- rensuken
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Member for 15 years, 9 months, and 20 days
Last active Tue, Jul, 3 2012 22:30:13
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Apr 20, 2012rensuken posted a message on Open Beta Weekend!yea overload dat serverPosted in: News
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Jun 11, 2011rensuken posted a message on Item Progression and the Cubethat's just an example of item progression, i believe jay wilson said that there are 14 levels of item progression during the Q/A section of blizzcon.Posted in: News
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Aug 25, 2008rensuken posted a message on Diablofans - WWI Card Tyrael Pet Contestin terms of trade, the most important thing blizzard can do to improve trade and to create a functioning economy is to make gold valuable; a currency system rather than a barter system. The best way to implement this is to make gold harder to obtain and integrate it more into basic player necessities, such as small fees to for things like traveling to other cities or to waypoints.Posted in: News
Also an universal storage would be quiet helpful, along with the traditional private storage. The catch should be that the universal storage, in which all the characters in your account access, would not be free and the space should be limited and possibly a level requirement to access it and some kind of bracket curve fee depending on the amount items - so the more items you have in the universal storage, the more it'll cost to open it.
PVP
for pvp, i mentioned this on the general dicussion for diablo 3, the easiset way to deal w/ it is to have different types of pvp for game creation and the pvp type shoudl corresponding the the color of teh game name.
so game names in the color green - will have no pvp
organge/yellow - will have only duel style pvp
red - can have all out pvp
games should always be green by default and other pvp game types should not carry over: game configurations like mode and limit of players in diablo 2 carry over as if you make a nightmare game, the next game you make will be nightmare unless you specifically change it. well for pvp settings, if you make a duel type pvp game (yellow/organge) then the next game you make will be by default a green no pvp type game unless you specify. There should be other restrictions liek minimum level requirement and if there is a disparity between levels (like a 10 level difference) than an inivitation for dueling is always a must so a level 99 person cannot hostile and kill a level 50 person even in a red type pvp game without his or her consent. - To post a comment, please login or register a new account.
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from what i remember from gameplay demos, i'm sure skill level caps are lower (not lv 20 like in d2) so you'll be able to fill up that skill bar =)
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yea i was wondering about that too and i heard you could rebind keys at blizzcon as i'd rather have asdf and maybe my extra mouse buttons as skills. also you can rebind keys in sc2 and it saves to setting to your account, so hopefully its just a new bnet 2.0 function and diablo will have it as well.
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well some people just like trying unorthodox builds for kicks not because they honestly think it be optimal, i.e. throwing barbarian in d2 or in this case melee dh =)
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having a personal stash and an account stash was to address horrible mechanic of transferring and muling and solely instituted for our benefit and to fix a bad game mechanic whereas i feel that the artisans are a quest based mechanic of the game. whereas you dont' get access to them until you complete a quest and they are kind of a perpetual side quest throughout the game. Compounded by the notion that diablo is a non-persistent world and when you start a new hero its kind of back to square one of the, i.e. lets say you had to rescue the blacksmith to gain his help, that hero shouldn't have access to that artisan any sooner and when he does the artisan shouldn't already be better than he normally would be. Don't get me wrong, it definitely would be very convenient and if they do make it like that i won't complain; however, to me it just doesn't seem coherent to the story given that they are quest based.
Also on another note, because the artisan are quest based, when you start nightmare/hell will you temporarily lose access to your artisans until you unlock them again?
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i don't think you are getting my central argument: artisans are character specific because that specific character did all the work to achieve that artisan and just because you can have high level character feed/powerup lower level characters, that does not justify a communal artisan. when one of your higher level characters finds rune/gem/gear they found it and it doesn't automatically popup into your lower level characters if you want to, you have to physical transfer it to them. in respect to the artisans, it is that specific character that leveled that artisan up and for all intents and purposes of your lower level character he/she is not aware of that higher level artisan's existence. thus they shouldn't have direct access to it, in the same way your friends cant see or use your artisans because its YOUR artisan and not their artisan.
in no way shape or form do am i saying that you won't be able to give stuff you make on one character's artisans and give it to another character anyway (as i intend to do that), i'm arguing that it doesn't make sense that a specific character has direct access to a higher level artisan that they did not earn yet.
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exactly, i intend to use my gems as their function is to augment your gear and hopefully the people who instead just to hold onto for bling/wealth status will change their mind when they get a chance to play.
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second, at this stage its still gimmicky. diablo is a game of seconds, precision and complexity which this interactive medium is not capable of fostering. maybe in a distant future, but definitely not d3.
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i also remember that, it will be worked out in the beta, they even said if its too hard they might change it so that you only need to combine two gems instead of three for the higher levels
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