I'm hoping for new innovation to the games of Diablo specifically, but also interested to see any indication of new work with StarCraft and potentially a return to RTS with Warcraft.
- OptimusPrime
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Member for 13 years and 7 months
Last active Sat, May, 20 2017 19:16:43
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Nov 1, 2016OptimusPrime posted a message on Blizzcon Virtual Ticket Giveaway - Tune in to See what news about Diablo is revealed!Posted in: News
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Nov 6, 2013OptimusPrime posted a message on Reaper of Souls First Look: Westmarch SoundtrackLove it - this soundtrack is just simply stunning to me and definitely evokes the emotions that a Diablo game should make you feel as you play and progress through the story.Posted in: News
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Feb 26, 2013OptimusPrime posted a message on Gear Customization Coming in Future Patch, Diablo 3 Was Designed for PC, No Cross-Platform Play or Characters, Witch Doctor SuggAt the risk of making the Dfans moderators upset...Posted in: News
I saw the headline and thought: "Great! I just got into Path of Exiles a bit and that game is fantastic when it comes to gear itemization. I hope D3 does the same."
And then I read the news.
Like Jaetch, I'm happy to see any, ANY new gear customization. But I think that using lower level models was very low on the list for most players as a priority. Well very low on the list compared to things like improving the quality of items so that 99% isn't trash, less RNG and affixes that are meaningless, less dependency on just the trifecta stats, redefining affixes like Thorns, class specific gear not rolling other class specific affixes, the ability to reroll an affix or all the affixes, etc, etc, etc, - just to name a few.
This is the problem that they need to address - and not just for the game, but the entire philosphy surrounding it. Its not enough to ask players to go farm Demonic Essence for a chance at new gear - that they don't need, but want because it something to do - and then watch them craft over and over and over and over until after one hundred crafts they get near to something that works.
The itemization, customization and loot hunt needs to feel more meaningful and productive on a scale that is pleasing and not so you can click a button and go "hopefully - no, hopefully - no, hopefully - no...." -
Feb 17, 2012OptimusPrime posted a message on Beta Auction House Changes IncomingI LOVE THIS! Its going to make both AH systems much leaner and controlled. There won't be pages, upon pages of crap. This also lets the market have a modicum of balance rather than thousands of listings of each item.Posted in: News
If you listen carefully - you might here the cries of anguish from RMAH farmers.... -
Dec 2, 2011OptimusPrime posted a message on Patch 7 is Coming Very SoonCan you folks that are fortunate enough to be in the Beta, explain to those of us who are not so lucky - why you are so upset with wipes and implementation of NEW things to each beta patch?Posted in: News
You may not be aware of this and I have it on good authority that what you are playing is called THE BETA. Your achievements, your amazingly decked out level 13 characters, your loads of cool crap over flowing in your stash - they mean NOTHING once THE BETA is complete and the REAL GAME is released. Why do you whine every time they make a change to the Beta that gives you something to TEST and to EXPERIENCE? Why do you whine when you get to play THE BETA?
I thought so. No good reason.
Sigh. -
Jul 8, 2011OptimusPrime posted a message on ALTernate Styles of LootingI voted toggle - for one reason only...Posted in: News
If loot that drops is now ours alone and can't be taken by fast clickers, than I would like to focus on an intense fight without distraction of some shiny epic loot drop and toggle the loot reveal at the end of a fight.
And I would encourage any other serious player to do the same. If you are kiting a bunch of demons and your teammates are depending on you - you don't want to be plagued with the loot equivalent of a dog going "squirrel!" -
Jul 2, 2011OptimusPrime posted a message on The Future of Item SellingSimply put - if you can buy the item, then there is no worth to it - speaking from a luck factor of finding loot in D3. Whether you play 80 hours a week or 2, has no relevance. The thrill of loot is finding it, not buying it.Posted in: News
Granted buying it makes you excited to play again, because you are godly the moment your card clears. However, that's a cheap thrill and ultimately not in the spirit of this game. -
Jun 10, 2011OptimusPrime posted a message on Diablo III's Collector's EditionIn-game merchandise - I could see them doing something like a rare color for dyes or something like that. Some aesthetic or maybe even a pet that follows you around. Nothing like the dog in Torchlight, just a pet ala WoW.Posted in: News
I voted for Soundtrack - and not just the D3 soundtrack - I want all of 'em -
May 24, 2011OptimusPrime posted a message on Mmmm, Fan Art!Great work to the artists who contributed! I can - not - wait to see the completed 3d demon hunter!Posted in: News
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May 24, 2011OptimusPrime posted a message on Seventeenth Batch of Screenshots and ArtNow that's more like it!Posted in: News
I love the look that the artwork continually seems to be going for. I know some have complained of a "cartooney" type feel of the artwork/graphics of the game - but I think its working its way to a distinct look that should be pleasing to the players.
That Spectral Warrior looks awesome!
Quote from Dingler
Whoa, a whopping 5 images, sweet!
Artwork on the Spectral Warrior is amazing - clean and to the point.
Is it just me or does the last in-game image look way better than anything we've seen previously, graphic-wise? The detail is crazy
I agree with you. I have a feeling that most of the screen caps we've seen thus far have been at the lowest graphic settings possible. Some of the gameplay footage looks really enhanced, but there are some missing elements that although subtle, make a huge difference in feel. Count in that there are obviously some placeholder stuff in there and I think its safe to say that these are not near the final look you'll get with a good system and full graphics. -
May 14, 2011OptimusPrime posted a message on The Follower BluesI understand their reasoning. And I agree with others in the thread - we should try to at least reserve judgement until we see the final product, before we throw any of their (Blizz's) ideas out the door.Posted in: News
The Follower system is at its core concept right now and as it goes through Beta, changes can and will occur. Keep in mind, that's what Beta is for. So many people get stuck on the idea of Beta being a process that it to just identify errors in the game. Its not.
