- luc1027
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Member for 15 years, 4 months, and 24 days
Last active Sat, Mar, 5 2011 13:59:10
- 3 Followers
- 1,896 Total Posts
- 8 Thanks
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Feb 8, 2011luc1027 posted a message on The Death of Your Followers (and Attack Rating)yeah now the attack rating will be more realistic! I always be confused in D2 when I missed 5 hit in a row when i have 95% of attack rating...Posted in: News
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Apr 27, 2010luc1027 posted a message on Balancing IssuesPosted in: News
???????? It's exactly the contrary, skills will ONLY have level requirment, SO everyone "smart" will wait to the end to place them points. (I don't know why you think they'll choose the first ? like you said it's will be poor at the end (except if it's an "utility" skill and not a "damage" skill))Quote from Huck
I'm not sure how much of an effect the elimination of skill trees will actually have. Since skills still have a level requirement, it's essentially forcing you to pick lower tiered skills...
Personnally I don't know why Blizzard said that is hard to balance ??? ehhhh ok...
The way I would do it :
Simply with Excel,
Put all meaningful variables like :
damage
kind of damage (AoE worth more (Calculate an average of touched monsters))
attack speed
range or close (set a value like 1=close and 10 far)
damage modifiers possibly in relation
ok it's a first draft, put a fictive weapon's damage in relation of those variables. The best is a end-game weapon, so with % you will see where the problems are (abusive amount of damage or small amount of damage)
more attack speed, less damage; more AoE, less damage, less range/close, more damage... After having set a variables standard, every class with the same amount of "fictive weapon's damage" must do almost the same damage.
Preferably every first skill should have a percent modifier in sort to be effective at the end. -
Apr 15, 2010luc1027 posted a message on Shrines and Power-upsPosted in: NewsGeeze, forbid that anything in the entire game doesn't involve just one player in particular, and anyway since when does -powerups on a single person- means less team work?
If anything, it encourages less team work, at least less CARING about your team if everything is ever automatically distributed to everybody.
That some orbs gives small boost discourage team work is getting to the level of -sad- here. It shouldn't have anything to do with that, especially not very short boosts.
Blizzard implement "drop unshared" to prevent anyone to try to get the advantage first !! I think strongly they'll keep in that way... -
Apr 14, 2010luc1027 posted a message on Shrines and Power-upsPosted in: News
I really doubt !! everything seem to be for "team-play" : orb heal everyone like shrine effect everyone, They have a reason why, so they won't make something else who does the same thing as the shrines (repeated) in a different way. I think only items and some skills will buff only yourself...Quote from SFJake
Power up orbs would be interesting, if they only worked on one person, and for a relatively short time compared to shrines, but giving significant boost for the duration.
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Mar 5, 2010luc1027 posted a message on Weapons, Pick Your PoisonOh I heard the contrary for armor, so I thought it's the same for weapon...Posted in: News
Auto stat can be more complex than you think ! not pre-setted stats -> Automatic stats. It's not the same.
If it's only pre-setted stats, i'm extemely disappointed by Blizzard...
I expect something more fun and customizable in a new ways, doing something specific to increase a specific stats instead to only choose which stats increase on your own. -
Mar 5, 2010luc1027 posted a message on Weapons, Pick Your PoisonPosted in: NewsQuote from "VladDracul" »Most likely the case, I still think it is just laziness on the devs end that they put in auto stats in the first place. This way they don't have to code or do animation for every weapon type for every character. Plus they also really have nothing good to say about auto stats.
We know nothing about auto stats, so we can't say they have nothing good.
It's confirmed, every characters will be able to use every weapon. Stats will tell WHEN you will be able to use it.
do animation for every weapon type for every character.
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Mar 5, 2010luc1027 posted a message on Weapons, Pick Your PoisonPosted in: News
I doubt !! I think stats will be the way to make this weapon more useful for this class than others. + level requirment indeed.Quote from "Zhar" »But, then again, maybe they'll just use level requirements, and do away with the strength and dexterity requirements?
Like that everyone are able to use any items but only stat will decide.
