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    posted a message on Diablo 3: Reaper of Souls - PvP Achievements Leaked + Armors, Shards, Orbs and Gems
    If memory serves me right, (sorry source for the Beta patch is no where to be found) but in one of the D3 Beta patches, strings for:

    Capture the Flag, Team Deathmatch, Free-For-All, and (sounds way out there, but could have been done with enough thought and work) Diablo MoBA were all there, at least code strings....

    Nice to see some coming back.
    Posted in: Diablo III General Discussion
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    posted a message on Rise of the Cow King, an illustration
    Love this stuff, just so random at times, but needed. something to make the brain think at the end of a long hard day. Been following for a while : D

    Keep it up!
    Posted in: Fan Art
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    posted a message on Gold duping in diablo
    Quote from overneathe

    I'm sure they have more refined systems in place than just "move the entire game several hours backwards".

    Agreed!

    Remember transactions are just that, transactions. Placing and cancelling if not directly monitored, I'm sure they can set up search filters over the time span before the bringing down of the AHs, and see where VERY large sum of gold came out of no where and target those players.

    Even if not, Blizzard is not open to us, but they have more then enough people that can figure something out as much as I admit not knowing a clue on that stuff, no one else can, because it's Blizzard specific.

    ...doesn't matter in long run...should be saving money/gold for the itemization patch and leveling paragon before then. Best Long term goal right now.
    Posted in: Diablo III General Discussion
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    posted a message on WotB and Archon to Receive Changes, Act IV Density to be Buffed, What's Your Favorite Shrine?, Wizard Arcane Torrent Build
    There's a lot I want to say, but maybe this would do it too...

    I'd be willing to except, well maybe not, some changes to Archon specifically, but then:

    Why in the hell are they buffing it in multiplayer?
    Multiplayer buff not a substitute for singleplayer...or is it in their eyes?
    Why go through the adjustment?
    Knowing (God I hope they know) buffing mob density, is a natural buff to all Mob Killing // On Damage // On Crit builds?
    Are they really failing to see how "Uncomfortably" tight all the systems are in this game and just winging it?
    Why don't they just wait till they get the damn patch out...
    Wait till they get itemization patch out...
    After that, actually strive to make each class unique rather than carbon copies of each other with only a few ability differences (which most aren't used anyway).

    ...and maybe then, do some adjustment, but hey maybe that's what they mean...

    Just getting tired of the constant double speak and now over correcting for the under correcting post release. This is not an MMO that does not need this level of adjustment. Every class can do inferno, its the player that chooses what level MP to do, their play style, and their build (how ever pigeon holed you may think) ultimately it's the player's choice.

    Just feel the game just needs this patch and itemization patch and it'll be fine till expansion. This constant Flavor of the month thing there bordering on got old real quick in WoW, let them not do it here please.

    Fix what needs to be fixed, but leave the rest alone! Buff the other classes, don't tare down others, it's a no win at that point.

    Simple damage increases, even very large ones, is like a thick layer of frosting on a cake with a crack in it, you can't see the crack underneath the frosting, but doesn't mean it's not there.

    Sorry for rant, usually not this way, just annoyed at the buff to Archon, with people going to cry fowl more when top tire people figure out the two new Regen buffs for Familiar and Galavizing Ward (slightly less power, but over 1200 native regen).

    I guess in summary take things in moderation is what I'm getting at, idk, just annoyed.
    Posted in: News & Announcements
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    posted a message on Patch 1.0.9 Preview, a dream...
    Quote from abcgum09

    Repost the original topic with the title "patch 1.0.9 Ideas" instead of preview... Its very misleading.

    Thats what most likely lead to it being removed.

    Bingo, that and the Blizz speak, take it out, make it really YOUR ideas, simple. That's how it's done!
    Posted in: Diablo III General Discussion
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    posted a message on Patch 1.0.9 Preview, a dream...
    Quote from Nodnarb

    Quote from MrMonstrosity

    Yep, the post just got deleted. I don't think broke any of the forum rules either...

    WTF Why....

    Simple, it was done as if Blizzard itself was doing it. In our eyes, we know better, but to Blizzard's eye's it seen more of a joke (at first) than anything else. Also, the removal of the AH(s) was probably enough to warrant deleting, again because it was modeled in Blizz speak and they didn't want one person thinking that.

