• 0

    posted a message on obsession with being unique
    Quote from GladHeHasBeta

    Quote from Ragnar

    Here is how. Every lvl you get 6 skill points. There is no sinergys. One skill can have max 60 points in it. So in the end you will have 6 skill maxed out, same as the system with no points (like it is now), but advantage is that you can have more than 6 skills, you can tune the skills how you want, and have full control over them. So tell me, why is there system better compared to this one?

    its not better, everyone would always end up maxing 6 skills, always. just like D2 and maxing out 2 skills. again its just another illusion of choice when the outcome is exactly the same.



    Lol man, but thats what d3 is doing automaticly.It's better because you can have more skills than 6 if you chose, and make a build that is not as efective as others, but will be still posible. It will increse customization.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on obsession with being unique
    Quote from Doomscream

    Originally Posted by Blizzard (Blue Tracker / Official Forums)


    Did you guys ever explore the idea that perhaps you could freely be able to add subtract and move skill points freely? That would address the issues you experienced while testing and allow for people to keep unique builds based of skill distribution. That can't be too bad of an alternative?
    Yeah, I mean that's essentially what respecs are, just a bit more wholesale.

    The base problem with skill points is that we found they simply put too much incentive toward pumping up one or two skills. If we wanted to balance the game it means we'd have to let someone be able to essentially beat the game with that build since it's the most obvious. You're not going to put a few points here, a few there, you're going to go the D2 route, horde points, and dump them all into a core skill or two. It really limited builds since points always went toward specific types of attacks that scaled well with additional points, and we're not going to keep systems that are stifling (viable) build potential and (meaningful) character customization.

    I'd like to bring up a really big issue. Skill point hoarding, how can you really eliminate that? Even the most fanatic supporters of the D2 skill point system will agree that this is a broken mechanic. Adding respecing caused a kind of backfire - you would respec and relocate the points in your new and more powerful skill(s) at which point you should realize that the skill points are just a trivial and a dated design direction. At the same time nothing should limit experimentaion. Blizzard are trying to hit the sweet spot and offer exactly that - a better sense of build commitment (a reasonably restraining respec system, which would not encourage abuse, gameplay hindering or severe penalties), while keeping the door open for experimentaion at any time.

    Here is how. Every lvl you get 6 skill points. There is no sinergys. One skill can have max 60 points in it. So in the end you will have 6 skill maxed out, same as the system with no points (like it is now), but advantage is that you can have more than 6 skills, you can tune the skills how you want, and have full control over them. So tell me, why is there system better compared to this one?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on obsession with being unique
    Quote from Rorance

    Quote from Odin

    Less options is never a good thing.

    Nobody is going to jump on this? This entire thread he's been arguing for less choice and freedom then comes out and says that.

    I applaud your ignorance sir. /slow clap

    Cant read all, but maybe he wanted to say less choices
    Posted in: Diablo III General Discussion
  • 0

    posted a message on obsession with being unique
    Quote from succubus_queen

    I think balancing a skill system is about understanding "challenging" vs. "tedious". In early posts, people mentioned that in Diablo 2, you had to decide how to use your points and make some sacrifices. More defensive skills, or more offensive skills. Multi-elemental to exploit weaknesses, or maximizing the damage of one element. Etc. Its distinguishing, requires thought, and adds challenges. That's all positive.

    You dont have that anymore. You will change the skill from ofensive to defensive depending from situation.

    Quote from succubus_queen
    On the down side, if you picked something you didn't like, there was no solution except starting over. That aspect doesn't add challenge. It just creates a time sink, makes things monotinous and punishes experimentation (as others have said). It makes a situation where the safest thing to do is look up a widely accepted build online to keep from making a mistake, and use the same thing everyone else is playing.

    its not anymore like that, after there is respect

    Quote from succubus_queen
    Diablo 3 seems to be trying to keep the challenging elements while removing the parts that just made skill selection tedious. You still have to pick a limited selection of skills imediately available, but you have the freedom to try other things, experiment and find the combination of skills that works for you.


    There is no limit, and never will be, if you can change for free. You chose your skills, from situation to situation.
    In other words, you have all skills.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on obsession with being unique
    This with runes will solve the problem, but I think runes can be sold on RMHA, right? If yes, then runes can't be destroyed if you paid for them, and there will be some problems becouse of laws in different countries.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on obsession with being unique
    Quote from Snaks42

    Quote from Doomscream

    Originally Posted by Blizzard (Blue Tracker / Official Forums)

    Wow, people really don't like the OPs post. Well, if we're killing replay value by not making people have to level completely new characters just to try out a new build, we are ok with that.

