Quote fromWell, yeah, I'm excited. I'm just bummed that it got leaked before the event started. If we were told later, I would be even more excited. I want to know more about lore and game dynamics anyway.
Yea, I'm a bit bummed. I was going to go do stuff until the D3 panel started, but now I'm F5 spamming every Blizz news site
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Eh, it is pretty much true though. As a casual friendly game, wow is exploding. There is so much you can accomplish with low skills and low playtime now that it is turning into just another regular game, except that it will never end. As a hardcore player's game, it has all but died.
The disconnect created by the "hard-mode" feature is quite disappointing as a former HC player. The loss of the connection between encounter difficulty and storyline was just too much for me. If i'm going to put 20+ hours a week into a raid, I want to beat different shit than joe who puts in 8, not the same content just harder. Granted some of the hardmodes changed the fight so drastically that it really was a whole different encounter, but those were few to the whole. The new colleseam seems to be a step in the right direction with completely separate instances, but I'd have to see two different raids for each content patch to bring me back.
PvP has almost always been muffed up in wow. One of my favorite things to think on, is how a blue touted that they had an employee with a PhD in math who wrote his discertation on ratings systems in video games, and yet we've seen the many failed iterations of the arena ranking system. What school did he write this paper for? Arena Balance has also always been whacky. Twos has never been quite right, and it is probably good they're starting to discourage it. If they can create more parity in the class balance I might come back to the game just for arena, because it is a cool concept, but rerolling over & over to get an edge sucks.
I was PvPing in wow way back in the Tauren Mill / Southshore days, and the early days of waiting outside the wsg queue to get into a game. I also participated in every season since S1, except for the most recent one S6 (Quit after S5) Nostalgia aside, the best time I can rememer is just after they implimented cross-realm battlegrounds. I participated in some truely epic Premade Vs Premade games, that still have me wishing for those times back. The last I knew of Premades in BGs, there were retardedly long queue times, which made it impractical to play. If they can get a GOOD matchmaking & rating system up for BGs (at least WSG & AB, the other ones can fuck off) they'd have an awesome player retention feature.
For me, wow is kind of like looking at a cardiogram. From a distance it looks fine (Casual) but as you get closer and closer - linearization - it starts to look more and more like a straight line and dead (Hardcore view). I'm really interested to see what they do with the next gen MMO. Start off right where WoW left off with a super casual friendly game, or begin where WoW began, sort of catering to a specific type of player.
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Ok, that makes a lot of sense. I'm thinking it would be better to leave off class specific item bonuses from the skill pages, IE like wands giving potential bonuses to skeletons. With the exception of skills like Holy Shield, that only appear very rarely on items, I think that might deserve a small note. I don't know if there are any other skills that do that, HS is the only one I know of off the top of my head.
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You probably already have something similar, but I found a small tool that let me Copy-paste a table from The Summit, and it returns the data but separated by pipes, nice and simple to throw into a table: http://excel2wiki.net/ I'm not a fan of having to insert large amounts of formatting manually so that seems pretty useful to me, and let me build a table quickly and easily.
I threw together a test/sample table in a few mins on my Talk Page (Wasn't sure where to do a test/sample page.) Obviously color standards would help, but I don't think it looks half-bad. Can maybe split it into two groups of 10 like Seth has on the older Hydra page, but I don't think that's necessary. If it goes towards the bottom of the skill page, the long 20 table shouldn't interfere with anything.
Phrozen, for the +skills items, do you mean things like Enigma adding to teleport or Bloodletter adding to sword mastery & whirlwind? It might be good for the few skills that can cross classes via runewords to have a special note signifying this, with the item page linked of course.
The only other thing I can think of, is if you're doing a template is to include fields for whether a skill is Active or Passive, and the damage school. (School is actually already used on the new hydra page.)
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I've messed around with Visa on other people's rigs, and my god is that a system hog. I've seen it consume about 700 megs of RAM just in self-maintenance. My XP uses somewhere around 100 with no additional software running. I know that you can "Shell out" vista and manually turn off a slew of useless features to decrease mem usage, but thats obviously not an ideal trait in an OS. I like things that work out of the box, so thats what i'm hoping I'll get with 7. If not, my friend is going to have a fun time answering his phone for a while
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For example, critical strike, every point below 7 increases the value at least 3 percent, between 7 and 13 is 2-3 percent, and every point after 13 is 1 or less. For all practical purposes, the skill caps out at 77% at level 42. What parts of this information should be on the wiki? For this skill it seems to have 2 split points, through the second is much harsher.
