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    posted a message on Systems Questions, Demon Hunter Spotlight, Inferno Poll
    Sick Demon Hunter preview! :miniD:
    Posted in: News & Announcements
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    posted a message on Diablo III is Coming to the Wii
    April Fools Joke. There's NO WAY Diablo III is porting to the Wii. Diablo Kidz? Nice try.
    Posted in: News & Announcements
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    posted a message on Remembering 2008 announcement...
    Sweet. four years. crazy
    Posted in: General Discussion (non-Diablo)
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    posted a message on The End of an Era
    Best of Luck in your new endeavors. I can't believe all this time has passed.

    Thx.
    Posted in: News & Announcements
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    posted a message on Skills and Guns
    Agreed.
    Posted in: News & Announcements
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    posted a message on New Class Skill Videos
    OMG! Thank you SIXEN!
    Posted in: News & Announcements
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    posted a message on Skill Points Removal Fuels Game Controversy
    But does all this wishy-washy skill softness mean something more than encouraging more diverse builds? As a user on the Battle.net board asked, "Do you come upon a particularly nasty group that this other skill would just be perfect for, so you hang back, grab that skill, then destroy the group?"

    The removal of skill points seems like a step away from the spirit of the franchise, instilled in us with Diablo II. It will restrict cookie-cutter and low-skill-count builds to an extent, and it indirectly removes the need for a controversial respeccing system. But it is a far cry different from the original games and many "Diablo clones," possibly alienating parts of an otherwise eager audience.
    [/quote]
    As the skill tiers are unlocked (only) at certain level requirements, perhaps certain items/equipment (either crafted items or those found in-game) will have a chance to allow your character to access skills above your character level? Perhaps it will be that certain items will allow you to add +skill bonuses to your character and allow for more specialized builds?
    Posted in: News & Announcements
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    posted a message on Runic Revision?
    Quote from Kickin_It


    During the Q&A session with lead game designer Jay Wilson at Blizzard HQ Thursday, we were treated to a fairly lengthy discussion about the DiabloWiki.com - Skill Runes Skill Runes system. Evidently, runes will not come into play during the Beta test, which led a participant to ask when we’ll see them. Jay responded that Runes will first start dropping in Act II Normal and mentioned that Skill Runes were the only major game system that still had significant revision coming its way. This statement opened the floodgates on a new Rune system that they're hoping they can get into the game. Before I get into the specifics, Jay wanted us to mention:


    Official Blizzard Quote:



    By the way, this is all theory; we haven’t put this in yet, so this is the way we think we’re going to go, but it’s not solidified. So keep that in mind when you report on it, make sure you say “this is theory,” but I feel like it’s theory worth sharing, especially with the fan community… We haven’t tried it out yet. So it might suck. I’m gonna put that caveat out there, but that’s the one thing we still want to try with that system, and if it works, we’ll keep it. If it doesn’t, then the system works pretty well as it is.

    Overall, this theory of Blizzard’s isn’t particularly earth-shattering. Runes will still be placed in skills to alter their functionality in the same way we’re used to. They’ll still be item drops off of monsters, but the team didn’t think that Runes felt like items in the classic Diablo sense. There was no variation, no randomization. A given Rune-Skill combination always produced the same result, so long as the level of the Rune was constant. In addition to this, when moused over, the UI for Runes simply displayed the effect it had on each of your active skills. During the internal alpha testing, they found that this became a nightmare point of comparison and, after a while, just got to be frustrating for the players.

    To rectify these issues, they came up with the idea of having Runes drop “unattuned.” This basically means that when a Rune drops, it’s just plain and grey and doesn’t have any specific effect on your skills. Once you socket the rune into your skill, however, it becomes attuned to that skill, providing it a bonus based on the Rune type that it randomly rolls. In addition, they are considering adding an additional random stat bonus – much like the charm system of the now-scrapped DiabloWiki.com - Talisman Talisman – to attuned Runes. Bashiok had this to say about the new system:


    Official Blizzard Quote:



    Personally, I love it, and hope it finds a way in.

