• 1

    posted a message on Favourite Armor Dye?
    I vote for a special textured Armor Dye! Maybe it could add an aura of light around you, or have black fog fall off your armor. Or something more creative..


    Official Blizzard Quote:



    Magistrate17 - @Diablo Will any of the dies change anything more than color? Like, apply metallic effects, per se? Or something like textures, like rust?

    Diablo - @Magistrate17 What will end up in the final game is still a bit unknown, but we have toyed around with some interesting dye effects.

    Official Blizzard Quote:



    MultiKillGaming - @Diablo Did we see all the armor dye colors at Blizzcon?

    Diablo - @MultiKillGaming No. Most, but not all.

    There are many questions I'd love answered about these Dyes we haven't seen. If a rare Dye did something really fancy, would it effect your whole armor set? Or would you need to gather more of these rare Dyes.. Humm

    Chances are there are some super rare Dyes that will apply more than just a color change :D.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on August or September?
    Thanks! :D

    I dig your username~ Mr.Diablo used to be my B.net account name way long ago. I think I mentioned that to you once before.. :P
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Food ?!
    Since I minor in nutrition, and have been a personal trainer in the past, I fear my response might not be what you want to hear :P. Trust me though I'll be following my own advice on this.

    So just like a professional athlete, the weeks before release I'll be sure to perfect my sleeping cycle to my needs. In this case you'll want to be able to stay up for a little longer than normal for a few days in order to game more, so you'll want to drink lots of water each day during the weeks prior, and slowly take 1-3 hours off your sleep hours each night until you feel you've reached your maximum asleep to awake limit. This takes a few weeks to figure out, and you don't want to try and stay up 16 hours a day right off the bat, you'll just crash. You want to figure out your balance; how many hours you can stay awake each day for a week without crashing. I find I need 6 hours of sleep a night to maintain a steady schedule.

    For the super hardcore (And jobless ;)) gamers, you could try the Uberman, or other cycled styles.
    <input type='button' class='bbc_spoiler_show' value='Show = morestuff' />
    For more info on this style just Google it!

    As for food, I'll be eating very healthy the weeks before (As you always should as a hardcore gamer!). The day before release, I'll eat a very heavy, complex carb loaded meal for Dinner, just as athletes do before a big event. Doing so loads your body with stored energy for the day after, which can be used both mentally, and physically. For Breakfast I'll eat a egg/vegetable omelet, with orange juice and a side of fruit. For the other 5 meals I'll eat according to how I'm feeling energy wise. If I'm feeling good, I'll eat a very small meal, like a cup of yogurt. If I'm feeling drained, I'll eat some more carbs mixed with a white meat to boost my energy level.

    Sodas, candies, packaged snacks, and sweets of any kind are your worst enemy with the intention of hardcore gaming. Have you ever eaten crappy all day then tried to game for a few hours? Your eyes strain after an hour or two, your mind feels foggy, your reaction time may be off, and you might even get cramps in your hands or neck. Not to mentioned you'll likely crash and start falling asleep. Many people blame this on gaming for too long, or being tired. These things may be a factor, but more often than not it's your diet, hydration level, and health level. I've playing games both console and PC for 14 hours + with little to no problems, and even slept fine right after.

    If you eat right, drink a lot of water, and keep fit your gaming will go way up. Both in gameplay, and how long you can game at a single time without feeling fatigued. Hope this helps!

    :d3d:
    Posted in: Diablo III General Discussion
  • 5

    posted a message on Clarification on the 18 Tiers of Armor
    During the 2010 Blizzcon Diablo III Q&A Panel, Blizzard revealed that while players venture through Diablo III's three difficulties settings they will discover 18 unique tiers of armor.


    Afterwards, Blizzard responded via their Twitter, clarifying how each item slot has 18 unique tiers.


    Official Blizzard Quote:



    Theeliminator2k - @diablo when you say 18 sets you mean 18 different boots, leggings,etc? And does that 18 include unique armor or are they totally different?

    Diablo - @Theeliminator2k To clarify, there are 18 complete tier looks. Complete. 18 individual looks for each item slot.
    Recently members of the official forums have started to voice their doubt that the 18 tiers will be enough to last through the entire game. The fear is that 18 tiers will be spread too thin over all normal, nightmare and hell difficulties. Recently Bashiok responded to a thread based on this topic.


    Official Blizzard Quote:



    in diablo 2 sure they repeated the graphics but we did have 15 tiers of armor that were repeated.

    i hope in the case of chest piece armor they have more armor since it is not repeating something in the area of 30 or so would seem good.

    with only 18 tiers and 3 difficulties if they only have 4 acts ( just a total guess ) we are looking at only 1-2 new armor looks in a new act


    Diablo 2 did not have 15. It had 5. And those were mostly recolored versions of each other with extra pieces stuck on to make them look different.

