D2R Opt-in Green Display Message Updated to Beta finally. They had "Technical Alpha" as the display message for the past couple weeks even after changing the button to Beta Opt-in. Making sure everything is updated before Beta launch!?
- Magistrate
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Member for 16 years, 10 months, and 3 days
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BillyMaysed posted a message on D2R Opt-in Green Display Message Updated to BETA
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BillyMaysed posted a message on D2R Alpha Acts 3-4 Visible Now!Posted in: Diablo II: ResurrectedQuote from Magistrate»
The way the light works with the ground textures is just so good x.x I can't wait to see A5 stuff with how detailed the art was for that entire xpac. Or like Travincal and the temples in A3.
I love the light reflections of fire spells on the ground like when you cast fire traps. i get mesmerized by them and will most likely die over and over as i take in the scenery like a tourist on vacay. xD
Quote from Magistrate»
The way the light works with the ground textures is just so good x.x I can't wait to see A5 stuff with how detailed the art was for that entire xpac. Or like Travincal and the temples in A3.
arreat summit, nithilak temple and the worldstone chamber are going to be tiiiiits
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BillyMaysed posted a message on D2R Alpha Acts 3-4 Visible Now!Posted in: Diablo II: ResurrectedSo the internet did it again. Someone discovered how to render the newer graphics from A1-2 to A3-4 for the D2R alpha cracked version. People really are impatient aren’t they? I bet were like 2-3 weeks away from open beta too lol.
https://www.reddit.com/r/Diablo/comments/mykjnv/d2r_makeshift_act4_hd/
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SunbeamX11 posted a message on Diablo 2 RandomizerPosted in: Diablo IIVersion 0.1.1 was released!
https://twitter.com/SunbeamX11/status/1383417309201453058?s=20
It's just a small fix for a problem that occurred when extracting files with some Diablo 2 installations.
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Dukedalpras posted a message on New mechanic toimprove imersion and a PVP idea - feedbacks are very welcomePosted in: Diablo IV: Return to DarknessYeah, the main reason was to introduce a mechanic that would make sense in this world and would increase the feeling of realism, even if we are playing a game where we fight demons and angels.
Maybe they could make somekind of invasions (like in wow) if a certain number of players lets say (50 for example) doesnt show up, the invasion (from hell or heaven) will destroy the encampment (loosing the townportal, vendors and crafters..) but if 50 or plus apear you can defeat the event and get a few rewars in the process, like the caches from dailys D3 events.
The capacity of loosing something would add more replayability to the game since it could always change from the last time you logged. Again as you said, in the D3 you just had to lvl up your crafters once and that was it, and a point here, defending the encampments should be hard, encouraging people to go there and now just thinkign, nah, a few guys can handle it.
Unfortunately i havent seen anything yet in this direction of degreadable encamptments, just making them similiar to crafters in D3 witch i think is a major waste of oportunity. The courrier sistem would help lvl this encampments more faster and rebuild to after an invasion, well it could even influence the itens in vendors tabs.
About the courrier mechanic, like you said many people would find somekind of meta for this, but as always this would be a very small number compared to the whole comunity. This mechanic would be just another way to encourage people to explore more the maps of sanctuary, valuing even more the work they are imputing in this game,and avoiding the current system in D3, just using TPs from one point to another.
At least the part from mounts items looks they are going for it, hope they do something close to the witcher 3 as i discriberd before, but i agreed with you about the rewards from this kind of quests, not becoming something indispensable but not to simple too.
Regarding the Ancestral (demonic and angelic powers too) they are really giving almost no info in the lasts development, at leat i hope they make something like i said in pvp (a pandamonium map) where you could choose a side (heaven or hell) and farm this powers to unlock the bonuses from itens or/and upgrade skills to higher lvls (giving new skins and effects to them would we awsome, but o'm dreaming here lol).
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Fresiki posted a message on Why Diablo 4 demo is not getting the “dark” feel of Diablo 1 and 2Posted in: Diablo IV: Return to DarknessAgreed. And while on the subject, I also deter outlining with a colored line, like say there's a thin red line around the silouette of the mob you are mousing over. They are great QoL features for many games I'm sure, but they are also totally immersion breaking. Generally, I would love for Blizzard to just take a chance on it and just not have any such features at all, or to let the user disable them in an "Accessability" menu or something. Let me be confused about what exact mob I am attacking. Let me have monotone please. Not everything needs to sparkle.
