Author Topic: Diablo III: Reaper of Souls  (Read 35962 times)

Offline undetz

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Re: Diablo III [10.30.2011]
« Reply #240 on: February 19, 2012, 08:45:40 PM »
And what does any of that have to do with only allowing 4 people into the same game?
So now it's the maximum amount of players per game session? Have you read Blizzard's official post about why they designed it that way? It was originally five players, now it is down to four players.
No, not "now", that's what it started with. Then Havoc made a retarded comment to which the only sensible reaction was stupidity of a different kind. If you were capable of removing your head from your rectum for 5 minutes and reading the thread before posting you might even have noticed it.

Offline costi

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Re: Diablo III [10.30.2011]
« Reply #241 on: February 20, 2012, 05:53:10 AM »
Quote
Edit -- Official Post by Blizzard on Skills and Runes. You gotta love what they're doing ... Skill Runes are being resolved to not take bag space. Excellent feature.
LOVE? You must be joking... dunno if you noticed, but there are no "runes" anymore, just unlockable perks. Sorry, not unlockable, as that implies choice or player action - they just unlock themselves on a given level. Basically, each character of any given class will be exactly the same, since all the skill and "runes" unlock automatically with levels - there's no choice or customization here.
The only thing that makes you character different from others, and the only random element left to the game, is gear.

Where is the fun in that?

Offline Tatsujin

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Re: Diablo III [10.30.2011]
« Reply #242 on: February 20, 2012, 02:31:40 PM »
And what does any of that have to do with only allowing 4 people into the same game?
Because Bioware showed that a successful party can be made of 4 players instead of 5.
1 tank, 2 DPS and a healer is more than enough.

Though I didn't read on their motivation to this decision, I feel that the more players the better. But sometimes that rule can be inaccurate.

If more classes would be added to the game later on, and probably will, this could be increased to 5, but very unlikely.
The decision for Blizzard wasn't for "tank dps healer" shit for hack and slash games. All classes have offensive, defensive, tactical and energy generators and spenders.

Quote
Edit -- Official Post by Blizzard on Skills and Runes. You gotta love what they're doing ... Skill Runes are being resolved to not take bag space. Excellent feature.
LOVE? You must be joking... dunno if you noticed, but there are no "runes" anymore, just unlockable perks. Sorry, not unlockable, as that implies choice or player action - they just unlock themselves on a given level. Basically, each character of any given class will be exactly the same, since all the skill and "runes" unlock automatically with levels - there's no choice or customization here.
The only thing that makes you character different from others, and the only random element left to the game, is gear.

Where is the fun in that?
I'm okay with that. There's a lot of other things to worry about. They may as well just have you pay to reinstate a Rune Skill or have you do a quest to achieve it or get specific items to unlock it at a certain level. But I'll have to agree with their decision. Your bags would be full of different runes at some point.

And what does any of that have to do with only allowing 4 people into the same game?
So now it's the maximum amount of players per game session? Have you read Blizzard's official post about why they designed it that way? It was originally five players, now it is down to four players.
No, not "now", that's what it started with. Then Havoc made a retarded comment to which the only sensible reaction was stupidity of a different kind. If you were capable of removing your head from your rectum for 5 minutes and reading the thread before posting you might even have noticed it.
This is what I was replying to:

Inferno doesn't scare me.

And you followed with:

So you agree with Havoc then and are gonna tickle them to death.

I did miss on the player cap, but you didn't need to be such a fucking asshole about it. Right?

Everytime Blizzard changes something about their game while it is still not out, people bitch and whine about it. Yet, in the very end, your money is going to go in their pockets.

The one thing I hated about Diablo 3 in the previous patches was the fact that you had to salvage almost everything you carry, had to go back to town to change skills and not able to sell things you wanted (specifically those lower than magical items). They fixed all three so I'm happy about that.



