- Micate
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Member for 12 years, 10 months, and 26 days
Last active Wed, Nov, 9 2011 02:41:13
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Oct 4, 2011Micate posted a message on Beta Key ContestPosted in: News
Not sure on the legality of the juxtaposing, but that was my first thought when I saw the floating demon hunter. -
Oct 3, 2011Micate posted a message on DiabloCast: Episode XXVIIII voted for more randomization, but just wanted to clarify. While I like what they have so far, watching the beta footage, the catacombs really don't feel that different from one game to the other, despite how hugely different that there layout is. What I would like to see is, in addition to the random placement of rooms/map tiles, I would like there to be more randomization within each room. To further explain what I mean, lets first describe randomization as it currently exists (with specific regard to the map layout).Posted in: News
First, it's important to note that there are plenty of non-randomized elements, and a great example of this is the outdoor areas. The basic outline for the outdoor zones is always fixed, as well as certain locations (mostly in town, but there are a few other doors/trees/chasms that never move). Given that base outline, the rest is then filled in with very small map tiles randomly selected to fill in the gaps (my reason for believing the tiles are small is because of the micro-variation we see with trees and the road, although those may have been pre-randomized and exist in fixed relative positions with a small number of combinations). And then when it comes to the underground areas/dungeons, most of the map tiles are fixed and reused, and just scrambled around like the cheap number sliding puzzles you can win at arcades for 10 tickets. This is the part that I disagree with. While it would be a considerable amount of work, likely extending the release several months (and therefor not something I suggest for launch), I would much rather see the map tiles for dungeons simply be barren outlines (similar to how the outdoor areas are made), that are then filled in with smaller random pieces. Just a thought. -
Sep 10, 2011Micate posted a message on Much Ado About ColorsMy one complaint is in the blackness of the blue orb. If the red is supposed to be all dark and hatey, the blue should be swirling with lighter, more peaceful white(although still be mostly blue, again something it is not), not be even darker than the red.Posted in: News
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So, who has any opinions on the idea of limiting skill swapping to runes (cannot remove runes outside of town, ergo cannot change runed skills outside of town; but adding runes or changing unruned skills remains possible anywhere)?
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This is the part some people have problems with. You say you want a harder game, but also show how more players actually makes the game easier overall.
The suggestion I'm making (taken from the D3 forums, not my original idea) is that we allow players to create games at 'max players' where no matter how many people are in game, the monsters are as strong as if there were 4 players in the game. This would have no effect on loot, and may or may not affect exp, but would allow people to play the game at its absolute hardest (max strength enemies, and no allies). This is a fairly weak suggestion, as it's a very small group of people who would really want to use it and a number of people who don't want it will use it mistakenly expecting better loot, but as someone who would enjoy having it available, I feel the need to suggest it anyways.
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I want a fast spray of grenades (like a handful of 5-7 grenades) that fan out seemingly randomly (probably in a fixed spread, but not in any easy to recognize geometric shape) and explode almost on contact with the enemies for a nice satisfying blast sending targets flying and showing off some moon physics when it gets kills. This may need to be a rune effect on the skill, but still, the grenades are subpar in almost every way in the current beta implementation. Just my opinion...
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All in all though, since your only source of loot is what you get, and what's on the AH, having a popular choice actually makes it easier for people who know better or don't care enough to min/max EVERY little thing (since the non-popular items will cost much less for only a slight reduction in overall quality). If it is a gross disparity, however, and 2handers can double the dps of wand+orb/shield, then that would be a problem that again, I'm hoping Blizzard is able to fix.
In short: Blizzard, why can't I post this somewhere you can read it?
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But back to the main topic, Magic Weapon + Wizard skills, do they work together? Before making a fool of myself, I decided to pause and check out the official D3 forum to see if this has been discussed, and an interesting point is made. Wands have a built-in +% damage to Wizard skills on them, but you cannot use Magic Weapon with a wand (only enchants melee weapons), while melee weapons do more base damage but do not have the added Wizard only bonuses (at least not as a built-in stat). There -might- be an argument that allows for Magic Weapon to exist for that reason (turning your sword into a stronger magic focus for your spells kind of thing), however if this is the case I would like to see a rune changed to suggest this kind of usage** (presently all the runes seem to be focused on normal attacking with the enchanted weapon, although the obsidian rune might be usable otherwise).
On an unrelated note, I really wish I had posting priviledges on the D3 board... I'm starting to feel like a second-class citizen knowing my posts won't see blue-posting eyes.