Furthermore, stop the homogenization. Stop implementing every market trend into the product. Dare to be one of a kind and not apply the "formula" each time. It's like with movies that now just swap out directors/producers/writers from one project to the next, even within the same franchise. Nothing hardly ever feels like its own, anymore. Nothing feels like LotR, or the original Star Wars movies. Cause those were created in large part by one person with one vision, not just the sum of the overlap of 50 people's visions.
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Rebjorn posted a message on 'Wilderness' from Diablo II is a MasterpiecePosted in: Diablo III General Discussion'Wilderness' from Diablo II is a Masterpiece
The Diablo II Soundtrack has no equal. When I decided to do this I wanted to do it right and not just copy/paste a cover image with some music. I wanted it to look and feel right. I wanted to make it something that I could enjoy again and again. The tracks are all absolutely fantastic. I went out of my way to find the highest quality sound files that I could find, I used lossless FLAC whenever possible. I scoured through many websites, digging in deep to find good concept art. I ended up spending a lot of time piecing this thing together, I had to start all over many times with some segments but I think that in the end it was well worth the effort.
Credit to Matt Uelmen for this unprecedented muscial legacy. This is real art. There's nothing like it. This will never happen again. I sometimes play D2 or D3 muting the in-game music and I keep this one playing on my second screen. Call me a narcissist. And now we have Diablo II Resurrected incoming .. what can I say .. good things come to those that wait. † † †
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Aerisot posted a message on Diablo Vectors.Posted in: Fan ArtHello All, Was slightly bored lately and felt like creating some character vectors, and this being a diablo site and all, wanted to share some of my Diablo inspired ones with you all.
First up is our main man Diablo for the upcoming Diablo Immortal game.
And I'm sure Lillith from the upcoming Diablo 4 needs no introduction!
I am working on these daily currently, until I get bored and move on, if there are any characters you want to see get vectored let me know!
You can send me a message here or on Deviant Arts, link below.
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Niven posted a message on my channel on youtubePosted in: Streams and Youtube ChannelsI'm adding a link to my channel on youtube ... I have 12 videos there so far, but I'll add at least one a day.
Thank you very much for visiting and I hope you will be interested in some of it. If you have any comments I will be happy if you add a comment and like.Best regards, Niven
https://www.youtube.com/channel/UCvx4-AjV8-4EW7HA6dqsyDg?view_as=subscriber
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Oh, you have no idea. Your thoughts have been earth-shattering in the cryptic puzzleology academic community.
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While Bashiok told fans not to get too excited about the conference call, some interesting tidbits did come up; primarily, that the beta period is nearing the testing implementation of the Real Money Auction House, and that the Collector's Edition of Diablo III will come with a toggleable pair of wings and some snazzy dyes.
Note: The wings and dyes notes have actually been viewable since BlizzCon on the Collector's Edition webpage. The fallout of the quarterly conference did bring some clarification to light:
Official Blizzard Quote:
The [Collector's Edition] dyes are infinite in their use. Keep them forever, dye as much stuff as you want "Cloud" or "Smoke" colored. The colors are unique to the CE.
The wings are an item you hold in your inventory (don't take up an equipment slot on your character), and it's a toggle. Use to turn on, use again to turn off. They're awesome looking, and stack with other class effects like Shadow Power and Archon. (Blue Tracker | Official Forums)
Official Blizzard Quote:
It's 1 [set of wings] per account. If you want to trade to another character you'd just want to put it in your shared stash before logging out. Same with the dyes. (Blue Tracker | Official Forums)
While all of these great responses did clear up quite a few things, there is still some confusion about the way the wings will work if in the inventory of a Hardcore character. Obviously, under normal circumstances, the wings would be lost on character death.
And while we're on the topic of clearing up confusion: last Friday, we posted the supposedly complete patch notes, coinciding with the reset of the testing server. But the official site has since been updated with most of the recent changes. Here, we have the passive skills that were not included in the patch notes, as well as the skill updates that didn't make the official list.
Skills that were modified to work with weapon damage have not been included in this list because this change was previously announced in the official patch notes. If you would like to see the updated percentages based on weapon damage, please see here.
The Barbarian
The Demon Hunter
The Monk
The Witch Doctor
The Wizard
Lastly, it's been some years since most gave up on speculating about certain cryptic elements of Diablo, but discovery of an invisible input element on the Battle.net website has curiosity rearing like a bucking bronco. Perhaps now more interesting than even the seemingly useless Flash Chat_Gem on the official Diablo III website, the invisible box in the web Battle.net interface has finally drawn some interesting official responses:
Official Blizzard Quote:
Giving up so soon?
