- mahamoti
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Member for 15 years, 8 months, and 7 days
Last active Wed, Feb, 24 2010 13:44:33
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Feb 24, 2010mahamoti posted a message on Undocumented 1.13b Patch NotesWith such insane drop rates I'm almost tempted to whip up a new char and try out ye olde D2 again...Posted in: News
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Dec 3, 2009mahamoti posted a message on Skill System Changes to Affect RespecsPosted in: NewsQuote from "scyberdragon" »That's fine if they want to sell it but they would not be able to sell them to other players only vendor trash them. This would give people the opportunity to respec if they wanted and the other players just get some gold.
The item would drop vary rarely and balanced enough so that you would only get 1 every two-three levels worth of game time. That way you would still have to plan out your build but if you made a mistake, it would not break your character.
Are you suggesting that the item must remain equipped or the respec will roll back? If that were the case, it would essentially be useless...because it would be replacing a tier 1 item, meaning that mistakes could not be taken back without "ruining" the character...and in that case, I'd be all for it simply because I hate the idea of respeccing to begin with (lol).
If the respec item were a consumable item, I think that makes it a more logical way to administer respecs....but....it has to be a lot more rare than once every 2 or 3 character levels. Most likely you don't even want to respec at all until reaching at least like level 30 which means by that time you've already 15 respec items...making it an extremely commonplace item equivalent to about "2 chipped gems." If its there, it should have more the rarity of about a Shael rune. -
Oct 13, 2009mahamoti posted a message on Grabbing All That LootPosted in: NewsQuote from "SFJake" »Really?.
Ahem.
Well... I find it rather strange. Certainly DON'T get rid of it. If you really want that though, a simple option to disable gold auto pickup would be nice, so that you can do it like you want, and I can have it on auto pickup.
Uh, no...having an option to disable auto-pick up would be completely useless and defeat the point....
The reason that manual gold pickup is better than auto-pickup is that it gives the player something else to think about while playing, giving them another way to differentiate themselves by creating a more powerful player than someone else who doesn't think about these things.
A player who wastes him time picking up tiny gold drops will slow his progress to other areas of the game where gold drops are larger, which actually reduces the amount of gold he can get in the same time. But if you don't pick up any gold at all, then you don't get as much gold per second as someoen who intelligently picks up drops that are close to him and dont delay him much.
If there exists an option to auto-pickup, then this interesting decision is removed from the player because the best decision is obviously to enable it.
It also puts a damper in inflation, because people stop caring at higher levels. If gold drop is auto, it will make inflation more of a problem because EVERYONE will be picking up gold ALL the time. Yes, the inflation problem exists no matter what, but this just means that whatever sinks they introduce to counteract inflation will need to be even more effective than they would have to be. -
Oct 13, 2009mahamoti posted a message on Grabbing All That LootThere is one thing that could be improved: getting rid of auto-pickup on Gold. Some people like to take the time to pick up gold, tohers dont. Personally I always have a "threshold" and if its more, I pick it up, if its less I figure that the time it takes me to make 1 click is going to reduce my overall "gold per second" by picking it up as opposed to running past it, and waiting for a bigger drop. I enjoy this complex interplay. Why take it away?Posted in: News
The designers keep making stupid decisions based around the idea that FIGHTING is the fun thing in Diablo, and making everything else automatic so that you can spend as much possible time fighting. Well, guess what....fighting has always been the most boring aspect of Diablo. Its thinking about how to assign stat points, thinking about how to arrange that tetris inventory, figuring out how to mazimize your DPS, Gold-Per-sec, XP-per-sec, unique-per-sec, etc, that makes the game fun. I spent at least as much time buried in game manuals plotting out stat points for builds as I did actually playing, and the thinking part was the most fun part.
In my opinion MF and the tetris style inventory are iconic elements and I am very glad they will not be lost. Moreover, I think that these two elements contributed significantly to the success of the franchise.
The tetris style inventory gives the player the "feeling" of actually having a backpack and getting to put things in it, in a way that is not nearly as difficult as actually having to arrange a physical backpack full of junk...but at the same time accomplishes the effect of making the player feel like they are tangible things. The different sizes of items has several values:
a) gives a crude sense of scale to items, which makes them feel more real to the player.
introduces an additional aspect of something to be balanced, which keeps things interested....is it worth it to hold onto that 6 slot item if you're just going to sell it, or is it a better use of time to ignore it and pick up smaller items so you dont have to go back to town as frequently? You may criticize this as being "unfun" but it really is part of the fun of Diablo. Just as, when I worked on a ferry, directing cars into the slots to try to even the weight of the boat could be fun. There isn't much to do in Diablo, and I'd prefer that these simple pleasures not be taken away from us.
c) allows larger more prominent items like armor and weapons to be given more dominant artwork
As for MF, it is critical to getting players addicted to give them a way to increase their own chances of finding items...because the primary source of fun in Diablo is not killing monsters, its finding sweet shit. The prospect of finding something is more pleasurable than the actual ACT of finding something...psychologically, and for this reason finding MF items just skyrockets the addiction factor. -
Nov 13, 2008mahamoti posted a message on The Diablo 3 Rainbow T-Shirt SurveyPosted in: NewsQuote from "milanv" »honestly I have no idea what you are talking about
it's those maps or whatever. I have no idea what those are, at least in this context...
