- Kronc
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Member for 11 years, 9 months, and 14 days
Last active Fri, Nov, 27 2015 12:27:08
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May 8, 2014Kronc posted a message on Maximizing Efficiency Guide, Squall's Personal Legendary Farming Spreadsheet, iOS Mobile Authenticator UpdateThe video emphasizes maximizing efficiency, not viability. As is stated in the video, T1-3 is getting you class set & basics - 100 hours of play. After that there is only farming for optimal gear, then farming for perfect gear. Unless I'm mistaken, optimal and perfect gear has the same drop chances in T1-3 as in T4-6 with the difference being that the difficulty of T4-6 coupled with the drop bonuses and synergy of playing in a group make playing the higher difficulties more efficient. Soloing is completely viable- any group play done at the appropriate difficulty will net increased drops, and playing mirrored classes at any time will always yield the potential benefit of duplicate drops. The video just emphasizes strict optimization of those dynamics at the different stages of Torment if efficiency is your ultimate goal. Personally, I'm looking forward to the solo/group difficulty of T6, not the farming efficiency of T6.Posted in: News
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May 25, 2013Kronc posted a message on What Should an Endless Dungeon Have?, Blue Posts, SakuraFlame and Kotori Cosplay, ErlendOlsen's Barb Guide to Blowing Stuff UpMain reasons for an endless dungoen? There's three:Posted in: News
1) Randomization.
2) Randomization.
3) Randomization.
Start at Inferno difficulty, with MP choice that effects all levels. Should never be the same experience, except in realative terms of difficulty at each level.
To address the "measuring stick" playstyle, give each level (or every so many levels) two exits - one goes deeper (more difficult), the other is a new randomization of the same difficulty.
On exit, the dungeon resets. On death, dungeon resets.
Like the idea of old Diablo bosses making appearences - just keep most special features of it uncommon to rare, maybe some very rare so it is unlikley to see everything for a long time.
Including events would be nice. Maybe have some random quests with objectives that fit the endless/random style. Maybe spice it up with overpowered/flavor shrines.
Make Whimseyshire "endless" for it's own sake, but completely seperate from The Endless Dungeon.
Maybe have bosses randomly but rarely "intervene" with your journey in unexpected ways.
Just ideas. Basically, anything to make it unpredictable. The more the better, just keep difficulty progression reasonable for progress competition. -
May 16, 2013Kronc posted a message on Diablo 3: A Look BackPosted in: NewsQuote from MolsterYou know you can play D3 without uusing the AH and RMAH just like the ps3 version
True, which is how I play hardcore. It's great!
However, until perhaps itemization, alternatives to the AH are very punishing, to the point of feeling broken. It is also difficult not to use it when playing multiplayer with people who do use it since it drags down the group. It also wasn't until well after I started using the AH that I realized it how much it spoiled my playtime. A "Spoiler Alert" disclaimer would have been nice.
Have high hopes for the coming year! -
May 3, 2013Kronc posted a message on Exploitation of Bugs in Diablo III, Ideas for an Expansion, Builds, Skill Positioning and Difficulty, Imperius Fan ArtLargely agree with coodav, but I don't think speed, necessarily, needs to be a part of difficulty progression but complexity definately should be.Posted in: News
The game does reward high-damage AOE slaughter builds greatly compared to play-style or strategic oriented builds - for exactly the reason he stated - no strength/weakness analysis of units required (if even present) when one-size-fits-all tools are placed on the belt. Boss encounters are the only times when strategic play is required, but that only lasts until those mechanics are learned.
Without changing the dynamic of the game, they should try to take those strategic aspects that make boss encounters interesting and apply it to more units, and take some of the random aspects of elites/rares and apply those to boss encounters in a suitable fashion - maybe an equivilent of assigning "runes" to the abilities of bosses randomly with each encounter.
It is bland when, with a few exceptions, most types of units are engaged in exactly the same way as all the others. Skill selection is bland in much the same way - 4 skills & 3 passives to maximize damage & uptime, 1 skill for mobility, 1 skill for "Oh *#@!". -
Dec 19, 2012Kronc posted a message on Diablo III Players Banned for Botting, Battle.net Authenticators Temporarily Unavailable, Blue Posts, Heart of the Swarm Beta KeI am liking the Nephalem Valor system as it is - especially now I'm not loosing stacks when accidentally grabbing an action button.Posted in: News
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Jun 4, 2012Kronc posted a message on Power Leveling, Item Level Update, User Questions Answered, Blue Posts, and Diablo WallpaperPosted in: NewsQuote from Dashnell
Yep, i really dont get the hate on Powerleveling. If you dont wanna do it, dont do it.
It's not a hate on playstyle, it's more of a disdain to the consequences brought about by exploiting game mechanics in unintended ways. One example is the recent patch reduced XP and Gold rewards for the Azmodan quests got reduced/removed. A day or two prior a friend went from level 35-36 to 43-44 in like an hour. When I commented on his amazing speed he replied "Farming the Azmodan event ;)". Not particularly a big deal, but post-patch everyone gets less rewarded for Azmodan regardless of how they play as a direct result of how many players were abusing it.
As to this particular spot it is very likely to get "nerfed" is some fashion which does affect everyone. I particualry enjoy this exact spot exactly how it is for exactly the reason they put it in the game - the frist time I entered this area I ended up in the wrong spot and got "exploded". It adds great flavor to the atmosphere. Of course exploits will always exists but once the threshold of tolerance has been crossed (often by volume, advertising it does exacerbate the problem) the action taken to limit or discourage expoits like this will end with a negative impact on all players.
