yessssssssQuote fromwe're designing a stable economy, we have the knowledge and experience to do so. We have people in-house with doctorates and degrees in statistics and economic analysis and all the know how to pull it off. I think we'll be ok.[/blizz]
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Last active Sat, Dec, 11 2010 10:40:32
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Mar 18, 2010Posted in: News & Announcements
Dec 29, 2009Hey don't quote me on this, but didn't Naruto steal their skills from somewhere?Posted in: Diablo III General Discussion
Who cares where they get their inspirations from, all that matters is fun and balanced game play.
Dec 20, 2009Posted in: General DiscussionQuote from "Don_guillotine" »Most of mainstream Hollywood movies just suffer from these two flaws:
1) Predictable script
Or rather the plot follows the traditional dramatic structure written by the frigging Aristotle some 2300 years ago, now talk about cliches. For some reason Hollywood is so fixated on this that it annoys the heck out of me.
2) Unjustified (happy) endings that slap the wet trout at the rest of the movie
Many people enjoy happy endings while if they're unjustified they basically just show the middle finger at the rest of the story. A proper ending should both be unexpected AND seem totally logical and inevitable afterwards. A miracle happening and the hero living his life happily ever after is not inevitable or unpredictable.
And I'll be prepared to eat my socks if these aren't two of the core flaws of Avatar.
Uh these two things are what make 99% of good movies good.
Unlike allot of other people that are trashing the movie without seeing it, I have actually seen the movie.
And it was great! I loved it, it was kind of like fern gully+apocalypto+alien, and the special effects were really good.
Dec 17, 2009Posted in: General Discussion
I do that or some times I actually go back and look at them...Quote from "Nacho_ijp" »I prefer to keep the books and let them rot in a slow and painfull death, and from time to time, look at them and yell "NEVER GONNA READ YOU AGAIN!!!!" at them
Dec 16, 2009mad3nch1na posted a message on Do you think they will "warrior-ize" the barbarian??First and foremost, D3 is not WOW, and even if they the D3 barb is infact a warrior, they would be totally different.Posted in: Barbarian: Bastion's Keep
In wow the primary PVE purpose of a warrior was to tank.
In D3 its to rip through a crowd of monster like butter.
Dec 16, 2009They are pretty much the same speed, they only look like they are going faster.Posted in: Diablo III General Discussion
Because we now have better 3d models and animations in comparison to D2.
The same is for SCII, the Marines look like they are running much more energetically than before, where as the old animation looks like they were waddling even though they are pretty much the same speed.
Dec 12, 2009Posted in: Diablo III General DiscussionQuote from "mattheo_majik" »Critical% is simply too strong a modifier to be put on every crossbow. It would do nothing but make the weapon overpowered at low, and ultra high levels.
It can be adjusted to appropriate levels, not every modifier has to be numerically equivalent.
A like quality sword may have 5% parry while a cross bow of the same quality may only have a 1.5% crit.
Or perhaps the modifier an increase to your parry and crit percentages....
For instance if you have 15% parry, a increase of 5% would equal 15%(1.05)=15.75%
and a 1.5% crit chance on a 15% crit rate would be 15%(1.015)=15.225
Of course this is purely an example based on no real data from the game, so these numbers are meaningless. If actually applied I am sure the different attributes weapons will be balanced.
Dec 11, 2009Posted in: Diablo III General Discussion
Yea, but if you found one without the modifier it would be pretty much worthless. Be sides, having those attributes on only rare and uniques, means that pretty much every one will have them anyway, because who uses white items for the majority of the game anyway?Quote from "dirty" »Good idea but the person who posted above me I agree. I like to use swords but a parry modifier I would not want over some of those other ones.
Might as well put it on every thing with ranging modifiers, lower ones for whites, higher ones for magic, and highest for rares and unique. Whites are bad enough already as they are, no need to make them "worse" in comparison to the better loot.
Dec 9, 2009Weapons in Diablo II were different, there were different types of weapons and with different damages with different attack speeds.Posted in: Diablo III General Discussion
With Diablo III, I would like to see more unique attributes with advantages and disadvantages with using a particular type of weapon.