    I'm not so sure about rolling to see which rune effect you get (it could still work), but I *love* the idea of random affixes. That you could have a end-rank rune for the skill you want, with the effect you want, but you still don't have ideal stats on it. That just makes the min/max item hunt that much cooler, and makes runes more important than... "Oh, I found another Crimson rune. Great. /salvage"

    These features combine to add an air of randomness, familiar with most Diablo loot, to Skill Runes as well. Skill Runes of equal level can vary significantly from one to another, and high-stat or “Perfect” Runes will likely become incredibly valuable. On the other hand, if you socket a Rune into a skill and don’t get what you want out of it, they hope that it feels much more like any other piece of loot that drops that you don’t want and not like a let-down or a waste of a Rune (especially considering that Rune might be valuable to another player with a different build or playstyle).

    Another difference from the current system is that when Runes are removed from skills, they will remain attuned to that skill. In the old system, if you removed a Rune from a skill, you could easily place that same Rune into a different skill to reap its benefits there. Not so with the new system. So, for example, if you put an unattuned Rune into your Magic Missiles and it rolls an Indigo effect (which adds additional missiles per rank), if you later decide to take that Rune out, it will forever remain a Magic Missile splitting Rune, unusable in any other skill. Even this isn't completely set in stone though, as they've hinted that they might add a functionality to the DiabloWiki.com - Mystic Mystic to wipe effects off Runes.

    This proposed system would also play into the new skill system. Since skills are now freely swappable, they felt they needed a soft mechanism to encourage the player to focus on their favorite skills rather than swapping them out for whichever skill was preferable for a given situation. The fact that Runes are permanently attuned to a specific skill as soon as they are socketed in that skill accomplishes this. Although Jay described Rank 1 Runes as “candy that you can throw out and experiment with all you want,” higher rank Runes will be much more precious. Socketing high-rank Runes into a skill will represent an investment in that skill, hopefully discouraging the player from swapping it out for another on a whim.

    While the core mechanic of Runes would remain unchanged in this new system, Runes - especially high-level ones - will become a much more valuable commodity. Since each Rune is permanently attuned to a single skill, they will be much more build-specific and, with random stats, highly sought after Runes will be far more difficult to obtain. What do you think? Do you like the sound of this proposed new system or are you happy with Skill Runes the way they are?

    I would like to know if Blizzard is considering adding prefix/suffixes to the Runes (e.g. 'Sorcerer's Crimson Rune of the Mind')? Side note, wouldn't it be awesome to have just a few Unique (okay, now they are called 'Legendary') runes (e.g. ('Bashiok's Prism') with some truly insane affixes?
    Posted in: News & Announcements
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    posted a message on Monsters have Flavor!
    Awesome post, Winged!
    Posted in: News & Announcements
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    posted a message on DiabloCast: Episode XII - Spoiler Alert
    Quote from Sixen

    Episode 12 is here and we're back in the swing of things! This time we have a different type of Dragon (the Phrozen kind, not the Scyber kind) to join us for some epic Lore discussion. In addition, we talk a bit about BlizzCon tickets. If you missed the eleventh episode, you can check it out here. Otherwise, the twelfth episode covered the following topics:
    Episode 11 topics list:



    If you've missed any previous episodes, check the archive!

    whoa. Scyberdragon crushed me in the cast! I figured that passive or no, they are still technically a 'skill' and thus, with a runestone insert that could, in theory, change the effect, perhaps even drastically and lead to more unique character build considerations. *laughing* ah-well. Thanks for the broadcast mention, Sixen. Lore was interesting.
    Posted in: News & Announcements
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    posted a message on Diablo Lore Series Part 1
    Quote from Sixen

    Need to catch up on the lore covering the World of Sanctuary in time for Diablo III? Want to see some badass fanart (including from our own Umpa)? Let us join Force as he takes a look at Diablo's history (pre-D1), in part one of this three part lore series, covering the conflict between the High Heavens and the Burning Hells, and Sanctuary's role in between.

