- RMrulz
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Member for 12 years and 2 days
Last active Sun, Aug, 31 2014 20:31:02
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- 306 Total Posts
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Nov 24, 2013RMrulz posted a message on [Spoiler] Reaper of Souls Secret Level, New Demon Hunter Visual Tier, Over 140 Legendary ScreenshotsMoo. Moo moo, moo.Posted in: News
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Sep 13, 2013RMrulz posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from TheLordOfTerror
F.....ING FROZEN ORB !!!!!!!!
Is it just me or does it seem they're going for more skill-based play by adding runes that have better effects when you hit the mobs and playing around with elemental damage types on skills?
Ah... Screw it. F... Frozen Orb is back. And hammers are back. Yaaaay!
This needs repeating.
FROZEN ORB!!!!!!!!!
I must have launched somewhere around 3 trillion of those things over the length of my D2 playing career, and I can't wait to launch one again! -
Aug 2, 2013RMrulz posted a message on Rollback Policy Update, "Special Announcement" at GamesCom 2013, New MP10 Uber Bosses Kill RecordPosted in: NewsQuote from Diablofan0815
Quote from overneathe
Quote from Diablofan0815
D3X1 will premiere at gamescom, just like D3 premiered at the WWI 2008, and not at BlizzCon 2008.
WWI was the BlizzCon equivalent for Europe/Asia. It was a Blizzard event and was appropriate for such an announcement. A generic gaming convention... I don't know.
Generally speaking, gamescom > BlizzCon, because gamescom is the world’s largest trade fair and event highlight for interactive games and entertainment.
And lets not forget that Blizzard needs to keep the interest in the game afloat, because that "Loot 2.0" blog is still some time away imo. I expect the D3X1 announcement, a cinematic trailer featuring the 6th class, and a press conference about the class and the main features with "more details and a hands-on demo coming at BlizzCon".
I'm thinking something along these lines is more and more likely. Interest and activity in the game has plummeted over the last few months, and I think Blizzard wants to do something to remind everybody that the game still exists and there are cool things coming. All of the fansite events, interviews, etc. aren't enough to reach the casual gamers that don't visit fansites so have never seen or heard of any of these interviews. An announcement followed by a cool trailer will get just enough press coverage to re-ignite some interest in the game, which is exactly what Blizzard needs. -
Feb 26, 2013RMrulz posted a message on Gear Customization Coming in Future Patch, Diablo 3 Was Designed for PC, No Cross-Platform Play or Characters, Witch Doctor SuggPosted in: NewsQuote from ErlendOlsen
No, the PC version of Diablo III was not designed for console from the beginning.
No one is saying that Diablo 3 was designed for consoles from the beginning. At least not that I've heard. What I have argued, and continue to argue is that somewhere in the middle of development, a deal was struck with Sony. "Which of our great titles could translate well to Consoles" is what we were told on the Sony stage. That deal, in my mind was struck mid 2010.
That’s when we, the REAL fans of Diablo, started getting all kinds of weird news about the development:
Skill Trees: Gone
Stat Points: Gone
Stat System: Reworked
Rune Itemization: Gone
Everything started getting streamlined, and dumbed down during mid 2010.
So no, we don't think D3 was designed for consoles FROM THE BEGINING. It took the development and yanked the wheel off course during mid 2010.
"One couch to rule them all" What an insulting slogan for Diablo fans - I was genuinely embarrassed and insulted by that. He used the words "Ease and simplicity" when describing D3. The game was streamlined and made EASY once the console agenda was set in place.
Spin it any way you want, Lylirra, but your just playing with words.
I'm not sure I buy this, because the dumbing down and simplifying of D3 is exactly in line with the long-term trends seen in WoW. Yes, it's true that the game seemed to start much more complex and then become simpler and simpler over time, but I think a more logical explanation is that this development team was having trouble getting things to mesh together perfectly, and either they or the higher-ups decided to just push forward with a simpler game that would appeal to more of the masses.