Follow the bird as it tweet, tweet, tweets! (Blue Tracker/Official Forums)
Is the answer to this latest mystery to be found by following @Diablo on Twitter? Is the invisible box another enigma in a decade of Diablo silliness, or is there reason to wonder?
Left: Demon Hunter painting by Wargasmic, Right: Diablo "Heablo" Lord of Terror by MuppZA
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Calavera666 discusses his recent work on a series
of super-stylized Diablo-themed fan art pieces
If anyone can be considered a fan of the Diablo franchise, perhaps we should look to the talented individuals bringing their own flair of creativity and ingenuity to a series loved by many since childhood. The first in a series of low-profile interviews, Interview with a (Fan) Artist will expose the creative minds of dedicated Diablo artists.
This week, we had a short interview with Calavera666 (Ismael Bergara) on his series of super-stylized comic entries, as well as his projected plans for his work. For even more of Ismael's work, check out his profile on DeviantArt.com.
Also, Ismael has recently uploaded his newest comic strip, a parody on the beta patch five updates. Stay tuned to through the interview for this latest piece of his unique comical style!
Ismael: I've been considering this project for a while now. I'm very passionate about web comics, and I spend most of my free time diving through them. There's something special, unique if you will, that I've always loved about free web comics, and it's the fact that artists work on them purely based on the desire to craft it, and to deliver it to the community. There's no money behind it, so there's no restrictions. You make comics because you want to, and you make it grow with your most pure and basic humor. In the end, you become your own boss. That means you can completely ruin a storyline, and don't give a f*ck about it!
But yeah, there will be some kind continuity in the strips. Some will be made in two, three, or four parts.
DF: The Diabolesques, as you've labeled them, are plays on controversial topics (such as player-named "moon physics.") Was it difficult coming up with these witticisms?
Ismael: Oh yeah, it's really hard to come up with a monk named "Pillar." I've gathered a council of experts on gaming culture and controversial silliness, just to craft the artful names you see on the characters.
I have to be honest, my one secret is to lurk through the Diablo III forums. The material writes itself!
Ismael: There's always the possibility that some readers don't get the meaning of the strips. If you haven't seen Monsters, Inc., you probably wont get the Azmodan's strip. If you haven't been around for the last week, you wont get the "Pillar" strip, either.
I'll do my best to give some hints on the obscure references, yes, but I don't want to explain the jokes. That would kill the whole spirit of the thing.
Tip: If people don't get the reference, they'll ask around about it. Free advertising.
DF: It looks like basically everything you've posted on DiabloFans is comic work. Have you ever worked with other mediums?
Ismael: In fact, comics are the only thing I've never done before! I do illustrations, I do wall paintings, I make sculptures, I forge armor--I ruin lots of materials while forging armor because I suck at it--I do animation, I make 3D modeling, I cook, I write scripts for low budget movies, I do acting.
I do lots and lots of stuff, but comics are not on the list. Well, at least not on the everyday list.
Ismael: As I've mentioned before, I'm fond of web comics. I've never hopped on the comic bandwagon before, because my work is oriented to illustration.
Making illustrations, like a book cover for example, takes a lot of time and effort, but you work on a very specific picture. You have take care of the lights, the design, the shapes of the figures. To make an illustration is to make a sculpture out of a painting.
Comics, in the other hand, are a completely different matter. Comics need humor, they need constant movement, and they need scripts and fresh ideas.
The process of making comic strips is very exciting to an artist. It forces you to break down your own traditional barriers in order to come up with a funny but graceful result. It's pretty much like dancing with a pencil.
But, just like dancing, comic making is a tricky art. Very difficult to master. That's why I've always wanted to give it a try. And you need humor. Humor has to come out of you like water. If you have to force it, then it's not gonna work. You'll end up working out of commitment and obligation, and not from the heart.
DF: The Lord of Terror tries to pass through airport security. What are your thoughts?
Ismael: Nothing happens. His family owns the company.
Ismael: I may have some opinions about this and that, but that will never show in the comics. If you look closely, I've never taken a stand to attack or defend any of the subjects. I try to make fun of things from a neutral point of view.
But in the end of the day, I must say that I love every single thing about Diablo III.
Yes, even the ferrets.
DF: Do you have anything you'd like to share with the Diablo community at large, besides more great humor and iconic artwork?
Ismael: Feel free to comment, rate, send suggestions, ask questions--all of those things that would make me feel like I'm important. Look, Ma! I'm on Diablofans!
