- Zero(pS)
- Wise Elder
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Member for 15 years and 1 day
Last active Tue, May, 9 2017 22:32:50
- 31 Followers
- 7,995 Total Posts
- 734 Thanks
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Aug 25, 2011Zero(pS) posted a message on New Class Skill VideosI have no words to describe how I feel about this game right now. I'm not even going to try to not disappoint myself.Posted in: News
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Aug 9, 2011Zero(pS) posted a message on DiabloCast: Episode XX - Give Me Options or Give Me DEATH!I'll probably use both.Posted in: News
I'll use the gold-AH to buy stuff at first, when I find useful stuff that can speed my first playthrough and sell stuff until there's plenty of gold in the economy.
I'll use the realmoney-AH to sell stuff and get some positive e-balance in order to buy stuff later when I reach a point where getting a specific item can take hours.
I don't think I'll have to spend any real-life money to get the stuff I want as long as I can take advantage of the economy and sell the stuff I find very well (aka make lots of money out of stuff that people really want). -
Jul 15, 2011Zero(pS) posted a message on ALTernate Styles of LootingI'd probably use the default option and see how it feels in the beginning. I mean you can judge whether you want to pick an item up on the fly on those "10 seconds" or so when it appears, and then you can always check it back if you're not sure.Posted in: News
Then again, maybe you just wanna keep fighting for 2 minutes in a row, destroy everything in a room, and then come back and check the loot, that would fit my playstyle too (if it doesn't take too long to do it instead of just go picking stuff up) - maybe then I might switch to "toggle" mode. -
Jul 8, 2011Zero(pS) posted a message on The Future of Item SellingNo stores at all.Posted in: News
I'm even against the more acceptable option that is "Vanity Items", I wouldn't like to see people with great looking stuff just because they have another 50 bucks in real life to waste looking better than anyone, who gave their blood to gather top tier gear and even dyes for them.
It's all preference though, but I'd like to reinforce a big huge "NO" to anything that affects gameplay. - To post a comment, please login or register a new account.
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I think this is kind of game would make an amazing stand-alone expansion to Diablo.. (sorry)
The recently released Demigod kinda sucks compared to DotA, you don't get to see the units fighting very well without sacrificing map awareness, the items are kinda crappy (almost the same, instead of adding lots of different abilities)... The game is fun, but it gets old much faster than DotA with its 90+ heroes and nice balance..
But an expansion like this would be awesome.. I wouldn't even care if there were only the 5 announced classes for an AoS Diablo game, as long as the great loot is kept and we have access to some bosses (in order to get some reward against the other team!)
An idea to think..
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I've seen all the Blizzcon 08 official videos, and even some non-official ones (recorded from afar, with handheld cameras). And in the videos there is monster randomness, but in no video I've seen the entrance to the tomb of Leoric 4 times in a row, and every time having different monsters (goblins, zombies, mini-boss) or combination of monsters (skeletons and mages, etc.), and that's what I wanted to know.
Point is, the demo, like everything seen on videos so far, is not permanent and final, unless Blizzard absolutely states so (like the art style), and I truly don't remember them saying it.
-> Could you point me at it, plz? No sarcasm intented.. =)
Also, I'll add another layer to the question here: are we going to see different enemy formations? I mean, will we sometimes see a set of Shield Skeletons and Archer Skeletons, and on another run a set of Shield Skeletons protecting Mages instead of archers? How about "swarm/horde" monsters protecting archers instead of always the shield skeletons?
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I think most people prefer varied late-game/end-game content that offers tactical choices instead of end-game content just for the sake of it.. We don't need a 1billion-hp boss that has an AoE-1billion-dmg-attack in order to convince people to play for over 300 hours..
Instead, we need a lot of variety, and let me add balanced and fun (cool to see, not frustrating, rewarding) variety, in order for people to play multiple classes, or the same class with multiple builds over and over again.. Random dungeons and random items already add a lot to that, we just need a good random-quest-system to have the perfect experience -> and a balanced game..