I also think there was a failure at the highest levels (above Jay Wilson) to understand the relative importance of a great combat system and a great itemization system. The combat system in D3 is absolutely fantastic, and doesn't get nearly as much credit as it deserves, but the itemization sucks. From many of the comments made by various Blizzard folks, it seems to me that Jay was hired because of all the great ideas on combat, boss battles, etc. he was bringing to the table. That aspect of the game is nearly perfect, which is why Blizzard seems much happier than Jay than fans feel is deserved. The itemization is total garbage, but it seems to me that was caused by a massive, widespread failure to recognize its importance. -
Jan 20, 2013RMrulz posted a message on On "Easy" Fixes, Poll: Do You Participate in Public Test Realms?, Blue Posts, Archon InfernoFriday: First Impressions on DuelingPosted in: NewsQuote from Benegesserit
Removing ID on Rares. Easy fix. They changed the time before, just change it to zero. No excuses.
Perfect example of ignorance. OK, so they change the variable that defines the time required to ID a rare to zero. That means that you click on it, and zero seconds later it is ID'd. Guess what? That still means you have to click on every single rare to ID them, it's just that there is no progress bar to have to wait for before they are ID'd. Actually, there is still a progress bar, but it moves infinitely fast. And this all assumes that changing that variable to zero doesn't cause Inf or NaN variables elsewhere in the code that then have to be fixed.
Presumably what you actually want is for rares to no longer require identification at all. That requires changing a whole lot more code that one variable, which requires time to code, time to quality test, time to debug if not working properly, time to alpha and beta test, time to fully document and pass on to the CMs who write patch notes, etc., along with many other things I'm certainly overlooking.
And then guess what? At the end of that entire process, some fraction of the community throws a giant hissy fit because identification of items is a core part of the Diablo gameplay, and removing it is clearly ignoring and disrespectful of the history of the franchise. -
Sep 12, 2012RMrulz posted a message on Diablo III Blog on Class Changes Coming, PTR Download Button Active On Launcher, Blue Posts, Curse Weekly RoundupMy wild speculation is that it's either some sort of change to damage mitigation, or an across-the-board nerf to monster damage and/or health.Posted in: News
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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.
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I was going to say something similar, but couldn't really state it any better than Mienta. I agree completely.
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This.
And this.
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EDIT: Wasn't there also some quote from Jay Wilson about how the difficulty was set by tuning Inferno so that only the best in-house gamers thought the difficulty was correct, and then doubling it? A quick google search turned up other references to the quote but not the quote itself, which is making me wonder if it was ever a real quote to begin with.
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I am located on the east coast of the US, I can't even decrypt and install the game until 3 am. Let's assume those steps plus downloading the day 1 patch takes 1 hour. Now it's 4 am. Now let's assume the servers have their usual glitches in the first few hours due to the huge numbers of people trying to connect all at once. Assuming it takes another hour to get all those glitches sorted out (actually it could be longer), it's 5 AM before I can really start playing. 6 AM at least before I beat the Skeleton King and start to see new content (and probably more like 7 AM). So I've stayed up all night, I'm starting to fight to stay awake, and I'm only just beginning to see new content? No thanks.
I'll get up sometime in the morning, install the game and download the patch, and play all day. That way I have most of a full day where I am not at all tired to explore new content. I've waited more than a decade for this game, I can wait one more night and get a decent amount of sleep. For me there is no rush anyway, since the first time through normal I will be playing solo and taking my time in order to immerse myself in the story as much as possible.
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I'm about 90% certain that my first class will be a wizard, since I tend to enjoy casters more than melee attackers. I didn't have a beta key, though, so my only hands-on experimentation was in the open beta, so I didn't really have enough time to get a good feel for each class. I will probably play each class at least through Act 1 before deciding for certain which to take the rest of the way first. So for now 90% certain wizard.
As for the build, I really have no idea. I keep playing around with the skill calculator but haven't even come close to one build I'm happy with. I really need to experiment in the game before I know which skills will best fit my style of play, which is a tendency to turtle and take things slowly and carefully rather than focus on maximizing damage at the expense of survivability.
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