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    posted a message on Travis Day On The Salvation of Diablo 3
    Quote from Gheed2010

    Big corporations like Blizzard tend to attract people that are really, really good at writing exposition on a released product that seems generally reasonable, and almost insightful, and almost totally irrelevant in terms of being able to fix hard-wired design decisions.

    They don't attract people that fight to clean up these messes back when politically powerful people are still attached to them before release.

    Quick pop quiz - how many ARPGs did Jay, Wilson and this guy collectively work on before D3?

    And I'll counter that Torchlight 1 was utterly shit. Talk about calcified, no room for innovation, me-too garbage. Torchlight 2 is better, though.
    Posted in: News & Announcements
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    posted a message on Travis Day On The Salvation of Diablo 3
    Yes, let's kill the AH so we can go back to the completely pure d2jsp system! Knock it off, folks, Diablo 2 was also pay to win, unless you think Enigma clad Hammerdins were totally legit. The AH is great, when it's implemented properly. It's definitely NOT implemented properly. And it was broken the day they decided to ignore binding mechanics. Such a stupid, stupid oversight.

    Also, he's completely right about Paragon and rerolling. One nerf patch, and you might be back to square one. I think they need to de-emphisize repetitive grinding and instead focus on making better incentives to crank up Monster Power. Add level 64+ items, but keep them for MP5+ or so. Also, make them BOUND. Let the AH be for twink gear, stop-gaps, and commodities (and make those crafting materials matter; redo the awful, awful crafting system). This stuff isn't rocket science.
    Posted in: News & Announcements
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    posted a message on Diablo 3 Announced for PlayStation
    Quote from CasmX

    Well, there's certain mechanics in D3 that I just don't see how they'll pull off on a console and make it feel natural.

    A barbarian with the Leap ability. With a mouse and keyboard, I can put my cursor where I want to leap, click the button and the game does the rest. With a controller? What, do I face my character in the general direction I want to leap? How do I gauge it's distance? By how long I hold the button down? It seems to me that whatever method they use for these kind of ability functions, it'll ultimately feel like crap. Perhaps I just lack vision and creativity to understand how to make this work and feel comfortable on a console.

    That's one (and for me, my primary) reason that I just don't think D3 will do well on a console.

    If you ever played an ARPG like X-Men Legends 2 or Marvel Alliance, it works pretty good. You lose some of the aiming ability, especially leaping/casting behind enemies, but you gain better combo ability, the chance to weave multiple skills into a destructive whole greater than the sum of the parts. The Monk will get a lot better w/ a controller (and of course, a lot of tweaks on the crappy Spirit system). Also, click-to-move is terrible, always was. The mouse is for aiming. Even in D3, I use a button to move, and aim w/ my mouse. If I could use my thumbstick, I'd be a whole lot happier.
    Posted in: News & Announcements
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    posted a message on Diablo 3 Announced for PlayStation
    I wonder how they're going to handle the offline part, especially for PS3. Will PS people get any AH at all? Even a GAH?
    Posted in: News & Announcements
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    posted a message on 1.0.7 is Tomorrow
    Quote from Highborne_D2

    Quote from Zeyk23

    Quote from Highborne_D2

    That is it for the answers? Talk about a failure. I highly doubt that there were that many high upvoted questions about "brawling" at all; instead they picked it because it was new and shit and as such needed to justify their idiocy to their followers. While the actual hard questions were ignored like usual since they cannot answer them because it is so glaringly obvious that the game if flawed in its' two core aspects: Character Inherent Power and Itemization.

    The theme for the Q&A was 1.0.7.

    Which means nothing to players. We know why 1.0.7 is trash, why "brawling" is trash, and why anything new they add doesn't actually enhance the game (Paragon did nothing, buffed legendaries did nothing, and buffing damage of skills does nothing). Because the core game is broken. As such, unless they actually answer the tough questions, then why even bother doing a Q&A? All it is is a PR stunt for the loyal fanbase, but quickly disenfranchises the on fencers to go try other games or just ditch the failure that is D3.

    I keep seeing this attitude, but nobody explains exactly what's wrong w/ the core game. What is the core game? Some yahoo during the QnA started off his question stating that Diablo is a trading game. That's the core game to him. So what the hell is the core game? The actual clicking on monsters and watching them blow up? What about itemization is terrible? Does everyone want Enigma to come back?

