• 0

    posted a message on Blizzard wins "Privacy Invasion Award" from the EFF
    Quote from Nommingu

    Quote from supertriqui

    This thread needs so much a tin foil hat meme...

    NECRO!!!!!!!!!!
    http://i.imgur.com/Q3SpR.jpg

    Yes, may I help you?
    Posted in: General Discussion (non-Diablo)
  • 0

    posted a message on Sixen's Fixens'
    Well Sixen, after seeing your videos I am confident when I say "Sixen? More like SEXen!" No, but seriously, you have been running SC2Mapster for a while, you've been a SC2 forum MVP for a while, you saw how long it took them to start to seriously tinker with the custom map system. Do you honestly believe they'll bother bringing back the Talisman and Mystic systems they deliberately removed to fix one little problem? Never mind that most of their solutions boil down to the exact same thing (2, 3, and 4), do you think Blizzard will think it'll be worth it to bring back systems that they're probably intending to comprise some sort of major content patch for an expansion? I'm not saying it's a bad idea by any means, I'm just saying they don't want to give the players cake until they've had a good fill of bread. In other words, you really shouldn't expect any ideas that are more than band-aid solutions to be taken up for the foreseeable future (but, again, I'm sure you know this from being an active SC2 custom maps community member).
    Posted in: Diablo III General Discussion
  • 0

    posted a message on NV Feedback given during beta.... u joking?
    Quote from Lylz

    Quote from Truhan
    Moreover, Blizzard's response to "unbeatable" pack affix combinations is "deal with it"

    There is no such thing as an unbeatable pack, stop being bad.
    That's why I put "unbeatable" in quotes.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on NV Feedback given during beta.... u joking?
    Oh hey. I wanted to post this earlier, but was having some trouble getting logged in. I made a post on the official forums as a possible "solution" to this. On the one hand, dropping Nephalem Valor upon switching skills doesn't make a person feel like their spec is "theirs" and it certainly doesn't make players want to switch out skills for rough affixes that might be weaker to certain skills since restarting the map would normally be more efficient. So, I came up with the following post:

    http://us.battle.net/d3/en/forum/topic/5912162711

    Well, I'd like to preface this with a simple acknowledgement. Blizzard isn't going to listen to this. They have no reason to. Diablo 3 is already a wild success regardless of its actual quality or the quality Jay Wilson et al. believe Diablo 3 to have. This is just a sort of idea to throw out there into the ether for people that might be interested in actually solving a similar problem that might crop up in their own game or custom map or whatever. That said, let's look at what one Lylirra had to say about the problem of Nephalem Valor recently:

    2) Valor buff. Diablo 3 was advertised as having a wide variety of skills that can be swapped in and out at any time, even in battle (with a small delay for use). This allowed greater variety in the abilities that champion mobs could have and provide greater challenges for the player. You also then provided a Valor buff that is supposed to encourage players to kill more champion packs. But oddly you choose to have the valor buffs be removed if the player changes their skills (or even moves a skill on the hot bar from one position to another). This goes against the entire design of the buff and the goal of having players kill as many champion packs as possible, Why was this decision made and with what logic?

    This was actually a decision we made based off player feedback. On the one hand, there's a lot of enjoyment in being able to swap your skills at will and tailor your builds to the environment around you. On the other, there’s also gameplay to finding a build that really works for you in a variety of situations.

    During beta, we received a lot of feedback from players who wanted to be able to swap skills any time. We also had a large number of players who wanted to have a sense of their characters "build," or some sort of build identity -- especially at later levels. We understood both points of view, so with Nephalem Valor you can still swap a skill out at any time, but there is a penalty for doing so (i.e. losing your stack).

    As sort of an aside, we know that it can be SUPER frustrating for players who use Elective Mode to lose an NV stack due to a poorly-placed click near your Skill bar. Because of this, we're looking to add an action bar lock for Elective Mode in an upcoming patch.

    Well, it's 100% true that there's no "feeling" to the characters. They sure as hell don't give me a reason to reroll the same class, outside of a bank alt/achievement alt/hardcore version. However, Nephalem Valor hardly gives any sense of "specing" into a character. Moreover, Blizzard's response to "unbeatable" pack affix combinations is "deal with it":

    Speaking in general about monster affixes:

    The intention is for there to be differences in the difficulties of the monster packs. Some are hard, some are easy -- and some may seem impossible. When you are first beginning Inferno, you can pick off the easy ones without much challenge, but you may have to skip some of the harder ones. That's okay. As you become more powerful, you can survive better, deal more damage, and take on some of the affix packs you previously chose to avoid. And after gearing up even further, eventually you can take them all on. It won't be a cakewalk, but you won't run in abject terror the next time you see that Invulnerable Minions combo pack sauntering your way (okay...you might run a little). Certain monster affixes will also punish certain skill builds more than others, as many of our affixes do.