    If you want to drive the point home, remove the Blizz speak, re post with a clarification at the BEGINNING and has been stated before, don't raise a pitch fork declaring why it was deleted, you know now, don't give up!
    Posted in: Diablo III General Discussion
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    posted a message on Patch 1.0.9 Preview, a dream...
    To the OP:

    First off, I must say, I love the vigor in your approach on things. Just got done with the "Trading Post" section, while I have issues with it (thought of the idea too) Just nice to see more thought in a proper layout manor. I will read more later off work time : )

    BUT...

    My issues with the removal of the Gold AH, and followed by the removal of the RMAH with the continual notion of "Pay to Win" as the sole reason is kind of drawn out and really not applicable anymore. Without getting into too much detail I say, Why take away more things? We've had so much taken away from announcement to release why continue the trend?

    ***If people want to spend their money, go ahead.
    ***If people want to buy stuff via Gold, fine with that.
    ***If people feel happy enough to trade item(s) for item(s) be happy my friend!

    ​It's all how we want to play the game, PvE is not competitive (at least official means) and any issues it may cause has to be addressed by blizzard and is much, if not more of the lack of other in-game systems than the AH(s) themselves. All these systems are truly "uncomfortably" tightly sewn together.

    All the issues this game has right now boils down to:

    Only a select amount of build per class work [ BECAUSE ] the classes for all the improvements lack a true sense of definition from each other as far as unique abilities and [ WHICH IS NOT IMPROVED ] by the lack luster itemization [ THAT LEADS TO ] only a few good items, and [ EVENTUAL ]economy inflation and increasing gear gap among the high tier and low tier players because...

    Efficiency rules all!

    Going back to, "Pay to Win as the sole reason is kind of drawn out and really not applicable anymore." is because with the BoA Gear and hopeful bearing of "Good fruit" in 1.0.9, the Gear Gap has gotten smaller. Blizzard is getting there, let us not throw out the baby with Blizzard's bath water so quick!

    So, onward to improving and making the "Trading Post" idea actually functional, not a Pipe Dream:

    First:

    Gold is important, even if it's value is inflated. To casually just get rid of it (like I said, did't read much after first section do to work) leads to a few issues:

    How will we repair?
    How will we craft?
    How will we get some of the patterns that are merchant sold, not dropped?

    Keep gold in, but tweak it to fit the Trading Post needs.

    Second:

    If you can't make the Trading Post listing easier than going to D2JSP, then don't do it at all. This is honest and true, but sets up the best way to do this type of barter system.

    The Trading Post (Revised)

    You get an item, say a top tier Ice Climbers, but INTEL is main stat and you need DEX. You go to the Trading Post, which is set up exactly like the AH, but one key difference. The window where you input you item is there, but beneath it, you have a drop down, or several where you do the following:

    A) Drop Down One - Select Amor place (Torso, Boots, Legs, etc.) We will pick BOOTS

    B.) Drop Down Two (Optional) - Select a named Armor Piece (Fire Walkers, Ice Climbers, etc.) We will pick ICE CLIMBERS, but can leave blank for ANY boot item that matches up.

    C.) Fill in fields - This is where you'll fill in the MINIMUM VALUE for each affix of the item.

    D.) Magic Property Drop Downs - If an item has Magic Properties, you'll go through a list (that lists only what it could have) and fill in MIN Values again.

    ***Like I said, Blizz can give us 1-3 "Requested items" per item we put up, and like you said have in-game notifier for accepting a trade.
    ***You can search by what YOU want, or by placing in an item and sing what you can get for it. Nice, simple, effective!
    ***The person posting a trade would pay the "Merchant Value" of the item per day to have I posted, a small fee, but got to have something, and this would make it easy. Have it paid at midnight (server time) so it's all good.

    I love some of the ideas, and give the OP props for well layout thread, if not perfect, but for someone taking time building up the game, not just knocking it down!!!!!
    Posted in: Diablo III General Discussion
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    posted a message on PTR AH prices
    Quote from Jaetch

    Make some friends with high-end gear who don't want to spend time on PTR, and ask them to just copy their gear over and donate everything to you. Easy way around a fake, temporary AH.