I would expect the bar to be set much, much higher in D3 than D2 and perhaps even WoW in regards to exploits. The RMAH will increase the value of exploits and gives Bliz high incentive to control it. - To post a comment, please login or register a new account.
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Sounds awesome otherwise. Lots of good news.
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1) Randomization.
2) Randomization.
3) Randomization.
Start at Inferno difficulty, with MP choice that effects all levels. Should never be the same experience, except in realative terms of difficulty at each level.
To address the "measuring stick" playstyle, give each level (or every so many levels) two exits - one goes deeper (more difficult), the other is a new randomization of the same difficulty.
On exit, the dungeon resets. On death, dungeon resets.
Like the idea of old Diablo bosses making appearences - just keep most special features of it uncommon to rare, maybe some very rare so it is unlikley to see everything for a long time.
Including events would be nice. Maybe have some random quests with objectives that fit the endless/random style. Maybe spice it up with overpowered/flavor shrines.
Make Whimseyshire "endless" for it's own sake, but completely seperate from The Endless Dungeon.
Maybe have bosses randomly but rarely "intervene" with your journey in unexpected ways.
Just ideas. Basically, anything to make it unpredictable. The more the better, just keep difficulty progression reasonable for progress competition.
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True, which is how I play hardcore. It's great!
However, until perhaps itemization, alternatives to the AH are very punishing, to the point of feeling broken. It is also difficult not to use it when playing multiplayer with people who do use it since it drags down the group. It also wasn't until well after I started using the AH that I realized it how much it spoiled my playtime. A "Spoiler Alert" disclaimer would have been nice.
Have high hopes for the coming year!
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That alone makes this entire situation a win regardless of outlying benefactors or an economic burp. Still dream of the AHs not existing at all, but with some shady billionaires banned, that lack of market manipulation will work out to be a positive for the AHs in the long run.
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The game does reward high-damage AOE slaughter builds greatly compared to play-style or strategic oriented builds - for exactly the reason he stated - no strength/weakness analysis of units required (if even present) when one-size-fits-all tools are placed on the belt. Boss encounters are the only times when strategic play is required, but that only lasts until those mechanics are learned.
Without changing the dynamic of the game, they should try to take those strategic aspects that make boss encounters interesting and apply it to more units, and take some of the random aspects of elites/rares and apply those to boss encounters in a suitable fashion - maybe an equivilent of assigning "runes" to the abilities of bosses randomly with each encounter.
It is bland when, with a few exceptions, most types of units are engaged in exactly the same way as all the others. Skill selection is bland in much the same way - 4 skills & 3 passives to maximize damage & uptime, 1 skill for mobility, 1 skill for "Oh *#@!".
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Agreed. I wouldn't mind a talent tree system or a point allocation system for paragon leveling where select skills and/or runes can be enhanced. Or a specialization system, like 'Sword & Board: Grants +0.1% block to shields and +0.1% damage to 1H weapons per paragon level' with a repec for X gold, some Demonic Essence and a Fiery Brimstone. Or a respec at the cost of -1 paragon level. Something significant but not punishing for some kind of character development that includes playstyle customization choices.
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The only thing I wouldn't like as stated would be the trading post. By allowing only item trades it's just blind luck to find both a desired item as well as posessing an item the seller desires, compounded over time as players get better geared they will have little/no interest in what most will have available to trade. I think an in-game trading post, accessed via NPC, where a player could place 10 items up for sale (no bid/buyout) and that player could take offers (one at a time) on that item (gold or trade) for as long as that player is logged in. Making an offer puts a hold on offered gold/items for, say 5 minutes, where selling player can accept or reject the offer (maybe an auto-reject below a certain point and/or an "accept best offer" after X time or offers). Basically, facilitate a fair amount of player trading without the incredible efficiency/exploitability of an AH.
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Knit-picking aside, I think this is the best news for D3 yet. Here's to hoping for more of this type of refinement and more content.
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Here's hoping the console version is and stays it's own entity and the near future will bring some meaningful depth to the PC game.
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My concern stems from my experience so far in that Normal through Hell have been trivial and Inferno Act I only moderately challenging while spending about one-tenth of my gold on upgrades from the AH. Upgrades for Act II are extremely steep which was blunt, but forced on me the way I should have been playing from the begining.
"If you don't like it don't use it." is not an ideal solution since, as with hardcore characters, multiplayer interaction between play-styles spoils it. It's hardly worth the self-control of not using the AH if a friend whom does use the AH joins the game and starts plowing through everything like a hot knife through butter. There really should be some type of distiction so that multiplayer interaction does not defeat the purpose.
I had high hopes for crafting, but even with the reductions in the cost of crafting coming I doubt the gold cost plus the work of breaking down and storing materials will be a viable alternative to the AH. I stopped crafting first tried teh AH when 12 crafts of the first rare helm rolled zero useful items for any of my characters. If there was an AH-free zone it would place a much greater emphasis on crafting and, I think, a much greater solo and multiplayer experience.
I don't see either auction houses as a problem in itself, but thier implimentation all but eliminated the classic in-game trade that would normally occur which is by far less prone to market volatility, farmers, exploits and stays far more realistic in terms of supply, demand and price. The current system of auction houses essentially gives every player access to every item that has ever dropped - the problem being that the best items are always available yet become very expensive due to the relatively low supply yet very high demand while prices on everything else, even good items, plummets since the supply pool is extremely large. When the market pool is shallower, many of the best items wouldn't even be on the market at any given time, therefore making lesser items, such as crafted ones, more valuable.
And the RMAH defiantely exacerbates the issue adding additional demand pressure from an outside resource.