    We've been watching feedback closely about all the affix types and we've seen a lot of responses to concerns such as "I have no problem with them" or "use skill X instead and you'll be fine" or "I used to have trouble but then I got some X gear and now I'm fine". This is what we intend to happen over time.

    Speaking of Invulnerable Minions specifically:

    All that said, we definitely are paying attention to your feedback (as mentioned earlier), and we'll make adjustments to monster affixes as we see necessary. We will always intend that some affixes are harder than others, and we'll mostly be making adjustments to ensure some affixes aren't radically out of line.

    Actually, it's a little more than "deal with it." Notice how Lylirra blatantly says that people should switch out skills for certain affixes? This actually ruins the entire point of Nephalem Valor. If you run into a pack that seems unbeatable or requires a different skill, then you're better off restarting the entire map.

    So, I have a pretty simple solution to both these problems and I think I know a way one could implement this solution on an already existing system similar to Diablo 3 or in a project still being worked on from scratch.

    First of all, I would get rid of losing Nephalem Valor for switching out skills. I would focus on making an optional "skill swap" system similar to Diablo 1 (where you could assign skills to be switched to your left or right mouse buttons after using an F key) or a system of alternate sets of action bars similar to World of Warcraft and other contemporary MMOs (some kind of cooldown for switching skills would still exist, I suppose). The point isn't that such systems as weapon swap, skill swap, or elective mode are "too confusing" for new players - being able to take advantage of such complex systems should simply be a mark of a good player. There's no need to dumb down a game so that players with better skill or talent can't exceed the capabilities of players unable to comprehend the idea of using a skill of a different class in a different numbered area.

    Next, I would completely revamp the passive traits system as it is now and make it a sort of quasi-permanent investment. If I remember correctly, a number of people during the beta complimented the companions' skill system because of its sense of quasi-permanence (even though the skills could be swapped out very easily) and the requirement to choose one or the other. This is why I feel the passive traits system would be a good way for players to make their character their own. Instead of being able to switch out any skill or trait on the fly, I would require a trainer-type trait reset which clears a player's Nephalem Valor and, of course, costs a pretty heft amount of gold (maybe something like 400k, I don't know). Obviously, players would be given a free reset upon hitting level 60 and a notification when they try to add a passive.

    This is where, I'm afraid, things have to diverge a bit. In an already released game, there's almost no chance for any kind of major overhaul of any system unless there are going to be people paying for said overhaul (via an expansion). Again, Blizzard would never do anything like I'm going to suggest here, but if I were to iterate on the current system, I would simply add another three passive trait slots (for levels 40, 50, and 60, obviously) and rebuff the monsters and Acts a bit. The sheer number of passives should be enough for players to feel like they can make a character "theirs" even if there are four or five "must-have" passives for their class to be able to survive Inferno.

    If I were making a suggestion for a game that's still a work-in-progress, however, I would do something slightly different. I would still go with the "six passive traits" system, but I would make levels 10, 30, and 50's passive traits into "skill traits." These traits would affect skills exclusively in ways that Runes don't. For example, Inspiring Presence, a Barbarian passive trait that causes Shouts to regenerate health, would become a "skill trait." Other examples include Tactical Advantage (Demon Hunter), Chant of Resonance (Monk), Bad Medicine (Witch Doctor), and Prodigy (Wizard). Since this theoretical game would still be a work-in-progress, I would suggest that passive and skill traits be a lot more in number so that even should a series of optimal builds emerge, there would still be a number of different viable builds for players to mess around with. Additionally, I would probably make them more extreme than the examples I listed so that it actually feels like a player might want to mostly use the skills they specialize into through their traits. For example, instead of Shouts regenerating health, I would make a skill trait that turns Shouts into Auras that are deactivated when the skill is swapped out or another Shout is used. The things in the current passive system (regenerating life while Shouts are active, lol) would work better as item affixes so that some items are actually interesting as well.

    tl;dr:

    I wrote a bunch of words that noone will care about (especially not Blizzard). Also, make passive traits a more permanent type of specialization while removing the Nephalem Valor punishment for switching out skills.
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.