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    posted a message on Understanding the Midnight Madness
    Quote from UberN00b

    Quote from Pixii

    Usually at GameStop you walk in BEFORE 12:00, typically 11:00pm or 11:30pm.
    Then you purchase the game.
    After purchasing the game, you wait in line outside.
    Then at exactly midnight, everyone walks into the store in an orderly fashion and picks up their copy of the game.

    So essentially you get the payment out of the way before midnight, but you won't get your game until after midnight.

    This is good to know. I ordered my CE overnighted like 3 months ago, but a buddy wants one really bad but is literally a couple days off on his pay periods so he couldn't buy one until that Friday which they will all probably be gone by then. I was thinking of picking it up for him... and then keeping it from him until he pays on Friday.... which means he won't get to play until Friday. *evil grins*

    I've never gone to a midnight release so I wasn't sure exactly how that all works especially the legality that a retailer is supposed to follow.

    Don't they have credit cards where you're from?
    Posted in: Diablo III General Discussion
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    posted a message on Official BradyGames Diablo 3 Strategy Guide Preview (Inferno Monster Stats, Monster Affixes, Achievements)
    Uh... SK has over 6 times the amount of HP in Inferno than Hell. Sounds like a good time.
    Posted in: News & Announcements
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    posted a message on Will there be a way to show off our characters online?
    They stated that there will be an API query feature. So third party applications can query their database for this type of info.
    Posted in: Diablo III General Discussion
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    posted a message on The Ultimate Sacrifice
    Quote from Maerlimi

    ThumTrick, you should be a game developer. I heard EA is recruiting.

    Really?!?! I've got some great idea's for Madden 2014! I'm going to start working on my resume right away!
    Posted in: Diablo III General Discussion
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    posted a message on The Ultimate Sacrifice
    Quote from RMrulz

    Quote from ThumTrick

    Sorry, let me rephrase - I think this would add meaning where meaning is lacking. In D2 there were multiple reasons to level new characters. In D3, no matter how you slice it, there aren't. You might level a new character so that you can keep a different build ready to go, or you want to have both a male and female character, but that's about it. And there's nothing wrong with the way it is. This would just give one more reason to reroll and could be considered an advanced crafting mechanic.

    What exactly were the multiple reasons to level new characters in D2 that are lacking in D3? I can really only think of two: 1) You screwed up your build, although this was eventually removed as a reason to reroll with the respecs, and 2) You play on ladder, and the ladder was just reset. Well, I don't know if you realize this, but the majority of D2 players did not play on ladder, and if they did, they switched over to non-ladder once the ladder was reset so they could keep playing with the characters they had already leveled. I suspect that most of the people knowledgeable enough about the game to be posting here played on ladder, and leveled new characters after each reset (which, by the way, didn't happen until several YEARS after the game was launched), but places like this forum are not exactly representative of the entire playerbase.

    Multiple = more than one. But if you insist:

    3) Create a new build for a class that you already have a build for
    Posted in: Diablo III General Discussion
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    posted a message on The Ultimate Sacrifice
    Quote from Mienta

    Quote from ThumTrick

    Quote from Mienta

    Quote from ThumTrick

    With all of this talk about ladders and mechanics to incent replayability… it got me thinking about what might make me personally roll a new character. Ladders are cool and all, but it’s not really for me.

    I think they should implemented some sort of “sacrifice” mechanic in which you could more or less salvage your character for extremely rare crafting materials or gems.

    Something about a crafting recipe with the ingredient “the heart of a barbarian” seems really cool to me. “the eye of a demon hunter”? “the mind of a wizard”?

    Come on, tell me that doesn’t sound cool…

    That really does not at all sound cool.

    I guess what you're suggesting is taht the character had to be levelled to some specific level, before this was possible?
    All this would accomplish, would be that it would force people to create characters which they knew would be destroyed as soon as they hit lvl x.
    To lvl a character you know wont be used for anything but an ingredient wont be fun, it will be a totally meaningless timesink for the sake of... yeah, just a timesink.

    This was meant to be an alternative to laddering which is already just a meaningless timesink.

    So you insist that the game should have a meaningless timesink? I guess there's a reason behind the removal of ladder.

    The one single reason to implement ladder in diablo 3, would be to reset the "item market". This idea wouldn't accomplish that.

