• 0

    posted a message on Cord of Sherma

    It is a solid placeholder, maybe 2nd or 3rd on the list of BiS.


    But, for WW Barb, it doesn't beat out the IK belt, and for DH, it isn't better than WH. Wiz seems like they'd want TR set belt. Not sure about Monk or WD.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on PSA: Just to clear some confusion

    Being critical of one another's ideas is a good thing in any community, so it seems the effect of MC's post is ultimately beneficial for us all.


    What I find most fascinating (and concerning) about this whole issue is how many of those who abused the exploit aren't connecting their actions with the punishment. They blame Blizzard. Their logic seems to be that since Blizzard released a patch with a bug, it's automatically Blizzard's fault. And since it's Blizzard's fault, why should they be punished? These players don't seem to realize that it was their choice to abuse it, and that choice is being punished. Any sensible person who saw this bug happen would immediately realize that wasn't the intent and that it needed to be fixed. They must've known, then, that what they were doing was "wrong" in the sense that the design didn't meet the intent (in the same way that the letter of the law can diverge from the spirit of said law). Yet, they seem to refuse to hold themselves accountable and link Blizzard's flawed design and their punishment with their own action.


    I also find it interesting how people are analogizing real life. Speeding, murder, and terrorism have all been brought up here. Wow. The escalation is intense for such an ultimately inane and banal event. But, I suppose that speaks to the strong feeling of fairness and desire for justice this community feels. It's a good thing. But I question if such comparisons are truly analogous. Perhaps.


    To me, this whole thing seems like a bureaucratic mistake. My analogy would be speeding, kind of. But more like there are two speed limit signs some distance apart. Both say 18 mph. But, the guy working on the second one didn't get the bolt right, it came lose and flipped over to look like 81, sort of. And so, some people drove by and see 81 and so they gun it, though they very well know the speed limit is 18. Everything's obviously upside down. Then, when the cop pulls them over, they're like, "Wha? The sign says 81!" Nice try. You made a choice. The wrong one. Accept it and move on.


    But anyway, there are no 18 mph signs that I've ever seen.


    It's funny to me that MC, and all the streamers that exploited, are having their character attacked as well. I seriously doubt that any of these guys (girls?) are bad people. It's fundamental attribution error. They most likely aren't bad people in real life any more than they are actually good at killing zombies in real life. In fact, when the zombies come streamers would be the VERY LAST people I want on my team. Except for maybe MHM, if he really is a meathead, so long as he can still run a sub-14 2-mile. Gotta be able to move over ground, still.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Micro Transactions Coming - Commentary

    ^ I'll counter-argue that such a minimal 'advantage' via XP boost is no different from better training conditions, a better coach, better access to appropriate foods/supplements, less stress in other areas, etc.


    Again, the only argument currently is with timed xp boosts (well, some people will complain about stash tabs/hero slots forever), but I can't really say anything more than I already have - difference in paragon at the higher end (which is what people care about, right? leaderboards, right?) is negligible. If you disagree, take a look at the top leaderboard spots.

    No. Your counter isn't analogous since and XP boosts increases XP gained/kill, so if we both kill 100x demons, the xp boosted toon gets more xp out of the same number of kills, even if we kill at the same speed. That's why I use the PED analogy since that physiologically changes an athlete, allowing them to get more adaptation (or recover faster so they can continue a hard cycle, etc., etc., you get the point) out of the same work as another athlete. "Better training conditions" is more akin to killing faster/farming more efficiently or playing with a better group, which isn't an issue considering the mechanics of the game are the same for everyone.


    And, again, negligible or not for the leaderboards, it's the principle of being able to pay for an advantage that is the real problem.


    Sort of an aside, I actually agree with you about people overblowing the effects of this on the leaderboards and laughed at the end of your comment. These are probably the same people who complained they would never value them since RNG was such a big factor.

    Posted in: Diablo III General Discussion
  • 3

    posted a message on Micro Transactions Coming - Commentary

    I think the main 'meta' argument currently is with regards to timed xp bonus, similar to HotS 'stimpack'. As I mentioned in the video, I don't think it's a big deal for WELL over 99.99% of the player base. Extremely high paragon might help you get the #1 spot, but how many of you have even been close (top 10-20)? At that point, it's a combination of paragon, gear, skill, RNG (level type, mob type, available pylons, rift guardian), and any potential exploits - if you don't use them, someone else will.


