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    posted a message on What Do You Think of Followers?
    Quote from Equinox

    Quote from Winged
    Keep in mind that Blizzard wants people to play the game for as long as possible. Single player is a fraction of the game really, I mean sure you get all the content but the experience comes from Co-op (In my opinion). An Co-op surely is where 90%+ of the play time is at.
    From what I'm aware the game is the same size in both SP and MP. So not sure what you mean by play time.
    I simply mean that if you had a chart of single player vs co-op concerning time spent playing, co-op would be much larger. Co-op is what will keep the game alive, and be a main force driving people to buy expansions.

    Quote from Equinox
    The current system doesn't make sense to me.
    I don't really view Nightmare as a place where experienced players should feel at home. I believe Normal should take very significant effort to finish, not be some kind of piece of cake like it was in DII. There's plenty of space in Normal to scale the difficulty, but making Normal easy is pretty unfulfilling for the casual players as well.
    I hear ya about normal difficulty, but chances are it will be rather easy.

    Official Blizzard Quote:



    Normal is super easy. It's intentionally super easy. You will die, but you can essentially slap on gear and not think too much about it, and probably beat the game without too much trouble. There will be many people though that will get a good amount of damage and utility by keeping their follower along. But, realistically people aren't going to actively refuse the help of a follower as they play through the game the first time.

    I can beat the game on normal without gemming any items. That doesn't mean gems are a waste of time as a system. One happens to be required more at higher difficulties, one happens to be more useful and fun when playing alone in Normal. There's nothing that says all of our mechanics have to be useful at all times through all difficulties and classes or else it's a waste of time, and in fact, that'd probably make things super boring.

    Quote from "Equinox" »
    Most of the game will sit in around Nightmare. Making companions useless there doesn't make sense. If they're going to be useless, remove them all together. Playing with a companion is different than without, so people may get used to it and then having to slowly lose the companion is a bit counterintuitive.

    I believe powerful companions have a place in SP, solo MP, and PvP. Whether Blizzard wants to bother or not is another issue, it seems like they don't. I won't cry a tear over it, though.


    Official Blizzard Quote:



    I don't mean any offense, but you don't represent the majority of people that will play the game. For better or worse. People here, logging in with their Diablo II keys to talk about an unreleased product - - on an essentially hidden forum - - do not represent the vast majority of people that will play the game. Which doesn't mean we don't want the game to appeal to you or be a lasting game you'll want to play as long as you played Diablo II, it very much is our intent to be, but we have a broad range of Diablo fans to appeal to.

    Looking at Diablo II the amount of people that bought the game, never logged on to Battle.net, and never went beyond Normal are not insignificant. In fact, they're a substantial portion of the people that bought copies throughout the life of the game. The same goes for StarCraft II. Many (maybe most) people play through the story on normal difficulty, they MAY jump into multiplayer for a bit, and then that's about it. Putting effort into ensuring their experience is a solid one is not a waste of time because some other people completely skip the story and go straight to the 1v1 ladder.

    Followers fit in with that 'average' use of games very well, but their intent is to also help people expand beyond their initial intent of beating it on Normal, and then shelving the game. If the followers can get a player excited about co-op because they like playing with another character, that's a win. We also think they just add a lot to the experience up front, which is important.

    And, they're memorable characters. I don't think the scope of who these people are needs to end because their health doesn't scale so we can ensure the end-game is pure and there's less visual noise in multiplayer games. We don't have any plans for them beyond what we've announced, but, I wouldn't be surprised if they became meaningful in other ways in the future. Even if they're not, if someone enjoyed playing along with them, enjoyed the dialog, and liked what they add to the single player experience (which is pretty significant) then that's not a waste of time.
    Posted in: Diablo III General Discussion
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    posted a message on Gem Effects
    What we know about DiabloWiki.com - Gems Gems sadly doesn't include things like, what attributes each gem will add to an item. As far as weapons are concerned it could very well be straight forward elemental effects as it was in D2. Again though we don't know this. One thing we do know from a Tweet of mine that got responded to is that Gems will indeed act differently in different types of gear.


    Official Blizzard Quote:



    MultikillGaming - @Diablo Will gems function differently according to what type of item you put them in?

    Diablo - @multikillgaming Yes. Weapon/Helm/Everything else.


    Besides that, the concepts of animation effects on weapons based on Gems is still up in the air. On a personal note I think that what ever element is most powerful on the weapon will be the one which shows through the animation/texture.

