- Sildrugtanni
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Member for 15 years, 9 months, and 24 days
Last active Tue, Oct, 11 2011 01:55:38
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Aug 20, 2009Sildrugtanni posted a message on Has the Tetris Inventory and Magic Find Returned?Perhaps I missed it, but i don't think it said there would be no MF besides shrines. I would presume you still can get it from gear, but perhaps you also can get a shrine that...I don't know, doubles it for a short time or something.Posted in: News
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Aug 20, 2009Sildrugtanni posted a message on Has the Tetris Inventory and Magic Find Returned?The only thing I liked about the old tetris system was that the items were in higher detail than other mmos that used the one-item-one-square system. Otherwise, I found it to be little more than a nuisance, having to constantly re-adjust crap to get more items in. Now, if they put in some sort of auto-arrange button (I've played a few games with tetris inventories that had such a button), that would be nice.Posted in: News
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EDIT: As far as control goes, there is just as much control as with runes. Players will decide how much gold an item is worth, relative to how many or how few of that particular piece of equipment is on the auction house combined with how useful/desirable it is.
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I think there needs to be both optional and required gold sinks to make gold useful. More importantly, however, I am totally for an auction house. I could care less that it was in WoW, and I think anyone who bitches about such an idea because it was in another game is being childish. I think it is a great system. The only way for an auction house to work, obviously, is A. There are required gold sinks or B. You can't trade item for item and can ONLY get items with gold on the auction house. I'm not entirely convinced that B isn't such a bad choice. In fact, why not go for C. All of the above. Give some gold sinks like skill resets, heavy repairs, etc., and make it so you can only trade for items with gold.
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Mahamoti, I applaud your attempt to make yourself look intelligent, but an oxymoron is a figure of speech that combines two contradictory terms. What he said cannot be considered oxymoronic in the least. Depending on what we're talking about, inaccurate perhaps, but not oxymoronic. What he statement often does apply to (to a large extent I would say), is sequals, which is what we're talking about here.
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Thank you sir, and the same to you.
Unfortunately, even though this may have originally been the case when the game first came out, it quickly devolved into everyone using the same attribute and equipment build. I think a large part of this problem is the attribute system itself (not entirely, but a lot of it). Now, I don't mean to say that I think the new system will entirely fix this, and perhaps not at all, but I think that now that customization is based even more heavily on the items, which you now will depend entirely on for attribute differences, we should at least see more variation in the items people carry on their person. True enough, your studying did bring you to the conclusions everyone now reaches with a guide, but alas, time crippled the attribute system to being little more than a formality.
Well, I'm not sure I will agree with this point, but I'm going to reserve this kind of judgment until I see the game itself. I still think there will be plenty of ways to distinguish oneself from the lesser masses (for one thing, I think this will require more skill in the actual combat).
See, but you just proved my point. You're studying of the mechanics was not just sitting there reading a block of text online. From what it sounds like, you had to actually go into the game and study this in real time. Perhaps just in practice mode, but even if you're not battling another, you're still in the game gaining actual experience through playing.
The build mattered yes, but not as much as the gear. Everyone can have the same build; not everyone can have the same gear. I can have the exact same stats as you, exact same skills, know all the mechanics of the game, but if my gear isn't up to par, my ass will more often than not get handed to me. True, up to a point the difference is minimal, but if the players are of the same skill and build, that minimal difference is what will mean who wins and who dies. As to your point about the life, again, your build can only do so much and then the gear has to do the rest. Anyone else could have had all the same stats and skills, but the gear makes it.
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First off, I never mentioned trading in the section you were responding to, so that has nothing to do with this (and so I also don't really know what you're so shocked about). I did forget to mention this, but I didn't really do any trading. I almost exclusively gathered items on my own. Also, if I had an excess of items, sometimes I would just make a new character that needed the stuff. To each his own, however. You liked PvP, I didn't, and that's fine. As far as WoW goes, again, you sought to deal out as much damage as you could in PvP or raiding, while I just enjoyed the process of killing bosses with my friends. While I liked getting new items in WoW, I was pretty content with what I had (mostly Tier 1, my playing was by and large before BC). I got a ton of satisfaction from downing that boss. I did not like PvP very much in WoW, but again to each his own.
I will address your point here then. It is my opinion that while a minimum amount of time is all that should be needed to grasp the core of the game and to be able to play it fairly competently, I think more time is necessary to master it to the point of being a great player. A point you failed to notice/address that I made was this: Let's not kid ourselves, there was so little planning time involved in Diablo II it was sad. You just looked up a build and BAM, you were done. Also, as I said, you can't really understand the game mechanics in an applicable manner unless you spend a chunk of time practicing them. Granted, in Diablo II, that didn't necessarily take a long time either, but that's not true of a lot of games out there.
