What a failed list of smilies?
Good work scyberdragon!
(If anyone hasn't picked up that I'm joking already, you're QQ)
- Puttah
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Member for 14 years, 10 months, and 17 days
Last active Wed, Oct, 29 2014 06:48:25
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Jul 16, 2009Puttah posted a message on Inventory Bags ExplainedIncreasing the inventory bags as you progress through the game would significantly cut down the use of mules. Sure, early in the game you pick up all the crap to sell for money for tp's and pots etc. but everything you pick up is basically junk and you have no reason to create a mule to hold your extra (crap) goodies. Later in the game you pick up uniques that can't just be sold off or thrown away, so without an increased inventory space it inevitably leads to mule creations and many pointlessly wasted hours of drop-trading.Posted in: News
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Jul 14, 2009Puttah posted a message on Inventory Bags ExplainedPosted in: News
No. It does make sense!Quote from "Ivaron" »I don't understand. Bashiok is talking about limited inventory space as if it's a good thing. What the hell?
This game is about killing stuff and collecting loot. Why on earth would you want to limit the amount of loot we can carry in the first place? It doesn't make sence.
If you don't agree with this... well... maybe the best decision you could make is >>>Quote from Bashiok »Beginning with a small and limited amount of space teaches the player early on that inventory management is an important part of playing the game - and sometimes generating income.
Making and keeping the player aware of their limitations can also help keep a better sense of structure and focus. Being overwhelmed is sometimes as detrimental to a play experience as being bored.Quote from "Ivaron" »I know I'm gonna sound like a whiney little kid and no-one is going to care, but this is one of those things that makes me think I might not want to buy the game. -
Jun 8, 2009Puttah posted a message on Battle.net Fee Conspiracies No More?Posted in: NewsQuote from "Genesis" »Not that I was strongly one way or the other, but I'm glad that Battle.net will be free
If they do introduce micro-payments then I hope they don't have any effect on gameplay, as that would create an imbalanced playing field between people who pay and people who don't. I would rather have 100% of people paying than it being imbalanced by optional paying
An imbalance is inevitable with the invention of ebay and all. I'm on the non-paying player side and of course don't like this, but what can we do? - To post a comment, please login or register a new account.
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The lower everyone else's MF is, the higher their killing speed should be. If the leecher was capable of solo'ing the content at a respectable pace and receiving the full benefit of his MF then he is either grouping up with people weaker than him (because they have lower MF gear but aren't clearing the content faster) or because he's in an area that's too low for his level.
Having a split of players with a very high MF stack and the others with combat stat gear should be roughly equivalent to all players having a moderate MF stack. It might not be, but for the sake of the argument let's say it is.
If you scratch my back, I'll scratch yours. If you don't need your back scratched, then wtf are you still doing here?
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Yeah I can imagine little Billy stacking as much MF as possible in his solo runs, then he joins his first pub game and realizes that everything is dying a lot faster, so he pretty much creams his pants at the thought of getting items even faster than possible.
Then the sad day comes when Billy is told that MF is split amongst the group.
*Billy ragequit the game*
No but seriously, Blizzard will probably add this feature to the list of texts that appear while you're loading the game up. You don't want to dishearten the new guys too much
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Yep. Keep in mind that they'll be carrying your dead weight because you'll be a useless contributor to the fights with 300 MF gear equipped.
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At the release, if you stack heaps of MF/GF and join a public game, sure you'll be dividing it amongst strangers that probably won't be grateful for it, but your killing and survival capacity will be greatly hindered, so you'll need to stick to the back of the group and be a useless added weight, but at least then you're not leeching and you're still helping the team out in your own way.
Simiarly, you'll have another player that will be stacking as much DPS as possible, and while he isn't contributing to the MF/GF pot of the group, he'll be killing faster. That is his contribution.
All in all, this was a great move by Blizzard. It now creates the scenario where no one is leeching, no one in the team has to be paranoid of others leeching, and everyone gets to play the way they want to play.
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Oh and I'm loving this change, and watching as some people complain about it, because we all know they were going to be leeching their hearts out with the old system. Tough luck boys.
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This problem directly extends to bosses as well, and it's what I've been trying to tell you this whole time. If you still don't agree with me, then you don't agree with Blizzard.
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What you or I do personally does not represent what the community does. But I can damn well bet that if a player works their heart and soul into gathering the best gear (which we can reasonably assume will be many) then they'll be squeezing out every last vessel of strength out of their build choices as well.
And being stronger actually has its own set of enjoyment, else I wouldn't waste my time MFing.
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I'm not sure how the downtime with wow and sc2 are so I can't really go on anything here.
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If you believe that I've nitpicked through your post, please care to direct me to the point that you would like answered, because I'm too tired to read through the wall of text again.
I think the game is fine, but it can use improvements here and there. If they don't place skill locks in some form or another then I'll be joining the 'skill swapping to suit the situation' bandwagon.