Example : wiz will be albe to use a 2h sword at level 10 when barb able to use the same weapon at level 1. -
Mar 3, 2010luc1027 posted a message on Weapons, Pick Your Poisonwiz have some melee skills...Posted in: News
My thought :
possibility EXAMPLE1:
Wizard :
1h sword: 88% of damage
2h weapon: 70%
staff: 100%
bow: 80%
barb :
1h sword: 100%
2h weapon: 100%
staff: 92%
bow: 90%
...k you know the things...
possibility EXAMPLE2:
every characters will be able to use any weapon. BUT you have STATS... auto stats will be the thing who'll guide a class to use something more efficient compared to something else.... blizzard haven't talk very accurate about it yet.... just a thought ?!?! -
Feb 22, 2010luc1027 posted a message on Crafting in Diablo IIIOhhh I'm lucky so, I over boost my weapon by doing enchantments runz (shrine = free)...Posted in: News
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Feb 21, 2010luc1027 posted a message on Crafting in Diablo IIIPosted in: News
Oh I play Torchlight and when the enchantment fail you don't lose your previous enchantments !!!Quote from Shatterer »What would happen when it fails? Nothing, or you lose all current enchantments (a la Torchlight)
I can live with the first one, but losing anything is not something I like. When I put my resources into a crafting system I'd like it to have progress. Or, at least, no negative effects.
I agree when I put something a rune in a skill or a gem in a item I want it increase not negative... -
Feb 20, 2010luc1027 posted a message on Crafting in Diablo IIIPosted in: News
Fail ok, but item break no !!Quote from "Shatterer" »I just hope that the new system won't have a chance to fail, causing you to lose your item. I hate systems where that happens. -
Feb 19, 2010luc1027 posted a message on Crafting in Diablo IIII would like too see every gems able to imbue every items, no f***ing socketable items... Like every items have a maximum amount of imbue even legendary items.Posted in: News
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Feb 19, 2010luc1027 posted a message on Crafting in Diablo IIIPosted in: NewsQuote from Seth »
or read some online lists of transmutable items, a new item would be made and the old items would be gone.
I really hope all information will be in-game... like every actual games.
EDIT : make it more intuitive or universal rules -
Feb 18, 2010luc1027 posted a message on The Female Manbeast [Barb]I don't like it !!Posted in: News
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Feb 1, 2010luc1027 posted a message on Diablo III Screenshot UpdatesPosted in: NewsQuote from Hans »
The blood may look pixelized due to the screen shoot. If the blood is in motion it may look different.
I hope !! I think you're right ! - To post a comment, please login or register a new account.
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Personnally I don't know why Blizzard said that is hard to balance ??? ehhhh ok...
The way I would do it :
Simply with Excel,
Put all meaningful variables like :
damage
kind of damage (AoE worth more (Calculate an average of touched monsters))
attack speed
range or close (set a value like 1=close and 10 far)
damage modifiers possibly in relation
ok it's a first draft, put a fictive weapon's damage in relation of those variables. The best is a end-game weapon, so with % you will see where the problems are (abusive amount of damage or small amount of damage)
more attack speed, less damage; more AoE, less damage, less range/close, more damage... After having set a variables standard, every class with the same amount of "fictive weapon's damage" must do almost the same damage.
Preferably every first skill should have a percent modifier in sort to be effective at the end.
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name change, change realm, resurect hardcore... All thos things was very easy to program... damn it name is a simple variable, that cost nothing to blizzard to change it (no staff needed)
I like the way they're going, No real money ! The only thing maybe is pay for gold (so you'll be able to buy anything in the "trade" system) (it's why I think no-official site where you can buy things will not happen)
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Blizzard implement "drop unshared" to prevent anyone to try to get the advantage first !! I think strongly they'll keep in that way...
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the diversity in gameplay will be more fun, (AI enemies, manner to kill them, using the good skill for the right situation...)
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I agree, the "frustrating" part of games is almost fixed today.
Challenging is normal, dying is normal but not 10 times in a row or an impossible part...
Like you said I really dislike redo the same thing twice.
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yes it's a "non-writed rule" :rolleyes:
The need for a game is not really/completly the challenge, the key is fun, and indeed the challenge is fun BUT watch out for "frustration" part...
What I mean is like you, a game need to be beatable like I said, but you need have fun, so challenge...
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They won't decrease the quality, you know almost games have it : options where you change the graphics, so the game will run on old computer with the lowest graphics and with higher on recent computer.
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It's the reason why the game will have 3 difficulties
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I know Diablo sucess is because of the good gameplay AND online re-playability/coop play.
If the story is the reason, explain me why many peoples play it without have read books and listen story... AND when you already know the story what's push you to re-play it ??????
It's the base of every game, if the gameplay was failed whatever the story you have, your game will be a flop
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I don't said I don't like, I said I don't care...
Yes story add something great for the firsts time you complete the game.
The story isn't the reason of Diablo series sucess
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lol me too, personnally, the story = I DON'T CARE !!!
If you have a really awesome story, but linear poor gameplay, you'll play it once and it's finished.
If you have a really poor story with a great re-playable gameplay, you'll play it constantly.