    Yes this game has a lot of problems. A lot of them seemed to be solved back in 2010, and then cuts and cuts and cuts kept happening. Most of the problems they added is b/c they tried too hard to make it more like D2, even the bad parts. They had a golden oppurtunity to make such an incredible game, and they chickened out and made D2.5, only they compounded the problem by making d2jsp a core feature of the game. But saying "itemization sucks" w/o explaining what and why doesn't help anyone. This is why we get these crappy QnA's where a guy complains that the only Monk skills that were buffed were the ones nobody used (*facepalm*). Instead of saying "itemization sucks," say "there are too many affixes that aren't worth anything to anyone, and this lowers the chances of a good rare, not even a great rare, but a passable rare, dropping that most people skip picking up most yellow gear. Also, crafting may as well be renamed gambling, and it utterly fails in its current state as an item sink or an acceptable gearing option. And fix the black damage weapon bug, that's just unprofessional."
    Posted in: News & Announcements
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    posted a message on 1.0.7 is Tomorrow
    Quote from Catalept

    Quote from trocadero_fuerte

    It provides a stable platform for AH prices. You have an X% chance of crafting a godly item at Y gold. Therefore, similar godly items on the AH can't really be much more than 100/X * Y gold (this is a gross simplification, not actual real math, and also ignores the very real problem of gold bots). Also, as mentioned in the QnA, they want people playing the game, not the AH. The goal is to get more and more great gear off the AH and into the game world, namely the blacksmith. I applaud their long range focus on this, but they had this in before the game shipped, and inexplicably did away w/ bound gear by launch. Whoever made that decision (Jay?) was incredibly short-sighted. There's a reason (okay, multiple reasons) D2 had to flush the economy down the toilet every ladder reset.

    I think this is one of those tricky side-effects to having an in-game AH. Every craftable item Blizzard introduces nails down that part of the market to a fixed price based on the crafting cost.

    IMO they should take a long, hard look at letting us completely re-roll a slot on an item at the cost of making it bound. This would take some of the heat out of the 'quad item' market, put some life into the sub-optimal item market and make viable 'self-found' items more common.

    If I were to start from scratch, I'd handle it like this.
    -There are three levels of bound gear. No binding (normal), bind to account, and bind to character.
    -When "bound" gear drops, it only binds when you actually equip it. If you find a great piece of gear for a different class, you can trade/sell it as long as you don't equip it first.
    -The power level of the affixes correlates to the binding; weaker gear doesn't bind, medium gear you can gear up alts, and the best of the best is bound to your character.
    -To slow down gem inflation, there should be more crafting recipes that use gems as reagents. Also, this helps fix the ultra randomness of crafting that makes it so unappealing right now (the gems you use in the recipe pick the rolls on the crafted gear).

    These are the basics. Other things (extremely rare "Unbound" affixes, very expensive Unbinding procedures, etc) are up for debate. They had a lot of this stuff in WoW, they had a lot of this stuff in D3's development (the jeweler could craft rings and amulets w/ gems as reagents), and somewhere along the line they went short-sighted. This isn't some new, crazy reinvention. These things work and work well in other games.
    Posted in: News & Announcements
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    posted a message on 1.0.7 is Tomorrow
    Quote from Zeyk23

    I agree with most of their answers, with the one exception being the value of crafting. I don't understand why he thinks crafting becomes more valuable the better your gear is. If you have to pay a billion gold for an upgrade on the AH, you are also going to have to craft an insane number of items to make an upgrade. The reason those items are so expensive is because they're incredibly rare. I feel like either crafting is balanced against the AH costs or it isn't, and that's going to be a very difficult balance to reach as long as the cost of crafting is static compared to the fluctuating AH economy. Even if crafting is a better deal, that just means that AH prices will fall until it comes out on top again.

    It provides a stable platform for AH prices. You have an X% chance of crafting a godly item at Y gold. Therefore, similar godly items on the AH can't really be much more than 100/X * Y gold (this is a gross simplification, not actual real math, and also ignores the very real problem of gold bots). Also, as mentioned in the QnA, they want people playing the game, not the AH. The goal is to get more and more great gear off the AH and into the game world, namely the blacksmith. I applaud their long range focus on this, but they had this in before the game shipped, and inexplicably did away w/ bound gear by launch. Whoever made that decision (Jay?) was incredibly short-sighted. There's a reason (okay, multiple reasons) D2 had to flush the economy down the toilet every ladder reset.
    Posted in: News & Announcements
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    posted a message on Damage Reduction Considered for Dueling, What Mob Density Options Would You Like?, Multiboxing - Legal or Not?, Poll: Are You Go
    Why are they so stubborn about separating PvP and PvE "rules?" That's how it should work! In WoW, they finally figured out that CC needs different rules against players, they added separate gear, which is a round-about way of altering the "math" between the two modes. So why are they so insistent in not learning what works in WoW? If you go into a duel or (heaven forbid) the arenas, there should be disclaimers saying "things are different, here's what's different, enjoy." Stop making the game worse for everyone w/ your idealist purity crap. PvP and PvE have to have different rules. GET OVER IT.
    Posted in: News & Announcements
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    posted a message on Rob Pardo Regarding Jay Wilson, Dyes for Legendary Items, Hellfire Rings to be Salvageable in 1.0.7, Blizzard Comic Contest Entr
    The bungling of PvP alone was fire-worthy. That screams mismanagement. You cannot axe something that importnant from the game, and then utterly mangle the follow up. Honestly, what have they been doing?
    Posted in: News & Announcements
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    posted a message on Message from Jay Wilson
    I dunno who is at fault, but when the team goes 2-14, the coach gets fired. This game looked so damn great in 2010, right after Blizzcon w/ the super crazy fun PvP. Runes as items, Mystic and enchants, saphires and diamonds, Nephalem Cube, soul bound top end gear. And then they went backwards. They tried to be too much like D2. If I wanted a watered down D2, I'd play that crap fest Torchlight. D3 was going to be a better game, and someone got gun shy. Whether it was Jay or someone else, Jay didn't have the guts to stick w/ the good decisions initially instead of iterating the fun out. PvP is in utter shambles. They had separate PvP modes w/ altered stats/mechanics that would allow the designers to balance separately, and they scrapped that. They had so many good things in their hands, and they second guessed themselves to death. Indecisiveness does fault the manager, in the end.
    Posted in: News & Announcements
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    posted a message on Marquise Gem - Account Bound
    Soul bound stuff should have been in the game from the beginning. It's the easiest, most effective way to remove stuff from the economy. Instead, they changed their mind, and now are panicking while the AH is over-inflated. Also, they screwed up crafting in general so bad, that there's little incentive to sink items into the artisans. Also, why didn't the Jeweler craft rings and amulets from the beginning, 1-60?
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3 - Dueling. Good or bad?
    Quote from X_Gr1m_X

