- OathofChaos
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Member for 15 years, 9 months, and 16 days
Last active Wed, Apr, 26 2017 18:11:14
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Jul 13, 2008OathofChaos posted a message on Diablo III - More DetailsDon't forget that the drops are on a person to person basis... like a credit system (or, at least that what I thought).... so it's easier to bypass items that you don't want // need. That'll also fix the problem of people just sitting behind to clean up the scraps.... if you call that a problem.Posted in: News
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Jul 13, 2008OathofChaos posted a message on Diablo III Thoughts From Ex-Blizzard EmployeeAs far as I thought, the first part of the Gameplay trailer was in the dungeon "Tristram Cathedral"... I was under that influence at least.Posted in: News
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I'm at my brother's house, showing him the the gameplay and cinematic trailers. *laughs* I'll be on tonight at some point.
~Oath
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Killing one man to save a thousand is considered evil because of the act of killing, but the intent is good.
Saving a man who you knew was about to blow up a school is considered good because you saved a life, but the intent is evil.
*shrug* Gray is everywhere.
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Same, but I had a nerdgasm with tears.... tears of fiery joy for Diablo III.
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What about Voodoo cookies?
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I agree. I feel that a shared storage per account would be extremely good. There was a Diablo II mod called Requiem for something-or-other, and they had shared storage... and I had at least 50 pages full... but then again, I saved every unique and set item just for the possibility of using it on a different character.
Just my 2gp
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Good day to you.
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Secondly, there are more efficient ways for economical security than basing an economy off of something stable like gold? Prove it.
Thirdly, how much skill does it really take in buying and selling items? How hard is it to really sit in a chat room to get an average price of an item, or strike a deal with someone trading an item you need with an item they need?
And finally, common knowledge of history and economics dicates that bartering items is based off of need, or knowledge of how to get what you want based on values. A farmer with cows needs medicine, the doctor, however, doesn't need any milk. Currency makes the medicine accessible to the farmer, and still allows the doctor to have something of value to him.
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Having skill to be a good merchant is fine enough, but it seems a lot of companies (Blizzard included) are going the route of "bad apples spoil the bunch". You may have the skill to effectively barter and trade your way to a moderately fair proposition... but not all people care about the "fair" aspect. There are people out there, dupers//hackers included, but not limited to, who would want to have an unfair advantage over others, especially new people who got lucky with something like, say, the infamous Gull dagger. Prevention is the best cure, but isn't always welcomed by all... especially by those who use the trading as it was intended to be used. Sorry mate. I understand your argument... but in this case, security betters intent.
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One of the largest issues with a bartering system is that it prevents any ease of entry into the system for players. I have an item and I think it's probably worth something, but I have no idea what its worth and no easy way to find out. You have an item I want, but I have no idea what you may want for it or if I'm going to get a fair trade for it. You may throw a bunch of acronyms at me, get frustrated I don't know what I'm doing, and then leave. That's not going to be a positive experience for either of us, and neither of us get what we want out of it. With a stable economy and currency, there's at least a common language that anyone can understand regardless of their game knowledge.
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Yeah, there was something similar to that in Guild Wars too, where you could scroll through an active list of WTB and WTS lists.