    So, IMO to be angry that less than 1% of 1% of 1% of 1% of ... you get it ... is going to benefit from paying what is likely to be equal to or less than $10/month for ~double xp just to POTENTIALLY inch out for top spot, it's kind of silly, considering there's a high probability that NO ONE commenting here will be vying for said spot.


    In other words, the one argument that makes any sense does not apply to pretty much anyone. I hate to bring up specific players, but since most people know that Gaby essentially plays more than anyone else, what would it matter if a single person who already has more of an 'advantage' due to sheer time invested have a bit more? I mean, not like anyone else here is going to grind 18 hours/day for months on end ....


    TL;DR it'll be fine guys.

    Meathead,


    I take issue with the claims in your argument. You're misidentifying the principle behind the argument. It's not that people complaining care about their spot on the leaderboards, but more that this MT could (will) have a direct effect on the leaderboards at all.


    Essentially, you're arguing since the percentage of people that will be affected is small, most people shouldn't care. By extension, the degree to which most people will be affected is small as well. But the real meta isn't an issue of degree, it's one of principal. The principal that a monetized mechanic in the game exists to allow people to pay for advancement, by whatever degree, is the problem. It's the fact of is potential existence, not the amount of it's effect.


    Should I not care that a pro athlete dopes because my particular chances of being a pro athlete are infinitesimal? Of course I should, not because it affects me by a small amount, or because it's affects a small amount of the overall population, but rather because, as a fan of the game, it breaks the rules and the implicit social contract athletes have with the fans (and often the public at large via stadiums and tax breaks) that funds their wealth: that their achievements are their own, made of their own hard work and ability by the rules, not their ability to pay for a chemical.


    A MT that even potentially shifts the playing field in favor of those who pay should not exist on the Americas server.


    Of course, there are plenty of other reasons why the leaderboards are flawed and so on, that are beyond the scope of this thread - I'm well aware - so don't think I'm defending an already flawed system (not defending it at all), but your argument misses the mark in its assessment of why people are against the XP MT.


    I also understand that players will state the case that since leaderboards will be affected, then they're against it, implying that they're in the running for one of the top spots. But that's not the case. They don't even have to care about grifts to make that argument. Imagine that you extended the LBs to infinity, so that every player could see where they rank. If just one person displaces another at the top spot on the leaderboard, it's not just the next 999 players that are affected, it's all players since everyone is on that list somewhere. And they're all one spot lower bc some guy was able to enhance his position for something he paid for.


    What real impact does this have on them? None. But what real impact does any MT have on any player, really? None. Even the guys who get paid to play the game won't really be affected, by my estimation (could be wrong, but I'm just as likely to give $5 to a guy that helps me out via his YT channel or twitch feed or whatever, regardless of his LB ranking. I don't care what he/she ranks. Valuable info is valuable always - but I'm not the guy to pay a gamer for a build due to my apparently miserly opinions about video games as a profession).


    But the degree of impact doesn't matter. It's the principal of it that does.


    TL;DR: You're missing the point. It's not how much players are affected, it's the fact they may be affected at all that's the problem.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on GR Trial Idea
    We know that good design is achieved when there's nothing left to take away, as the old adage goes. So, the trial system interface has to be minimal. In the original idea, two things about the interface change: 1) entering how many GR keystones you want after trial completion (I envision this box being in the obelisk and exactly like Shen's gem-combination interface), and 2) what your target GR for the trial is. After that, the system in basically the same: commence and complete trial, receive GR keys in quantity originally desired (or not if failed), port back to town, talk to Orek to close rift.


    Now, @Kaiser, I don't think I was clear in an earlier post, since you said:
    Quote from KaiserQwerty»
    If the game were to pick the trial level I'm not sure how to target the right key level for alts that cannot trial their own keys.

