- traderjoes
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Member for 16 years
Last active Fri, Nov, 4 2011 04:38:51
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Jul 1, 2011traderjoes posted a message on The Future of Item SellingTo the 4 people who voted for "Blizzard-Hosted Store", if I ever saw you in real life, I would slap you in the face so hard. Dumb at its finest. <_<Posted in: News
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Jul 1, 2011traderjoes posted a message on The Future of Item SellingPosted in: NewsQuote from Sixen
Blizzard-Hosted Store: Instead of having Blizzard attempt to crack down, or ignore item stores, they could simply open up their own "official" store, where everyone could potentially purchase items from. If item selling is going to be going on, Blizzard could use the money from this store to put into the game, to help make the game better for us. So in a sense, you'd be paying extra for some possible cool future things in D3.
Sixen, I'm disappointed. This has got to be the most braindead idea/suggestion ever. An official Blizzard item store... really?
Diablo is all about playing the game for what it is, and slowly working your way towards better gear. What would be the point of playing the game at all if Blizzard themselves already had an item store that sold every single item that could be found in the game?
In other words, why would you buy a game in order to spend even more money on made-up pixels just to be good in a made-up world? It's like saying if I hosted a basketball tournament, and I told all of the contestants that they could pay me $50 each to add 7 points to their final score. No one would want to play in my tournament for the mere fact that there is an uneven playing field for those who don't want to pay $50 to "win" at a trivial game. They'll just go find another "free" basketball tournament that is fair for everyone. The point of playing a game is to have fun and relax. If you "cheat" your way to winning (AKA by paying $$$), then it's not fun for anyone, including yourself.
Observe: Congratulations! You won the basketball game! But not because you worked hard at mastering your basketball skills. It's because you paid money to win! Not only do you lose your pride of "winning" because now everyone knows that you paid to win, which involved absolutely no skills at all, but now you're down $50 in the real world. There's absolutely 0 benefit. You won at a made-up game. So what? Again, congratulations!
Same thing for Blizzard games. If Blizzard started opening up official item stores, people will be discouraged to play their games, as no one will care if they are godly in a made-up world with made-up pixels. Anything that involves money for pixels in a "free-to-play" game, is just a stupid implementation. You'll have one population who spends money and has the godliest gear; then you'll have another population who refuses to spend money for pixels and thus are at a clear disadvantage. Eventually everyone will realize how stupid the game is, and they'll all quit the game. -
Oct 20, 2010traderjoes posted a message on Diablo III's PvP System to be Revealed at BlizzconThe topic title is kind of misleading. I read the title and my first reaction was something along the lines of, "wtf, Blizzcon already started?". Even though most Blizzard fans know that Blizzcon starts in 2 days, I think the title should be rephrased to something like:Posted in: News
"Diablo III's PvP System to be Revealed at Blizzcon"
Anyways, I'm pretty glad that the Diablo team is actually putting substantial effort into making the PvP system work, and not just have PvP be tacked on to the final product. People love their co-op just as much as they love their PvP. -
Jul 14, 2010traderjoes posted a message on Drop Games are Dumb, and Other Bashiok ThoughtsThank God lol..Posted in: News
This feature should have been added in the many patches of D2 ages ago. -
Jun 26, 2010traderjoes posted a message on Skill Caps Increase by Game DifficultyPosted in: NewsQuote from paroxysm2010
also, I dont know how well they rush proofed the game, but what if a level 24 gets to hell with help, can max certain skills to 15, go back and do what he needs to do in normal/nightmare
Blizzard's already mentioned (can't remember where) that "rushing" is an acceptable form of play. They have no problem with people helping their friends through the game. However, that's not saying that they possibly won't implement quest/skill bonuses that you lose out on if you get "rushed" instead of playing through normally. -
Feb 24, 2010traderjoes posted a message on Undocumented 1.13b Patch NotesPosted in: NewsQuote from "DesmondTiny" »Well you can see your own hammers on your screen. Other people cannot though.
Yep, correct!
Quote from "CrazyCapnMorgan" »Maybe it's me or mabye it's something to do with my comp, but when I used Magic Hammer in conjuction with those skills, my Hammers were never invisible. Though, I've not played on-line D2 so, just because I haven't seen it doesn't mean it hasn't happened. My solution to this - maximum speed cap. Make it so at some point, all characters, regardless of speed increases, travel at a certain max speed and fix Charges to a point where they travel at a certain speed.
The whole point of the charge glitch (aka desynching) is that you know where your own position is. But you are going so fast that other people can't keep up, so they are essentially attacking the position that they perceive, but you are long gone by then. =P -
Feb 18, 2010traderjoes posted a message on The Female Manbeast [Barb]Posted in: NewsQuote from "Ivaron" »I figured the female barb would look like a dyke, but she looks pretty hot actually - and that without making her unrealistic.
