I have a feeling that article will raise more questions, and cause more drawn out sighs then answer questions. It sounds like(from how they describe it) that its a status update on what systems they are working on...not any answers to what solutions they have decided on. While it will be very nice to get more info about what choices they may be iterating through, if it doesn't say something along the lines of "hey, this is 99% likely how the final version of runestones will work." then its not much of an indicator of progress, but rather an indicator of yet more delays. Information will be very nice to get none the less.
does that fix the issue i'm having?
when i copy paste something from these forums into the editor, it keeps the formatting, then my text shows up as blue... quite annoying. How do i change it and can i make the other mode default or do i have to change every time i post?
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the new "smart loot" while crafting while a great feature has drawbacks. Crafting for followers is currently very tedious. I suggest adding a dropdown to select what type of class you wish to craft for. Its very frustrating to craft gear for the Templar as a Witch Doctor for example, impossibly actually if you want even remotely decent stats. Currently if you want to craft a strength shield for a templar, you have to log out of your game(losing progress) log in as the appropriate class to get the primary stat you want to have a chance at getting, craft until you get something you want, put it in your stash, and switch back.
If the crafting dialog had a simple dropdown that listed what type of item you wanted to try to craft(STR, DEX, or INT) it would take out the tediousness of the process since you can just stay logged in and not lose your progress of your current game.
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http://us.battle.net/d3/en/forum/topic/10195780795
it got me thinking about how difficulty will work in RoS. I've always been wondering how raising the level cap would work with the expansion being released. Where will you start? Level curves will have to be completely rebalanced, currently you go from roughly 50-60 in Hell. Day 1 of RoS, you'll be level 60, using a retuned level curve, that might put you...maybe mid-way through act 2? That makes no sense. Start at act 5? 10 levels in act 1-4, then 10 levels in act 5? We know act 5 isn't anywhere near as long as act 1-4 combined, so that can't be the case either. Inferno will be retuned for lvl 70, so there aren't many options. Perhaps the could make inferno be level 60+ and scale automatically with character level, but what if you have two different level characters? One would be easy mode, one would be a one-shot nightmare.
Then this lovely post popped up and it all became clear. We know from datamined files that there will be an adventure mode, and a story mode. Not much else is known at this time about how they work or are different. I propose the following theory. Normal, Nightmare, Hell, Inferno are going away. Completely. Poof. Replacing it will be Story and Adventure mode. Story mode will take you to level 70 act 1-5. running act 5 will take you from 60-70. Backing up, act 1 will take you from 1-20. act 2 will be 21-40, act 3 will be 41-55, and act 4 will be 56-60(short act, shorter level curve). Once you play story mode through completely, adventure mode opens up. This is in essence what we have now with inferno. Max level enemies throughout the game. Reason for doing this is that normal, nightmare, and hell are all redundant, and as the post linked points out, they dont really add value to the gameplay. Hell, some(maybe even most) casual players probably get burnt out before even experiencing the "end game"(which looks to be improving from the very limited options we have now).
"Wait, how does torment fit into all this??" you ask? Simple. They are taking the difficulty concept from the console version, modifying it as they see fit and instead of "easy, medium, hard, master 1-5", you will get Normal, Nightmare, Hell, Torment, Inferno, Master, etc.. etc.. More named difficulty levels with various GF/MF/XP bonuses just as we have now, all taking the place of the current MP system. No more MP1-10, just pick your difficulty, and either play through the story mode, or once you do that, play adventure mode, with everything unlocked at max level. Maybe we'll even get quest skipping, and waypoints that let us go anywhere we want through out the whole game without being forced to go through in the order originally intended.
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The whole problem for me was that the AH was the tool you used to get the gear needed to play the game. Progression was just saving up gold(or buying it with money if you were so inclined) to buy enough gear so you could play on a tougher MP level.
Now you can play the game, get drops that let you player on higher MP levels, and get more loot faster, so you can play even higher levels. All self sustained.
What made the AH evil was its necessitiy to be successful in the game. The whole pay-to-win model that it imposed.
Good riddance I say.
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I really wish there either
A - were a way to upgrade square gems to flawless squares using tome of secrets, or
B - a way to convert tome of secrets into tome of jewelcrafting. I'd even be willing to sacrafice 5, or 10 tomes to get one hell tome.
Am I missing something or is this just an annoyance of the game? Since there is no auction house, i can't just buy tomes either.
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there is no cow level. never has been, never will be. nope. none. :-P
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how do you go on such a rage about the dialog skipping and miss the most important part?
The jeweler. you have to listen to him babble. you cant even hit space bar while he rambles!
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