Where is the downvote button?
We have enough marginally intelligent critiques of these points that your vague non-solutions do not deserve their own thread.
- bruteMax
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FoxBatD2 posted a message on Icing the cake - Half baked - D3 Developer JournalPosted in: Diablo III General Discussion - To post a comment, please login or register a new account.
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Let's assume everyone bought a boxed version, I wonder how far all the boxes would stretch end-to-end?
If demon teeth each weighed 0.1lbs, and demons had an average of 50 teeth, how many tonnes of teeth could we collect from slain demons?
If the average loot item weighs 5lbs, how many tonnes of loot have been collected and how many times does this exceed the estimated weight of the Earth?
If the world of Sanctuary is actually to scale, and assuming a Barbarian is 6' tall, how many kilometres have all the adventurers run in their demon-slaying exploits?
Assuming every potion is 0.5litres, how many oceans of potions have Sanctuary's adventurers quaffed?
I find this inforgraphic far more entertaining and informative: http://img21.imageshack.us/img21/9989/infographiclarge.png
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The frustration lies in Blizzard's intransigence at recognizing D3's massive design defficiencies despite the howls of protest from their own community. Patch 1.08 only addresses what Blizzard's customers have been demanding for months. Blizzard should have been working on these changes a long time ago, so that any patch that contains an "id-all" and mob density can be rolled out a lot faster.
And lets not speak about Blizzard having high standards. If they did have such standards, D3 would have been delayed well beyond its May/12 release date.
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These Ask the Dev segments are just dog-and-pony shows meant to buy Blizz some time to hastily scrap together fixes for significant design defficiencies that should have been identified prior to May 2012. JW really dug a deep hole.
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If we assume that the core of an ARPG is the combat, what we actually "do", then the incentive to keep doing what constitutes the "A" in an ARPG is the loot that enables us to become more powerful.
This part of the game, itemization, is most certainly broken. Rares drop far too often. Affixes are far too random. Most legendaries no one ever uses, with most are fated for the salvage heap. Only a handful of affixes are desireable on any item, for any class. Items aren't unique enough for builds to be made around.
The other part of the game that is broken is where we do what we do in an ARPG. In D3 there is very little that is random in the environment. That, coupled with the high density of mobs in A3, drives everyone to be as efficient as possible when playing. Paragon levelling was a crutch to give us something to work against, but did nothing to change how we played the game.
This all has the effect of D3 being anything but a social game, with no chat lobbies and no user-named games. Outside of ubers, there's little incentive to group to achieve anything.
And then there's the whole debacle surrounding PvP.
So while the core of the game isn't broken, that being the combat, in my opinion there's been very little improvement to the quality of the game since launch. Team deathmatch. Endless dungeons. Better loot. Bettre crafting. Better UI (6+ buffs shown plz?). It's great that you're willing to wait a year for what should have been included at release. Most of use aren't that forgiving.
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And now 1.07 is introducing stuff Brevik said they should have introduced in the first place. Hmmm...
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I hope he was put on a pet project within Blizzard so that he won't do any further harm to existing projects in the pipe. If it's Warcraft 4 with him in charge I'm sure it'll release with the campaign but lacking multiplayer.
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Also, it's easy to keep WotB up for 30-60s, meaning the cooldown for WotB is usually really short.
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It's getting better (eg. min iLvl 58 in Inferno), but we'll still be spending a lot of time vendoring in 1.05.