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I'd certainly like a "Wow-based" reward system for some quests.. as in "Hey, thanks for cleansing the Tomb of Leoric - I can give you a Ring or an Amulet, which do you prefer"?
-> BOTH would be random, but if you already have a Unique Amulet why not being able to chose another thing?
Actually, I'd even prefer the bonuses to be completelly different things, that offer tactical choices..
Do you want a permanent bonus to a random-passive-skill or a discount on all shops of this town?
Do you want a big new piece of armor or an enchantment that lasts 30 minutes and greatly buffs your current one?
Do you want a bunch of potions and a rune or do you want a hireling to help you?
the MedianXL-mod kind of puts that into Diablo 2.. You are able to dis-enchant Uniques and get Arcane Crystals -> with 4 Arcane Crystals you are able to "cube" a given item to its unique counter-part =D It's really fun, whenever I find a unique, even if it's useless to me I think "Hell yeah, just got closer to getting that unique two-handed big axe"!!
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I support this! I'd love to see a "Rainbow Unicorn Level", just like the cow-level in Diablo 2.. =D
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By the way, Median fixes a lot of broken game mechanics in Diablo 2, like the Gold system.. In D2, all it takes to have lots of gold in the first act (and subsequent ones) is saving Throwing Knives (480 gold) and check every single Scepter/Wand/Staff that gave "+x to skill" => easy and stupid 5k gold!
With Median, I struggled to get identifying scrolls up until I found Deckard Cain, without having the gold to even buy identify scrolls early on (due to revamped item-values/sell-mechanism)..
There is also the better skill system -> you are practically forced to have about 4-5 skills to use in-combat, due to the leveling of those being somewhat limited (although similar to D2, but slightly slower progression it seems).. It's nice that you have access to most skills by lvl 24 instead of lvl 30, and you reach lvl 24 usually in Act 2..
Also, gems drop a lot more and are kinda more useful with the addition of gemwords and rebalancing/remaking of all the gems, as well as new ones (better and rarer - rainbow gem, onyx, bloodstone)..
Jewels are also a lot more useful, used to "drill" sockets in items and used in Runewords as well =D
There is a huuuuge late/end-game content as well, with a ridiculous amount of uberquests to undertake and uberskills.. I'm having a lot of fun with my friends..
Amazing mod, I never thought it was so godamn nice..
EDIT: By the way, I didn't really like Eastern Sun.. there's not enough new content.. and takes too much effort to install -> Median XL is quick and easy both to install and to uninstall..
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We want to be able to see what kind of art styles were dumped.. And no, we don't want it right now, so that we can criticize and say "OMFG, the second one was the best!! Bring it BACK!!"..
I think I can talk for everyone about this: We just wanted to see how it could've been, and the kind of art style they thought was worse than the one they've chosen!
Again, not right now, but would be a nice Reward at the end of Diablo 3.. Or even as an achievement..
Maybe we could even have a couple of dungeons based of these old art-styles (just the monsters and the dungeon - not the character for obvious reasons), as special homages to the "deceased art styles".. Could be fun..
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And I'm so afraid D3 has the same destiny...
6 years in development, plus another 1 or 2... And they don't release a lot of new info to us, kinda makes me think if they'll really be able to release it.
When you think about it, D2 took plenty of time as well, and is full of flaws.. Just think about the Shop/Gold System (1 scepter/wand/staff early on and you're good to go for the rest of the game), Repetitive Monsters, 1-Skill-Builds, Useless Skills (Leap anyone?).. At least the action was fast paced and damn fun, and the items were plain amazing! specially Sets and Uniques, add a new flavour to the genre =D
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Instead, I'd prefer quests based on other stuff, like class, main skill focus (different random quests for the Whirlwind Barbarian and the Leap One), number of players, time played, amount of gold spent on shops, or anything like that..
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How much end-game content do we want to see??