I guess we will have to agree to disagree because I could never call the attribute system in Diablo II anything but a nuisance. That's not to say stats had no effect, because they obviously did, but as much as you'd like to argue that your careful planning was what got you so much health, you are not representative of the population. I've seen plenty of people with over 5k health: the barbs and druids who pumped a lot more vit over dex; life in lue of block. It was also those with insane gear. For you to reach 7k health, you would need top gear and a lot of vit, and that is that. Besides, what do you defined as a reasonable stat distribution. The reason people say everyone just pumps this or pumps that is because that is what works. You want max block? You gotta pump dex. You want high life? You have to pump vit. No one pumped into energy because it was worthless, and there was pretty much no point in pumping strength beyond what your gear needed (I think any knowledgable player would agree that the benefit to getting more life outweight the benefit of a bit more damage from higher strength).
Diablo was a game of items and practice. What do you mean by reasoned analysis? Don't try and make the game sound more in depth or complicated than it was, because it wasn't. You got good items, did some research into how to counter such and such build and what to do when something arose, then practiced until you could effectively use it in actual combat. It's not enough to simply know that you need to do something to counter something else. You have to put in some work to develop the reaction time and practical know-how needed to use it. This is a simple example, but when I first started doing magic find runs off Mephisto, I knew that the best way to do it was to stand across the river and keep out of range of his spells while simultaneously making sure you can still hit him. I died a decent number of times until I was able to figure out what those ranges were, regardless of the fact that I did research ahead of time. As far as PvP goes, you could spend a bunch of time reading the kind of damage other peoples' skills do, what works against those skills, how to deal with pets and what not, but that doesn't mean you'll necessarily be able to recall it and put it into action quick enough unless you give it some practice. As far as Smash goes, I know plenty of very good players, and every single one of them would say that the biggest thing you need to become skilled at the game is practice. I know how the mechanics of Smash works, I know what sort of counters or attacks I should be using against certain characters, but I'm still mediocre at the game because I don't play very often.
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To your first point, I think that's a load of crap. Every single person I personally knew who played barely did any PvP. The PvP system in Diablo II was crap, and it got boring/frustrating after about 15 minutes (in my opinion). Not to say that my friends and I are representative of the population, but I bet a very large group of people played for the PvM aspect. Why do people spend hours and hours in MMOs raiding/farming bosses? Not so much to be able to kill better bosses faster, but because of the satisfaction in finding a new, awesome weapon or replacing that piece of crap chest piece you've had since 10 levels back. I loved finding items in Diablo II for the joy of finding items, not for PvP.
To your second point, of course it's a matter of time spent. You can study the game all you want, but if you don't spend a good amount of time putting it into practice, it doesn't meant squat. Moreover, I can't believe you're making such an argument over the attribute system. The attribute didn't add one iota of strategy to that game. You either did one of two or three things or your character blew and got owned by everyone else, it was that simple. The stat system was not a parameter of excellence, nor did it make any of the time spent planning less important, because you didn't spend that much time on stats. You pumped dex to max block (subtracting item stat points), pumped strength to match your gear requirements, and the rest into vit (or no block and all vit).
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I actually laughed when I read this. It was the exact same way in Diablo II. Everyone who shared your build pretty much shared the exact same gear if they could afford it. The attribute didn't work at all towards preventing this. Basically, the only difference between Diablo II's system and the new one is that I no longer have to spend the energy to physically click on that strength button when I level up. Besides, I think this system will allow for far more unique characters, especially with the runes. As far as I'm concerned, having 20 more strength then another Wizard of the same build is not really unique (or at least not at a meaningful level).
Someone suggested, as an answer to one of my previous posts, that they ought to fix the system instead of removing it. How the heck would you even do that? You really can't because the system is inherently broken. It's not a bad system necessarily because Blizzard designed it poorly, but rather as a side effect of it being an attribute system. If you have an attribute system in conjunction with a skill system like in Diablo II, you will always run into the same problems: Everyone will use the same few builds for each character, and each build will always have the exact same stats, skills, and gear (so long as it can be afforded).
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The attribute system in Diablo II was a joke. For any build, you pretty much had to do stats the exact same way (accounting for certain pieces of gear giving +to stats of course) or else you sucked. By and large, most builds had the exact same stat distribution: Enough strength for gear, nothing in energy, and either high enough dex for max block and the rest in vit, or just pump vit. There were a few builds here and there that diverted from this a little bit, but not very much. I've been playing the Diablo franchise almost since the very beginning (I think I started Diablo about a year after it came out), and I couldn't care less about the removal of attribute points. As far as I'm concerned, they were little more than a nuisance. I much prefer the idea of character customization being more heavily based on items, rune combinations, etc. Like it was said, attribute points gave the illusion of customization; everyone pretty much had the same stats.
Also, as far as not having stat requirements for items, that's going to be fixed with level requirements (for the most part). If we're going to talk on more realistic terms, even a level one barbarian should be strong enough for a large axe. As long as level one characters aren't wielding a bunch of powerful uniques, it doesn't bother me.
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