    Sorry, let me rephrase - I think this would add meaning where meaning is lacking. In D2 there were multiple reasons to level new characters. In D3, no matter how you slice it, there aren't. You might level a new character so that you can keep a different build ready to go, or you want to have both a male and female character, but that's about it. And there's nothing wrong with the way it is. This would just give one more reason to reroll and could be considered an advanced crafting mechanic.
    Posted in: Diablo III General Discussion
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    posted a message on The Ultimate Sacrifice
    Quote from Mienta

    Quote from ThumTrick

    With all of this talk about ladders and mechanics to incent replayability… it got me thinking about what might make me personally roll a new character. Ladders are cool and all, but it’s not really for me.

    I think they should implemented some sort of “sacrifice” mechanic in which you could more or less salvage your character for extremely rare crafting materials or gems.

    Something about a crafting recipe with the ingredient “the heart of a barbarian” seems really cool to me. “the eye of a demon hunter”? “the mind of a wizard”?

    Come on, tell me that doesn’t sound cool…

    That really does not at all sound cool.

    I guess what you're suggesting is taht the character had to be levelled to some specific level, before this was possible?
    All this would accomplish, would be that it would force people to create characters which they knew would be destroyed as soon as they hit lvl x.
    To lvl a character you know wont be used for anything but an ingredient wont be fun, it will be a totally meaningless timesink for the sake of... yeah, just a timesink.

    This was meant to be an alternative to laddering which is already just a meaningless timesink.
    Posted in: Diablo III General Discussion
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    posted a message on The Ultimate Sacrifice
    Quote from Trombone

    Fits like shit with the lore tho.

    That's true. Racing to the level cap which would surely include killing the same monsters over and over again is probably more in line with the lore.
    Posted in: Diablo III General Discussion
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    posted a message on The Ultimate Sacrifice
    With all of this talk about ladders and mechanics to incent replayability… it got me thinking about what might make me personally roll a new character. Ladders are cool and all, but it’s not really for me.

    I think they should implemented some sort of “sacrifice” mechanic in which you could more or less salvage your character for extremely rare crafting materials or gems.

    Something about a crafting recipe with the ingredient “the heart of a barbarian” seems really cool to me. “the eye of a demon hunter”? “the mind of a wizard”?

    Come on, tell me that doesn’t sound cool…
    Posted in: Diablo III General Discussion
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    posted a message on An analysis: Number of builds for each class.
    Quote from asfastasican

    People had fun in Diablo 2 making characters and figuring out how to spend roughly 100 skill points by allocating them into roughly 30 skill slots (per class), both active and passive. Some builds were serious business and some builds were just goofy builds where people had fun figuring out how to make them viable.

    In Diablo 3, people will shift through different combinaStop studying and get drunktions of skills that have very little identity. They aren't builds, just combinations. When somebody says they are making a crit barb or an aoe barb or bash barb, you will have absolutely no way of knowing what the hell their build actually is. It's just another combination of skills that does the same crap as the next guy's.

    Do all of the math you want. Go ahead. Slobber over a big passionless number that's at the end of an exponent equation. Big whoopidee doo. It's all generic combinations with very little identity. More doesn't mean better. Every Blizzard fan should know that by heart. Nobody gives a crap if your rogue build is different, They only care if your Combat rogue or your sublety rogue rips into flesh better than the other guy... or if you have the skills or rotation down pat to do so. Who would give a crap if your rogue build is skill combination #3450?

    After 6+ years of development, we basically have the same situation where every build has the same purpose of killing crap, while having also having every build have less identity. We might as well just go back to Warcraft 2, where every one of our skills could be perfectly balanced, similar to have every unit in WC2 was a mirror matched unit and they did the exact same thing. Outside of making, let's say, an MF run Demon hunter or a PvM Demon Hunter, what else is there?

    Diablo 2 Player: I'm leveling a whirlwind barb.

    Diablo 3 Player: Cool. Well you see... my barb will have bash and leap and ignore pain and whirlwind and...

    Diablo 2 Playter: Um... so that's a whirlwind barb then, right?

    Diablo 3 Player: Well, yeah... but not really. There's more to it then that. You have to see my skills to understand how it all works Plus my runes are...

    Diablo 2 Player: Sounds complicated and boring. Too long, didn't listen. Brb, pindleskin run.

    Diablo 3 Player: Screw you, noobtrash!