    Quote from trocadero_fuerte

    These guys refuse to learn from their own mistakes or WoW's mistakes. You have to adjust the numbers between PvE and PvP separately. It's just the starting point you have to work w/. Trying to balance all at once is impossible. Hell, even Starcraft 2 figured this out (no firebats or diamondbacks in PvP). They even said they were going to balance separately, and then backtracked for some strange reason. This whole team has been strangely unfocused; they scrap the Mystic b/c she wasn't polished enough, then gave us four boring as hell gems and the jeweler (maybe the voice actress wanted more money). Not having a hotkey for bulk purchases of potions or dyes, the awful, awful awful skill UI, and then the utter and complete farce that PvP has become. This is unprecedented (for Blizzard) unfinished and unpolished work. "When it's done" has gone out the window.
    I think there's a lot going on behind closed doors. I heard they laid off a lot of people and vivendi wanted to sell their stake in the business. But my philosophy is try to make good what you got. I'm sure pvp can be fun under certain circumstances.
    I agree, but I don't have faith in this particular team. I hate to admit it, but the WoW team seems better equipped to handle this game than the D3 team. Before the game was released, they had great systems in place, and then scrapped them or altered them, and are now putting them back in when they realized how bad it was. Soul bound gear, a necessary evil to force item sinks, was lost but now is found. Jewelry crafting. It wouldn't surprise me if they bring back the Energy stat (the resource stat).

    Which brings me to PvP. When they announced it, they stated that they could tweak the numbers between PvP and PvE if they had to. This was great news, b/c they could balance separately, and keep everyone happy. Then they backtracked, and made nobody happy. Then they scrapped PvP altogether b/c they couldn't balance everything at once. The underlying foundations aren't this complicated or difficult. They refuse to start right and are surprised when they run into so many problems. WoW is just better designed, top to bottom, and usually has its mistakes fixed. I am honestly surprised that Blizzard brass has allowed this to fester this bad.
    Posted in: PvP Discussion
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    posted a message on Diablo 3 - Dueling. Good or bad?
    These guys refuse to learn from their own mistakes or WoW's mistakes. You have to adjust the numbers between PvE and PvP separately. It's just the starting point you have to work w/. Trying to balance all at once is impossible. Hell, even Starcraft 2 figured this out (no firebats or diamondbacks in PvP). They even said they were going to balance separately, and then backtracked for some strange reason. This whole team has been strangely unfocused; they scrap the Mystic b/c she wasn't polished enough, then gave us four boring as hell gems and the jeweler (maybe the voice actress wanted more money). Not having a hotkey for bulk purchases of potions or dyes, the awful, awful awful skill UI, and then the utter and complete farce that PvP has become. This is unprecedented (for Blizzard) unfinished and unpolished work. "When it's done" has gone out the window.
    Posted in: PvP Discussion
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    posted a message on Patch 1.0.7 Datamined Information
    They still need to add better combo runes; Thunderclap is just way to useful compared to the others. More offensive passives. All classes need better two-hand weapons/skill synergy. Crafting needs to be reworked from the ground up, 1-60; don't call it crafting if all you're doing is the old Gheed Gamble.
    Posted in: News & Announcements
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    posted a message on Beyond the Gate, GDC Art Slides, Blue Posts
    I love these videos, b/c THERE ISN'T SOME NASALLY NECKBEARD BLABBING OVER THE ACTION! Note to all Youtube video makers: SHUT UP AND LET THE GAME DO THE TALKING. There are so many terrible Youtube videos b/c people talk over them, and they sound awful. I really, really love these videos, you get a great sense of the sound work. I think Blizzard's sound guys are underrated sometimes.
    Posted in: News & Announcements
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