them. And not to mention anyone who spends 60 dollars on a game is at least somewhat interested in the game to learn about it through playing. Does newbie friendly games bring in more players? in the long term? Or does a good and well polished game bring in more players in the long term?
So my stance is that instead of creating these extensive guiding features (simplified tooltips and new UI for example), Blizzard should use this manpower and time focusing on gameplay and polish. Guiding features are fine, but there's a limit where extra investment would not be worth it anymore, or the diminishing of returns.
And why couldn't we discuss an UI that's not finalized? It's beta feedback period right? An unfinished UI still have it's intentions displayed clearly no?
While the UI is definitely horrible and got its bugs. The main contrast of the current UI and the previous one was the introduction of multiple and defined skill categories, which are linked to specific buttons. It is there to serve as another hand holding feature where the game tells you which type of skill to put on which button. This is the core design, and not any bug or cosmetic feature. I see this as going overboard with their guided game-play philosophy (again my opinion just to make it clear for you). Going back to earlier, how useful will this feature be? Is it worth it in the long term to completely scrapped the original design just to add this feature, and have to now work around it.
I hope this clears it up for you, you see i'm not against them having some "press x to shoot" guides, but there's a point where those many many features will become redundant and have short lived value, and may even hinder their development process or create conflict with other features.
Kagekaze: You sir sure is passionate about the game, recording at 4am in the morning???
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Just a couple of things, I'll keep this short:
I'm actually a very very casual gamer, maybe a couple hours a week, I don't even have a dedicated videocard at the moment (waiting for kepler come on nvidia!)
When I say "overly done" I should've made it clear that's my opinion
The example of the tooltips is not to show what got in MY way, but what can get into regular players way, those people who does not follow D3 patch changes like we do, and does not know to press ctrl, and the option toggle.
Isn't that what we are talking about? it's not about us, but the general gamers out there, the casual gamers out there, the mainstream gamers out there.
Lastly, even though it is the beta, the changes and additions they made are done for a reason, and have gone through internal testing. These changes has to be first thought up by the designers, for a reason, brainstormed, designed and implemented into the game. It then went through internal testing and the internal testers believe the change have carried out their original reason rather well, so they release it to the beta testers. Even though it may not be the final version of it, it gives you a glimpse of what they have in their head and what they are planning to convey the game to be. Since several of their changes have pointed to the issue we are discussing, it is quite logical to connect that dot.
KageKaze! really like your videos, good to hear from you, hope you didn't mind me posting your videos everywhere.
I just feel that by having the arrow, you know where your destination is, and it takes out the "geez where the hell is it!?" out of it, and you get the "ok just follow the arrow"
In bigger dungeons it can be frustrating after a while if you can't find it, but I feel the experience of searching for the unknown, the suspense, makes a game engaging.
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First, you cannot deny that they are putting effort and time towards this goal of having a guided experience. I'm not saying it's bad, but it's overly done, and a lot of this effort i feel is going to be a little wasted.
The simplified tool tips for example, if you are an experienced rpg player, but never touched diablo, never followed the beta like we are doing right now, what would your first thought be when you see those tool-tips (punch the enemy hard)? would you know if there's actually an option to toggle that off? or press ctrl?
Currently there's people reporting of map markers showing on map telling you exactly where to go in a dungeon... do you really want that?
You can actually see it here, on Kagekaze's playthrough, at the last 5 minute, you can see an arrow telling you which way to go to get to the Royal Crypt. It was not there in prior patches.
http://www.youtube.com/watch?v=DJZJsJSDOkc&feature=plcp&context=C36617dbUDOEgsToPDskJ9O8dBReKAeBy3FOJIH6cp
What's the fun in exploring if you are guided to the goal?
As for the UI, if they publish it through the beta patch, they are at least some what confident that this is the correct direction, which is to sacrifice usability for guided experience. And this should be where we need to get concerned. If this is the direction that they are going with, what other mechanism might they sacrifice in the future for the sake of making the game more guided/accessible for new players? Would it be worth it to make that sacrifice? In the long term?
To me, I would never agree to exchange gameplay/usability, for a more scripted guidance for new players. Because strong game features is key for a great game, and it is long term, but new players are not. New players will get experienced, and those features will serve little purpose to them.
And last but not least, we are all reasonable people having a reasonable discussion, please don't call people idiots.