    So say you find an Axe of Frost with +5 Frost damage and one socket. You add a Normal Ruby in it which adds +25 fire damage (Remember this is just an example, not factual at all). I believe the Axe will now be on fire. That brings up the question what if a weapon had 2 or more equal elemental attributes to it due to gem additions. I'd think the first attribute to be on the weapon will be the on which shows through in animation. So if the weapon had a fire attribute naturally before you matched it with an equal poison gem it would still be on fire. Just my thoughts though.
    Posted in: Diablo III General Discussion
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    posted a message on Nineteenth Batch of Screenshots and Art
    Even though I called just a wallpaper a long time ago I still feel disappointed.. Won't complain though, not like we did anything but click a "Like" button to get this far lol.

    Here's to hoping for an announcement of an Auction House system soon..
    Posted in: News & Announcements
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    posted a message on Diablo 3 Runestone Strategy
    I feel to take advantage of any system you have to use it strategically ;). DiabloWiki.com - Runestones Runestones in Diablo 3 are a game changer, effectively adding 5X the amount of skill possibilities per character. So looking at it in that light (As in a Runed Skill is a new skill) one could say, - Do you choose skills strategically? - . At first everyone will be figuring out what runes do what to each skill, which may take a while to figure out what each and every combination. After all the possibilities have been figured out and documented, the strategic part comes into play, where you figure out what you want your character to play like, and choose the runes appropriate for your vision.

    If you haven't seen yet Blizzard recently released a demo of Skill Runes, here is Force's video compilation of the five class/skill demos Blizz put out with details on how each rune effects the skill.

    Posted in: Diablo III General Discussion
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    posted a message on Player Party Cap?
    The benefits of the 4 player cap simply out number the negatives. Though one could say numbers don't matter in something like this, since one negative could represent most of someone's opinion.

    In general though 4 players (while admittedly a low number seeing as a lot of people would love to play D3 with 7 friends) benefits the game. To this day my favorite D3 video content out is (drum roll)
    The Monk Gameplay Trailer

    Not even because it focuses on the Monk, (I'm a Barb guy! :barb:) but because it has tons of HD footage of 4 classes mowing through mobs. It gives a great feel for how while 4 sounds like a low number, the power and visual effects of each player really dose fill the screen nicely when all 4 players are on screen. Non of the classes even have pets or summons on screen. Imagine 4 Witch Doctors each with 3 zombie dogs, and a Gargantuan. At that point not only is it a problem for you to distinguish things currently, but it also could cause major FPS (Frames Per Second) drop. I remember in D2 a single summon Necro during a Baal run would cause my decent PC to drop to like 3 FPS, making the game hard to play, and horrid to look at. Between the Sorcs casting spells, the Barbs casting buffs, the Pallys with their auras, everyone with a mercenary, it was just a mess.

    All and all 4 players, while it has its down sides, will greatly benefit the game.
    Posted in: Diablo III General Discussion
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    posted a message on Melee Wizards are dead
    Quote from blizter

    Quote from OmniNom
    Wizards can use a lot of melee weapons. There's not that many restrictions I don't think. I'm almost 100% certain they can use the majority of 1h melee weapons and shields. I *think* the restrictions for them are for big melee 2 handers, like mauls and 2h axes and stuff.Melee wizard is far from dead.
    I hope so. I was getting the impression they could only have wands and orbs.

    As already pointed out by Scyber, the Wiki is only listing the known class specific weapons. I can assure you, as an example, a Wizard will be able to use a one handed sword if you wanted to. While Blizzard is indeed putting effort into making each class take advantage of certain weapons, it's just not tasteful to only allow a class to use suiting weapons, and surly would be opposed to in the development board.


    As Graad_87's links detail, the animation team treats each weapon animation with its own flavor. Taking into account what class is using it, what spell is being cast, how that character as a person would use this weapon. Also seeing as Bashiok mentioned the animation team being ahead of schedule, and how a lot of the class - weapon restrictions are being removed (Likely do to the fact that they're ahead) this farther supports the possibility that such builds as a Melee Wizard may be possible with enough knowledge of the class, and even how the skill runes effect that classes skills.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Armor Graphics: Class to Class
    Don't worry you're not crazy, you're spot on. That's exactly how it works, and it even goes as far as how the item looks on your paper doll (The screen with the item slots on an image of your class).

    Edit: Found the part of Blizzcon on this. Start the video at 4:31 to skip right to this topic of how armor changes it's look from class to class.

    Its from about 4:31 - 5:24 that they talk about this.

    http://www.youtube.com/watch?v=s61E86c1YnQ&feature=channel_video_title

    Quote from Siima

    There is no class specific armors, all can be used by all classes and the way it looks will be determined by class.
    Dont know how many tiers there will be, but basicly it will be the same as in diablo 2.

    As seen in the video above, there are class defined armors, as in the stats are aimed more for one class than the others. Sure other classes can wear it, but it likely won't suit the stats you need.