Info came from http://www.d2items.com/skills.php so it may be flawed, but i doubt it.
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I don't really approve of cheats, when they're left in the game for so long they just sort of become part of the game, since everyone is doing it. Its sort of like driving 5 mph over the limit and not getting tickets. Its not right, but it is sort of socially accepted because of its widespread use.
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Lets not forget about d2 either. We haven't really seen much at all on the 1.13 front besides news of delays. I'm personally hoping that they release at least a partial patch-note listing for 1.13 but I don't really see that being very probable.
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I liked how in D1, you could actually use a corner as a tactical point, Sun Tsu "Death Ground" style. Of course, part of the strategy was that only 3 monsters at a time could attack you
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Something that I think would be cool, would be runes that link certain skills together.
Hammer-Cleave link. Links your cleave and Hammer of the Ancients abilities, Making your hammer ability strike two targets, but it's damage is reduced. The amount reduced decreases as your cleave skill increases.
That is sort of a dull example. Its sort of like a selective synergy. I was thinking of the D1 elemental spell when i thought of this, and how it took the fireball spell, and gave it a homing mechanic. Something that does that, either by linking skills or just adding effects would be pretty awesome.
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I think you hit on a good idea with your first point. Having your life stealing capabilities scale with weapon speed would be a good idea. However, what if it is changed to be a percentage of your HP that is stolen, not of the damage you deal? That would make balancing it much easier, and would even be easier to balance that fixed amounts of life stolen.
The delay idea.... I really don't like it. It would be a mix of too complicated or underpowered to have it on an internal cooldown. It is much simplier to have it be on every hit, but for very small amounts. Life Stealing shouldn't make or break your character, what it should do is add a little flavor to the gameplay.
What I would like to see Life stealing turn into, is it steals ~1-2% of your total hp each hit (Possibly less than 1% if attacks are really fast, or even scale the % to your attack speed) and to keep it to High end or "Rare" gear. That should keep it a pretty interesting but non mandatory item mod.
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It looks like Bashiok said in an interview with incgamers that:
I have mixed feelings on this. In D2, life leach was absolutely mandatory for almost any melee character to have a chance in hell. Without it you just get torn to pieces. This wasn't the most fun part of the game, but it actually doesn't work all too poorly. In D1, it was far more optional, and only served to lesson your dependency on the pots. I much preferred how it worked in D1 to D2.
I'm pretty enamored with the idea of stealing life from your foes. It is just such a cool concept. It really adds to the whole "hero" feeling, where not only do you smash many times your number of foes, but you increase your power from their lifeforce. I hope it makes a comeback in D3, but more of an optional stat that is just kind of fun to play around with.
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Yea, this is true. There is also an interesting effect that comes with software development where if you increase the number of people working on an overdue project, you actually increase the time it takes to complete. It has to do ramp-up time to get new devs up to speed, which drastically decreases the production of people working on the project already because they have to share info. Its covered by Fred Brooks' "The Mythical Man-Month". It's an interesting read.
The thoughts in this thread of the next wow-expansion kind of scare me. I completely forgot about that. It would fit the timeline of other games to have that released in Q4 of next year. It scares me because that would put D3 off until probably spring/summer of 2011, seeing as they would probably give 6 months or so between titles.
I guess we'll find out in a few weeks at Blizzcon what we can expect. I wonder if they'll announce their next gen MMO. If they do, I wouldn't expect another wow expansion unless they announce that at the same time. Blizzcon will be interesting, thats for sure.
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I guess if the wiki were more complete it would be a bit easier to write, since we could just link to the corresponding pages, but that lacks an element of interactivity. I guess that I just found it kind of cumbersome to write a guide with wiki formatting. I wrote the Frenzy Guide but I think that my inexperience and clunkyness of the wiki show through.
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The act V quest for adding sockets always adds the max sockets an item can have. So if you're playing LoD you can use the quest if you really want a 5 socket weapon. Not sure what else you'd want to use it on for single player.