It's always a paradox, the more end-game content they add (Ubers, Lvl 100-Bosses, Super Secret Missions) that take 200 hours just to get there, the more they're saying to the casual gamer "Hey, we don't want you to enjoy this part of the game".. But the less they add, the more variety there must be in that Early-Mid-Game content, so even if we take 30 hours to finish the game, it offers variety enough so we play it with all characters, and even with different builds for the same character..
What do you prefer? Huge amounts of end-game (100+ hours of play time) content in the form of Uber Items, Uber Bosses that are there just for some people to show they have that much time free to play?
Or do you prefer a great, varied, "50 hour - content" that instigates you to play through all of it again?
EDIT: PS.: one more thought..
You mean Fireball and Lightning? Or maybe Blessed Hammer? What about Concentrate and Lvl 1 Leap? =/ No, Diablo 2 was a pretty bad game in that aspect, items, the community and the fast paced action are what saved it..
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Are we going to see different monsters in the same dungeon when coming to it a second time?
Like, the first time you enter Leoric's Tomb, there are a bunch of goblins, then on another playthrough (or with another character, for instance) you find a bunch of skeletons, or summoners...
I'm assuming here that there are going to be about a dozen types of enemies per dungeon (and maybe not as repetitive as D2), so is there going to be enemy randomness in the dungeon as well as the way they are presented (formations? different combinations of monsters?) or are we always going to see "X monster" when we enter "X dungeon"??
Personally, I'd prefer the approach of Hellgate (in the latest patch it's actually a pretty decent Diablo rip-off, no more gamebreaking bugs) or some Diablo 2 mods, where sometimes you'll meet "Monster X" in "X Dungeon" and sometimes it will be "Monster Y", and almost always a different combination of monsters..
Discuss, share opinions? Take this to the official forum and check if Bashiok answers? =D
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"I'd really like to see a way to compete through playing single-player against other teams (or even 1 on 1 player "race" (not really a race =P)! Not only in chronological terms, but in efficiency as well..
many games nowadays combine different gameplays to create a new one a lot more fun that the two previous (which combine Action + RPG [Diablo II, Titan Quest] , Strategy + RPG [Dawn of War II]) .. so why not make use of both cooperative and competitive aspects of diablo 3 on PvP?
It would be really nice to see teams competing for the fastest, most efficient way of going through a dungeon they've played 100 times (like I said, not only time-wise but efficient wise -> dying could subtract 100 points from given team, for instance) Reaching the boss first could give 100 pts, and killing it first could give 50 pts, for example ..
Not only would freshen up the game experience, allowing for a combination of cooperative and competitive gameplay in one feature, but also allow the game to support multiple parties competing just by comparing "numerical factors" - easily supportable by the bandwidth..."
EDIT:
I'd like to see more body parts from PvP fights =) Ears are ok, but I'd like to be able to keep my enemy's heart or brain as well =D With a squishy look to their icons..
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I'd really like to see a way to compete through playing single-player against other teams! Not only in chronological terms, but in efficiency as well..
I've suggested this in a topic about the maximum number of players but it got closed even though the "real discussion" was about a feature completelly different from the maximum number of players (it was about IF the number is too low - absolutely subjective aspect, depends on your idea of few people - then we need X solution)...
I just can't rest until I hear that most of the community finds this idea complete crap, because it's such an obvious solution that just like many games nowadays (which combine Action + RPG , Strategy + RPG) follow.. so why not make use of both cooperative and competitive aspects of diablo 3?
I can only imagine what a blast would be teams competing for the fastest, most efficient way of going through a dungeon they've played 100 times (like I said, not only time-wise but efficient wise -> dying could subtract 100 points from given team, for instance)..
Not only would freshen up the game experience, allowing for a combination of cooperative and competitive gameplay in one feature, but also allow the game to support multiple parties competing just by comparing "numerical factors"...
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But the idea is really, nice.. Something I would expect from a Diablo III game - more randomization!
What if they used 2D Textures showing a broken/rusty/shining sword - or different drawings in a helm?