    As for tiers of armor, yes there are A LOT, 16-18 sounds right from what I remember. I can't find the section of Blizzcon where they mentioned this, he'' honestly I'm not sure if it was Blizzcon where I heard this, but I know for a fact that there are a lot of tiers, 16-18 sounds right.
    Posted in: Diablo III General Discussion
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    posted a message on Runestones Hit Diablo3.Com, Talisman Gets Cut
    Quote from nitoo

    GUYS ! Am I the only one here thinking the spell effects look totally A W E S O M E ?!To all the people who always diss on the graphics and stuff, seriously, WTF ?§ These little videos totally REEK of pure attention to details that will make the game look so friggin sweet, especially with all the effects on screen at once etc.Omfg, this will be so crazy I'm litterally dying over here T.TOh by the way, speaking of effects, a while ago when speaking about the 4 players limit and total mayhem onscreen and the confusion ensuing, the devs said they would probably have toned down versions of any spell effects that isn't your character's ? Since then, I've never heard anything about that from them and from the few bits and pieces of footage we've had, I don't think it's been implemented.Do anyone know ? This worries me somehow, cause I love the spell effects so much, I would rather have them in all their glory and confusion over a slightly better visibility anyday !!

    4 Players max, so sure. A recent Blue post from a few weeks ago was on that topic. Our Spells will be in all their glory.

    Quote from Murderface

    So awesome that I had to load it in 1080p. These runes are far more interesting than the runes in diablo 2, thats for sure.

    Not gonna lie, the video Force posted is only in 480p, the 720p and 1080p options are just stretched in the HD codec.

    The best quality videos of the Skills can be found on Diablo 3's facebook page. You can clearly see the difference in detail and clarity when HD is enable for the facebook videos.
    Posted in: News & Announcements
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    posted a message on Runes and more caffeine
    Quote from maka

    What they should do? What they've been doing. Just without the number.

    So what you're saying is, they shouldn't promote their game by announcing raw numbers in which make thousands of people wonder what that number could mean? Interesting marketing strategy you have their, sounds effective. Stick to what we know, which as of now if next to nothing since the game has yet to go through BETA testing. Brilliant.

    Quote from maka

    Either way its still more potential builds than we've seen before in a Diablo game. Or really any game.

    That's quite a claim you make there. There have been quite a few games with plenty of complex customisable systems, where every small variation would count as a build. Whether or not they were enjoyable is another story.

    Again, NO ONE (In this discussion at least) has EVER stated how many of these builds will be "enjoyable", especially from an official source. Only that from a raw, factual instance this number stands true in that, if a difference is taken as its literal term, there are 96+ Billion possible combos per class.

    You're putting words in which were never said into the mix.


    Quote from maka

    But still about that big number: it's not that big a deal, so don't get your panties in a bunch, Winged. It just pisses me off a little bit for two reasons: the fact that they even 'announced' it, like it means anything at all (it doesn't); and the fact that so many people periodically bring it up, to hype the supposed multitude of builds we'll see in D3 end-game, where experience just tells us that since they won't all be 100% balanced (impossible task), the players will naturally gravitate towards the strongest.

    Any person at all experienced with Diablo will know right off the bat that 99% of those builds, come end game be forgotten, and swapped with the most powerful builds, thanks for that.

    From a marketing standpoint, and a general interest of the RAW MAXIMUM BUILDS POSSIBLE, the number is wonderful. It provokes thought, and wonder about the game, mostly to those who are unexperienced, but also in general as a freaking huge number affiliated to ONE class, only counting TWO factors, skills, and runes. Excellent marketing, as was seen by the reaction of the crowd after the number was shown on the projector.

    You keep saying how it means nothing, this isn't true. It means there are 96+ billion builds per class. What it doesn't mean, and what NO ONE HAS EVER SAID (In this discussion), is that there will be 96+ billion viable builds per class. Again at this point NO ONE can estimate the amount of viable builds, seeing as there has been NO BETA TESTING. Even if testing was done, logic dictates that per class maybe 50 builds will be viable against each other come end game.

    Once again, the number is only a raw format, and doesn't imply or represent anything other than the FACT that there is indeed 96,886,969,344 different builds per class. No one ever said that even 1 of them were viable.

    Goodnight.
    Posted in: Diablo III General Discussion
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    posted a message on Trading House
    Just some constructive criticism, try an write down before the recording how long you plan on talking about each topic, and main points you need to bring up during that time. I know podcasts aren't scripted but reference is necessary.

    Not gonna lie though, only made it through 11mins..

    :facepalmsign: ... "May 9th, they will announce the Beta, guarantee it."

    Here, I found a face palm for you.. :facepalm:


    :xD:
    Posted in: Trash Can
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