As for the graphics.. seriously, who cares? You still play D2 don't you?
Not entirely..
I play D2 for the trading aspect.
Trade on forums, login to do a quick trade, log back off.
The actual game is pretty worn out by now. -
Feb 18, 2010traderjoes posted a message on The Female Manbeast [Barb]Posted in: NewsQuote from "maka" »everybody keeps talking about how shiny new computers are expensive, and blizzard is making mid-level graphics to appeal to a large spectrum, etc etc....
let's be serious for a minute....until last month, i still had a Pentium4, and was able to play all the newest games (settings on 'medium', not even on 'low'), including Dragon Age: Origins and Modern Warfare 2. granted, i have a 9600GT graphics card, which is allright, but not spectacular. but even that wasn't expensive when i bought it, and it's even less now. so, to be honest, to me, that whole argument of "we're going easy on the graphics so you don't need a new PC to play it" sounds like a bit of a cop-out. any low-to-medium-range PC would most probably run D3 if it came out now....since we have at least another year to wait, maybe more, i think they're setting the bar a bit too low on this one. but that's just me....
so, no excuses, blizzard.
VOUCH
Blizzard take note of what this guy said,
we are not all running windows 95 with 128MB RAM and integrated graphics.
This is 2010, take a look at DiRT 2. Now that's a beautiful game. -
Feb 16, 2010traderjoes posted a message on The Female Manbeast [Barb]Posted in: NewsQuote from "Hans" »I think she looks sexy. I am afraid saying otherwise or she will beat me up :rolleyes:
The looks can still change. They may decide to tweak it later on. They may still want to limit some of the processes for the time being.
Besides we are likely not going to see them up close since most of the time well will be zoomed out in the regular game view.
I just hope the character selection screen doesn't show such low-res textured characters. D= -
Feb 16, 2010traderjoes posted a message on The Female Manbeast [Barb]Posted in: NewsQuote from "Deltidsninja" »As stated from blizzard many times , the characters are not meant to be seen from that close up angle. It still looks great from a in game angle.
I'm sure of it, and make no mistake, I'm as much of a D3 fan as anyone else on here.
The fact is, though, that even with games that were already released in 2009, the in-game close-up renders for those games are absolutely visually stunning, as opposed to the in-game renders of D3 that were shown so far.
Clothes/armor have contours, and it should be that way. Having one layer of texture represent a detailed piece of texture-filled article is just plain out unattractive. I'm sure it doesn't take too much extra processing power to make those fine adjustments, but it makes all the difference.
Compare the in-game render vs the concept art piece of the female barbarian, and you will see what I'm getting at. -
Feb 16, 2010traderjoes posted a message on The Female Manbeast [Barb]DirectX 11.0 support please Blizzard.. -__-Posted in: News
I appreciate the effort, but the character details (polygon-ish shoulder pads/single-layer clothing designs) look cheap and of low-production value. - To post a comment, please login or register a new account.
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The narrowness of the pathways isn't exactly the same in these 2 situations though. The approach with cliffs and bridges gives a feeling of an expansive underground "cave". The other approach is the small claustrophobic corridors, as if in a narrow mine tunnel.
I understand that people want to see different dungeon designs, and either of these dungeon styles are okay, except if they overdo the bridge/cliff thing on all the dungeons, there won't be much in terms of variety. They can try to change the color scheme of the dungeon from red to blue to green, but in the end, it's still going to be a dungeon that feels too wide open. Variety needs to take the form of differing spatial level designs.
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The Barb on the other hand, most likely shines when he is able to time his swings and land a mighty hit on his enemies. And trust me, when those Barb hits land, even though they are few and far between, they're going to hurt.
If you guys remember, in D2, there were such things as Faster Hit Recovery. If you were able to "stunlock" an opponent using fast attacks, your opponent wasn't able to attack you or move anywhere until the stunlock wore off. So perhaps, the Monk is an "in-your-face" type of fighter that deals damage constantly, allowing little or no time in between his attacks for enemies to strike him. The Barb, on the other hand, will swing his mighty weapon, hoping to finish off his opponent in one or a few more blows if he is able to land an attack. Enemies will have a chance to implement hit-run techniques in between the Barb's slowish attacks.
Analogy: Getting hit by a truck if you can't dodge it fast enough (Barb) vs. getting hit by a bunch of small rocks being thrown at you (Monk). Both hurt, just in different ways.