    Not to knock Diablo 2. The number of looks it had are amazing considering what it took to render them out.
    By considering what DiabloWiki.com - Jay Wilson Jay Wilson said in the 2010 Blizzcon Q&A response, and what Bashiok posted, we can gather there were 5 - 8 truly unique tiers of gear per item slot in Diablo 2, each resetting every difficulty back to tier one. A member farther clarified this, and in turn received assurance from Bashiok.


    Official Blizzard Quote:



    He means, when you equip them, 3 look very much alike with minor changes. Not that, in your inventory, they're unique looking.

    Oh, yeah, icons don't count. :P Those will be unique per item though, too, FYI.
    Each tier of gear will have its own unique icon which corresponds with the way it looks on your character. This is also discussed in the Blizzcon Panel at 3:32. Later in the thread, a member links a chart showing 15 different visual tiers of chest armor from Diablo II.


    Official Blizzard Quote:



    these look all different

    http://img244.images...pearencepf6.jpg


    Look closer?
    Speaking of the icons, yes each tier looks different. When looking at the characters though, most look almost indistinguishable. Bashiok follows this with examples of unique armor tiers on the DiabloWiki.com - Witch Doctor Witch Doctor.


    Official Blizzard Quote:



    Hopefully this will help. These aren't new, they're from the BlizzCon 2010 panel. There are most certainly already pictures out there of these slides (if not video). These are 4 of the set appearances for the witch doctor. They're unique from each other in every way, including unique geometry, textures, and in some cases animations, and that is true of the other 14 'tiers'.

    http://i616.photobuc...ok/Picture2.png
    http://i616.photobuc...ok/Picture4.png
    http://i616.photobuc...ok/Picture3.png
    http://i616.photobuc...ok/Picture1.png

    These visual looks do not determine anything about the item stats, name, quality, etc.

    For the video of these examples, view 1:42 in the Blizzcon 2010 D3 Crafting Sanctuary Panel 4/4.

    Next a member states how 18 tiers may not be enough to share through each act, in each difficulty. Bashiok responds explaining how there are 720 unique armor pieces in the game, not including weapons, or other item slots. Also in the mix are the dozen or so DiabloWiki.com - Armor Dyes Armor Dyes which can be placed in each item slot to change its color. Bashiok also makes it clear that he is strictly speaking visually, and not about item stat variations.


    Official Blizzard Quote:



    it will not be cool to play a whole act and only have 1 ( 2 sometimes ) new type of armor available to find

    Hrm. Not cool compared to what? I don't think this is being compared accurately to what Diablo II or even other games offer as far as visual upgrades to a character. 18 tiers, times 5 classes, times 8 armor slots is 720 unique pieces of armor in Diablo III. That's not counting weapons, or alterations to make each armor piece fit both genders. Oh, and right, the dozen or so different colors you can dye each of those pieces.

    I also hope this isn't being confused with actual diversity in item drops. You're still going to be finding tons of items with varying quality levels and stats, but the best are going to always be pushing your character's aesthetic 'impressiveness' forward.
    Lastly, a member writes about how in Diablo II when you venture into a new act, you have a number of new armors available to you. Whereas in Diablo III less new tiers will be offered per act.


    Official Blizzard Quote:



    as compared to d2 you joined a new act and had access to 3-4 or so new armor types

    Aside from those 3-4 being minimal changes from one another, they repeated per difficulty. We don't think that's nearly as cool.

    Numbers-wise, yes, absolutely Diablo II had more "unique looks" per act. From a viewpoint of actually considering what's available in Diablo III, we've got a ton more items for you to find, and they're all unique, and amazing looking.
    It's true in Diablo II, when entering a new act a number of new item tiers become available to you, some unique for that act. The problem is they repeat per difficulty, causing the visual tier to reset when advancing to a higher difficulty. In Diablo III this will not happen, as you progress through the game your character will aesthetically grow more and more impressive alongside your power. The effect is that your character feels more and more "awesome" both in gameplay, and visuals. For more information on DiabloWiki.com - Items Items, or anything else Diablo, be sure to visit our Wiki.
    Posted in: News & Announcements
  • 1

    posted a message on Diablo 3 Specifications
    If downloading it is to much of a hassle you can us www.systemrequirementslab.com to check how your PC would hold up to SC2 as well. I did both, just to make sure and found that I could run SC2 a little better than the test said I could, so it's up to you.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Question about gear drops distribution.
    As last we heard, each player rolls separately. Meaning if four players were in a game and killed a boss, one player could get three rare items, and the other 3 could get nothing.