* that or some general use disc skills got cut without anyone noticing, since the remaining disc skills are once per encounter and/or situational skills (observation being that in the old DH resource system you either had to attack at less than full speed or mix in normal attacks to allow for hatred regen
** preferably a "this skill also grants a +attacks per second/cast speed bonus" (benefiting both meleeers and casters. hehe, meleeers....
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Not sure on the legality of the juxtaposing, but that was my first thought when I saw the floating demon hunter.
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First, it's important to note that there are plenty of non-randomized elements, and a great example of this is the outdoor areas. The basic outline for the outdoor zones is always fixed, as well as certain locations (mostly in town, but there are a few other doors/trees/chasms that never move). Given that base outline, the rest is then filled in with very small map tiles randomly selected to fill in the gaps (my reason for believing the tiles are small is because of the micro-variation we see with trees and the road, although those may have been pre-randomized and exist in fixed relative positions with a small number of combinations). And then when it comes to the underground areas/dungeons, most of the map tiles are fixed and reused, and just scrambled around like the cheap number sliding puzzles you can win at arcades for 10 tickets. This is the part that I disagree with. While it would be a considerable amount of work, likely extending the release several months (and therefor not something I suggest for launch), I would much rather see the map tiles for dungeons simply be barren outlines (similar to how the outdoor areas are made), that are then filled in with smaller random pieces. Just a thought.
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Also, after selecting a skill slot/rune slot/whatever, the box appears to the side for me to pick the skill/etc. On this box there is an 'x' presumable to close the box, however it isn't really clickable and does nothing.
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That depends on how you view your separate characters. If you see them as existing in different worlds, then you would be right, they don't know the higher level versions of the artisans. But what if you considered your alts as just being other members of the caravan. Only one adventurer needed to leave the caravan at a time, so they weren't doing anything while your high level beat stuff up, but they're still part of the caravan and know all the same people your older characters do, even if they aren't proven enough to battle the greater evils of the later acts.
Basically, I'm suggesting that our account is our caravan, which would make sense if the shared stash is available to all the characters on a single account because all those characters are part of the same caravan, and if that is the reasoning, then why wouldn't all the artisans who have chosen to join the caravan not also be available to all the characters in that caravan(account)?
That said, I can understand some motivations for not making them shared. First, if there is indeed an exclusive specialization at some point then having multiple artisans for multiple specializations would be needed, end of story. Second is it makes for a nearly infinite money sink if every time you make a new character, you open the doors to another potential zillion gold of debt to level them up again. And don't say that because it isn't needed it won't happen. There will come a time when people have more gold than they know what to do with, and they will start leveling their alts' artisans just out of convenience so they don't have to jump back and forth each time they want to make another set of banded armor. Mostly, though, it seems to be a sort of stubborn desire to keep the progression of the artisans deeply connected to the progression of the specific character leveling them up.
Personally, I'm ok with either way, but making them shared would certainly be a large convenience and a huge comfort to those who choose to make hardcore characters (knowing that at least their caravan will be safe if they die).
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The question wasn't whether he could recognize right or wrong, it was whether he understood how long forever is. At that age, most kids get in trouble for things that effectively go away with a sum of cash to pay for damages. They can't imagine something wrong that lasts forever; someone somewhere will pay the fine for them (and possibly punish them accordingly) and eventually everything goes back to normal, right? Yes, they can reason and they understand right and wrong and the basic principle of 'forever' but they don't really recognize how long that is. The longest time they have ever experienced is just over 10 years, and most of that they can't even remember, so forever is completely inconceivable to them. This, in my opinion, is the reason you can't try kids as an adult. However, what distinctions you make based on this don't have to be as extreme as we normally treat minors when trying them, since I get the impression we reduce a lot of sentences since minors are at an age where they can learn (and therefor rehabilitate) much quicker than an adult, and it would be a greater cost to society to not allow them to have a chance to be productive during their prime years (even if the chance is not the best).
So in summary, we should evaluate why each distinction exists between minor and adult trials and then try them as an adult (or more specifically, remove any restrictions legally mandatory when trying a minor) but with the consideration and mercy due to them based on the distinctions still present between themselves and a mature adult. This lifting of restrictions, however, should be used very sparingly, and only in the most extreme of cases, such as in the case of murder or when a child is unable to mature properly (such as when forced to endure a persistent or exceptionally severe trauma or hardships).
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