I'm sure you can find dropped items that will be equal to crafting gear. More variety of ways to obtain gear is never a bad thing in a game like Diablo.
I really loved this system, all of then.
It has execly what D2 needed (ways for players "control" the randomness of item drops) without destroying the original qualities (the randomness!). Really, really cool.
But i hope they find a better way or a better idea about salvaging.
I'm not a fun of inventory management when i'm in the middle of a dungeon and savage items to open up space in your bag sounds like inventory management.
Not that I dislike it. But this adds nothing to me and the idea of having to salvage items constantly is a chore I do not want to go through.
The game looks worse, too. Its me or the game's graphics are getting worse? As in, they're not Diablo like at all? I got Diablo vibes in the old videos, but here, I got Torchlight vibes... which was a game with an absolutely horrible feeling. And even the very small combat sequence had unsatisfying sound (no kidding).
Sorry. I am in a whining mood and after SC2, I guess I shouldn't expect anything from this game.
Yeah... except I find it much more satisfying to not be forced to pick up all the crappy stuff just to salvage it. Can they make this automatic or something? Seriously... I loved in D2 that I only had to pick up the really good items. Sure, I was a bit worried for D3 that I'd have to pick everything up just because gold will be worth something, but then I thought "well we'll have limited inventory space and no town portal so I'll still only be carrying the really good stuff". But with this system we're down to picking everything up... *sigh*.
Or if we're lucky, you can just say screw that, collect expensive gear instead, sell it, and buy scrap like this from other players.
Except you'll have to upgrade your artisans while you go along because there's bound to be at least one piece of gear that you'll want to make when they're at top level. I'm not so much against the whole artisan thing - what I really don't like going through the motion of picking up all the crappy items and salvaging them. Just think of how much stuff that's going to be if D3 is anything like D2.. That seems pretty boring to me. I'm sure they could have come up with a better system, like just paying gold for it or something. Or enemies just dropping materials which you can automatically pick up just like gold.
Obviously, otherwise what would be the point of including a system such as this if it didn't offer anything of real value?
And I reiterate, you can probably just screw it and buy it from someone else. If it's one of the late items, then it will require a recipe which few people will have access to, thus creating a market. Provided they're not bound to you of course, I can't remember what the plan was for that in D3.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
YES! http://bit.ly/ba6LD5 I highly recommend you watch this fullscreen (tempted to make an entire thread dedicated to this)! I did and I noticed so many new and exciting things that weren't even mentioned in the interview.
Prime examples being the item descriptions and modifiers. They seem to have invented new ones and be bringing back some oldies-but-goodies as well! I haven't been as actively following D3 as I was before (I'm on my clinical rotations, cut me some slack) but I noticed today that apparently "Brilliance" is a character stat.
I don't know how many of these item modifiers will make it to the final game, but I distinctly remember:
extra base experience per monster killed
magic find (!!)
health per hit (or kill, I don't remember and I am not going to watch it again pausing every 4 seconds)
Once again I encourage all of you to watch this high res and fullscreen and enjoy!
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All science is either physics or stamp collecting.
- Ernest Rutherford
Was waiting all day to see what the news was as I was busy and it's awesome. I'm totally happy with the way they
are going about things. I love the idea of the artisan being upgradable, items still being somewhat random, having special abilities like being able to socket stuff is totally awesome. Salvaging system is also a great idea and takes away a system like WoW where you have to hold onto lots of different materials and spend a ton of time getting your skill level up. The more I see and read the more I can't wait for Blizzcon, I have a feeling it is going to be all Diablo this year. Also, thanks diablofans newsteam for the awesome in depth coverage. Will have to read all the Q&A stuff tomorrow.
I saved and sold everything that dropped in D2, anyway, so I don't much mind. My only concern is now I actually have to choose - sell or scrap. That'll depend on how keen I am at crafting. There's always the option of not getting into crafting and simply trading good gear and gold for the stuff you need. Enhanced crafting makes end-game more accessible to the new and poor, which I think is also important.