Thanks for wasting my time, douche. I'd much rather have spent my time reading the OP's post than having wasted my time reading yours. Next time, have something useful to contribute before posting.
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I like! Best idea so far.
Definitely agree that there should be item-for-item trading along with gold as a supplement, but have an auction house to organize it all.
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I agree that Maggot Lair was one of the worst spots in the entire game, especially when you're not playing as a Sorc or didn't have Enigma yet. Though, I would say Maggot Lair was the extreme, and I wouldn't want that kind of level in D3 either. I think Frozen River/Ancient Tunnels (A5) is the perfect balance between darkness and openness. Since we haven't seen "actual" dungeon levels from the game as you guys have mentioned, I'll reserve my judgment for the final product.
I'm just hoping that the new team at Blizzard can pull off a game that still has that dark medieval feel to it.
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1) The low Area-of-sight & heavy Fog-of-war in D2: If you don't know what I'm talking about, just think of Act 1 Catacombs (while trying to find Andariel's lair). You'll remember a distinct circle of light around you, and the rest was nearly pitch black, so that you couldn't see much of what was around you, let alone what monster was waiting to attack you just up ahead. I feel like the element of having limited visibility added a very eerie suspense to the game, and is what made D2 so fun to play. There's nothing like entering into the darkness of a dungeon, and having to fight your way out, not knowing when the next ambush is going to be. An example video here:
http://www.youtube.com/watch?v=jrxa4MmGucc
2) The narrow corridors in D2 induce a sense of claustrophobia: After viewing many dungeon gameplay videos of D3, I've come to realize that the dungeons in D3 so far are very very open, allowing you to run around enemies. In D2, dungeons were almost like mazes where you had room for maybe 2-3 people to walk through at the same time, sometimes even only 1 person. You were constantly in a state of worrying that enemies might corner you, so that the only thing you could do was face them head on or retreat. The dungeons were narrow and intruding, giving a true sense of what "catacombs" and dungeons are supposed to be like. In D3 however, I've noticed the opposite. You could easily fit an entire 10 people along the width of many corridors as shown in trailers, and as such, it seems like you can easily kite enemies around large areas, without worrying about if they will corner you or not. Example here:
http://www.youtube.com/watch?v=8PZCMgX3Kaw
With these 2 things combined, dungeons in D3 really don't seem like dungeons at all. They seem closer to a wide-open parking garage, rather than the winding catacombs feel that they are supposed to represent. In my mind, D2 had the perfect formula for dungeons: dark, narrow, claustrophobic, and ominously eerie. I want to feel like I've stepped into a completely new area when going into dungeons, and not be introduced to more of the same openness already seen in the outside world.
Perhaps, it's just me being used to D2, but if you've realized the same thing, do say something!
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I remember in Diablo 2 that after 8 years of playing every single build imaginable, from a Melee Sorc to a Hammerdin, I ended up settling on an Assassin-based build called the 'Ghost'.
The Ghost basically used traps to stunlock enemies, and then teleporting in for a clean Whirlwind kill. I would also have a Widowmaker bow on switch, enchanted with Venom, to take out enemies from range.
Seeing that Blizzard now took the liberty of combining both the Assassin and Amazon class into one, it makes me believe that this will be the absolute ultimate class to play.
I seriously. can. not. wait.
Diablo Forever!!!
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"Diablo III's PvP System to be Revealed at Blizzcon"
Anyways, I'm pretty glad that the Diablo team is actually putting substantial effort into making the PvP system work, and not just have PvP be tacked on to the final product. People love their co-op just as much as they love their PvP.
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This feature should have been added in the many patches of D2 ages ago.
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Blizzard's already mentioned (can't remember where) that "rushing" is an acceptable form of play. They have no problem with people helping their friends through the game. However, that's not saying that they possibly won't implement quest/skill bonuses that you lose out on if you get "rushed" instead of playing through normally.
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Yep, correct!
The whole point of the charge glitch (aka desynching) is that you know where your own position is. But you are going so fast that other people can't keep up, so they are essentially attacking the position that they perceive, but you are long gone by then. =P
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Not entirely..
I play D2 for the trading aspect.
Trade on forums, login to do a quick trade, log back off.
The actual game is pretty worn out by now.
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For cumulative reference to the rest of us,
if you got in, please post your system specs!
So we have a rough idea of what Blizzard's looking for
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Dang, I have nearly the same build,
except I use a HD4870 with 1920x1680 resolution.
Guess I got unlucky
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VOUCH
Blizzard take note of what this guy said,
we are not all running windows 95 with 128MB RAM and integrated graphics.
This is 2010, take a look at DiRT 2. Now that's a beautiful game.
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Much appreciated if you can reply!!!