    Leveling characters is cool, and some people legitimately enjoy that process (me!), and we agree it can be fun and would still like to find ways to reward people who enjoy leveling additional characters, but being required to do it just to try out some different skills is no longer acceptable to us. That's a level of masochism we just don't care to revisit. We thank the 90's for their contributions to game design, and the 'crush the player's soul' dungeon master mentality, but we're moving on. We have this crazy notion that games shouldn't punish you for trying to enjoy them.

    Fact of the matter is though that the longevity in Diablo II was not made by leveling characters. You can get a character to 80 in a matter of hours. The longevity was from experimentation, customization, and the randomized item drops needed to perfect them. And that's amazingly even considering that a huge portion of the item hunt was completely ruined due to the mass proliferation of what should be insanely rare items. Longevity in Diablo is from exploration, character customization, and more specifically, killing monsters to see what they drop - not leveling.

    You can also add to this that in Diablo III killing monsters to see what they drop will not be made lucrative by explicitly predictable means, such as boss runs. Exploring entire areas, even playing from start to finish of each act, uncovering all the nooks and crannies is intended to be the way you'll be playing Inferno. You can pretend you're leveling a new character each time, if you'd like. :)

    Also I like this post from the battle.net topic
    pretend you cant swap skills. problem solved. Source

    Oh damn, that just crushed everyone's arguments =D Game over suckas. I just found what I'll be copy / pasting every time shit like this pops up =P

    i <3 Blizzard

    Crushing with what? Telling that leveling is not fun (guess what, now it's not fun).

    You need to create new character if you want different build? Did you made the game blizz, don't you remember there is respect? Oh ok, maybe you forgot because blitz north made the game, so I forgive you for that. No one is against respect, people are against free respect. Why? Whats the point of free respect, why just not give all skills to be used, and not to need to wait 30 sec to use them all.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on obsession with being unique
    Quote from GladHeHasBeta

    Quote from Sabvre

    its like old school RPG elements.

    this isnt fashion where its cool to wear 70's clothes again 40 years later. games EVOLVE and change. if everything needs to be old school lets all go play pong bro.
    Its not evolution, that's for sure. Its removing or making it more simpler in game because they don't know how to do it right.

    I think the best would be that in normal you can have free respect and all, but in nightmare and higher you should have free but limited number of respect. Or it should be paid by gold, more you respect more gold you will need for it.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on ACTA Passing With Flying Colors(Flags).
    Quote from italofoca

    Quote from Ragnar

    Quote from italofoca

    Another known effect of piracy is that it makes really hard for small/new companies to enter the market - it reduces the competition between companies in a given intellectual industry, which is ineficient result. In order fight against piracy by their own they have increased fixed costs which makes harder for then to compete because they can't afford. Investments in R&D for outside public in small companies are terrible. Because they can't invest in new technologies, very rarely a small group compete against the oligopolies of eletronics and software industries.

    This is not true. Small companes sell ther softver in low cost, so even people that pirated softwer will support them. This is most obvious with games. If you sell somthing that is cheap, a lot more customers will buy it, including pirates. Pireting exists in this big numbers because people cant afford to buy things. With other words, if you want to stop pirating in this big numbers, you need to lower the price, or better increases the economy status of people that pirates.


    You're implying big companies = big price goods, small companies = small price goods. Thats your mistake.
    Small company suffer more because they can't afford counter piracy strategies and because they profit margin are usually smaller to begin with. While piracy only hurt big companies profits, it takes small companies out of business.

    You say that big companies don't suffer more because they can aforde county piracy strateges, that has no real effect at piracy, and only harms their customers. Small company don't invest lot in country pirating because they know that they can't stop it, and they don't get any benefits from trying it. Also small companies will succeed if they are good and make good products no metter of pirecy. But if they have bad products they will fail much faster becose of pirecy. Piracy does not lower the competition, it removes bad competition.

    All the DRM and other securities for games are not to stop pirates, but to give them time to sell their games, if the game is bad, it will not be sailed at all because of feedback of pirates, if the game is good, it will be sailed a lot, no metter of pirating. Same is for small companies, if thy sell good product,they will have profit no matter of pirating.

    Companies think that every downloaded illegal software is a loss for them, but that is not true at all. They lose potential customers, but a lot of them, were never there potential customers, and never will be.
    Posted in: General Discussion (non-Diablo)
  • 0

    posted a message on ACTA Passing With Flying Colors(Flags).
    Quote from italofoca


    Another known effect of piracy is that it makes really hard for small/new companies to enter the market - it reduces the competition between companies in a given intellectual industry, which is ineficient result. In order fight against piracy by their own they have increased fixed costs which makes harder for then to compete because they can't afford. Investments in R&D for outside public in small companies are terrible. Because they can't invest in new technologies, very rarely a small group compete against the oligopolies of eletronics and software industries.