    Yeah, that's how I made it sound:
    From a developer standpoint, I wonder if it is easier to do your idea in the full or to simply have the game automatically thrust you into a difficulty it feels you can handle...
    But, I meant that as an automatic action only AFTER you choose your initial level then failed, building on your Option A, Option B idea from above. I think that GR trial difficulty should always initially be in the hands of the players. Only upon failure should some auto system kick in, and that's only to save player time and interfaces we have to deal with.
    Quote from Bleu42


    Just make it to where the highest GR you've completed, you can buy a key for it. So you go in to the trial, make it to Grift 30 let's say and get that key. At this point there's nothing you can buy from the vendor yet. When you complete that GR 30 in time, you've unlocked that level and every one below it from the vendor.
    Bleu, my problem with the whole purchase-your-previous-levels deal is that, A) Bliz simply isn't getting rid of trials; B ) more importantly, that system fails to work in group scenarios without a whole other system. C) And even more importantly, it fails to quickly advance a player for big gear upgrades, and therefore perpetuates one of the biggest problems of the current trials system: they don't actually reflect gear ability. D) I don't want to start from 1, even with my noob-ass toon in S2. I want the choice to, but I don't want to be forced to do so in order to advance. Talk about a waste of time...

    If this pure vendor system were to be implemented, I foresee one of those terrible situations where players gripe and gripe about something they want (vendor GR system) right up until they get it, then they gripe and gripe about how it's all busted and that Blizzard should have foreseen players' demands' errors because, after all, players aren't game devs... Really, we've seen this before, and to me as a player that's been playing D3 for a while now, I get frustrated more with players than the devs because of this sort of thing. Plus, to my grounded mind, the chances of a no-trials system is simply astronomically small. Bliz is committed to it.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on GR Trial Idea
    Kaiser,

    This is a great proposition. From a developer standpoint, I wonder if it is easier to do your idea in the full or to simply have the game automatically thrust you into a difficulty it feels you can handle (similar to what happens now as you near your trial limit)? I only say so to save the time of interface with a NPC.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on GR Trial Idea
    Quote from KaiserQwerty»
    I really like the idea of starting at the trial wave of your choice. I'm not sure about the elite's but even just fighting a single wave for a single key using the same enemies currently in trials would be a MASSIVE time saver and a HUGE QOL improvement. Good thinking!

    edit: After some more thought I'd like it if the trial gave exactly the desired key on success and just consumed the key and gave nothing on a failure, I really don't need more indestructible/unsaleable/nondroppable lower than desired keys clogging up my already overflowing stash.
    Your point about losing trial keys is a valid one. I can see the reasoning for a player to lose them if they fail. If nothing else, it prevents a player from going for a higher level than they're ability.
    Quote from Jamoose»
    What about the elite's affixes? Will these be 3 random elite packs with random affixes? Because if so, that might lead to huge imbalances if you get a really bad combo. People will start fishing for good elite packs in trials...



    In general i think this is a good idea. I don't think you should be able to choose to get multiple keys just from killing 3 elite packs... Should probably stay 1 trial for 1 key.
    Yes, RNG will still play a role, so a shitty affix combo could mean you suffer, but they can limit the monsters you experience in this system just as they do the current system. But also remember, a single trial experience doesn't have to be perfect or make everyone happy, it just has to accurately measure your in-game ability and put you in a rift as close to that as possible. Some trials will be frustrating due to affixes, but that's the same as everywhere in Diablo.

    To your second point, this system is 1:1 trial key for GR key. If you give Orek 10x trial keys and pass, you get 10x GR keystones out of it. You have to give him the amount you want back if you make it.
    Quote from underko_»
    Very nice idea,

    but i wouldn't give player higher level key than what he wants, even if he is quick. Also with the returning of the keys if you fail. The trial keys open the realm of trials so they are used in process so there's no reason to return them and also you could have some additional motivation to finish it on time.
    Not sure why you wouldn't want a level above what you want if the game can accurately assess that you make it in that level, but I see your point: I want X of this level, so give me X of it if I make it. This way, the player only decides what level they get and it removes the game from having to do any of the deciding on the higher end. Good thought. Thanks.

