- HealEarth
- Registered User
-
Member for 15 years, 9 months, and 3 days
Last active Tue, Mar, 13 2012 18:14:48
- 0 Followers
- 157 Total Posts
- 0 Thanks
-
Mar 8, 2012HealEarth posted a message on Diablo 3 Patch 14 - Patch NotesLets say for example who would enjoy fighting a boss which had an ultimate death nova that wiped anything within melee range into oblivion, would that be fun without knowing it would happen? No. Would it be more fun if you knew it would happen and tried to avoid and succeeded in avoiding it? Yes.Posted in: News
-
Mar 8, 2012HealEarth posted a message on Diablo 3 Patch 14 - Patch NotesPosted in: NewsQuote from Keiser
To illustrate maka's point, hardcore players play hardcore for the thrill from the possibility of dying. If you farm and completely understand every boss before playing hardcore that trivializes the entire point. HC players WANT to discover the boss and completely not know what's going to happen.
I think most HC players don't want to actually die. The point of HC is to not die. If you're suggesting that a player will find it fun to learn about a bosses abilities in a Youtube video after or before dying. Then I think they don't even know themselves. I think they want to feel a real threat but to overcome it, to suggest they want to not know anything about a boss and die from that lack of knowledge that would be incorrect. If you are being over optimistic and saying a player will never die in HC from a lack of foresight then so be it. -
Mar 8, 2012HealEarth posted a message on Diablo 3 Patch 14 - Patch NotesYou go on to say, in proper English, what you mean which is players will not care about what is best for them, however this is false. Players will care that they have no way of learning about a bosses abilities after they die from it obviously without understanding why.Posted in: News
This will be remedied to some degree by videos or similar but that fact still remains they will care that they die without learning what is killing them and that is a fact. -
Mar 8, 2012HealEarth posted a message on Diablo 3 Patch 14 - Patch NotesPosted in: NewsOK, first of all, you don't know me, don't know anything about my life, and therefore know nothing about my understanding of English (it's with a capital 'E', by the way).
Second, my post is completely valid, and I thank you for re-demonstrating it with your reply (underlined). HC players don't care about that, they don't care if it's "in their best interest" to play Normal SC before jumping into HC. I'm sure any HC player will back me up on this. As I initially said: you don't get it.
>Playing HC is not about "best interest".< This sentence here is seriously lacking any recognizable sentence structure generally recognized in text based language. It indicates your English being a secondary language. Capitalizing English is pretty unnecessary actually and it probably one of the most common "disrespected" rules on language in informal speech. Mainly because it does not usually add confusion or decrease readability and it fact it may even be considered humble to remove capitalization in certain contexts. -
Mar 8, 2012HealEarth posted a message on Diablo 3 Patch 14 - Patch NotesPosted in: NewsYou don't get it. Playing HC is not about "best interest". I'm pretty comfortable saying this because I'm not really a HC player, so I don't feel 'targeted' by your post. But fair is fair.
Um I never said anything about hardcore being a "best interest" as you state which appears out of the context of my statements. It in-fact appears as you don't even understand basic english.
I implied that the normal completion of the game in D2 was in your best interest before you just jump into the HC version of the game without knowing anything about the act bosses. -
Mar 8, 2012HealEarth posted a message on Diablo 3 Patch 14 - Patch NotesIt's pretty funny seeing these people complain about leveling to lvl10 to get to hardcore, I counted 2. It takes what like half an hour?Posted in: News
I'll be the one laughing when they don't realize it was in their best interest to know what the bosses will be like before they just jump into HC and die on the Act 2 boss like Duriel rofl. -
Mar 20, 2010HealEarth posted a message on Sons of OhrIf I were to make a clan it would called 'super awesome clan'. Yes. *alternate voice*Indeed.Posted in: News
-
Dec 3, 2009HealEarth posted a message on Skill System Changes to Affect RespecsWell that item idea might work out well but they could also add a negative effect on the player for losing the memory of the "skills" so it could be a debuff called amnesia or something similar. Where depending on how many skills were reset the debuf would decrease the amount of experience gained up untill the next level or 2? 1 level could be exploited but 2 would just make it a tactic or strategy to pinpoint the use of the reset.Posted in: News
For example 40 reset skills = 40% decrease in experience gain for 2 levels. -
Nov 12, 2009HealEarth posted a message on Death Mechanics of Diablo IIIPosted in: NewsQuote from "emilemil1" »So there will essentially be no penalty? You are just putting some lost experience in a pool that you will get back later.