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Offline costi

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Re: Diablo III [10.30.2011]
« Reply #243 on: February 20, 2012, 06:26:47 PM »
I'm okay with that. There's a lot of other things to worry about. They may as well just have you pay to reinstate a Rune Skill or have you do a quest to achieve it or get specific items to unlock it at a certain level. But I'll have to agree with their decision. Your bags would be full of different runes at some point.
Well, that's where the player storage and auction house come in. As it stands now, the variables (ie. randoms and things left to player choice) in the game are almost non-existent:
D1: Stats points, skill books, spell levels, gear, elixirs/quest rewards, shrines.
D2: Stats points, skill tree, spell levels, gear, gems/runes, elixirs/quest rewards, charms/inventory items.
D3: Gear, gems.

I also don't understand the decision to allow free mapping of skills as an option - do they consider players to be so dumb they need to hav free choice hidden, so they don't select a wrong build and then whine in the forums? Seriously...

If it wasn't for the loot you might as well run a script to play for you, since everything else is predetermined. Hopefully they will do something to add some variety here, but I'm commenting on the current status.

BTW. this one actually got me thinking with regards to the new system and interface:
http://img39.imageshack.us/img39/5962/easymode.png

Offline Havoc10K

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Re: Diablo III [10.30.2011]
« Reply #244 on: February 20, 2012, 06:30:33 PM »
Looks like torchlight ...

Online SeventyX7

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Re: Diablo III [10.30.2011]
« Reply #245 on: February 20, 2012, 08:58:19 PM »
I'll admit, I'm a little worried they might fall into the "streamlining" trap of making the game so stupid it isn't any fun.  COUGH COUGHDragonAge2COUG H COUGH

Offline SilverDash

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Re: Diablo III [10.30.2011]
« Reply #246 on: February 20, 2012, 09:34:16 PM »
Mmm 4 players... Reminds me of Diablo I. It's probably because of the physics I guess. Physics are always a problem for multiplayer games. Personally I'll skip on D3. Mostly money wise but also because I don't think it's anymore what I liked about D1 and D2. I can always buy it in 5 years for 10$ to make it up hehe. But I'm not really satisfied with the latest Blizzard games compared to the early days of Blizzard. They must first 'make it up with me' before I'll buy a Blizzard game again I think.

Btw, for those that liked Diablo 1, try playing Diablo I - The Hell mod. Even on the first 3 levels you will probably die. It's the mod that really makes Diablo 1 (REALLY) hard and fixes the most annoying things and bugs the original one had. Using Tunngle you can even multiplayer it. There are still people playing it.
« Last Edit: February 20, 2012, 09:40:36 PM by SilverDash »


Offline newy

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Re: Diablo III [10.30.2011]
« Reply #247 on: February 20, 2012, 09:45:14 PM »
BTW. this one actually got me thinking with regards to the new system and interface:
http://img39.imageshack.us/img39/5962/easymode.png

Weren't these "innovations" obvious from the moment they "improved" the skill system the very first time? Every change had console written all over it... and the latest "improvement" lets me tend to wait for budget. Although I played with the thought to pre-order the CE...

I knew nothing of the outside world. I was just a frog in a well.

Offline Havoc10K

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Re: Diablo III [10.30.2011]
« Reply #248 on: February 20, 2012, 09:49:47 PM »
Visual Improvement at the cost of content amount degradation.

(click to show/hide)

Offline blubart

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Re: Diablo III [10.30.2011]
« Reply #249 on: February 21, 2012, 04:02:03 AM »
i haven't followed the news around diablo3 for a while: would someone mind explaining to me how forcing spells into specific categories and associated keybindings makes the game any better or coherent than a simple list where i can choose my spells from?

it seems like if i (as a mage) now would want to have arcane orb as my primary attack, frost nova on my second mouse button and Electrocute on 1 i would have to: activate "elective mode" in the settings, open the skills window, enter the primary window, switch in the primary window to the secondary spells, select arcane orb, go back to the skills window, enter the secondary window, switch in the secondary window to the defense spells, select frost nova, go back to the skills window, enter the defense window, switch in the defense window to the primary spells, select electrocute, close the defense window, close the skills menu.
that sounds horrible in comparison to: open skills window, select spell1, select spell2, select spell3, close window.

