- Gheed2010
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Member for 14 years, 10 months, and 27 days
Last active Mon, Oct, 7 2013 17:08:58
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Nov 26, 2011Gheed2010 posted a message on Diablo 3 Jeweler PreviewAnother torchlight feature...Posted in: News
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Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayPosted in: NewsQuote from FingolfinGR
I highly doubt people will pay as much as 100$, not to mention the outrageous amount of 1000$ some may have said. Sounds too much even for fully geared lvl 60 characters.
D2 chars have had sales that high, though it has been a while.
I find the RMAH to be disgusting and saddening - like seeing on old friend working as a prostitute - but I confess, the economics of it will be interesting, the best items could ultimately peak at $100 or even go for ten times that. -
Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayPosted in: News
We'll see if the chinese itemfarmers feel that way next summer. -
Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayPosted in: NewsQuote from CherubDown
If they take that back after 2 weeks, what kind of faith can we have in Blizzard?
Funny, the apologists are always so quick with the "Hur-Dur they're a business" line.
I guess Rob gave us the addendum to that one today.
http://en.wikipedia.org/wiki/Irony -
Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayCherub, listen to 14:04 in doom's video. Reread my post immediately above. Do it a few times if it helps.Posted in: News
"than it goes against what they've said earlier"
Congrats, doom, you're starting to see the bigger picture. Run with it. -
Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayOne more time - SELLING AN ITEM (which has a flat fee attached, as does posting it for sale) IS NOT THE SAME AS CASHING OUT.Posted in: News
They want you to keep your 'money' in the system. Or so they say at this point - they may find out that the cashout rake makes more money than the flat posting fee when the rubber hits the road. -
Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayThe phrase in question is at 14:04 - thanks for being man enough to document your error, doom, there is hope.Posted in: News
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Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayOne more time: The fee to post and buy an item will be flat. This is to discourage spam while still encouraging volume. The rake when you cash out will be a %, exclusive of any paypall-type fee. TWO DIFFERENT FEES. One structured as an incentive, one as a disincentive (sorta kinda).Posted in: News
Rob goes over this from about 10:00 on in doom's post above. -
Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayIf you don't care about RMAH details, nothing new.Posted in: News
The "September '11 beta" graphic was new, in that it didn't have a 'targeting' qualifier, so sort of puts them on the spot with investors. That surprised me, though it could have been a slip-up.
Tippler was more Ahnietastic than ever. But that isn't really new. -
Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayPosted in: News
Not for the tens of thousands, if not hundreds of thousands of chinese that will spend all day farming it or the tens of thousands of slavics that will spend all day hacking it. It will be a job. Hopefully a fun one. -
Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayPosted in: News
If that machinima clip was 20 minutes or so longer, you would have it. -
Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayWell, doom, your misinterpretating aside, it is sad to see you give up the discussion and go for the ad hominems. Usually this place and its contributors have higher standards.Posted in: News
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Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayScy, I'm talking about the last line in that blue post. Don't mix up the flat fees for listing and purchase and the cashout rake.Posted in: News
Rob was taking pains to make a distinction - flat fees to encourage volume yet discourage spam in the trading space, but a real % rake if you chose to cash out. He also talked about how much they hoped to discourage these cash-outs, and keep everything in the virtual bliz economy for products, other virtual items, etc.
Kind of like how the US feds take a big % rake if you withdraw from your 401K if you aren't old enough - they're just doing it in in your interest because they know what's best for you.
The line and discussion I'm talking about is about ten minutes after that clip ends, doom, as I stated. Rob spoke for almost a half hour. -
Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayOK, guys - I'd appreciate it if someone had this on a youtube clip.Posted in: News
I thought what he was saying - that Bliz will take a % rake of cashouts independent of paypal-etc fees - was crystal clear, and that he was taking pains to be clear in front of a crowd of FINANCIAL ANALYSTS.
But, again, if someone has the clip, please, prove me wrong. -
Sep 1, 2011Gheed2010 posted a message on ActivisionBlizzard WebCast Analyst DayPosted in: News
Sorry, that was unclear:
"and that's where we'll take our percentage"
He said it when the graphic had "- cash out" on the bottom of the screen, a couple of minutes into it. About ten minutes after the Machinima video posted above.
He was intentionally emphasizing that listing fees were flat, but the cashout had a % rake for bliz BEFORE paypal (or whoever's) fee. - To post a comment, please login or register a new account.
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Maybe, but it was also the best ARPG released in the year it came out, as was Torchlight II! If only that was saying more.
I thought Torchlight 1 was decent enough for a game that was developed in less than a year by a dozen or so people.
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They don't attract people that fight to clean up these messes back when politically powerful people are still attached to them before release.
Quick pop quiz - how many ARPGs did Jay, Wilson and this guy collectively work on before D3?
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They can go back to freecell, farmville and minesweeper now. Thanks!
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There's a chance, but this isn't battle.net, so adult, well-reasoned posts without personal attacks that actually discuss the series usually stay up. Sorry.
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Actually, this is a case where the haters/conspiracy types are accidentally right.