And last, but certainly not least, Ismael has finished his latest piece in the Diablo world. This strip takes a light-hearted look at one of the notes included in beta patch five. See if you can figure it out (click for full strip):
That's all for this time. Once again, we highly encourage you to check out his profile on DeviantArt.com for even more of his unique work. Tune in some indefinite point in the future to see our interview with Richwood666, famous on the board for his continuing work on the female Demon Hunter!
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Done!
http://www.youtube.com/watch?v=rJMmvFiTRAM
Done!
http://www.youtube.com/watch?v=YAIDreH16nA
:3 It would be nice to get some spam from Diablo fans and not penis enlargement pills for once.
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But Impale wasn't the only element to get a graphical update. Much of the Battle.net interface--including the login screen, the character selection screen, and more--saw some changes as well:
At the launch of the beta patch, though, there were some things missing. The Cauldron of Jordan--use to cash in on loot like you would with an in-town NPC while on the battlefield--was moved out of the beta content and into its more permanent position in the overall Diablo III gameplay period. Vasadan responded:
Official Blizzard Quote:
The Cauldron of Jordan has been moved into a later part of Act 1, meaning it is not in Beta content anymore. I have contacted the Community team to see if we can get the patch notes updated to not cause any more confusion.
The note has since been added to the list of official patch notes. Bashiok later added that:
Official Blizzard Quote:
[f]or reasons of mechanic introduction and pacing, the Cauldron of Jordan is now awarded to the player after the Skeleton King fight, which means it isn't obtainable within the beta content. It is still very much a game feature though, of course.
The Templar, the only hireable hireling (el oh el) in the beta, also saw a tweak that was not mentioned in the official patch notes. The Templar can now wield any one-handed weapon, as opposed to only being able to carry spears as he had in the past. But the change left something to be desired in the follower's voice-overs:
Official Blizzard Quote:
We changed the Templar so he can now use any one-handed weapon, not just spears. As for that VO that plays, it may technically sound like a bug if he doesn't have a spear, but since the spear is his signature weapon, it may be OK.
Finally, Blizzard posted a timeline of Diablo III UI artist Mike Nocholson's daily grind to celebrate their twentieth anniversary. Highlights include the most lucky kids on planet Earth, interaction with Technical Artist Chris Haga, an all-too-humble observation of his work life, and an idea of what it's like to work for one of the greatest game developers in history.
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UPDATE (04/11/2011): The official patch notes have been updated; see below. Thanks to PaNtsONhEaD from our IRC (#diablofans on freenode) for the update!
Official Blizzard Quote:
General
Official Blizzard Quote:
General
Classes
Followers
Items
Monsters
Crafting
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User votes determine the winner of the contest, and while we know what we've been waiting for for over a decade, it's time to show the world that Diablo III will take the cake in 2012. So click, vote, and stay tuned for the winner!
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I don't think that's quite a fair comparison. The Countess has less health, weaker attacks, and no real strategic skills. She also isn't really a major part of the lore. She's a side quest with little back story, and the story of the game doesn't really flow through her plot point.
With Leoric, we have an entire game's worth of lore to back him up, he has a variety of interesting skills and mechanics, much more health, and he is absolutely a plot point, not a side quest.
I think there's something to be said for all that. Someone of Leoric's importance simply should not be able to be beaten so quickly--if at all--by level one characters.
And this isn't the first ten minutes of the game. Leoric is placed a couple hours into the game, if you're playing it at the rate it was designed to be played.
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We encourage you to read the full post here. For simplicity and brevity, much of the technical post was stripped from the following quotation.
Regarding the Wizard and certain gameplay mechanics that interact with weapon speed, self-proclaimed BlizzCon Question Asker Guy asked, "Given the math and change to weapon speeds affecting cast speed, is there anything you were doing to make faster weapons have more incentive to using them [...] [b]is this an intentional design, and slower weapons of equal DPS are just always better[/b] [...], or is this still something that you're looking into and need to work on?"
Bashiok's response on Technical Designer Wyatt Cheng's behalf is a book in itself, but here's the highlights. I tried to bold the parts that are particularly important and remove the somewhat less helpful (though no less interesting) bits:
Official Blizzard Quote:
[...]Your build absolutely matters. Some builds may be well designed to favor 2-handers, and some may favor 1-handers. So, the general statement of "the correct weapon depends on your build" overrides everything else I write.