Online SeventyX7

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Re: Diablo III [10.30.2011]
« Reply #250 on: February 21, 2012, 04:03:32 AM »
Has anyone seen the videos IGN posted of GW2?

http://pc.ign.com/articles/121/1219059p1.html

Honestly, I'm more excited for GW2, now.  It looks SO much better than D3.

Offline Havoc10K

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Re: Diablo III [10.30.2011]
« Reply #251 on: February 21, 2012, 08:08:16 AM »
i haven't followed the news around diablo3 for a while: would someone mind explaining to me how forcing spells into specific categories and associated keybindings makes the game any better or coherent than a simple list where i can choose my spells from?

it seems like if i (as a mage) now would want to have arcane orb as my primary attack, frost nova on my second mouse button and Electrocute on 1 i would have to: activate "elective mode" in the settings, open the skills window, enter the primary window, switch in the primary window to the secondary spells, select arcane orb, go back to the skills window, enter the secondary window, switch in the secondary window to the defense spells, select frost nova, go back to the skills window, enter the defense window, switch in the defense window to the primary spells, select electrocute, close the defense window, close the skills menu.
that sounds horrible in comparison to: open skills window, select spell1, select spell2, select spell3, close window.
Hardcore players have a use for nearly all spells, for instance:
In D2 frost mage:
chaining attacks like in frost orb+icicle + frost orb + frost bolt, and so on.

In D3, you can hardly call chaining attacks chains when you only have so little attacks. We like varieties but we aren't given any choice. All players will be using generic characters and the only difference is going to be in gear.

It's sad.

Offline SilverDash

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Re: Diablo III [10.30.2011]
« Reply #252 on: February 21, 2012, 02:35:19 PM »
Visual Improvement at the cost of content amount degradation.

(click to show/hide)

I Agree with some of that. It's just that I think that Starcraft II also failed a bit. It's well balanced but not what I expected. Maybe my expectations were too high. But yeah, most good games from roughly 15 years ago were much harder to beat, had usually smarter AI's and better level design. Now it's all about $$$$ and getting as much as possible of that.


Offline costi

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Re: Diablo III [10.30.2011]
« Reply #253 on: February 21, 2012, 04:07:30 PM »
I wouldn't glorify AI in old games, it was usually non-existent and heavily scripted. There were a few notable exceptions, like the first Unreal, but generally it was scripts + a bit of unfair advantage.
Anyone remember the way Homeworld 2 worked?

Offline Tatsujin

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Re: Diablo III [10.30.2011]
« Reply #254 on: February 21, 2012, 08:28:29 PM »
Looks like torchlight ...
In the name of God. I order you to stop talking about that shitty game.

Mmm 4 players... Reminds me of Diablo I. It's probably because of the physics I guess. Physics are always a problem for multiplayer games. Personally I'll skip on D3. Mostly money wise but also because I don't think it's anymore what I liked about D1 and D2. I can always buy it in 5 years for 10$ to make it up hehe. But I'm not really satisfied with the latest Blizzard games compared to the early days of Blizzard. They must first 'make it up with me' before I'll buy a Blizzard game again I think.

Btw, for those that liked Diablo 1, try playing Diablo I - The Hell mod. Even on the first 3 levels you will probably die. It's the mod that really makes Diablo 1 (REALLY) hard and fixes the most annoying things and bugs the original one had. Using Tunngle you can even multiplayer it. There are still people playing it.
You need to spend more time watching Youtube videos and following on what this game is all about. I've already explained how physics work in the game few pages back. If it's about money, then that is not a problem.