    Your logic hurts so much for the fact I never thought about that >.<
    Posted in: Diablo III General Discussion
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    posted a message on Diablo Expressions with Julie Humphreys, Senior Producer
    no problem, spreading the knowledge right? : D
    Posted in: Diablo III General Discussion
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    posted a message on Diablo Expressions with Julie Humphreys, Senior Producer
    I was at Pax east this past weekend and had the chance to interview Julie Humphreys, Senior Producer of the console development team.


    Here is the podcast which includes the whole interview (timestamps bellow, with my summary at end) and the addition comments on the "Hard Target Lock" in the console version. Learned while playing after interview with quote from CM in text below.
    • When did Console development start? - Watch
    • Challenges from going from PC to Console? - Watch
    • "Shrine Globe System" - Watch
    • Further explanation on "Evade System" - Watch
    • How hard was it to get controls right? - Watch
    • Confirmation of elective mode (mapping abilities to any button) - Watch
    • Patching and keeping up to date - Watch
    • Confirmation of 4 player split screen & wrap up - Watch
    • I go into further details of each part along with the "Hard Target Lock" function after the interview - Watch
    Quote from CMs on "Hard Target Lock"

    "Hard Target" is located on L2, correct! Holding L2 will lock a target for a player, and the lock will remain in place until the player lets go of the L2 trigger.

    ***This was confirmed through direct email confirmation with CMs***

    I have also included a transcribed version of the interview (OMG must find easy way) for your reading enjoyment.


    All right everybody, here we are at Pax East interviewing with Diablo Expressions and Blizzard Entertainment for Diablo 3 on the PS3 and later coming out on the PS4. I am Here with...

    Hi, I’m Julie Humphreys, Senior Producer working with the console group on Diablo 3, and for the last couple of years I’ve been helping to build and support the team that’s been making this awesome game.

    All right, so let’s just get into the interview. About how long has the console version been in development for (aprox.)

    So about two years ago, we started building the team with the first few critical highers. That was Josh Mosqueira, Lead Designer,Norbert Szabo, engine programmer, and myself as the Senior Producer. To start with it was just the three of us sitting in an office, trying to figure out how we’re going to take this awesome PC game and make it feel native to the console. So, we worked together for a little while, we started slowly building the team with other key highers who, ah, came from really deep console backgrounds and we brought them into Blizzard, and it was only about a year ago right around the time when the PC game was wrapping up to launch that we really started hardcore development on the console.

    All right, with that, yesterday when I came in I hit up the Blizzard Booth, and I’m like, ‘let me get on now, get a little play tease in,” and I played about 15 minutes. Played about 5 minutes on the Barbarian because I’m not a real Barbarian person, but I went on the Demon Hunter because it just more my (style). I’m a ranged person, that’s what I like to play. I was shocked at how smooth everything was, how everything played out. I haven’t picked up a console controller in about 5 to 6 years, and within 10 minutes it was there (almost perfect controls) I was like, no looking at the controls, just picked it up naturally. So, with that, what were some of the challenges from going from the PC version to the PS3 version.

    Yup, so the one of our overall philosophies of bringing Diablo 3 from the PC to the console was to make sure it felt hand built for the console. We wanted to take the Diablo 3 experience that you see and translate it so it felt native to the platform. So, some of the big changes, where we spent a lot of our time in making sure it feels that way are the controls. So, you know making sure the character controls feels good, how the camera works with the character, feels natural, tweaking and tuning pretty much every skill in the game to make sure it felt good with the controller. That has been one primary area of focus.

    The second has really been the user interface because the user interface on the PC version works great with a mouse and keyboard, clicking and dragging mechanic...


    It's dramatically different

    ...You have to use the analog sticks, the buttons, it's a very different experience. You also have the resolution of a television compared to the resolution of a PC screen. Taking all of that into account, making sure were presenting the same really deep game that's on the PC version, making sure we have all the same information, all the same great affixes and level items, but still presenting that information in a way that can be easily digested and acted on in the console version.

    Yeah, so it doesn't become a wall of text, and people are like, 'Ah junk it, I don't care.'

    Yeah, exactly.

    Umm, so, just moving on, one of the things that I noticed on here while I was playing the Demon Hunter, and just moving around, killing stuff, and all of a sudden, 'Why is my Bola Shot going three times faster? What's this little green icon I've never seen before in the bottom left corner?' So when I asked around, they said it's a temporary power up that goes on. So, what led to the development of that power up or the ability? Exactly what is that and how does it work?

