Quote from egg3rs
keep dangling that carrot, maybe your player base will stick around for another couple months
Comments like this sort of confuse me. They seem to suggest that this game was intended to be an mmo. Sure it has a good deal of replay value, but at some point you WILL run out of things to do. The same thing happened in D2... it just so happened that more people seemed more content to go about repeating the same thing over and over and over again (Hell I remember being in a string cow level games that got to "kow killers 43").
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Comments like this sort of confuse me. They seem to suggest that this game was intended to be an mmo. Sure it has a good deal of replay value, but at some point you WILL run out of things to do. The same thing happened in D2... it just so happened that more people seemed more content to go about repeating the same thing over and over and over again (Hell I remember being in a string cow level games that got to "kow killers 43").
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Sure, there ARE limitations as you level. But that is the case for almost every single RPG out there. It is a necessary function that forces players to try differant things throughout the leveling process. Not to mention, you will already have all of your base skills by level 30, leaving only runes to unlock, and by that time you will have a pretty good idea of how these spells behave and you can anticipate how the runes will work in conjuction with your other abilities. So what is the problem here?
As to the whole permanence debate, I think it is just silly. A desire to go back to a time of nostalgia. But the problem is that once you do, you realize that it wasn't quite as good as you remembered it to be because you have had better things since. I played a LOT of diablo 2. I loved it. But there were also some painful hurdles. I remember leveling my first necromancer back before LOD came out and I wanted to make a skeleton army. Then I found out it was completely worthless and I would have to start over. That wasn't fun. So I did some research and I made an iron maiden/blood golem necro. Then came patch 1.09, and Blizzard broke that combo. But my necro was already level 99 and skill resets hadn't been brought into the game yet. So I basically lost that necro and all the time put into him. That wasn't fun either.
As things stand with this new feature it allows for enormouse flexability. There is no need to make things permanent outside of the instance of the game you are already playing. I agree that swapping spells on the fly was a bit much, but now if you want to truly be a cut above the average players, you can set up your skills in such a way that you don't have to swap them around and you will get the most milage.
More importantly, Diablo 3 is very much a multiplayer experiance. Now you can also set up your skills around the group that you are in, rather than what would work best solo. And because there are more classes than are allowed in a group, it means that most groups you are in will be differant. This adds a layer of strategy that is far deeper than anything that was in Diablo 2, and if you really want to be the elite, this is going to be how you will play. And you will be rewarded for it by actually being able to clear all the elite monsters and bosses without deaths and skill swaps, because you and your team know what is up. I really don't see the problem with this.
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Actually, the entire point of Inferno was so that you didn't have to farm any more. With Diablo 2, it became infinite boss runs that were essentially a race to the finish. Inferno aims to make this rush-through mantality impossible. What I suggested above would still work, even within the framework of multiplayer. You simply couldn't jump passed where you were currently at. If you want to play with friends, I don't see the problem with sacrificing a little to join their game if they are a little behind. If they don't implement a system like this, we would essentially see the same sort of thing happen as in Diablo 2... people would simply queue up for the final act of Inferno, and that is all we would ever see any more. Which is exactly what Blizzard wants to avoid.
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Now, if you add this to the fact that Blizzard has tried to pace the game so that you are max level by the time you reach Inferno, then idealy people will only be running through normal/nightmare/hell once each. So if Blizzard has made killing champions/rares increase the boss loot table, it only makes sense that you would do the entire level, along with bosses because you will be forced to kill the bosses any way (assuming you want to progress, and thus get even better loot).
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Perhaps they might do something like the more rare/champion packs that you kill in the level, the better the bosses loot table becomes.
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Was so excited that I ran in circles around my apartment! I hope that there will be more invites for those outside the US though; I know loads of people are dying to play this game.