Look at Wilson's credit list, look at the credits of the other folks that made the game. Almost all of them are industry pros that joined Blizzard 2006-2008, and have not worked on PC exclusive titles before. Think about it - almost everyone's background is in working on platform-agnostic (usually PC and major consoles) titles. It's a little silly to expect them to think differently, seeing as how there's only one person left on the team that worked on Diablo II as of release. That PC-centric ARPG culture left (along with a few other key things) with Blizzard North. Blizzard Irvine has their own PC-centric development cultures, but those guys are on the other franchises, and, if they have any seniority and talent, were able to talk their way out of avoiding D3.
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Really? Currently #49. http://www.amazon.com/Best-Sellers-Video-Games-PC-Hardware/zgbs/videogames/229575#3
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As long as I'm doing some historical clean-up, might as well cover this, someone recently had them mixed up.
There are two Andrew/Andy Chambers, and they've both been associated with both Games Workshop properties and have both worked at Blizzard in the past decade (confused yet?).
Mobygames even conflates them, and wikipedia calls Andy the current "creative director" at Blizzard, which is ridiculous.
Andrew Chambers currently works on the D3 team, and worked with Jay at Cryptic, including a credit on "Homeworld", which is fondly remembered by many gamers.
http://www.blizzplanet.com/wp-content/uploads/blizzcon-2011-andrew-chambers.jpg
Andy Chambers is a writer who worked on Games Workshop's titles, most notably WH40K. He worked as a writer on SC2, but left Blizzard years ago after working there for only a few years.
http://wh40k.lexicanum.com/mediawiki/images/thumb/f/fa/AndyChambers.jpg/100px-AndyChambers.jpg
He's British, and a little older than Andrew.
I know this confusion was keeping many of you up at night, YWIA.
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Sorry, overneathe, but you're way off.
Rob wasn't hired until '97 - meaning he missed War 2 by a good margin, and, also he didn't have a design role on Diablo II, no one in Irvine did. He was on the "strike team", which was basically elite QA, but far from design.
I don't mind revisionist history from the fanbois here, but expect a little more from you.
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"Only about a dozen Blizzard North people went to Flagship"
"Where you get a "dozen" is beyond me..." uhhh. You're right? It was less? Of course other folks moved on.
"So while none of us know it for fact" Can't argue there.
"Also, bear in mind that concept art is not final art and they almost assuredly did not use the final art from an MMO for a ARPG." Right, concept art for an MMO is totally different from... no... wait...
"D3 development, by Blizzard North, started in 2001, not 2000. Nice attempt to squeeze out another year on the timeline to attempt to make them look even worse."
I'll humor you, even though I've posted this one more than once here.
http://www.youtube.com/watch?v=BgGGY2DKC08
Go to 8:53.
Seriously, wait for the Craddock book, read it, no apology necessary once you have.
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Right, the maps structure isn't terribly different from TL2's endgame (which uses as a maproom), and, of course, we've heard the "great game for the size of the team" line with that game, too.
I'm just noting that, in this genre, an act feels pretty empty when you only have ten or so monster types populating it, and the PoE experience may seem a little thin for those expecting a significant amount of SP content.
Hopefully, they overcome their weaker spots with the resources they have, and I wish them the best.
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Your entire narrative is more than a little off. Some facts:
- Blizzard clearly stated in their commemorative video from a year ago that development started in 2000.
- Only about a dozen Blizzard North people went to Flagship, from a team of about 60 when it shipped.
- That crew left in summer '03, over two years before the studio was shut down.
- You - and no one outside of people at Blizzard circa 2004/2005 - know absolutely nothing about the nature of the project, its design, or its relative quality, aside from a few screenshots which were obviously part of a background artists portfolio instead of being a real demo of the game (one background art style, fully lit, character art totally deemphasized)
- Vik Lee has clearly dated concept art, released online, from before the studio shutdown, which obviously informed the final look of the game
Of course, the essence of your argument, that they "only had six years" instead of the full dozen, and that this serves as some kind of an excuse, is ridiculous enough even without the assumptions and speculations you stack on top of it. WoW alone had about ten billion dollars in revenue over those six years.
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I think PVPers will like it, and it obviously doesn't have some of the glaring design problems of D3 or cutesy graphical issues of TL2, but....
D3, TL2, D2/LoD all have around 100 unique monsters, and at least two dozen unique level types. Folks used to that quantity of content may not be terribly satisfied with a game that weighs in at a third of that size.
"Savior" is a lot of pressure for a team with that level of resources.
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Uh... no. Agreed with your point in regards to Bliz's general hugeness and the laughable nature of D3 relative to their resources, BUT, a big chunk of those "sales" were giveaways for WoW year subs, while the ones that weren't didn't make a straight 60 bucks in any case. Also, national TV campaigns aren't free - espn isn't known to give away half-minute slots.
The real point is that WoW has actually revenued more than D3 since release, and done it with much, much better margins. D3 is an R&D experiment/loss leader. It's the rat in the lab, not the dog in the yard (WoW) or cat in the living room (SC).