    So, umm, one of the things that we've done on consoles to kinda streamline item management and make sure your not spending all your time in menus when we really want to be doing is killing monsters, getting great loot is we adopted a philosophy of dropping fewer items, but better quality items...

    Yes

    ...so you're not spending all your time in the inventory, but one of the things we added on to make it still feel you are getting awesome things all the time was this idea of a "Shrine Globe". It's a temporary power up that can drop and gives you a little boost to your abilities. It's something else you can see, and quickly maneuver to pick up and give you a little boost and you feel like, 'Oh, I got something great!' It doesn't require you to go into your inventory and mess around with the menus.

    Alright, so that's cool. I guess the other big addition to the console version vs. the PC version, hopefully for now, I say for now, can predict the things in the future, but is the dodge ability that the characters have. It makes the Demon Hunter, not, I won't say more playable, but makes it really so much more unique because now if you can really rely on your dodge, you can use your Discipline for everything else. So now you can dodge, lay a trap, and really get that feeling of your really a Demon Hunter, your trapping stuff, you're really setting up your kitting.

    I'm really happy to hear your enjoying the evade mechanic. It's something we added to every class in the game. The reason why we added to the game on the console is that once we moved to a direct control scheme, where your actually directing and moving your character with the analog stick to, umm, you don't have some of the tackle advantages that you can have on the PC where you click on a spot and your character paths there, right, so, we need a way for you to quickly reposition your character yourself so you gain those tackle advantages. That's one of the reasons why we added it on the console. It makes a lot of sense with a controller, so that's what we've done.

    Alright, so, going on from there. Now we went over the controls (briefly). How much of a hard transition was it? Like, was it five iterations in, was it like, 'Oh no this is terrible, we have to go back to the drawing board,' because it seems especially with a game where you're not using your "WASD" was it an easy transition to say use the D-Pad then go from there. Then you have to factor six abilities, so your typical "A,B, Y, X," is taken up by those and you have your Trigger Buttons. It seems you were trying to cram a lot in, but going through the inventory setup and the graphics, I guess just going back to the controller again, how hard was that to do?

    Yeah, you know we went through a few iterations for sure. I think it's been a matter of a lot of finessing. A lot of tweaking and tuning to make sure it feels good. Some of the things came really naturally and obviously like using the left analog stick to move around, made a lot of sense and then beyond that sort of using your skills and which buttons do they map to default for the player and how we need to adjust when the skills function and feel good for the buttons; a lot of iteration went there. Just to make it clear, you will have "Elective Mode" on the console version as well, so, you can map any of your skills to any of the buttons.

    Okay, because that was the natural follow up. 'Could we just move everything around?'

    Absolutely.

    Especially if we wanted to be an Archon mage (Wizard \^^/) 'Okay, Archon form, done!' Now I guess, going to the more technical side with the continuing of, I guess the PC and the console version is, can the console players, can they expect the same level of patching as the PC game has been getting? It seems every 6 weeks, 6 weeks to 8 weeks there's been a patch with a big addition, bug fixes, or a combination of the both as far as content for the PC version. Can the console people expect a regular interval of patching as well?

    Right, so you know Blizzard is a company that's really committed to listening to the community and constantly trying to improve the game to meet the needs of our players in a way that makes sense for the long term. So, the same way the PC game has offered patches, we're really committed to offering title updates for the PS3 as it makes sense for the game. Timing on that is still TBD, but we want to make sure that we offer that to the community on console as well as PC.

    So, I guess that wraps up the major questions I have, but is there anything else that you would like to add on to that we may not know about because I know I didn't know about the dropping of the power ups (Shrine Globes) or anything like that. Is there anything you'd like to add about the console version?

    Yeah I think, today here at Pax we're showcasing the console version first time ever so we're making sure we're showing the core Diablo 3 experience as a singleplayer game, but I just wanted to mention one of the things we're really excited about with the product is that we are going to offer 4 player split screen co-op. So you can sit down with your buddies on the couch, your wife, your partner, whatever you want to do and plug-in and play together on the same screen, shared experience. Being in the world together, killing monsters, being right next to you, sharing in the joys of getting great loot, and as much fun as it is to playing game by yourself, or remotely online with other people, it's that much more fun able to play right next to each other, on the same couch, the same screen.