Dialogue box is a bit too gimicky. I liked the simpler designs of Diablo 1 and 2.
I'm glad I'm not the only one who doesn't like the dialog box. I like the older designs as well.
Not that I dislike it. But this adds nothing to me and the idea of having to salvage items constantly is a chore I do not want to go through.
I don't think you're required to craft items, so that's something...
The game looks worse, too. Its me or the game's graphics are getting worse? As in, they're not Diablo like at all? I got Diablo vibes in the old videos, but here, I got Torchlight vibes... which was a game with an absolutely horrible feeling. And even the very small combat sequence had unsatisfying sound (no kidding).
It's odd, isn't it? The artisan's shop looks great, especially the leveled up versions. But the buildings around it look terrible in comparison. They have that Torchlight look you're talking about. It just doesn't blend well at all. It's the same problem I have with most of the outdoor areas they've shown. The hand drawn look of the 2D sprites with the more realistic 3D looks weird. I think they could do a much better job on blending everything together.
Not really sure what you guys are talking about graphically - it looks the same to me as the older videos, if not improved in some ways. I especially liked the final version of the artisan's working area - all the gold and stuff could have looked ultra-clean and shiny, and cliched, but it was made gritty, fitting in nicely with the rest of the village and with all of his equipment. As for the gear the Monk was wearing in the battle at the end, it looked, to me, like it would fit straight in with Diablo II - nothing overly flashy and convoluted, more on the realistic side. Maybe I'm just missing what you guys are seeing, or this is just a difference in taste.
Not really sure what you guys are talking about graphically - it looks the same to me as the older videos, if not improved in some ways. I especially liked the final version of the artisan's working area - all the gold and stuff could have looked ultra-clean and shiny, and cliched, but it was made gritty, fitting in nicely with the rest of the village and with all of his equipment. As for the gear the Monk was wearing in the battle at the end, it looked, to me, like it would fit straight in with Diablo II - nothing overly flashy and convoluted, more on the realistic side. Maybe I'm just missing what you guys are seeing, or this is just a difference in taste.
I agree with you, I think it looks great but it's also no where near final run either so I do think it's to early to say it looks bad either.
Question
Hey does anyone know if D3 is going to be more selective in the type of loot monsters drop? One of the things I've always been annoyed by in number of RPG style games is the ridiculous types of loot falling from certain types of monsters such as, take for example in D2 when you kill a 4 legged creature like a porcupine and presto it drops an axe, sash, and 5 gold pieces! Was it storing that stuff in it's quills or did it all fall out it's ass? I haven't seen anything on this for D3 but I'm hoping Blizzard thinks that through to make it more realistic. Humanoid monsters should drop loot like that and more animal like monsters should not, maybe you can get a horn, bone, or tooth off of them with powers that can be used in crafting. Now you have more reason to go kill some of those 4 legged critters.
Just wondering if anyone has heard anything along these lines.
I just want to say that this little taste of New Tristram was very nice. I can't be the only one with whom it resonated more truly than anything else we've seen so far.
And I didn't realize it was New Tristram until after the second viewing, so it can't just be the nostalgia invoked by the name.
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‘I'M NOT LEAVING UNTIL WE ALL HAVE AIDS!’—The importance of calling them ‘mercenaries.’
I think this is a great move for diablo. Gives the game a little more depth and personalization. Everyone keeps on comparing diablo 3 to torchlight. They kinda were made with the same heart. Being that the people who made d1 and d2 had a part in torchlight it makes sense. The cursor being an arrow is a little weird. I like the gauntlet hand better so hopefully they do change that. As far as no town portals i want to see how this gonna work because town portals are a very fast way to get to town. The game looks like its going down the right path and i am very excited for this game. Now we just got to see what they will release at blizzcon. Hopefully they will put a date to this game and make everyone happy.