    This is not true. Small companes sell ther softver in low cost, so even people that pirated softwer will support them. This is most obvious with games. If you sell somthing that is cheap, a lot more customers will buy it, including pirates. Pireting exists in this big numbers because people cant afford to buy things. With other words, if you want to stop pirating in this big numbers, you need to lower the price, or better increases the economy status of people that pirates.

    Quote from italofoca

    Another important point to take in consideration is that profit margins includes profit over the entire good, not only the intellectual one (and piracy only hurst the profits over intellectual goods).

    Piracy doesn't hurt profit. Simple because there would be no profit from them.
    Posted in: General Discussion (non-Diablo)
  • 0

    posted a message on Towns
    I will say first this. This is the first time in my entire life that I preorderd a game. If you ask why, it's because even that the game is in pre alpha stage,it's worth every penny.
    If you like dwarf fortress, majesty, dungeon keeper, this is a must game.
    It's a indie game, so graphic is not that good at the moment, but will be improved.

    What is Towns?
    Towns is a city-building/rpg game in which you lead a small settlement, housed near a dungeon, to glory!

    Why is there a dungeon right where they decide to build their settlement, isn’t it kind of counter-intuitive of them to do so?
    Well, there was this king... oh, shut up, it’s fun!

    What is the basic game-play like?
    You start off with a small group of settlers and you must set up camp, acquiring resources by chopping down wood and building buildings, much like other real time strategy games.
    The twist is that you don’t have control over what the citizens do, you give basic build orders and they will try to accommodate their time to your needs, or, you know, slack off....
    Once you get a basic hang of the game-play, you can start digging deeper into the earth, mining ore and uncovering treasures and dungeons. If you aren’t careful you might dig too far down too quickly and open yourself up to some very nasty creatures.

    What makes this different than X game?
    Well the advanced game-play makes this game unique in quite a few aspects, we have taken cues from our favorite games. Diablo, Dungeon Keeper, Evil Genius, and even Theme Hospital are in the mix, although an honorable mention must be made to the absolutely gigantic elephant in the room, Dwarf Fortress.

    How does building work?
    Currently the buildings are pre-set, so you click on build, click on carpentry, click where you want it, and pray that one of your little guys gets it done in time before the impending goblin siege has their way with you.
    We are implementing a custom building scheme where you will be able to see inside the buildings and make them as big or as little as you want

    What about the RPG system? So far all I am seeing is a city building Sim, I feel cheated!
    Hold your horses! The game is a RPG in many ways. There are procedurally made dungeon floors, hero units that come to your town and level up by killing monsters, quests, and maybe even a dragon or two.
    It’s just not in a traditional RPG sense. This game is more of a reverse RPG than a traditional one. To put it in terms of context, picture almost any normal RPG. Normally you would have an adventurer go down into the dungeon, grab loot, come back up, complete quests, and hopefully kill the boss at the end. In Towns you basically run the town that houses the hero. You build buildings that he will like, cater to his needs and hope that you have enough good equipment crafted to be able to offer him as a reward for a quest you give him. Entice hero units to form groups and take down larger bosses together, have hot food and a bard playing for them in the tavern and pray that they are entertained enough to stick around and defend your little village when a stray dire-wolf comes up from the depths... but keep an eye on those adventurers, as some of them might even prefer to steal things rather than buy them.
    Couple that with the fact that you can craft weapons using materials dropped by enemies, and maybe even forge epic loot with it’s own randomized name (Red iron longsword of pillaging, for example), and you have the basis for a unique adventure Sim.

    WHEN OH GOD WHEN CAN I GIVE YOU MY MONIES!
    The game is available to pre-purchase right now using the secured Paypal service, pre-purchasing grant you a discount from the final price as well as an early access to the latest releases.


    Link to main site
    Posted in: Other Games
  • 0

    posted a message on Your favorite class
    What, witch docotr is among least favorite class. Ohh, disapointed. I like him the most (reminds me of combination of necro and druid), and barb, because of sheer power.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo III Beta Impressions
    Quote from rozmata

    Quote from Alcovitch

    Quote from rozmata

    As far as D3 gives me lots of adrenaline rush on higher difficulty levels I will be very happy and you all should, too. Now if it delivers we will see when we play higher level content when game is released.
    Btw, personally I hope that when I'm close to hell I can see naked bloody bodies on sticks, stacks of dead beheaded bodies (preferably naked) and other similar things I've seen in other Diablo games. It's game for 18+ yos so I hope they didn't forget it and will show all those hellish things. Oh, oh and human maces, too :)
    Btw, do any of you know if monsters on higher difficulty levels (above normal) has better AI (single and group). I'm talking about new tricks/routines and not just them being faster and harder. Will they get some new skills? This would be rally cool to see some slow lame brain eater to get aggressive, fast and really unpredictable oh higher levels.

    Already been confirmed. Each time you go up a difficulty the rares and champions gain more special abilities. Also, there are some abilities that are reserved only for Inferno for mobs.