    Awesome recap. Well done Force. Thx for posting Sixen.
    Posted in: News & Announcements
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    posted a message on DiabloCast: Episode V - D3 and Your Health
    Quote from crittercutter

    Quote from Force

    Quote from crittercutter

    Hey guys, can someone post the "Item Type/Color List from Bashiok" or let me know the time it starts?? Don't have an hour atm and I've kept up to date on all the other info by spending an unhealthy amount of time on these forums. :P

    Watch the podcast on my YouTube page, in the video description are several timestamps, including the item list.

    Cheers Force!
    Love the Podcast, but the two lesser evils of Belial and Azomodan are pronounced as follows:
    http://www.youtube.com/watch?v=aYoLEBZh1Ds
    Posted in: News & Announcements
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    posted a message on Randomized Randomization
    Quote from WorldstoneShard

    Quote from ScyberDragon

    There has been a lot of debate spurred on by the fact that Diablo III will have a static world. What does this mean? This means that when you play Diablo III, the borders to the world you move around in will always be the same. The same path will be taken to get to the city that is always in the same location. This was not the case in Diablo II. Players spent ample amounts of time, walking along the borders of each area trying to find the entrance to the next area. Even base camps like the Rogue Encampment would have a changing exit.

    There has been numerous reason given as to why Diablo III has chosen to do this. The first one being that they can increase the quality of these environments by not having to structure and design them in a way that lent itself to randomization. Another reason was that it gave it more of a real-world sense because we all know cities don't just move to random locations in the real world. Bashiok has given us a few more reasons for this decision:

    Official Blizzard Quote:



    The exterior landscape will for the most part be static, but with pockets of randomness (this doesn't include monster spawns which are still quite random). You'll always know where the towns and roads are, and know the edges of the map. We felt that exploring the exteriors to find landmarks and quest areas wasn't very compelling. It's also more productive for co-op to be able to say to a friend 'Let's meet at this shrubbery' and everyone knows how to quickly get there every time. Dungeons are more linear in the way that content is encountered, so they can be randomized quite a bit and you're not very likely to be just running around aimlessly. If you do hit a dead end you're at least assured you encountered plenty of battle (and thus loots) on the way.

    Now, with all that said, the most important thing to remember is that not every area of the map is static, mostly just the borders. Within these borders are areas, ranging from small to very large, that will be randomized every time you play through the game. These areas are not just randomized monsters, as monsters will always be randomized in all areas of the maps. These random pockets can produce rare chests, dungeons and quests.

    Official Blizzard Quote:



    So while the exterior is largely static, within that defined landscape there are literal square holes (from small to huge) and within those empty square holes a great number of possible pieces can be dropped in. And they're chosen randomly. So you may play a few games and always see empty terrain in the same place, but on your next playthrough you'll instead have a broken down wagon appear and a quest giver that needs you to go kill a unique fallen shaman who stole his tools to fix it. And maybe the playthrough after that the square puzzle piece is a short dungeon to explore with a big chest or mini-boss at the end. Ideally it'll encourage exploration of the exterior zones over and over, hoping to find that a rewarding adventure has appeared.

    As if this randomization was not enough, Diablo III will still have completely random dungeons like they did in Diablo II. Every time your character enters into the depths of Sanctuary, you will encounter different rooms and combinations of pathways. But to even add randomization to these randomized dungeons, some of the rooms will even have these pockets of randomized events that will offer even more variety in the countless amounts of playthroughs.

    Official Blizzard Quote:



    Dungeons on the other hand are completely randomized, same as Diablo II.* All of the halls and rooms and all the bits are shuffled around and it's all different every time. Some of the rooms themselves will offer unique quests if they're rolled up, and in some cases individual rooms themselves have those square chunks missing and within those randomly chosen rooms a number of random events can occur. It's a bit involved to explain, but very simple in practice (I believe some images of the square puzzle pieces were actually shown at a BlizzCon?). *Some small "dungeons" are completely hand crafted and won't include randomization of layout at all, but these are generally things like wine cellars or other underground areas of a few rooms or less.