And that is totally fine, because you're a player. You're not expected to know. But you don't know what you're missing
I'm all for jokes, but there is no humor in this. It's like...the US attacks some country, and they say, hey please stop attacking us, and the US laughs and the president starts wearing a T-shirt that says, "Nuke the bastards!" A little more serious because it involves peoples lives but thats the same basic thing: people ask for a change, and the company laughs it off and makes a T-shirt saying they don't care. Where is the joke in that? That's just being an ass.as for the T... I don't think so. YES, it can be seen in that way but I think it's more of a just a joke, and you should be able to laugh at yourself first and then everybody else and admit it is a good joke
How about a new Tshirt, "Diablo 3: Made For Blizzard Employees, By Blizzard Employees." -
Nov 12, 2008mahamoti posted a message on The Diablo 3 Rainbow T-Shirt SurveyPosted in: NewsQuote from "milanv" »and what about those fans that like the style? are we not fans? you would please yourself and the minority just because of your needs? but hey, look at the big picture. blizz doesn't care about YOUR opinion, they care about the MASSES opinion.
I hear what you are saying.
Now hear me: I don't think the graphics in D3 are bad. When I first saw them, I was impressed. It was not until later, after the shock of D3 settled down, that I began to notice ways in which they are lacking. As a 3D artist and hobby game developer, I tend to notice things like this. I am a perpetual critic. There is no game on this planet that I don't have criticisms for. That is not because I think everything sucks, but rather, because I know everything can be improved to become even better than it already is.
I don't really care that Diablo 3 has rainbows in it. I like the overall art style of D3, but I know that using normal bump maps, a standard practice, would make it look a lot better without a lot of additional effort. Flat shading just looks bad in comparison. I doubt anyone who currently likes the art style would disagree that normal bump maps would improve it dramatically, if they were to implement it and show you a comparison.
I'm not saying that my opinion is more important than other peoples, but there are a lot of fans who wanted to see a little bit darker, scarier, grittier Diablo. A lot of fans. Blizzard doesn't have to listen to those fans, but they can at least be respectful of them. This T-shirt is highly disrespectful to all the fans who showed concern with the art style. It is Blizzards way of saying, "we don't give a shit about those fans. we are gaming gods, and we don't make mistakes, so shut up and sit down and wait until the game is released."
It's this attitude that bothers me. -
Nov 12, 2008mahamoti posted a message on The Diablo 3 Rainbow T-Shirt SurveyPosted in: NewsLeonard and Jay Wilson claimed that they weren't planning on releasing the t-shirt because they worried some fans wouldn't appreciate the lighthearted treatment of a game like Diablo. Personally, I think the shirt is hilarious and want to see it made available to the public. I like to think that all of you share the same sense of humor.
I agree with you, it is very funny when your favorite hellish game franchise is taken over and turned into a cute cuddly world lacking in darkness, contrast, grit, which are replaced with colorful effects and rainbows. It is even more funny when fans complain, and the designers give them a big middle finger by creating a T shirt to show just how little they are about fan opinions, which they wear to all public events. The only thing funnier is that the designers dont think releasing the T shirt to the masses would make it any more public than wearing it to every press conference. -
Oct 1, 2008mahamoti posted a message on Bashiok Discusses Inventory SystemsWtf are they talking about...the fun of Diablo has always been collecting items, not their lame excuse for "action." Don't get me wrong, Diablo 1 was my favorite game of its time, Diablo 2 is my favorite game of all time...but its for the item hording, not the action. Stop messing around and giving us a lame inventory system. I have a suggestoin -- how about we have item weight, and a grid-based system combined...this way we can spend more time balancing out inv to squeeze things in as tightly as possible. Maybe I dont speak for everyone but I thinkthat would be pretty cool.Posted in: News
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Oct 1, 2008mahamoti posted a message on No Spellbooks in Diablo 3In this interview he says that he liked the Spellbooks in D1 but he did not like the rune words in D2. How the heck do you get "there will be no spellbooks in D3" from that? It sounds more like, if anything, we will lose rune words-- and that SUCKS!Posted in: News
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Starcraft II went into development in 2003, and still does not have a release date pending. I'm guessing it comes out in time for Christmas, giving it a total development time of 5 years. If Diablo III has the same development time, that would give it a 2010 release date.