    It's very nice to hear that. I know all mechanics will eventually be known and remembered but changing some AI in later difficulties will keep game fresh when you go through them for every character/play style. It basically means that I will feel like switching character after I finish with Inferno ! (if I am able to do so). Very cool. Thanks
    I think there will be no changes of Ai (except speed and faster reaction like in d2).But there will be units with new skills and spells.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Character Customization and Where it Comes From
    Quote from Crysto37

    Most items in HoN have abilities and every Hero haves 6 slots for items, in total you will have like 6 abilities some skills are passive and not all items necessary have an ability that you can cast.

    In HoN the item choice makes your build unique.
    That's correct.
    Customization by items is random customization, and that is one of the biggest problems of diablo 3 (for some that dont like random customization). You will play depending of items you have and runes that drop,not of your choice (at least not until you get items you need).
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo III Beta Impressions
    Quote from Snaks42

    Quote from Ragnar

    The problem is not respect, but free respect. It will break the game in hell and inferno, because you'll always respect the skills for every boss, or every hard situations. Respect should be there only for reparing bad builds, but it should not be there for having all skills available to you for free.
    By removing skill points, you can only customize by items .The problem is, that I need to find that runs, so i can play the way I want. I would like much more if runes where skills, and not items. Because if I don't get runes, i can't create the build I want. .Personally I don't like that diablo 3 is much more dipending on items, for customizing your build then it was in d2. But i see, that a lot of people like it, so different people different tastes.

    I would argue to you, are you going to be switching with every new challenge that comes up? Probably not, so why would you assume every other player will too? When we get to the inferno farming stage, it's going to cost us a lot in time to be constantly switching, and I actually haven't read one player so far that plans on switching all the time. In fact ALL I read are players planning on picking one build and sticking to it. *if* people are so hell bent on switching (which they aren't) then they will just go to town to switch, or pay whatever fine you want slapped on them. It's not going to break the game, in fact it makes the game that much better =D
    You will, trust me, if you cant win some boss, or area you will. I'm not saying for every little monster to switch, but for evry hard one.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo III Beta Impressions
    Quote from rozmata

    Quote from Lord_Jaroh

    Quote from GladHeHasBeta

    Quote from Ragnar

    There is no lvl progression, because you don't improve skills nor do you improve stats, it's all done automatically, that's why leveling is not fun anymore.

    some skills increase in power/duration each level, you learn new abilities all the way up to lvl 30 and for the entire game you find different kinds and levels of runes to put in your skills to test out and to increase in power.

    the ONLY thing thats changed is there are no attributes, which everyone agrees was a FAIL system. and the skill tree system was equally fail. your just blind and not thinking logically about it, you just think "oh nos no attribute allocation = auto leveling?!".

    You should really stop putting words in people's mouths. The attribute system is not a failed system in my book, nor is the skill tree system. They may have been poorly implemented, but considering they *are* using an attribute based system, it means that they find it fine. They are just changing how they operate, from being controlled by the player, to being controlled automatically. The same with the skills themselves. In my mind this is a step backwards, and I don't agree with their current implementation as I do not have as much customization with the characters. I believe they need to give players something to do upon level-ups, and hope to hear some news to that effect with their rebalancing of skills and such.

    It looks like some people think that Diablo 3 may feel like arcade as they cannot make as many irreversible mistakes when they level. But would you rather have respec ala WoW, because I can tell you now that currently not many people would agree that creating new character every time they make a mistake is what they want to do. Now if finding all runes is made too easy then D3 will become arcade game which requires fast reflexes/thinking only (which is not so bad as you can level till lvl 60 anyway and what then?). But if they make better/all runes difficult to find it will stay a good RPG game (though I'm not sure if first Diablo wasn't intended to be mostly just hack and slash and RPG elements were just nice to have elements) as you will have to think about skill you want to put it on as you may not be able find same rune for a long while and it will be both irreversible and reversible change as you cannot assign that rune to different skill anymore but you still may find another one later on. So you don't loose anything. You still kind of keep irreversible elements of the game but they are not permanent so you don't have to create new character which is incredibly annoying for whomever already put more than 100h in creating they character which they now have to delete! But if you never gone through nightmare/hell in D2 before, then I can understand that killing your character may not be a big deal for you.

    The problem is not respect, but free respect. It will break the game in hell and inferno, because you'll always respect the skills for every boss, or every hard situations. Respect should be there only for reparing bad builds, but it should not be there for having all skills available to you for free.
    By removing skill points, you can only customize by items .The problem is, that I need to find that runs, so i can play the way I want. I would like much more if runes where skills, and not items. Because if I don't get runes, i can't create the build I want. .Personally I don't like that diablo 3 is much more dipending on items, for customizing your build then it was in d2. But i see, that a lot of people like it, so different people different tastes.
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.