    Whether or not you agree with the static world in Diablo III, it is clear that every time you play Diablo III, it will not be the same occurrences you ran into the first one hundred times you played the game.

    THAT.... was awesome. Thanks for the good read after a long week.
    Posted in: News & Announcements
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    posted a message on Randomized Randomization
    Quote from ScyberDragon

    There has been a lot of debate spurred on by the fact that Diablo III will have a static world. What does this mean? This means that when you play Diablo III, the borders to the world you move around in will always be the same. The same path will be taken to get to the city that is always in the same location. This was not the case in Diablo II. Players spent ample amounts of time, walking along the borders of each area trying to find the entrance to the next area. Even base camps like the Rogue Encampment would have a changing exit.

    There has been numerous reason given as to why Diablo III has chosen to do this. The first one being that they can increase the quality of these environments by not having to structure and design them in a way that lent itself to randomization. Another reason was that it gave it more of a real-world sense because we all know cities don't just move to random locations in the real world. Bashiok has given us a few more reasons for this decision:

    Official Blizzard Quote:



    The exterior landscape will for the most part be static, but with pockets of randomness (this doesn't include monster spawns which are still quite random). You'll always know where the towns and roads are, and know the edges of the map. We felt that exploring the exteriors to find landmarks and quest areas wasn't very compelling. It's also more productive for co-op to be able to say to a friend 'Let's meet at this shrubbery' and everyone knows how to quickly get there every time. Dungeons are more linear in the way that content is encountered, so they can be randomized quite a bit and you're not very likely to be just running around aimlessly. If you do hit a dead end you're at least assured you encountered plenty of battle (and thus loots) on the way.

    Now, with all that said, the most important thing to remember is that not every area of the map is static, mostly just the borders. Within these borders are areas, ranging from small to very large, that will be randomized every time you play through the game. These areas are not just randomized monsters, as monsters will always be randomized in all areas of the maps. These random pockets can produce rare chests, dungeons and quests.

    Official Blizzard Quote:



    So while the exterior is largely static, within that defined landscape there are literal square holes (from small to huge) and within those empty square holes a great number of possible pieces can be dropped in. And they're chosen randomly. So you may play a few games and always see empty terrain in the same place, but on your next playthrough you'll instead have a broken down wagon appear and a quest giver that needs you to go kill a unique fallen shaman who stole his tools to fix it. And maybe the playthrough after that the square puzzle piece is a short dungeon to explore with a big chest or mini-boss at the end. Ideally it'll encourage exploration of the exterior zones over and over, hoping to find that a rewarding adventure has appeared.

    As if this randomization was not enough, Diablo III will still have completely random dungeons like they did in Diablo II. Every time your character enters into the depths of Sanctuary, you will encounter different rooms and combinations of pathways. But to even add randomization to these randomized dungeons, some of the rooms will even have these pockets of randomized events that will offer even more variety in the countless amounts of playthroughs.

    Official Blizzard Quote:



    Dungeons on the other hand are completely randomized, same as Diablo II.* All of the halls and rooms and all the bits are shuffled around and it's all different every time. Some of the rooms themselves will offer unique quests if they're rolled up, and in some cases individual rooms themselves have those square chunks missing and within those randomly chosen rooms a number of random events can occur. It's a bit involved to explain, but very simple in practice (I believe some images of the square puzzle pieces were actually shown at a BlizzCon?). *Some small "dungeons" are completely hand crafted and won't include randomization of layout at all, but these are generally things like wine cellars or other underground areas of a few rooms or less.

    Whether or not you agree with the static world in Diablo III, it is clear that every time you play Diablo III, it will not be the same occurrences you ran into the first one hundred times you played the game.
    Posted in: News & Announcements
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    posted a message on Will You Craft in Diablo III?
    Quote from Azriel

    I plan on crafting almost all of the items I can. I think that the expansion of crafting is one of the best things to happen with the Diablo series. Period.
    Agreed. With the shared stash, why wouldn't you want to craft items!?! Especially for different character builds.
    Posted in: News & Announcements
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