    Keep in mind, in case you have continuous bad luck, crafting will be a viable means of acquiring gear also.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on this is yours.. this is for you..
    I'd like it if these were brought into the game. An idea I had a while ago would also be feasible in this case. One type of reward for Arena battle achievements could be special character emotes, weather it be speech, an movement, or both.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Blizzard already planning D3 expansion?
    Quote from Ophion

    Probably for patches, and quests are just the kind of things they can keep working on almost to the day of release. Many quests are, as you might know, randomized so adding more quests means more variety.

    I think that they specifically stated that they aren't thinking about expansions right now, but I don't believe that one bit since Diablo III is pretty much guaranteed to sell very well and deserve expansions just as much as Starcraft II. They know it, they just don't want to talk about it.

    I very much believe we'll be getting a slow yet steady stream of content aside from any major happenings like expansions. Some quests here, some gear there and so on. Seeing as we only have WoW to look at for examples, I think it's just how Blizzard likes to handle RPGs.

    I also don't believe for a minute they haven't had hours worth of discussions on expansions. As I see it, it would be irresponsible not to. One thing that always comes to mind on this topic is how they developed the 5 classes we have. In order for extra characters in the future to fit correctly in with the current five certain themes had to be completely left out.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Your Preferable Rune Effects
    To most of you DiabloWiki.com - Runestones Runestones are not cutting edge news. Since their fresh debut at Blizzcon 2010 Runestones have been popularized as a powerful feature in Diabo 3; adding a whole new level of skill customization we've never seen before in the Diablo franchise. Runestones have had multiple debuts prior to this last Blizzcon though. At Blizzcon 2008 Runestones were also demoed. While their general function hasn't changed through their development, both their UI, and name for each of the five runes have. Moving from names such as Lethality, Multistrike, and Power to the names Energy, Viper, Hydra, Force, and Striking was the first step towards our current model.
    A constant throughout each refresh has been that each rune has kept a mildly predictable effect. The name transitions from Multistrike, to Hydra, and now the Indigo Rune hint at the fact that the Indigo Rune still primarily adds multistrike to most skills. An example of this can be seen in the Blizzcon 2011 Crafting Sanctuary Panel, when Julian Love showed how an Indigo Rune effects the as seen here. Though runes still have a general theme, originally each rune had a very strict effect, with little to no room for off the wall skill variations. While some of each rune's predictability still exists, the new names open up more possibilities.

    Current, and likely final Runestone names.
    The switch to the current names was made to bring a similar feeling of origin to all the runes. Furthermore the current names allow the development team to vary the effects each rune could have on a skill. As before with strict, predictable names for each rune, strange variations such as the DiabloWiki.com - Witch Doctor Witch Doctor's Plaque of Toads skill, where when an Obsidian Rune is place in it; instead of casting multiple small toads, you summon one giant toad which eats nearby monsters whole. That would hardly fit the description for any of the older rune names. Another example of a skill which wouldn't have fit in the original Runestone model is the Indigo Rune in the Wizard's Ray of Frost skill which turns the skill from a focused beam of frost damage, to a AoE around the Wizard. This can be seen in Force's Runestone - Game systems video.

    Advance the video to 2:12 for the mentioned example.

    With the possibility that a rune will have an unforeseeable effect on a skill; one might ask how'd you know this before placing the rune into the skill? Bashiok provides us with an answer.


    Official Blizzard Quote:



    Pick up a rune and mouse it over a skill and the tooltip will tell you how it affects the skill. The UI does a good job of informing you how each rune interacts with each skill.
    As of late, Magistrate promptly Covered Runestones, alongside the official cut of the DiabloWiki.com - Talisman Talisman. Before that Jackzor did an in depth article on Runestone's Levels and Progression. Hype about the rune system doesn't seem to be dying down, and for good reason. On a single class with every skill, and runestone taken into account there are over 96,000,000 possible combinations. To qoute Julian Love, Lead Technical Artist for Diablo III.


    Official Blizzard Quote:



    96,886,969,344. This is the number of skill combinations with runes, that you can have per class. This does not include things like traits, gear, dyes, charms, anything like that this is purely active skills.
    This topic, and Runestones in general was farther delved into by Sixen and Force in their Lastest Podcast.
    While keeping in mind the majority of that number consists of low level skills combined with low level runes; one has to wonder how many viable builds there will be come endgame. For further information on Runestones feel free to visit our Runestones wiki page, the Official Diablo Runestones page, view Blizzcon 2010 footage at our youtube channel, TheChatGem, or read any of the past articles linked. Concerning last week's poll on Blizzcon Ticket Prices, just under half of the voters felt that the "Ticket price doesn't matter compared to travel and other costs". Between plane tickets, a hotel room, and food the expense of the event ticket doesn't seem to stand out.

    As for this week's poll, Runestones will surely be an excellent system by keeping skills fresh for long after release. So, What are your preferable rune effects?
    Posted in: News & Announcements
  • To post a comment, please or register a new account.