But the game is already gold (in print).
Announce a date, put up a starter edition (demo) on b.net to reboot the awareness and momentum to release and cut the crap Blizzard!
Believe me the beta is a double-edge sword, it's fun the first run of each class, then you max them out and complete the achievements because Blizzard didn't even made the effort to put epic loot in just to keep things interesting. So you realise this ain't a beta of D3 but Battle.net running a demo. In the end you are left with nothing worth doing ingame beside the last 20 minutes for a yellow drop. All the beta does is wanting to play the full game because the damn game is so good. At least it should be release soon, you'll get to enjoy it.
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But the game is already gold (in print).
Announce a date, put up a starter edition (demo) on b.net to reboot the awareness and momentum to release and cut the crap Blizzard!
Believe me the beta is a double-edge sword, it's fun the first run of each class, then you max them out and complete the achievements because Blizzard didn't even made the effort to put epic loot in just to keep things interesting. So you realise this ain't a beta of D3 but Battle.net running a demo. In the end you are left with nothing worth doing ingame beside the last 20 minutes for a yellow drop. All the beta does is wanting to play the full game because the damn game is so good. At least it should be release soon, you'll get to enjoy it.
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Loot drops generated by the server are an entirely completely different thing from INVENTORY items that are in your character sheet. No matter how large the size of your stash and inventory is, it will never affect server performance once the server has sent the whole of that information to your client, a process that is most certainly a very low priority, just like achievements are. Having done some software programming doesn't mean you are a professional, a good one or even that you know what your are doing at all.
This whole argument is about inventorized items, not drops. Increasing the amount of affixes and suffixes WILL impact the server speed requiring faster hardware to compute the software, but the amount of character information in "your" database does not; the server never search through that information, it sends it all at the beginning and after it's a "one item at a time" situation. Your client points to a specific location, the server checks if the request is valid and proceeds, it doesn't search the whole thing.
In Diablo 2, or any game for that matter, when you take an item with your mouse, the interface doesn't ask the game "take flaming sowrd of the barbarian" and the game search the whole of your inventory for the item "equal to" that item, no. The interface ask "take item in cell X [of the inventory]" and the game put it on your cursor, even if the item is on the ground it has a # attached to interact with it without having to do 10 or more processor operations, especially when there is a more efficient way. If you'd ask a robot to take an item in your living room, then sure its processor would have to compare your request against that complete inventory, but it ain't the case here.
It has never been about game loot, but inventory space in the database per account. And if you believe the amount of items stored for your character impact the speed at which the game generate loots, you clearly don't reason with logic.
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Here's why. Battle.net does not "search" the whole database when you interact with your items while playing, that'd be the dumbest cumbersome implementation possible. When you log into the server, Battle.net search your username, your Bnet tag is Diablo -> under "D", etc., send you all the login screen information, then when you get into the actual game it sends the whole item list for that character to your client during the loading screen.
Doubling, tripling, quadrupling the stash size does not impact the server performance during gameplay, it would only double, triple, quadruple the time it takes to list and send that information to you while you are seeing the LOADING screen. Once you are in the game world, YOU tell the database which inventorized item you move and where, the database then procedd to do so, it doesn't even check what item it is since you cannot cheat the item properties. This is all there is to that communication; client says "move item in cell X to cell Y", server validates, server modifies database, server report success/failure to client.
Like in WoW, the database is surprinsingly small, its the network infrastructure and software computing that is impressive, both of which aren't affected at all by the amount of items stored in their database.
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