    As I mentioned above, I see the reasoning to losing keystones if you don't make it, but there is a reason to giving them back: qualitatively lowering the barrier to entry. If a player knows they will lose a key by not making it, they may never choose to really push themselves without the game giving them a next higher keystone. Refunding puts it in the players hand to push themselves. Plus, in multiplayer games, a group may think they are stronger than what they really are, and so innocently overshoot their collective ability. Should they incur a cost due to an honest mistake? Well, as you guys suggest, perhaps; and I 'm not totally against you. But, in terms of revamping the system and getting people to use it as much as rifts, the economic cost to players needs to be as low as possible. As it is now, you have to do bounties then rifts before you can even start to do GRs. Of course, this is really only an issue at the beginning of a character. Yet, we as players need to put ourselves in the developers shoes, and the devs are going to design a system that works for the high level guys and is at least accessible for the low level guys. We should understand this. It's the right thing for them to do. It seems to me that no cost to failure is the right way to go, initially. That could change though.
    Quote from giovax»
    what if i have a record 40 record and I group with a level 50?
    You have to trial with them to see if you, as a group, can get a 50. Your solo progressive has no gauge on what levels you can select to target. Everyone in the group will be able to target a 50 GR. The system automatically decouples solo and group play by it's targeted GR design.
    Quote from MalloDK»
    Having 340 of these motherf'ers stacked up, I really like this idea. It's basically the exact same system that we have now, only made (MUCH) less time consuming. I basically quit the game because of the current Trial system, as i cant be arsed to keep farming keys to do normal rifts.
    One thing to note tho, is that, seeing as it's gonna be Elites only, one would be a fool not to bring a Furnace. Making it ~50% easier. Especially in singleplayer.

    That being said, there's definitely value in this idea. I'd love to see some form of it in-game. Nice work.
    Not everyone has a Furnace, nor will they ever. This system allows you to bring the best build you have. If you have a Furnace, you should be rewarded for it and be able to play it as much as possible in as many situations as possible. You best weapon should always be your best weapon.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on GR Trial Idea
    If trials are here to stay, here's an idea to make them something the players may want. Here's my input. Please give your thoughts as well.

    Let's say Orek is a vendor, of sorts, that allows you to choose your target GRift level for every keystone you give him.

    When you enter the trial, you fight an elite pack, or maybe a series of 3 elite packs (I kinda like a series of 3 better than a single pack).

    If you kill it (or them) in time, you get the GRift key you targeted.

    If you smoke it and kill them way ahead of the timer, you get a level or two or whatever above your target.

    If you don't kill them in time, you get one or two or whatever level below your target. If you're really underpowered, and get killed a bunch of times or don't make it past the first elite pack, you get nothing - your trial keys are refunded and Orek tells you better luck next time you sassy bitch.

    For example, you're aiming for a 42 GR. You go to Orek, select you want a 42, give him 10x trial keys and enter the trial. You kill all three elites just in time. You get 10x GR42 keys after you talk to Orek.

    Next, you figure you want to farm lower levels for the hell of it, so you select 25, give him 10x keys, enter trial, slaughter elites really fast and end up with 10x 27s.

    Finally, you get cocky. You saunter up to Orek, that smug bastard, give him 100x trial keys and tell him to queue up a 67, chief. Enter trial. Death. Res. Death. Res. Death. Res. Death. You suck. Timer ends, port out. Talk to Orek, he says come back when you wear some big boy pants, and gives back your 100x trial keys.

    This solves a couple issues.

    1. No more changing gear just for trials. Since you're fighting elites, all of the non-DPS stats that really matter still matter.

    2. You choose the level you feel you’re geared for, and the trial immediately gives you that level of elite, rather than having to play through each wave.

    3. You don’t have to be exactly geared for it and still get something. So, you can still push yourself (SC, at least) without being punished. If you pushed too much, you get nothing, but at least you don’t lose trial keys. This also serves as a disincentive (wasted time) for people trying to play over their heads.

    4. It’s shorter. 3 waves. At the exact level you want. Plus, you can get 10 or 15 or 100x GR keys all at once.

    5. It doesn’t do away with trials (here’s to you devs) but it also makes it a more accurate evaluation b/c, let’s face it: if you can kill elites at that level GR, you can most likely pass it with fair RNG of mobs, etc.

    6. It evens the field (not perfectly even, but better) for different classes. Since elites are the limit of success or failure in GRs, even Wizards and WDs that now struggle with the current system will be able to succeed. Except for Barbarians, since they still have a major identity crisis in this game. So, before all of you FC barbs out there start bitching and moaning (with love guys, with love - it’s a joke), I know this system won’t work as well for you since barbs have terrible STD and need mobs to really work. Maybe the upcoming changes will actually fix that troubled class. Have faith.

    7. Works for multiplayer as well as solo.

    8. Gets rid of the weird difference between final wave and GR keystone. The level you choose is the level you experience. If you make it, you get that level. If you don’t make it, you get knocked down 1-2. If you easily make it, you get bumped up 1-2. If you stand no chance, you get no keystones, but you also don’ t lose anything (other than your time).

    Thoughts? Additions? Improvements? Feelings? Emotions? Other squishy-feely stuff?
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.