Diablo II was announced 3 years before it launched. Starcraft II was announced in 2007 and will probably come out 2 years after that announce date (according to my prediction). Thus, 2 years from Diablo III announce date also sounds reasonable.
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You don't have to miss out on loot because of where you live.
If you fight next to other people, you're choosing to sacrifice that drop for the ease of someone else's help in defeating the monster. If you want the drop, kill him yourself. Or, charge ahead into the foray a little bit so you can get some distance and get our own drops over there. This is what I've always done and it worked for me.
Another negative effect of personal drops is that you will have tons of worthless players trying to get into your party, following you around, and picking up free drops from every monster you kill. You cant kill them, because there is no PvP, and you cant quit the game without losing your own progress.
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Sure, there are no health potions...but who needs them when nobody, including bosses, can reduce your health below 80% ?
They have stated that the hordes are smaller, and its obvious from the videos that better mass-effect skills are available at lower levels...making even easier work of the smaller hordes.
I just hope they dont make you play through the entire game on kindgergarden difficult before allowing you to set it to a reasonable play level....that would just spoil all the surprises of the difficult bosses when theres no sport
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Indeed, this is important -- and it is possible to completely eliminate duping, for server stored characters. I trust that we will not have to worry about this in D3, as I think they resolved all the problems with the D2 system..and I know they are reworking it to cut down on cheating.
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For the record, I awaited Diablo 1 for about 6 months before it came out. It was my favorite game until Diablo 2 was released. Diablo 2 is still my favorite game. I was never very good at PKing. However, my most memorable experiences are all experiences related to ME being PK'ed, or getting tricked/ripped off. I was incredibly PISSED off when it happened, but they made lasting memories...they caused me to learn my lesson, and respect the game more.
Secondly, I am NOT advocating PvP EVERYWHERE outside of town like in D1. As I said in my original post, I am only advocating that there be certain designated PVP areas that have some "lure" such as more difficult enemies, better loot, more quests, or secret/difficult to find areas (randomly generated).
By having certain designated PVP areas, anyone who does not want to take the risk does not have to take the risk. But it will lure people who are WILLING to take the risk into them. This gives the PK'ers some fun because they can try to catch unprepared people. It gives the hunted players some fun, too, and they cant complain because they voluntarily took the risk.
Structured PvP battles were never much fun in D2.
I specifically stated 2 reasons why personal drops affect the game negatively.
1) They necessarily result in less amount of items being visibly dropped from bosses, making the players will not well rewarded; or, alternatively, each boss simply produces more shit for each player, causing the economy to become quickly flooded due to cooperative play, which makes it easier to acquire the ultimate items. You might say "thats good," but its not..its really the exact same effect that DUPING has on the economy.
2) It reduces the excitement and potential backstabbing that you have when doing coop which allows people to bring their personalities into the game. Life is interesting because some people are nice, some people are mean...this is the spice of life. Finding good people. If everyone is forced into being a good person, its not so exciting.
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1) Money should have a value > 0. In D1, money had a very small value -- because sometimes Griz would have a good item to buy. In D2, money had no value whatsoever. Gambling was a joke. I sunk all my money into gambling and never got a single thing worth keeping...while taking 4 characters to level 90 and acquiring all the godliest items in the game over years of work. Obviously gambling statistics were designed in a flawed an useless way. There is nothing of high value that can be purchased for a large sum of money making it useless as a currency. Also characters were limited to carrying a small amount. To fix this money problem I suggest 2 things. Firstly, make higher denominations of money that are inventory items. eg, 1000 A = 1 B. 10000 B = 1 C, etc. This is sort of like runes, except that runes do not fit this role because the bottom runes could not be converted all the way to the top runes. Secondly, there needs to be at least 1 purpose for money to a level 99 character. All that is needed is a single purpose. This gives it a trade value and makes it exchangable for any other item. A general purpose use would be to have some type of item buff which can be applied to ANY item (eg, unique, set, whatever) to give it some small permanent improvement.
2) There should be an in-game system for communicating trades. The trading chats were miserable...text flashing by so fast that you could barely read it. Very inefficient. It wastes Bnet server bandwidth to have that kind of unecessary spam. But if you dont have a built in system for hooking up traders, thats what you get. There were the trading forums, but those dont work too well -- you have to coordinate when and where to meet, there is a large time delay, you're constantly minimizing the game...not fun. The only other option is to join channels where lots of people show off their loot. Then its just a crapshoot.
To solve this problem I propose an integrated database system for user created "shops." Users could post their items, sale terms, etc. Other users could search the database to find matches, and filter by who's online and who's not. Similar to the contract system and market in Eve Online, although it doesn't have to be that complicated. Hell, anything will do...anything is better than sitting in front of the trade chat for hours skimming for a rare item to fly by.