Additionally, two general rules of Diablo weapon speeds still apply: spilled damage matters, and speed matters for combat effectiveness. [...] When a monster has only 150 health, who really cares that you hit it for 300 damage instead of 200 damage?[/b] Either way it's dead. And if it's dead with a faster weapon, that means you can get to the next monster faster. [b]This means that a weapon with a 1.3-second speed that can one-shot enemies actually has a 30% killing throughput increase over a weapon with a 1.0 speed.[/b]
[...]For those who are insistent on maximizing theoretical DPS and AP usage, we've decided to cover you, anyways.
First, all things being equal, 2-handers do more damage than 1-handers. This is pretty obvious, but I want to confirm and validate this. The reason it's important to call this out is that all the calculations assume "for any 2 items of the same DPS". [b]But that's not a great starting point, because for any two comparable items at any given level, 2-handers do at least 15% more damage than 1-handers, and in many cases 20-25% more. [/b]
To put it another way, many of the posts in the linked thread make an assumption that two weapons have equal DPS. This assumption is flawed. What you really want to ask is, "for the theoretically best 2-hander in the entire world (even though I'll never get one)" vs. "the theoretically best 1-hander in the entire world (even though I'll never get one)."
However, [b]what you choose to put in your off-hand, should you choose to wield one, matters.[/b]
[b]First, no matter WHAT you use, you are getting a bunch of extra stats.[/b] In addition to DPS from Attack and Precision, you're getting whatever other item stats are on your offhand. So you're trading off a theoretical Arcane power efficiency boost for the stats of an offhand.
[b]Furthermore, if you use a shield, you're getting a big armor boost.[/b] If you haven't played Diablo in a while, people easily forget, but a lot of Sorceress players used a shield in Diablo II. For some players there is a "fantasy" of "I don't need a shield 'cause I don't plan on getting hit." The reality is that we don't let you get away with that in Diablo. You get hit. We don't have heal, tank and DPS roles in Diablo, so everybody in Diablo eventually takes damage.
[b]Additionally, if you choose to use an orb, every Wizard Orb (and Witch Doctor Mojo) comes with +damage on it.[/b] So, if your mainhand does 8-10 damage at 1.4-second speed, and your orb adds 3-4 damage, then that means you're doing 11-14 damage at 1.4 speed. [b]In many cases, the orb plus the stats on the orb completely closes the 15-25% DPS gap between 2-handers and 1-handers.[/b]
Add on top of that +dmg from your rings and amulets, and currently with internal tuning numbers (this may not be how we ship), but 1-handers and offhand out-DPS 2-handers almost all of the time. [b]It takes a luckily-rolled 2-hander to out-DPS most 1-hand and offhand setups if you can also spare some +damage on your rings and amulets.[/b]
[b]Finally, fast weapons are better at fishing for procs.[/b] Diablo has lots of very cool proc effects. Chance to gain Arcane Power on critical hit. Chance to summon a fetish on spell cast passive on the Witch Doctor. Faster and more frequent casts means more opportunities to fish for procs.
If you procured a case of TLDR Syndrome while reading over that abbreviated version of a very elaborate response, Wyatt's argument basically came down to this:
Official Blizzard Quote:
[b]Currently, for internal testing of Inferno mode, the 1-hander and Wizard Orb combination is overwhelmingly better.[/b] You get more damage, better mobility, more stats, and more proc fishing. [b]2-handers get you better Arcane Power efficiency.[/b] If anything, I'm worried that 2-handers are too weak. The most likely solution on this front is to reduce the amount of +damage found on rings and amulets to reel in the damage advantage of 1H+Orb. However, the value of Arcane Power efficiency varies the more you have to run and move. If you're running and moving constantly, then AP efficiency lets you drop big bombs like Meteor and Hydra when you finally get to stand still. Since the amount of running and moving varies from situation to situation, I'm actually fairly happy with where things are.
Additionally, to balance the exceptions to the rule that Wyatt so thoroughly attempted to explain, there is also incentive to adjust Disintegrate and Arcane Torrent AP consumption rates in ratio with the other Wizard skills, although Wyatt confessed that this inconsistency may not be "cool" when considering uniformity across the Wizard spells. This may translate into "breaking the rules" with other current iterations of skills in regards to AP-burning, since we were reminded at the beginning of Wyatt's response that nothing is set in stone.
Do you think that more tweaking is needed to reward players that choose fast weapons, or is Wyatt's response reasonable and accurate with your knowledge of current gameplay mechanics? Will augmentative gear like jewelry, as well as logical considerations like movement limitations, offset the choice between weapon types faced by said players?
*Note: Posted this from my phone. Forgive any glaring mistakes