Has anyone seen the videos IGN posted of GW2?

http://pc.ign.com/articles/121/1219059p1.html

Honestly, I'm more excited for GW2, now.  It looks SO much better than D3.
I am also psyched about Guild Wars 2. Looks really, really good. Have you seen the character creations? Absolutely mind blowing. I was carefully looking through the videos and seeing if any of the character's body parts would go through their skin - specially their hair. So far, none. I hope there will be none while playing in-game.

Visual wise compared between D3 and Guild Wars 2 - they're both different games. I'll have to play both games to judge them. Physics, ability and animation wise is pretty bad ass in Diablo 3. I can't comment on Guild Wars 2 until I play it myself. Are there any gathering and crafting professions in Guild Wars 2?

i haven't followed the news around diablo3 for a while: would someone mind explaining to me how forcing spells into specific categories and associated keybindings makes the game any better or coherent than a simple list where i can choose my spells from?

it seems like if i (as a mage) now would want to have arcane orb as my primary attack, frost nova on my second mouse button and Electrocute on 1 i would have to: activate "elective mode" in the settings, open the skills window, enter the primary window, switch in the primary window to the secondary spells, select arcane orb, go back to the skills window, enter the secondary window, switch in the secondary window to the defense spells, select frost nova, go back to the skills window, enter the defense window, switch in the defense window to the primary spells, select electrocute, close the defense window, close the skills menu.
that sounds horrible in comparison to: open skills window, select spell1, select spell2, select spell3, close window.
Hardcore players have a use for nearly all spells, for instance:
In D2 frost mage:
chaining attacks like in frost orb+icicle + frost orb + frost bolt, and so on.

In D3, you can hardly call chaining attacks chains when you only have so little attacks. We like varieties but we aren't given any choice. All players will be using generic characters and the only difference is going to be in gear.

It's sad.
I want you to show me proof of what you just said. I am very, very serious.

I've played 4 different classes - haven't and will never play Witch Doctor until the game releases, and it will be the very last class I'll play and level. With all 4 different classes, everything you mentioned Havoc is the complete opposite.

You're given limited choices. You can chain your attacks. You build your energy through the generators, release them through the spenders. You have defensive abilities to use - every class has a unique defensive ability that is not the same as the other classes. Tactics - they're all different, barely any of them are the same. Offensive - Different attacks, barely any of them are the same.

Do not guess or comment on something you have yet to have any knowledge on or even try, please.

@blubart Your primary skill, which is your left click on your mouse, is restricted with or without Elective Mode to choose on offensive attacks. Anything that buffs, debuffs or otherwise is a tactical skill won't be chosen on your left click - makes sense. Right? Everything on your Secondary (right click) and buttons on your keyboard between 1 to 4 can be changed to whatever you desire providing that you enabled Elective Mode.

Also, given that you can't choose more than 6 abilities in a single time is a smart way to select the necessary abilities and play intelligently. It makes the game more interesting. You are able to swap skills on the fly including Rune Skills, but it will set a 15 second cooldown only on that new skill (or rune skill) that you swapped in.

Video demonstration on Elective Mode - I made it, enjoy.


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Offline blubart

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Re: Diablo III [10.30.2011]
« Reply #255 on: February 21, 2012, 09:06:23 PM »
@blubart Your primary skill, which is your left click on your mouse, is restricted with or without Elective Mode to choose on offensive attacks. Anything that buffs, debuffs or otherwise is a tactical skill won't be chosen on your left click - makes sense. Right? Everything on your Secondary (right click) and buttons on your keyboard between 1 to 4 can be changed to whatever you desire providing that you enabled Elective Mode.

Also, given that you can't choose more than 6 abilities in a single time is a smart way to select the necessary abilities and play intelligently. It makes the game more interesting. You are able to swap skills on the fly including Rune Skills, but it will set a 15 second cooldown only on that new skill (or rune skill) that you swapped in.