3) This should go without saying, but I really hope that the PLETHORA of awesome uniques, sets, and rune words is respected and expanded upon in the fashion of D2. There have been SO many potentially good Diablo clones and all have failed miserably, in my opinion the prime reason is poor design of items. Nobody cares about finding randomly generated items. Theres something wonderfully pleasant about the cool sheen of a gold unique item with a list of stats filling the page. And I'm not talking about boring "+X" stats. The existence of unique items that did interesting things is what made them interesting...like Cleglaws, and that sort of thing. Just look at WoW, Guild Wars, or Hellgate London. All 3 are boring primarily because they have no items that are interesting enough to worth questing over...yet the entire game is based around questing. So, please, keep up the good trend that you started with D1 and really drove home in D2.
4) On Magic Finding: I hope we all understand how essential this is and I hope that it still exists. It is NECESSARY to the economy to have items that are insanely hard to find, but worth it. It is NECESSARY to motivate a person to keep looking for those items by providing a way to increase your chances, other than simply playing for a longer duration of time. MF did the trick. It also adds a very interesting balance...are you planning for the near future, or the end game? Are you going to tough it out, and make all your battles more difficult by wearing more MF? Hell, I found myself questing for the perfect MF gear even after I had all the good stuff that could be found with MF. Its just fun to increase your drop rate.
5) Diablo has always incorporated a bit of loss. This adds spice and makes the game feel more alive. A little more exciting. Remember drop-trading...great adrenaline rush there, sometimes. Even in D2, I got ripped off a few time by clever traders who managed to swap a ring at the last moment...or something like that. Or the very clever person who manages to spy on you exhcanging gear between chars. The fear that your session might close out and delete your gear...when you couldnt log back in fast enough. Blizzard obviously views this sort of thing as a problem that needs to be solved. Thats why they made all those safeties in the trading window. And Ive read that they will make it easy to transfer items between characters in D3, and also that drops are now individual for each monster. They also changed it so that you cant steel loot from PK-ing.
What you don't realize, Blizzard, is that Diablo thrives on PVP aspects and if you safety -pad everything, you KILL the game. Hardcore mode is not really an excuse either. ITs too hardcore for most people, too much riding on your internet connection, not too much fun for most people. I'm talking about general play.
In D1, there was a sense of exhileration meeting a new adventurer in the Monastery that D2 just didn't have. This knight looks friendly, he's helping you...but at any moment he could take a slash at you like a posessed demon! Then you call in more friends to help. Perhaps he kills you and you need to go back to get your corpse. Yeah, you can say, "that sucked," but the fact is...you can be more careful if you need to be, but the existence of potential threat makes the game exciting. It also means you can build trust between players that is more meaningful than in a game where PvP doesnt happen.
There was a little bit of trust-building in D2 as well. Everyone needed to find some people to help them transfer items across characters. This was mostly a trust building thing and it raises the blood pressure sometimes too. If you make transfering between chars a simple secure transaction, you RUIN that exhileration and that trust building. Now its a kiddie farm and people get bored.
In D2, you had to think fast to pick up the good items before other people. You often had to move away from the pack and put yourself in more dangerous situations in order to get those good drops yourself. This was fun. Seeing a cool item drop...missing it...saying OH DAMNIT...yeah it sucked, but it made the game INTERESTING and fun.
Now there are personal drops. This sucks. It takes away from this fun aspect. Not only that, its worse for the economy, because monsters either have to drop N times less (for N players in the game), or they flood the economy with N times more wealth. If they drop less, players feel gyped. If they drop more, economy is flooded. It's not a good situation.
Whatever you do, just dont BIND items to players. Its bad enough that there were class-bound items in D2. Now all items will be class-bound in D3. This is quite a shame because it reduces the creativity that players can have in designing their arsenals. Yes, it does. Because you can only design a finite number of unique items, and if you divide that among P classes, that means there are only 1/P as many items per class as there could be WITHOUT class binding...and lets say you get to wear 5 items, the difference between (N choose 5) and (N/P choose 5) is pretty big. If you bind items to players, that just ruins the trade economy...nobody wnats to wear the items they find, or they arent happy with them because they cant switch to different char...just dont to it. It was a terrible design choice by the games that did it. Diablo has always been about trading dont ruin that.
6) Please bring some aspects of PK-ing back. I'm not talking about "PKing by choice." PKing by choice is not much fun because only well prepared characters will both agree. PKing is only fun if you're kicking someone elses ass, or exhilirating and memorable if someone is kicking YOUR ass. Of course, you will never voluntarily let them. What you need to have is gaming areas that have better loot probability but where PKing is allowed. This allows bold adventurers to venture into the risky area....at the increased RISK of having their head chopped off and their body looted to smitherenes. Make it a difficicult area so you cant just go in there with newb armor and be risk-free. You should have to risk what you wear being stolen to go there. This would be so much fun.
Thanks for listening