Over the past few days the Diablo Twitter Page has had a consistent amount of Tweets. These small tidbits of information can give us some insight on how the development team feels on certain subjects, and what they're working on currently.
Starting off, there has been short mentions on how many characters will be allowed per account. This topic has often went hand and hand with mention of the large capacity of the shared stash. Responding to a Tweet asking if ten would be the final number of characters allowed per account, Blizzard responded uncertainly. This Tweet also notes how the team is still unsure of how they will handle death in the HC Arena.
Official Blizzard Quote:
Less final than the witch doctor is a class, and more final than what happens to hardcore characters when they die in the arena.
Since the announcement of an internet connection being required to play D3, there has been many issues voiced by fans. Some of there concerns were based around single player mode. It seems some fans have misinterpreted this required connection, as a single player killer. You'll never be forced to play with others, in fact the Follower System was created to allowed you to play alone, but still have an ally. Single player will even be the default setting when first installing the game.
On the topic of game settings, besides a confirmed private game option, and game search feature, there will also be a match-making system that will pair you with players who are on the same quest as you. This is a very useful feature, for in Diablo 2 it was very difficult to find players who were on the same quest as you; unless you count rushing..
A lengthy Tweet chain on the Diablo 3 Economy revealed some of Blizzard's feelings regarding the matter. Comparing the economy of D3 with D2 is kind of like comparing an electric car to a gas car. Same function, same general mechanisms, yet very different at heart. Blizzard knows the problems with Diablo 2's economy, and have taken grand action to correct them for Diablo 3. A huge problem with the old economy was duplicating, be it actual items for use, or item currencies such as Sojs, 290s, etc. Blizzard is confident this issue won't exist in D3. A huge part in this claim is the required connection to play the game. Any suspicious activity can be instantly saved on record, and acted on accordingly.
Even without duping, a valid concern for the longevity of the economy in a game such as Diablo is reasonable. Seeing as Blizzard is very against soulbinding items, even the rarest of items will inevitably build up in the economy. There are widly varying opinions on soulbinding, both for and against. It seems Blizzard is still settled on not implementing such a binding system.
Official Blizzard Quote:
It's just not a great system for how item drops work in Diablo. And this is too complex to discuss over Twitter.
Through this, other systems such as salvaging are necessary to delay this build up of rare items for as long as possible. Item sink systems are a great way to remove such rare items from the economy, though even more fundamental than that is how many of the items get introduced into the economy in the first place. At the heart of Diablo is randomness, be it environmental, monster mods, or items. Items in particular play a supporting role in what drives players to keep playing Diablo after they've maxed their character's stats through leveling. The rarity of high tier drops, and even the variable stats attributed to those drops all come down to luck. This luck factor plays into the economy in that the more rare the item, the longer it will be until it builds up in to economy. Well, it turns out some items are extremely rare.
Official Blizzard Quote:
-let's be crazy and say 1% of end game items are awesome.
1% is ridiculous because the best items will be far, far rarer that 1%. 1% is common in how many drops fly out. But anyway...
As for our ever continuing wait for the Beta, as expected, they're getting there.
Official Blizzard Quote:
gavilanex @Diablo wazzup bash?! How's the beta going??
Diablo @gavilanex Beta hasn't started yet, we're getting there. Hopefully well once it does.
Be sure to vote in the latest poll, and listen to DiabloCast Episode XXI here!
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
I have an idea for soulbinding.. I've always hated it, yet in some games I see how it's needed (obviously WoW for example). However I like not having it so you can have a great economy.
So to me a fix would be to have soulbinding give you bonuses. If you don't soulbind it then you can still trade it away after using it, but if you soulbind it then the stat bonuses on the item increase. So instead of +5 str maybe it will give +7, or something like that. You wouldn't have to have this available on all items, but you could if you want, you could take the idea a number of routes.
The details could be worked out as well as how much of a bonus to give, but what do you guys think?
My apologies if this has already been brought up...
Well I mean.. if you're a newb and don't know what soulbinding is, and you do it once, I think you would know how it works after that. Too me this is hardly too complicated for even a lower than average gamer to understand and be able to implement..
And yes that's the point, if you do soulbind the item so that it's a little bit better while you use it, the tradeoff is that you wouldn't be able to trade it or give it to friends later. So you have your choices, and the benefit is that some items are taken out of the economy, but at least this way you still have an economy (as opposed to making soulbinding forced on the player).
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
I asked @Diablo the questions regarding items because I am wary of what happened in D2. I actually was just writing about the twitter exchange we had when I came across this post. Good summary of why it's important.
One thing that still concerns me is how much money there is to be made from account theft in Diablo 3.
When you take the combination of the real money AH, no soulbinding, and an armory... you have a real volatile combination.
In the end, the items that will be worth the most are the random stat rares, and runestones that will basically be better than uniques. Uniques will eventually just clog the AH. But the good stuff, the really good stuff that will sell... that's the stuff that people will wear.
The Armory for D3 will eventually become a hacker's catalog. A list of potential targets to hack into and steal gear of any worth. Someone who devotes real time and money into their D3 account will have to be extensively vigilant against people trying to take control of their account... even moreso than in WoW.
Soulbinding in WoW is one of the few things that makes the armory somewhat safe there. Anything that's publicly visible is really of no worth to a hacker. And what you see from an armory profile really doesn't give a clear picture of the account's worth.
