Quote from Bagstone
I'm seriously worried about that. Some people would be paragon 1000 by now, the majority hasn't even reached p100; how are they gonna make sure the game still stays balanced and these 24/7 players don't cause havoc to the system?
From the images I've seen each character has a cap on how much they can place in a stat. For base stats it seems to be 50 points. They each add 5 stat points each which means all stats can get a 250 bonus to their stats
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Anyhow down to what I came across, in the previous video showing lag hit it showed Diablo II, III, and Torchlight. Two in an offline setup and one with an online only, and we know which one that is. So I did my own test because I know that Torchlight and Diablo II work fine.
My test was using the Monk against an Unburied.
Test run one: Hit and hug - This was the one you see in the video, Hit and hug is the concept that you run and impact a mob rolling off them to pass. Most of the time the gargantuan would swing and hit me while I was still on him, yet there were times when he would just look at me as I rolled on him and then swing. He has a long reach so usually it looked like I was in range but two times I got a bit more distance from him and then still go hit.
Test run two: Drive by - This involves going right past the enemy, not a single stop, not a single touch, well maybe a sight brushing. Anyhow whenever I did this one I didn't get hit once, not a time. The Unburied response time varied but even at his fastest I was just out of range.
Test run three: Run and Gun - This involves running up to the mob and gunning it, like a game of chicken. So lets say that I'm running up to a mob and realize I don't have enough health to survive the hit, well I gun it and right before he is on me he swings and I get out of the way. Well that is the scenario and he never hit me except...
Test run four: Run and Hug - This time I run till I'm basically hugging the mob then I get out of the way. The Unburied's response time varied, usually I was in range when he hit, sometimes I was out of the way, all times it registered a hit.
Test run five: NOOOOOOOO - After Luke Skywalker, the Unburied gets ready to hit me almost hitting me, and I Blinding Flash him, no hit is received.
With all these test done I can say this much for the system, the monster's attack is based on the server, that is where the hit is occurring. Now how does the server know you're in range to be hit, well based on your position at the start of the attack and present rate of motion. This means that if you are in close proximity, touch the mob, the server is now attacking your character even if your PC doesn't show this at that at moment. The reason you don't see the hit is because your computer hasn't received the attack message yet, not that you've not been hit.
Now then why did he miss when I passed right by? The answer is easy if a body is in motion when it passes a mob on the attack, then the server says it will stay in motion. There was a Sixth test which proved this, I would run past the unburied and stop when it was half way through its attack, it would look like it hit me but didn't register one. That is because the server assumed I would keep running till the attack was done.
So what does this all mean? Well actually it means that there is an Uncanny Valley if you want there to be. For the most part this system is seamless. Hit registers are really well timed with ping slow or not, this is because every hit from the computer has to send a "I got the message" to the server. Beyond the whole, the guy is dead, the server has to have some ability to calculate survivability to stop abuse of the system and that is what we saw in the first example of lag in HC.
What does this mean for people like Maka, well I don't honestly know too much. I at least respect his unhappiness with the situation and would be unhappy if Blizzard didn't treat me like a targeted audience member. Still I think with all this they have a lot of contingencies that basically say, if you can live an encounter you likely will unless your judgement in your actions state otherwise. Sure you can fool the server a little but for the most part it is pretty good about knowing your movement patterns and so on.
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That isn't a bad thing at all, it lets them test the server load, which they really need to for this to work.
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I should have been just as dead from a disconnect. My hypothetical is that he may have had an honest to god Disconnect, I'm not arguing that, but there was no way in hell he was going to live. Blizzard may have a way or calculating chances of survival in DC scenarios, that is my only rational explanation.
For my play time I could have gotten away from the mobs I was attacking or just killed them. For the guy in the video there was no success rate, he lost his connection and figured he would have been saved from a grueling fate. Considering how fast he lost his connection, they may have figured it was a purposeful connection loss and noticed his survival chance and ruled the character dead.
My point is this might show how Blizzard has contingencies to stop people from taking advantage of the server-client mechanics. He died, because he was going to die, the server saw this and let the character die. Yet my character would have been equally dead from a disconnect if my toon lagged while my computer was trying to retain a connection.
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Oh now your just being absurd and you know it =P
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Now for me, I don't like Diablo 1, so really my answer is just play Diablo 2. It is fun and good time, doesn't take a lot of power nor complicated controls. Good ole fun.
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That is my point too, that I think they will make it more complex down the road. Just that right now, there is more than enough to keep us busy just getting use to the whole new system.
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Like should I disenchant this item or save it for my Witchdoctor? It sounds like a simple process but woah, that is a totally new dilemma, if I were a new player in the proprosed complex item theory and had to then also think about what Charms I want to keep as well... @.@ dizzying. My thought is that they wiped the slate clean to, to get people back into basic management concepts. Like that Megaman X video and how it helped you learn all the mechanics, just way more so.
People will not really be getting the hang of this game till about level 60 when they truly start to balance out gear for benefit sake. When you can still level up, an upgrade is an upgrade. When all gear is random and level 60, dang now you got some thinking to do. Now, lets put people in a group with 3 other people and ask them to deal with Charm itemization and pick up rune words, or just the new rune system.
Yeah, screw it, I will play something a bit more basic thanks. <- I'm saying this as a new player
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My point was more that the game is a decade apart. Here is the thing, you, me, and everyone in this little Diablofans community know about all things Diablo. Diablo 2 is a fresh piece in our minds. This is a very accurate fact that we all know that complex space management. My point was that this game is going to sell to a lot more than just our little community.
For them to jump into a new game, or jump in after having not played for a decade, Diablo 3 can't just go around and give you too much to play around with. They originally were going to have a lot of inventory management the reason they cut this back, I believe, was to keep the game from getting too complex. People who haven't been playing Diablo 2 within the past year aren't going to be ready for complicated space management.
I'm sure this is what they saw in play testing, that people new to the game experience and concept of Diablo found it daunting to manage so many different variables in the game. So they've gone back and said, lets easy people into this game, crafting items, that will be complicated. Managing gear with a shared stash for your toons, that is going to be complicated, not to mention different item sets for different rune configurations. For a new game, well over a decade since the last one, you can't just have a sequel act like the collective consciousness still remembers it freshly. This isn't a Modern War sequel, it is a Diablo sequel and decade can cause a hard reset to the way the mind will process all the complex mechanics that built up over the previous installment in the series.
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That said the point in a very short note is that the game we are playing is new, and the concepts of complex space management are just not ready for the game at this time. Usually I would put more work into a post like this but I just lost literally 45 minutes of typing and really disgruntled about that.
It was weird too because my Copy button didn't work either. Sigh.
Anyhow you can't expect a game which is very New to be very complex out of the gate with tons of management systems. It has been over a decade since Diablo 2 and a lot has changed in the gaming environment, so Diablo 3 shouldn't have those complex mechanics.
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Pokemon is first limiting by the race/evolution, then by the slot selection of which spells you pick, and back when I played if you threw away a spell then it was gone, you had to get another version of that same monster pre-spell allocation to get a spell you threw away. It may have changed but at least from my knowledge it was extremely restrictive on skill selection and monster selection until you had gone through most of the game and then found a friend to actually trade with.
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