    So that does it, this is Dr J Dredscythe from Diablo Expressions along with Julie Humphreys and Blizzard Entertainment. Thank you very much. Been a great time at Pax. Look forward to playing some more and that's it, moving along to the console version and BlizzCon at the end of the year.
    Thank You very much.

    Alright thank you guys.
    Posted in: Diablo III General Discussion
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    posted a message on Kotaku's take on the D3 console port
    Quote from Maffia

    I'm curious as o how much control there is over which enemy you are targetting, is it just the closest one in the rough direction you are facing?

    Its as good as you can direct with th analog stick to be honest, better you get, better accuracy you'll get. Also, there's something that I can't spoil, but there is something else to aid you. Appears that noone else caught this b me, or the interviews didn't really play it as if they were testers : D
    Posted in: Diablo III General Discussion
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    posted a message on Kotaku's take on the D3 console port
    Quote from phuzi0n

    Quote from drjdredscythe

    *Normally keep on the down low to avoid cross site issues*

    I'm from Diablo Expressions (did an interview as well, yet to be posted, will let you know when is Zero(pS)

    I can 99.9% confirm you can. While on the 35-40 minutes of testing and playing on the demon hunter I got pretty good at laying down traps mid dodge roll away from an enemy.

    Now while it's not an actually attack such as the bola shot they had ridged up, its still an ACTION your doing mid roll, and on another note completely, there is no system to hinder dodge right now, so you could dodge roll effectively forever.

    Can answer some more questions if ya got any; glad to help.
    Are you referring only to being able to dodge a different direction than attacking (not what I was talking about) or can you truly move and attack different directions? If you can, then how exactly does targeting work to allow this?

    Caltrops is an action with no delay on PC so you can already use it while moving or even mid Vault and whatnot without stopping movement. Do you know if any attacks that would normally cause you to stop moving on PC are allowed to be used while moving on the PS3?

    I wish I could truly, 100% answer this but can't. Don't want to say yay or nay without remebering for a fact. What I can comment on is since your using the Left-Analog stick for movement, and the Right Analog stick for dodge, the Trigger abilities would be the easiest ones to use without having your hand get all jointed up, so in the vent you can (sorry again, can't remember for 100 fact) only your trigger abilitites will be pulled of effectively.

    This is important, will do some looking into.
    Posted in: Diablo III General Discussion
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    posted a message on Kotaku's take on the D3 console port
    Quote from StoneTheRock

    I have a question that's been eating me up since I saw the glide mechanic for DHs. What's the point of vault in the console version? :P

    I know what your talking about but not sure if its really glide or the female version of evading.

    As I brought up in my thoughts, if your really good, the evade (dodge) can be used 80% where vault would be used...It opens up a slot for DH to use another Utility Abliity, which is big and different. Also Wizards stand to make out big along with WD (ranged classes).
    Posted in: Diablo III General Discussion
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    posted a message on Kotaku's take on the D3 console port
    Quote from phuzi0n

    Quote from FoxBatD2

    Quote from phuzi0n

    The mouse is used to move so we already have full 360 degree movement, all they would need to do is decouple the primary attack from movement so that we can hold one of the mouse buttons to move and then whatever button we want for primary attack.

    This works great as long as you only ever want to move towards and attack at the same location all the time. Which is basically melee farming builds that blow though everything near them in a few hits. The point of the Kotaku post was how your DH can now strafe and kite away while shooting at the same time, in case you were doing something other than easymode farming all day long. (Presumably the only time dodging would matter anyway.)
    Do you have any evidence that ranged classes can attack one direction and move another in the console version or are you just assuming?

    *Normally keep on the down low to avoid cross site issues*

    I'm from Diablo Expressions (did an interview as well, yet to be posted, will let you know when is Zero(pS)

    I can 99.9% confirm you can. While on the 35-40 minutes of testing and playing on the demon hunter I got pretty good at laying down traps mid dodge roll away from an enemy.

    Now while it's not an actually attack such as the bola shot they had ridged up, its still an ACTION your doing mid roll, and on another note completely, there is no system to hinder dodge right now, so you could dodge roll effectively forever.

    Can answer some more questions if ya got any; glad to help.
    Posted in: Diablo III General Discussion
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    posted a message on MMM: Mega Monthly Millions Lotto - By DE.com
    Added A SteelSeries Diablo III Headset to 1st place and Diablo III Mouse with Diablo III Logo Mousepad to Second

    Posted in: Diablo III General Discussion
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