Also i like how you have to manage what you sell for gold and what you salvage it makes for it interesting
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I'm sure you can find dropped items that will be equal to crafting gear. More variety of ways to obtain gear is never a bad thing in a game like Diablo.
And yeah, when I saw the shop upgrade, I fucking shit my pants. Just... mindblown.
I hate the way you cling to ignorance and pass it off as innocence
It has execly what D2 needed (ways for players "control" the randomness of item drops) without destroying the original qualities (the randomness!). Really, really cool.
But i hope they find a better way or a better idea about salvaging.
I'm not a fun of inventory management when i'm in the middle of a dungeon and savage items to open up space in your bag sounds like inventory management.
Not that I dislike it. But this adds nothing to me and the idea of having to salvage items constantly is a chore I do not want to go through.
The game looks worse, too. Its me or the game's graphics are getting worse? As in, they're not Diablo like at all? I got Diablo vibes in the old videos, but here, I got Torchlight vibes... which was a game with an absolutely horrible feeling. And even the very small combat sequence had unsatisfying sound (no kidding).
Sorry. I am in a whining mood and after SC2, I guess I shouldn't expect anything from this game.
Obviously, otherwise what would be the point of including a system such as this if it didn't offer anything of real value?
And I reiterate, you can probably just screw it and buy it from someone else. If it's one of the late items, then it will require a recipe which few people will have access to, thus creating a market. Provided they're not bound to you of course, I can't remember what the plan was for that in D3.
:woot:
YES! http://bit.ly/ba6LD5 I highly recommend you watch this fullscreen (tempted to make an entire thread dedicated to this)! I did and I noticed so many new and exciting things that weren't even mentioned in the interview.
Prime examples being the item descriptions and modifiers. They seem to have invented new ones and be bringing back some oldies-but-goodies as well! I haven't been as actively following D3 as I was before (I'm on my clinical rotations, cut me some slack) but I noticed today that apparently "Brilliance" is a character stat.
I don't know how many of these item modifiers will make it to the final game, but I distinctly remember:
extra base experience per monster killed
magic find (!!)
health per hit (or kill, I don't remember and I am not going to watch it again pausing every 4 seconds)
Once again I encourage all of you to watch this high res and fullscreen and enjoy!
- Ernest Rutherford
I also saw all the attributes. Intersting to see whats there.
are going about things. I love the idea of the artisan being upgradable, items still being somewhat random, having special abilities like being able to socket stuff is totally awesome. Salvaging system is also a great idea and takes away a system like WoW where you have to hold onto lots of different materials and spend a ton of time getting your skill level up. The more I see and read the more I can't wait for Blizzcon, I have a feeling it is going to be all Diablo this year. Also, thanks diablofans newsteam for the awesome in depth coverage. Will have to read all the Q&A stuff tomorrow.
I'm glad I'm not the only one who doesn't like the dialog box. I like the older designs as well.
I don't think you're required to craft items, so that's something...
It's odd, isn't it? The artisan's shop looks great, especially the leveled up versions. But the buildings around it look terrible in comparison. They have that Torchlight look you're talking about. It just doesn't blend well at all. It's the same problem I have with most of the outdoor areas they've shown. The hand drawn look of the 2D sprites with the more realistic 3D looks weird. I think they could do a much better job on blending everything together.
I agree with you, I think it looks great but it's also no where near final run either so I do think it's to early to say it looks bad either.
I look forward to seeing what they will do.
In Diablo 3 you collect things to break them down into their basest elements.
An interesting dichotomy.
It's time to welcome the other 80% of the color wheel to a Diablo game.
There's this...
And I didn't realize it was New Tristram until after the second viewing, so it can't just be the nostalgia invoked by the name.
‘I'M NOT LEAVING UNTIL WE ALL HAVE AIDS!’—The importance of calling them ‘mercenaries.’
Also i like how you have to manage what you sell for gold and what you salvage it makes for it interesting