    Gems, gear sets and followers will have to be more in-depth to compensate. If not, you'll basically just have a maximum of five characters with an extended stash and maybe mule characters for extra storage. Why? Well every character can switch to another characters "build" simply by switching gear, at absolutely no cost. Almost 12 years have past and all we have done was go from a game where we could have multiple builds of each class (example. having a hurricane druid AND a shapeshifter druid) to a game we just have one character of each class (ex. having one druid that can just switch to any build whenever he wants just by switching skills and gear.)

    Math does not make a game fun long-term. If it did, all of you guys and gals would be Actuaries in real life having a great time making a good living.

    What is stopping you from making one Barb that's AOE and one Barb that's crit in D3? Do you not have the will power to refrain from merely swapping skills and gear to change your build? Will the temptation be too great? Or do you posess the will power and simply resent the fact that not everyone has the time and desire to level new characters for new builds?

    Grab yourself some tissues and just enjoy the game for Diablo's sake...
    Posted in: Diablo III General Discussion
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    posted a message on An analysis: Number of builds for each class.
    I wonder what the number of possible builds are when you don't use elective mode? In one breath blizzard boasts about billions of builds but in the next they state that the game is meant to be played in non-elective mode. I'm sure the numbers are still big but it's something to think about none the less. While I think most people who know what they're doing will use elective mode, this number might be closer to the number of viable builds.
    Posted in: Diablo III General Discussion
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    posted a message on Optimal Key Bindings
    Quote from Jaelzadeon

    Someone asked about the "Move" button and how it works. I like to call it "force move" as there is a force stand still. Sometimes it's annoying trying to make your character move by left clicking because there will be an ability bound to that button and you will shoot off that ability instead. You can bind a button to Move in the keybindings menu, which forces your character to move. The character will walk in the direction of your mouse pointer for as long as you are holding down that key.

    Example: Right now I have force move bound to the D key. If I hit D and have my mouse pointer in the upper right of the screen, the character is going to try and walk in that direction. When I stop holding D down the character will stop moving. You don't have to click with the mouse or anything while doing this. It's actually a nice thing to use now that I know about it (and I didn't know about it until the other day).

    Actually, I think force move works like a mouse click but without the attack. For instance, if you're mouse pointer was in the upper right hand corner of the screen and you hit the force move button just once, you will walk all the way to where you're mouse pointer was. You can hold the button down, but it will always keep moving when you release it if you're mouse pointer isn't right next to your character. I use it off and on and I don't think it's something I couldn't live with out. Too be honest, I usually use it when I want to keep moving while reaching for something with my right hand (beer, water, soda, most likely beer :)
    Posted in: Diablo III General Discussion
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    posted a message on Optimal Key Bindings
    Quote from dnygren09

    i have show items on ground as spacebar because thats what i did in d2, doesnt seem as necessary now seeings how item show for 10 seconds when dropped. so I may give the force stand still a try on spacebar

    EDIT: the only thing i wish they changed or allowed is the Advanced tool tip key. I have to move my whole hand to reach ctrl they way i have mine set up. Really annoying

    You can set advanced tool tips to always show in the options menu somewhere. Take a gander and you should be able to find it pretty quickly.
    Posted in: Diablo III General Discussion
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    posted a message on Optimal Key Bindings
    Quote from Apoc

    Quote from ThumTrick

    Move-> Q

    Could you comment on the use of "move" as a keybind? By default this is the left mouse button but it conflicts with the skill for that button too if you misclick. Do you find this is less accident prone?

    If you look through the optional key bindings you'll find a "move" button. I don't think it's actually originally bound to anything. This button will simply move your player to where your pointer is. I use my left mouse button to move and attack quite often, but if I'm treading across the weaping hollows or down a long dungeon, if you hold the move button (in this case Q), its like auto pilot.
    Posted in: Diablo III General Discussion
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    posted a message on Optimal Key Bindings
    Is everyone using the default key bindings or have you found some that work better? I personally like keeping my fingers on the home row when possible so I mapped my keys as follows:

    Actions Bar -> A, S, D, F (instead of 1, 2, 3, 4)
    Stand Still -> Spacebar (instead of shift - this is amazing)
    Move-> Q
    Inventory -> W
    Map -> E
    Potion -> R

    I almost never pick my left hand up and it's very comfortable. If I had to suggest just one thing here it is moving "stand still" to spacebar. It makes all the difference in the world.
    Posted in: Diablo III General Discussion
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