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Blizzard has changed their mind about many things. They've even done complete 180's on even the most basic foundations of how they think the game should be played.
Were you here to see when they abolished the cauldron of jordan and salvage cube because they decided that keeping the action going was a bad decision, so now they effectively force players to go back to town to "take a break"?
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Can't you imagine a scenario where another build will be more effective at tackling some boss than the build you were using to get through the dungeon? Don't you think players will be swapping their build each time if they know the encounter is going to be a difficult one, and every extra ounce of strength counts?
Champions and rares may be randomized, yes, and you'll most likely have to tackle them without the possibility of swapping to the more effective build, but this is a choice that you've made based on certain criteria.
A certain dungeon may mainly consist of many weak, but fast creatures, so your build would likely be based around large AOE type spells. But then you run into the odd encounter of a rare pack, so what? You've cleared the main portion of the dungeon faster than you could've otherwise, so this loss in time is hardly a worry.
The next dungeon may be different however. It could be comprised of mostly fewer monsters but with more HP. This doesn't mean however that when you run into that one enemy that spits out faster little guys, that they'll bring you to your knees.
And then to the bosses. Some may be more about their large army of summons, or in the SK's case, about the boss himself. In Inferno, the few extra abilities may change your style of tackling the boss, but it doesn't complete neglect the fact that there will be a superior build with the encounter. There must be a superior build, because each boss is different in their own way. They have their own set of characteristics that defines the boss.
The SK doesn't move very much, but he can teleport to his chosen victim. With this info alone, you can already tell that snares will be pretty useless against him, while mobility type spells such as leap attack on the barb or vault on the demon hunter will be much more useful.
You can't tell me that you think because the bosses in inferno will have a few more abilities, they'll be completely well-rounded in every respect - as will all the other bosses.
You dodged my question because you haven't. Thanks for making that clear, because it does explain a lot.
So what if it's a tutorial? You can still gather ideas about what the game will be like from the beginning acts. It's just like any other ARPG, there will always be a better way to do something.
If you've played D2 and remember it by any chance, could you honestly tell me that you wouldn't find it a little weird if a necro was running around using bone spirit while clearing the dungeons? A single target nuke is hardly a suitable spell to use in that situation, because bone spear could get the job done much more efficiently. But against pretty much every boss, the bone spirit spell was definitely effective.
If you think it's flawed reasoning to make an assumption that if it happened in D2, it could very well happen in D3 as well, then there's nothing else I can say or do to reason with you.
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Fact - Bash has +20% more damage per swing over cleave
Fact - We are given ample time before encountering the SK to swap skills
Fact - If min-maxers pull their hair out trying to gain even the tiniest bit of strength, you can bet they'll be swapping skills, even at the cost of ruining their preferred style of a permanent build
And I haven't presented a factual argument?
So rather than having a quick and simple fix of restricting the skill swapping by offering a bonus in another form, such as the MF/GF boost, you feel it is a better idea that Blizzard goes back to the drawing board to reiterate all the bosses mechanics?
Well rounded means exactly that - You're effectiveness at tackling each different situation is standard. Specialized builds will be much more effective at dealing with the scenario they were built for, and players will obviously be changing their builds so that they're specialized for each encounter.
Bash is already competitive. But here's the catch, only against bosses.
Please think more clearly about what I'm saying...
And I do have a problem with skill swapping. Why would I be supporting the cause to change the system if I didn't have a problem with it? It's not about the skill bash vs. cleave, that is just an example. If you want me to give you more examples you just need to ask. I can even offer you entire builds if you need.
Ok it's clear what the problem is. I'll explain this just once, so pay attention.
You have a critical misunderstanding of what Blizzard meant by the best builds being at most 5% more effective than other viable builds. If builds were locked in place, then yes, this would be the case, but they're not - and this is the deal breaker.
With permanent builds, most viable builds will be roughly equal in overall effectiveness. This considers that a viable build which specializes in, say, AOE damage will clear out the dungeons faster, but slower at the boss encounter, while on the opposite end of the spectrum, a specialized build in single target damage will be slower through the dungeon, but quicker with the bosses (and champions, rares, etc.). Over the entire run however, they should equalize. Their strengths and weaknesses differ, but overall they're equal. The only difference with a well-rounded build is that it can handle each situation moderately, thus also being equal to the rest when you add it all up.
Now, with skill swapping, this is no longer the case. If you can grab a specialized build to take out the dungeon, then switch to a different build that specializes in taking out the boss, this is a significantly more effective "build" than choosing a well-rounded one and not switching.
I hope this clears it up for you, because it's really not that complicated.
It could look like that, if you didn't realize that skill swapping definitely gives a noticeable bonus.
Have you even played the beta? Because I have, many times in fact, and many other beta testers can agree with me that you're in the wrong. The only beta testers that wouldn't agree that skill swapping is more effective are either just ignorant, or haven't actually taken a moment to think about it or try it out for themselves.