On Diablo 3, an armory profile would pretty much display your account's worth. Good gear is one thing, but say if you logged out in the D3 equivalent of a MF pumped farming gear from D2... there's another give-away that the account might be worthwhile to hack.
If they make it so that you can't tell what account any given character is on, then the armory is not a problem.
for instance, if my bnet log-in is "gonnabe@hacked.com" and my diablo account is "hackbait" and my character name is "pony" which on the armory shows up as "pony[#1536]" there wouldn't be a way for someone to know that "pony[#1536]" belongs to the account with log-in "gonnabe@hacked.com" (assuming that the numbers following the character name are randomized).
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Over the past few days the Diablo Twitter Page has had a consistent amount of Tweets. These small tidbits of information can give us some insight on how the development team feels on certain subjects, and what they're working on currently.
Starting off, there has been short mentions on how many characters will be allowed per account. This topic has often went hand and hand with mention of the large capacity of the shared stash. Responding to a Tweet asking if ten would be the final number of characters allowed per account, Blizzard responded uncertainly. This Tweet also notes how the team is still unsure of how they will handle death in the HC Arena.
Official Blizzard Quote:
Less final than the witch doctor is a class, and more final than what happens to hardcore characters when they die in the arena.
On the topic of game settings, besides a confirmed private game option, and game search feature, there will also be a match-making system that will pair you with players who are on the same quest as you. This is a very useful feature, for in Diablo 2 it was very difficult to find players who were on the same quest as you; unless you count rushing..
A lengthy Tweet chain on the Diablo 3 Economy revealed some of Blizzard's feelings regarding the matter. Comparing the economy of D3 with D2 is kind of like comparing an electric car to a gas car. Same function, same general mechanisms, yet very different at heart. Blizzard knows the problems with Diablo 2's economy, and have taken grand action to correct them for Diablo 3. A huge problem with the old economy was duplicating, be it actual items for use, or item currencies such as Sojs, 290s, etc. Blizzard is confident this issue won't exist in D3. A huge part in this claim is the required connection to play the game. Any suspicious activity can be instantly saved on record, and acted on accordingly.
Even without duping, a valid concern for the longevity of the economy in a game such as Diablo is reasonable. Seeing as Blizzard is very against soulbinding items, even the rarest of items will inevitably build up in the economy. There are widly varying opinions on soulbinding, both for and against. It seems Blizzard is still settled on not implementing such a binding system.
Official Blizzard Quote:
It's just not a great system for how item drops work in Diablo. And this is too complex to discuss over Twitter.
Official Blizzard Quote:
-let's be crazy and say 1% of end game items are awesome.
1% is ridiculous because the best items will be far, far rarer that 1%. 1% is common in how many drops fly out. But anyway...
Official Blizzard Quote:
gavilanex @Diablo wazzup bash?! How's the beta going??
Diablo @gavilanex Beta hasn't started yet, we're getting there. Hopefully well once it does.
Be sure to vote in the latest poll, and listen to DiabloCast Episode XXI here!
Diablo 3 at Gamescom? Yup, check out what's expected!
Missed out on the past few weeks of heavy D3 news? Relive The Flood and quench that thirst for D3 info!
So to me a fix would be to have soulbinding give you bonuses. If you don't soulbind it then you can still trade it away after using it, but if you soulbind it then the stat bonuses on the item increase. So instead of +5 str maybe it will give +7, or something like that. You wouldn't have to have this available on all items, but you could if you want, you could take the idea a number of routes.
The details could be worked out as well as how much of a bonus to give, but what do you guys think?
My apologies if this has already been brought up...
And yes that's the point, if you do soulbind the item so that it's a little bit better while you use it, the tradeoff is that you wouldn't be able to trade it or give it to friends later. So you have your choices, and the benefit is that some items are taken out of the economy, but at least this way you still have an economy (as opposed to making soulbinding forced on the player).
Good job Winged!
The development team hasn't chosen what will happen when you die in the HC Arena yet.
When you take the combination of the real money AH, no soulbinding, and an armory... you have a real volatile combination.
In the end, the items that will be worth the most are the random stat rares, and runestones that will basically be better than uniques. Uniques will eventually just clog the AH. But the good stuff, the really good stuff that will sell... that's the stuff that people will wear.
The Armory for D3 will eventually become a hacker's catalog. A list of potential targets to hack into and steal gear of any worth. Someone who devotes real time and money into their D3 account will have to be extensively vigilant against people trying to take control of their account... even moreso than in WoW.
Soulbinding in WoW is one of the few things that makes the armory somewhat safe there. Anything that's publicly visible is really of no worth to a hacker. And what you see from an armory profile really doesn't give a clear picture of the account's worth.
On Diablo 3, an armory profile would pretty much display your account's worth. Good gear is one thing, but say if you logged out in the D3 equivalent of a MF pumped farming gear from D2... there's another give-away that the account might be worthwhile to hack.
for instance, if my bnet log-in is "gonnabe@hacked.com" and my diablo account is "hackbait" and my character name is "pony" which on the armory shows up as "pony[#1536]" there wouldn't be a way for someone to know that "pony[#1536]" belongs to the account with log-in "gonnabe@hacked.com" (assuming that the numbers following the character name are randomized).