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Well, as far as MF goes, from what I read it will be the MF of the person to last-hit the boss/mob that will apply for all other players. As some one else suggested earlier, there very well may be teams of people who designate one as the MFer and the others as DPS and let the MFer get the last hits. I am not totally sure about this though so I could be completely wrong.
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I sort of like your idea but I don't think the scenario you are speaking of will come to pass. At least, not usually. True, in Daiblo 2 and 1, there would be situations where you simply wouldn't care about an item because your gear is so much more powerful so you would leave it but with the addition of the auction house, it would be sort of silly to pass up on something you are sure some one else could use (and thus, pay you gold/money so you could purchase something that will directly benifit you).
Also, because of the auction house, I think that your suggestion would cause more harm than good as one of your party members might feel insulted that you would rather sell the item then help them out. But then again, the same would apply to them so I guess it could even out.
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http://www.ign.com
http://pc.ign.com/objects/714/714955.html
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While I do understand what you are saying, and the inherent problem reaching the penicle of gear, one thing that really helps protect Diablo 3 from the problem of power creeping is the fact that the best gear is going to be randomized. What this means is that there is going to be a certain level of grey area in terms of what is "best" that simply doesn't exist as much in most MMO's since those games are usually designed around a set tier of equipment. Even when expansions for Diablo 3 are released, it wont be like WoW in that suddenly all gear is worthless compared to the new stuff. In fact, it really might take quite a bit of time before a true upgrade is found. And really, the problem can also be sort of avoided by adding lateral improvements to the game (i.e. new items to fit in sockets, or perhaps a return of the talisman idea).
I am not going to say that Diablo 3 is immune to this problem. No game that expands on its content can be 100% safe. But the way that the systems in Diablo work naturally provide protection from these specific problems. And even if you truly do have all of the best items in the game and a new expansion opens a new tier, it isn't like your current gear is suddenly worthless. You can still sell it for quite a hefty price as all the randomly rolled stats will still make it highly desirable. If anything the new top-tier stuff will just be that much harder to obtain, and thus cost just that much more.
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I am not going to say that Diablo 3 is immune to this problem. No game that expands on its content can be 100% safe. But the way that the systems in Diablo work naturally provide protection from these specific problems. And even if you truly do have all of the best items in the game and a new expansion opens a new tier, it isn't like your current gear is suddenly worthless. You can still sell it for quite a hefty price as all the randomly rolled stats will still make it highly desirable. If anything the new top-tier stuff will just be that much harder to obtain, and thus cost just that much more.
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Lol what? Gems and gem enhancements were part of Diablo 2, which was released some time early 2000. Torchlight came out on October 27, 2009. I am not great at math, but I think Diablo 2 was around first, meaning that this particular feature is definitely NOT borrowed from torchlight.
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I think you are getting upset a little prematurely. One thing I noticed about the socketting page was that weapons were NOT included among items that could have a socket added. This says one of two things to me:
1) Weapon sockets haven't been added yet and are on the to do list, or the ability to socket weapons doesn't come until a higher jewel crafting level.
2) Weapon sockets wont be added until the first expansion, and with it there will probably be new items with which to fill those sockets. Remember, when Diablo 2 first came out there were only gems. After LOD, jewels and runes were added.
Also, remember that there is the Mystic Artisan that will do item enchantments. We will probably see a lot more variety in modifiers from this particular artisan.
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No... they are simply shitting on those people who fear change and don't have much imagination for what Blizzard's proposed system could be. Diablo 2 did many things different than Diablo 1. And before its release, there was just as much controversy as there is now in regards to skills ("What?! They don't have to find their abilities? WTF!!!!"). Did that make it a bad game? Hell no... it is still played today and has many loyal fans (myself included). Now, like its predecessor, Diablo 3 is changing things up. But that isn't a bad thing... it just means that it is a different game. Not simply an expansion pack to Diablo 2 with better graphics.
This doesn't mean that I feel Blizzard is infallible in their decision, but I am not going to freak out and froth at the mouth until I actually see how things pan out.