Video demonstration on Elective Mode - I made it, enjoy.
i'm not sure if you read my post, but i'm perfectly aware how the system works atm, especially with elective mode (you could've guessed from the fact that i precisely described the process on how to set up those skills).
my question was how this new interface with arbitrary categories (wizards "arcane" that does not include arcane orb, etc. pp.) that are bound to specific shortcuts is supposed to be an improvement over the single list where you could pick 6 active skills from a single window popping up to the right, displaying all of them?
that's neither smart, nor intelligent, nor interesting. it's just a huge waste of time clicking through crappy named categories (once you use elective mode - which any decent player probably would) and sub sub menus as far as i can tell.

Offline Tatsujin

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Re: Diablo III [10.30.2011]
« Reply #256 on: February 22, 2012, 01:03:18 AM »
@blubart Your primary skill, which is your left click on your mouse, is restricted with or without Elective Mode to choose on offensive attacks. Anything that buffs, debuffs or otherwise is a tactical skill won't be chosen on your left click - makes sense. Right? Everything on your Secondary (right click) and buttons on your keyboard between 1 to 4 can be changed to whatever you desire providing that you enabled Elective Mode.

Also, given that you can't choose more than 6 abilities in a single time is a smart way to select the necessary abilities and play intelligently. It makes the game more interesting. You are able to swap skills on the fly including Rune Skills, but it will set a 15 second cooldown only on that new skill (or rune skill) that you swapped in.

Video demonstration on Elective Mode - I made it, enjoy.
i'm not sure if you read my post, but i'm perfectly aware how the system works atm, especially with elective mode (you could've guessed from the fact that i precisely described the process on how to set up those skills).
my question was how this new interface with arbitrary categories (wizards "arcane" that does not include arcane orb, etc. pp.) that are bound to specific shortcuts is supposed to be an improvement over the single list where you could pick 6 active skills from a single window popping up to the right, displaying all of them?
that's neither smart, nor intelligent, nor interesting. it's just a huge waste of time clicking through crappy named categories (once you use elective mode - which any decent player probably would) and sub sub menus as far as i can tell.
Oh that. I agree. I'll make a post and see if they'd give us an option to go back to the simpler one-screen tool to use.


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Offline Havoc10K

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Re: Diablo III [10.30.2011]
« Reply #257 on: February 22, 2012, 06:53:16 AM »
i don't need to prove anything because you just said it. choices are very limited and everyone will just use the best skills making online game with the same character classes pretty much identical and that is typical for games that receive very limited set of choices.
 
what is so bad about torchlight? its not perfect and its not hiding it but its made by exblizzard so maybe you overreact a little

Offline undetz

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Re: Diablo III [10.30.2011]
« Reply #258 on: February 22, 2012, 07:13:20 AM »
I want you to show me proof of what you just said. I am very, very serious.

I've played 4 different classes - haven't and will never play Witch Doctor until the game releases, and it will be the very last class I'll play and level. With all 4 different classes, everything you mentioned Havoc is the complete opposite.

You're given limited choices. You can chain your attacks. You build your energy through the generators, release them through the spenders. You have defensive abilities to use - every class has a unique defensive ability that is not the same as the other classes. Tactics - they're all different, barely any of them are the same. Offensive - Different attacks, barely any of them are the same.

Do not guess or comment on something you have yet to have any knowledge on or even try, please.

You know... what Havoc was complaining about was that every character of any given class will be virtually the same, not that all classes are the same. Reading comprehension certainly isn't your strong suit.

Offline costi

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Re: Diablo III [10.30.2011]
« Reply #259 on: February 22, 2012, 07:56:38 AM »
Quote
In the name of God. I order you to stop talking about that shitty game.
What was wrong with Torchlight? It was a very fun game that ran on practically everything.

BTW. you might want to get out and breathe some fresh air, you're getting incredibly worked up over nothing.