3/4/2014 4:58:25 PM
I'm only surprised at how long this thread has managed to circle the drain without actually vanishing down it faster than guacamole that went bad at the back of the fridge.Posted in: Diablo III General Discussion
3/4/2014 4:26:43 PM
Onyxia deep breaths more often, I'm sure of it!Posted in: Diablo III General Discussion
2/13/2014 6:23:52 PM
/threadPosted in: Diablo III General Discussion
1/29/2014 9:03:58 PM
Beware: IMO ahead!Posted in: Diablo III General Discussion
Why do 'meaningful, permanent decisions' have any place in an action game focused on slaughtering enemies in their thousands with the aim of getting better gear so we can slaughter more enemies in their more thousands?
D3 isn't an RPG. It's not a carefully crafted branching narrative than we get to pick our way through with well-considered choices and unclear consequences. If you want that, you chose the wrong game. The leveling process is meaningless... so what? Its main purpose was as a gating mechanism for skills to avoid making new players overwhelmed (the fact that it was a tedious threefold rinse'n'repeat is another issue entirely). D3's story, such that it is, is just a loose narrative to provide a reason for the themes of the various zones that we endlessly bounce around at max level. Honestly, I would've liked a 'jump in at the deep end' option for character creation that just gave us a leveled character kitted out with random blues and all zones unlocked and let us go nuts.
People can already play with a fixed skillset if they want, but if the temptation to break their own personal ruleset is so irresistible, doesn't that just mean it's 'masochist lite' mode for people too skittish to tackle hardcore? It seems to me that a lot of the people wanting 'lockdown mode' basically just want an official game mode with the cachet of hardcore mode, but with a much lower real-world skill requirement.
1/22/2014 5:45:46 PM
I'm deeply ambivalent about that. On one hand, I really like the idea of shards as insurance against bad luck and a way to focus gameplay. I like my loot acquisition like my character advancement... grindy. On the other hand (as others have already stated elsewhere) I also really like the idea of getting a really cool legendary from a dead monster frequently enough for that to a motivation in itself... I'm not at all keen on it being an event so rare it doesn't even factor into my 'reasons to keep playing'.Posted in: Diablo III General Discussion
Perhaps tone down the blood-shard rewards from events and give elites a chance to drop them as well? Who knows.
1/21/2014 6:34:17 PM
Locking 3rd-party spammers/botters and traders out of the game, de-emphasizing gold and getting people out of the AH and back into the game is bullshit? I do not wish to subscribe to your newsletter.Posted in: Diablo III General Discussion
I would like to see some means of insulating people from bad luck, as that was (arguably) the only good use for the AH. Perhaps a +LegFind buff that increases with every elite kill? Although I'm not sure reasonable discussion about actual issues belongs in this thread.
1/21/2014 6:26:23 PM
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1/16/2014 5:02:55 PM
I'm expecting a diminished version of the chaos that occurs on any release day for any online game. Hopefully they'll have a working queue instead of just "lol error 37 kthxbai", but even then I expect those queues will be seriously long. I also expect yet another howling ragestorm on the forums, because gamers.Posted in: Diablo III General Discussion
To that end, RoS release day will probably see me playing something else entirely, because I'm patient, and have a ridiculous Steam backlog anyway.
1/16/2014 4:50:43 PM
How on earth does making something that is already optional to players with sufficient commitment to a particular playstyle into an officially supported game mode help replayability?Posted in: Diablo III General Discussion
I understand the appeal of making each player's playstyle choices more visible by giving cosmetic rewards to players electing to stick to particular codes (even though it feels a little snowflaky to me), but arguing that an opt-in fixed skill loadout helps replayability is an argument I just can't grasp.
1/13/2014 4:35:08 PM
Resistances and vulnerability add a little flavor, sure, but that kind of flavor is a much better fit for story-driven RPGs, where each section of the world is fairly long, but only intended to be beaten once, or maybe twice, and players get attached to characters and their stories.Posted in: Diablo III General Discussion
D3 is an action game, however. It's focus is on slaughtering monsters and getting loot. Once we've checked off the brief sideshow that is the story, we can go where we want. The things we get attached to are builds and gear loadouts... and elemental flavoring strongly encourages changing those very things. I'd hate feeling pressured to switch away from my favorite builds just because I'm in a particular part of the world... so the net result would be to avoid that part of the world, or skip mobs with elemental affixes that don't fit my preferred playstyle.
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