This is not just for unique items or rare items, I would like to see this on ALL weapons.
For example all weapons of these categories have:
Daggers: +%Armor penetration
Flamberg: +% Chance to bleed
Axes: +%Reduce Max health
2H Mauls: +% Knock back
Hammers: +%Reduce Armor
Short Bows: +% Attack Rating
Long Bows: +% Armor Penetration
Cross Bows: +% Critical Chance
I think you guys get the idea.
I think this would be a good system because it enables more game play and more value in the game. So instead of an end all be all item, it would only be an end all be all item for a specifically build or type of game play. For example a defensive spec barbarian would probably want to use swords, where as a dual wield spec barbarian would want to use maces or flails.
This would create a definitive and noticable difference in game play when a player switches weapon types.
I would like to see all items to have some special attributes based on item type, even the lower quality ones. The modifiers would be very low for low tier items, but increase as the player finds loot in nightmare and hell. Uniques and rares should have noticeabley higher modifiers than lower quality ones possibly with additional modifiers only for that item.
What do you guys think of this idea?
Dec 7, 2009I vote for Marauder.Posted in: Unannounced Class
And I want to see a diaspora of ranged weapons. Throwing Knives, bows of all sorts, cross bows of all sorts, blow darts, throwing knives, throwing spears, throwing axes, and more stuff I don't even know of.
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Mar 18, 2010Posted in: News
yessssssssQuote from "scyberdragon" »we're designing a stable economy, we have the knowledge and experience to do so. We have people in-house with doctorates and degrees in statistics and economic analysis and all the know how to pull it off. I think we'll be ok.[/blizz]
Nov 11, 2009Posted in: NewsQuote from "Gaia942" »Personally I see permanently losing experience and gold is a bad design. I'm ok with the idea of having some experience and gold being temporarily left at the place of death to be re-obtained in whole. But not having the ability to re-obtain 100% of what is lost will cause extreme aggravation and won't do the game any good.
I agree with this idea. If you die during a quest, then any exp lost is recovered after the completion of the quest. This will encourage players to play together and weather the storm even if things are not going smooth.
Or if you die in a dungeon, exp will be recovered after killing the boss.
Nov 8, 2009Hind sight is 20/20, its easy to say now that it would be better if they did a live action game like they did and how much it would suck if Diablo was turn based, but it was a very risky decision at the time!Posted in: News
Who knows, maybe if they made a turn based game it could have lead to a Fall Diablo Out 3 or World of Diablo-craft?
Nov 7, 2009Posted in: NewsQuote from "Azylium" »I think Unique should mean Unique, and not just "An item with the same mods as everything else, just better".
In my opinion, there should be certain mods you can only find on a unique item. They are supposed to be unique in all aspects, not just apperance, so there being "unique only" mods sounds logical to me. That way, you would actually use uniques when you need that specific mod, even if the item itself might not be the greatest. This is because you can only get this mod from that one unique item, and not randomly find a rare with the same mod. Then all uniques wouldn't have to be overpowered to warrant use, or just be so bad that you'd rather find a rare that could be better.
The main problem with uniques in D2 is that they have static modifiers, while most other items have rather randomized ones. Now this wouldn't be a problem, if at least some of those mods were unique as well, but that's not the case as we all know. This means you could end up with a rare that's actually better than the unique you just found.
Bottom line: For D3, they should make uniques truely unique by giving them certain mods only that item can have. Not making it overpowered, but just giving it something that actually makes it unique aside from apperance, so you'll know that you'll have to stick with the item if you want the mod.
Yes this is an awesome idea!
Ring: Devils Gift
+2 all skills
+2% crit chance
-50% health from health globes
+10% damage from health globes for 5 seconds
Nov 3, 2009Posted in: News
zomg tell him to post it up!Quote from "Sixen" »Agreed, that costume was crazy. It must've taken hours to complete, but it seems like it was well worth it...
I wanna see pics of real people not the official photos
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