Well for one it prevents you from heading straight back to the other party members (Losing time). Secondly it prevents using the current system as a teleportation device/mechanism and lastly it creates incentive to stay in the game after death or when things become difficult, while if a player cannot retrieve his/her exp/gold they do permanently lose what ever was left in game. Again this is comparing itself to the current system obviously not one much more punishing, just a variation of. -
Nov 11, 2009HealEarth posted a message on Death Mechanics of Diablo IIIPosted in: NewsQuote from "3rdfoundation" »I think a penalty of gold and experience is enough. If you ramp up the experience penalty that alone would make people take death seriously (lose a character level and any skill/attributes given to that level).
I like the idea of damaged items as well. Items in diablo have never been painful to repair. If they are severely damaged when you die and you make repairing items really expensive it will make people think twice about dying.
I also don't understand how picking up loot is going to work if you can't take it back to town to sell it. I tend to fill up my inventory space with charms. If I couldn't take it back to town it would seriously change the way I organize my player. I'd leave a lot of space and actually carry an identify tome.
Personally I see permanently losing experience and gold is a bad design. I'm ok with the idea of having some experience and gold being temporarily left at the place of death to be re-obtained in whole. But not having the ability to re-obtain 100% of what is lost will cause extreme aggravation and won't do the game any good. -
Nov 9, 2009HealEarth posted a message on Death Mechanics of Diablo IIIPosted in: NewsQuote from "Vnom" »What consequences? Oh yea low health watch your team members kill while you sit and regenerate.
Not meant to sound mean like it does. lol
? I have not heard mention of a buff which would make these statements valid. It seems like you could use a pot straight after resurrection and or a health globe. Why would you be forced to wait without a debuff of some kind? -
Nov 9, 2009HealEarth posted a message on Torchlight Ups the AnteI think you guys in general are far to negative in regards to this seemingly well thought out Diablo spin off. I would have to play it myself before I could truly say but it has all the merit D3 has shown us to have obtained through spell effects and graphics. There's not really much negative you can say about it without hitting D3's development on the side unintentionally also.Posted in: News
-
Nov 9, 2009HealEarth posted a message on Death Mechanics of Diablo IIII would like if possible to have some transition point between the death animation to seeing the character alive again. Being recreated fully clothed with no evidence of actual death is not fluid within the idea of "dying". Seems like a teleportation system to me.Posted in: News
I for one would like to stand up as a ghost from the corpse and have to run back to where the 'Resurrection Angel' (Or Glyth, but the angel makes more sense) which would be at the check point locations proposed (With 10% hp). There are advantages to this system over the current aswell you can't be swamped by mobs at the check point with low hp (Because you can see the check point). You feel like you have taken some punishment aswell as finding no value in the death location transition.
In summery the idea of death within the players mind must be synonymous with ghosts or in some kind of graphical context. It will seem less immerse I think without graphical context deviating life from death. -
May 12, 2009HealEarth posted a message on Patch 1.13: Larger Inventory for Diablo IIHow much bigger is that compaired to the one we have now?Posted in: News
EDIT: Cool if the old one had 48 Slots this would mean we now have 120 slots. We might actually be able to collect runes. -
May 11, 2009HealEarth posted a message on Exclusive Interview With Richard KnaakPosted in: NewsThe Binding of the Three, naturally
What binding is he refering to?
I have never read these books... - To post a comment, please login or register a new account.
0
0
I think most HC players don't want to actually die. The point of HC is to not die. If you're suggesting that a player will find it fun to learn about a bosses abilities in a Youtube video after or before dying. Then I think they don't even know themselves. I think they want to feel a real threat but to overcome it, to suggest they want to not know anything about a boss and die from that lack of knowledge that would be incorrect. If you are being over optimistic and saying a player will never die in HC from a lack of foresight then so be it.
