• 2

    posted a message on The PvP blog is MASSIVE...
    Blog was originally written in Klingon and had to be translated though Aramaic, Greek, Latin, and the language of Mordor before it could be correctly understood in English.
    Posted in: PvP Discussion
  • 13

    posted a message on Non-gamer Beta Experience through Gamer Eyes
    I got into the beta back in patch 13, and the first thing I did was sit my girlfriend down to play while I quietly watched and took notes. As a bit of background, she has played a bit of D2 with me, but has never made it past act 3 on normal difficulty. She does play a few other games on her iPad, but mostly of the take-care-of-a-pretty-horse variety. Also, she is not a native English speaker.

    She chose the female monk and went to it. The first thing she mentioned was how much easier it was to know where she was going, and what she was supposed to do. She liked having the map on the screen and having the quest prompts ticking off as she completed them.

    As soon as she got a few skills going (especially Lashing Tail Kick) she started loving smashing monsters. I was interested to find her saying phrases that were exactly in line with Jay Wilson's statements early on in development. At one point she said, "Ooooh, I'm strong!" She also mentioned at one point that she would play the game even if I wasn't there. My favorite quote though was when she encountered the little demon imps and in her sweet little voice said, "Come here babies so I can kill you."

    Afterwards, I talked to her about how it felt and especially how it compared to Diablo 2. One of the first things she said was that she felt "powerful" in game. She also expressed that in D2, she never really knew what was going on, why she was doing what she was doing, and where she was supposed to go, but that in D3, she always understood what she was doing. We also talked about stat and skill allocation differences, and that really helped me to understand many of the D3 development decisions. She was able to pick up the game and play it without spending a lot of time reading or feeling confused.
    _______________________________________________________________________________________________
    Now a few notes from my perspective.

    After I played the game for myself, I became considerably less concerned about some of the things that I found annoying while watching her play. As a spectator, I found the on-screen quest information to be a bit obtrusive, and I was very distracted by the pop-up "massive blow" kill counters. However, as a player, I found both of these to be far less problematic, though I would still very much like to be able to turn the latter off.

    Due to a surprising (and somewhat disheartening) number of technical hurdles and bugs (who wrote that launcher, yikes!), and to my pretty busy schedule, I haven't played as much as I would like. I can say though that both melee characters a lot of fun to play. I expected the Barbarian to be fun to play, and he did not disappoint. I was hopeful about the Monk beforehand, and after having played him, I would say that he will definitely be one of my favorite characters to play. I found his pacing, style and skills to be very entertaining. I don't think that either my girlfriend or I will ever get tired of Lashing Tail Kicking our enemies faces off.
    _______________________________________________________________________________________________
    tldr:
    -the developers were spot on in achieving their goals for bringing in new players, even to the point of getting my girlfriend to use the same phrases to describe the game that the devs have previously used
    -barbs and monks are sweet
    Posted in: Diablo III General Discussion
  • 1

    posted a message on New skill system will move the market.
    As a piece of background, I'm old enough to have played D1, though I was a child at the time and so I don't remember following the development of D2.

    As I have followed the development of D3, I have had the same feelings of hesitation as many Diablo fans in regards to some of the changes that have been made. Resistance to change is natural, but we must remember that change in and of itself does not bring about disaster. If that were the case, then Diablo 2 would have been a total failure. D2's skill system was a radical departure from the spell system used in D1. There were no trees in D1. There was no choosing of spells. There weren't even different skill sets for different characters. Huge changes were made between the first two games, and yet both games defined the ARPG market in their time.

    Until this point in the development of D3, I have had this nagging feeling that D3 was really just D2 reskinned. That like SC2, there would be nothing to set D3 apart from the rest of the ARPG market other than its Blizzard polish. I was shocked and not at all pleased when I heard that there would be no skill points in D3, and then I realized that my nagging feeling of mediocrity had finally gone away.

    None of us know what the system will really feel like to play, but it is my opinion that Blizzard has finally hit on something big enough to turn Diablo 3 into the next genre defining game, and I'm glad that some developer had the balls to throw out one of the most core elements to traditional RPG's because they thought it would make a better game.

    TLDR; It's crazy enough, it just might work.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Favorite Weapon Classes
    My preferences change to often, so I voted for a whole bunch of them. I tend to start thinking about a kind of character, and then get jazzed about that kind of weapon.
    Posted in: Barbarian: Bastion's Keep
  • 1

    posted a message on Crossbows = Guns
    As one who grew up using a bow in practical applications, I've always had a little bit of an issue with the mechanics of ALL game or movie archers. NO MECHANICAL DEVICE could ever achieve the output of the Demon Hunter's crossbows. Of course with Diablo, one must accept that the archer classes are using their magic to both create ammo and reload their weapons, so this isn't really a problem.

    These are the reasons why many people get such a solid pistol vibe from her crossbows:

    1) Every time the DH fires a crossbow, there is an instance of muzzle flash. Muzzle flash is the visible release of exploding gases from the barrel of a gun. It is generally quite easy to see in low light conditions.

    - possible explanation - The head of her bolt is striking a piece of metal as it exits the weapon, causing a spark.

    - my retort - If this were the case, the bolt would lose a great deal of it's speed, and it would be sent DRASTICALLY off course.

    2) Every time the DH fires a crossbow, she experiences recoil. Recoil is the backwards force felt by the individual operating a firearm. It is caused by the explosion taking place inside the chamber.

    - possible explanation - The DH is jerking her arm back as she fires because she feels that it makes her look more badass.

    - my retort - Even the slightest movement at the moment of release can create a miss. Jerking the bow in the manner shown by the DH would result in her missing not only demons, but entire buildings.

    Magical bows and shafts I can except; but why did we have to create someone firing a pistol, and then re-skin it?
    Posted in: Demon Hunter: The Dreadlands
  • 3

    posted a message on More Observations
    I went through and had a look at some of the armor pieces, and thought I'd write down a few things that were of interest to me.

    1) Shields work more like they do in Titan Quest where a shield will have a percent chance to block (actually an increase in percent chance to block) and then also, an integer value of damage blocked. This means that when a shield blocks, it will not soak up the entire attack every time as per D2.

    2) The poison damage on the crafted wrist spade had no time affixed to it. This MAY mean that poison damage is dealt all at once like the other damage forms.

    3) There are of course some new mods. Some have already been mentioned, such as the increased experience per kill (an integer, not a percentage), and the returning mf mod. I was also interested in the "Worth More to Vendors" mod, which hints at the value of gold being more important.

    4) The returning gems will have very different mods than those to which we are accustomed. Example:
    Normal Emerald
    Wep: +4% Casting Speed
    Helm: Attacker Takes 7 Damage
    Other: + 7 Dexterity

    5) There is an armor called "Happy Armor." This is one of the observations that I don't think will matter, as I expect many of the number values and names to only be temporary. I don't think this name will stick, and I don't think that it's likely that an armor like this will give "72 Poison Resistance," unless the resistance system has been drastically reworked.

    6) Another bit of evidence suggesting that stats (and probably names) will be reworked is in the comparison between the Legendary Chest Armor, "Stronghide Tunic," and the normal Vestments. They look like exactly the same base armor, but the legendary piece has a +20 armor mod, and still has less defense than does the normal vestment. There could be many explanations for this, but I just think it means that we shouldn't really look to much at the current values shown for anything.

    7) The barbarian is covered in blue tatoos. Hurray! :)

    8) While some weapons add a percentage to your Critical Strike, others add an integer value to your "Critical Strike Rating." Any thoughts on what this might mean? I dunno.

    And that's all I got.
    Posted in: Diablo III General Discussion
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