0
This will be remedied to some degree by videos or similar but that fact still remains they will care that they die without learning what is killing them and that is a fact.
0
>Playing HC is not about "best interest".< This sentence here is seriously lacking any recognizable sentence structure generally recognized in text based language. It indicates your English being a secondary language. Capitalizing English is pretty unnecessary actually and it probably one of the most common "disrespected" rules on language in informal speech. Mainly because it does not usually add confusion or decrease readability and it fact it may even be considered humble to remove capitalization in certain contexts.
0
Um I never said anything about hardcore being a "best interest" as you state which appears out of the context of my statements. It in-fact appears as you don't even understand basic english.
I implied that the normal completion of the game in D2 was in your best interest before you just jump into the HC version of the game without knowing anything about the act bosses.
0
I'll be the one laughing when they don't realize it was in their best interest to know what the bosses will be like before they just jump into HC and die on the Act 2 boss like Duriel rofl.
0
If you could get obscure MF weapon uniques like the gull dagger that completely gimp physical dps in D3, having that character take loot from a balance geared group in Inferno would be leeching completely and intentionally.
However with this shared system the person who stacks MF is not being leeched because the other players cannot by themselves choose to have someone to leech on, it is purely random and thus leeching cannot be intentional, if it does occur it will be by the conscious decision of a player to stack mf- potentially gimping weapon damage completely and giving the group item bonuses instead of battle assistance. A group may not even notice a MF stacked player at all, which cannot at all be defined as leeching.
In any case most of these selfish minded MF stackers are just upset about not being able to leech in groups consciously. They also seem to forget that the other players they play with will likely have around 100 or so MF from what I can imagine so the averaging will not be as harsh as they portray.
If a MF gimped character comes along dual welding gull daggers with 400% MF and the others being balanced at around 100% the group average will be around 175%
0
I want to point out I don't really care about stat customisation it seems like extra points ontop of automated points is the only enjoyable way to do them.
Also just on the basis of no character attribution of skill or stats the likihood of quests that are not manditory being completed are much less likely.
0
This would also make it interesting to have a sense of completion if the player is the reason a mob elemental weaknesses is exploited as apposed to just random coincidence. I don't know if elemental weaknesses are in the game like +50% fire damage to ice mobs but it does make it more fun sometimes. Blizzard seems to like only resistant mobs, however noone really likes those types. Each mob type should have 1 weakness and only elemental types of mobs should be 50% resistant at a cap. (But I would say the main reason I find it fun to have mobs with elemental weaknesses is the added spell effects that indicate that when it occurs)
One of the problems is that the skills by default are awesome, so it's infact not by player choice that they are so. If runes made the skill awesome then that would change quite a few things as far as the player input is concerned.
0
Another thing they could do is instead of having the player randomly learn a skill after beating a mob is have that ability be 'able' to be learned and placed have an item sink dedicated to allowing the players swap from a trainer tome if they happen to find it. This would remove moment to moment changes and have the player take longer to discover the best combinations. It would also place more value in the idea of a character "build".
0
That is unless they have other tricks up their sleve.
Anotherway skills could swap is with a middle mouse scroll over the hotbar icon. And have the player determine the listing manually. The buffs would have to last at least like 10 minutes in order for the player to actually think with a reasonable level of relaxation, otherwise it might be a bit chaotic.
0
However in order for this to work we would need to see the Cool Down on skill changing be reducible via items or similar and allow skill changes from an easy swap system, like from the hotbar. (In the bias of the current skill type- Spender, Gainer, Utility)
0
http://www.youtube.com/watch?v=uME-UfUS6gA&feature=mfu_in_order&list=UL
0
http://www.youtube.com/watch?v=c3JiP-94TXw&feature=related
0
Well I see a very postive response to this game and all the D3 Beta players are talking about the game being boring and taking away all the the elements of the original game.
http://www.youtube.com/watch?v=kucFP3wN3Eo