The whole of this game is a dynamic, new, complex set of systems. They are bound to go through some significant changes.
My first gut instinct tells me the Followers may get changed a bit, to last a bit longer through the difficulties.... -
May 9, 2011OptimusPrime posted a message on May 9th Conference CallPosted in: NewsQuote from Azriel
You should also take into account that internal testing is going great, so they'll probably address certain issues that they find within their own testing and then release a polished beta in Q3.
I'm counting on the fact that Beta won't be 6 months.
I completely agree - Beta doesn't have to last for 6 months. Its a guideline - not set in stone. They wouldn't continue to repeat they are trying for a release this year, if they didn't already have a plan for a shorter than 6 month beta.
Holiday sales....... - To post a comment, please login or register a new account.
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However my DPS is severely lacking and I'm still looking for a home, as far as a build is concerned.
So advice from more experienced players: do you focus on Akkhan's set or weapons first?
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https://www.youtube.com/watch?v=2egvF9aeAIQ
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I'm assuming that they will buff a few other elemental damage skills to try and compete with LTK as it seems to be the go to for most builds.
I'm also assuming that cold damage will get quite a boost in 2.1
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I get it - you summon a giant mystical pillar of stone that pulses with lightning. You shouldn't be able to move through it. But when you cast two of them and the mobs themselves fill in the only escape routes, you're sorta in a Monk pickle.
Of course Dashing Strike out. But funny how that's appears to always be down for six seconds while I get chain feared to stand perfectly still in my little Pillar/Monster prison and they plague me to death.
I guess the bonus is that if you can't move through it, neither can monsters, so they have to walk around to get to you and take delicious lightning damage all along the way.
So hence my dilemma; love it or hate it?
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My feeling as well. I think they gave us a fun place to start and get used to a new system of loot. They let us find flaws in the game and ultimately find the base of what people want. And then the season only gear will round out the rest of the experience. I wouldn't mind playing in ladders, but the ladder only items being the best in the game (D2 ladder rune words) is what troubles me. I don't want to feel as though I have to participate in a ladder to be able to spend time well.
I know others have fun in the normal game, but when you know that there is this very cool item that does so many amazing things and its ladder only - suddenly your efforts with Kadala to get a Cindercoat seem a little less enjoyable.
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http://us.battle.net/d3/en/profile/Polrayne-1173/hero/22253075
Looking at it now to drop Inna's helm and belt, I'm losing 246 in total resistance. That coupled with the loss of 23% life just seems rather hefty. I'd like to try and compare stats with other monks that use EotS/T-Gods, but I'm not having much luck in finding anyone that runs a pure lightning build.
I know there are some areas where I can min/max stats to catch up, but my chosen is fire (due to my RRoG) and with T-Gods carrying Lightning resistance only, its going to be difficult.
Unless I'm missing something?
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There are all types of fire builds, both 2.0.4 and 2.0.5 but I'm not seeing any for lightening that are current.
opinions?
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I get excited when I tickle a Goblin and get a good amount of gems, crafting material, etc.
I often feel that RChests are just not amazing enough.
Besides - I need more gold for Myriam. And if I got 500k from a RChest, I'd let her take me for another ride.
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So I'm seeing like four items drops from the RChests and its usually a blue, yellow and crafting material - maybe a handful of gold.
SUGGESTION: Nerf the spawn rate of the RChests considerably. Randomize their locations to a huge extreme. Let them drop their current share of yellow, blue items. Also add in gold in the hundred thousands - like 500k or so worth of gold. Gems that are higher than Imperial and some of those lack luster legos that are going around.
That'd make them resplendent to me. And I will try and not roll my eyes when I see streamers spend 12 straight hours farming the same spawn locations over and over again.
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I agree completely. I was very excited to see that so many legendary items would provide game changing (build changing) status and that some of those legos would come from crafting. I love crafting and I have found a ton of plans - to which I have no plan on crafting them what so ever. They are rare items at best, with a slight increase in the range of stat rolls.
I simply do not understand their development strategy and follow through on the lack of legendary items with actual orange affixes.
They eliminated the AH and took away trading - so why not have items galore that affect all the skills. If you want to play around with a skill that has been under used - find the plan, craft the lego and now you can play with a new skill. Why not add up to four the second tier affix rolls as well? It can't be hard to code and it certainly can't really have that devastating effect to long term game play. Give the legendary items 8 to 10 affixes and make 6 of them be in that second tier.
Just don't get it. They've taken away all the mechanics that could hurt them. So what if you have an inventory of fun, slightly OP lego items? you got them playing the game and you can use them to continue to play the game - nothing more.
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However my suggestion is in neither of those categories.
You look at the game as something you play to work toward a goal. That is a fair request of a game to make - its one that I share with you. But I think the core of the Diablo series is not "lets play tonight to work toward a goal", rather a mindset of "lets play tonight to see what I get."
Blood shards, Rifts, chests, caches, boss farming - all of these mechanics are simple ways to entertain you while you wait for the item lottery to hit. Hopefully it hits with something useful for your character, so you can feel as though you are working toward a goal. But given the fact that almost all of the loot is random, you will never be able to fully work toward certain goals. Goals being things like "I want to complete a set" or "I want this specific shield and sword combo."
You just sign in, play and work toward the goal of "what am I going to get tonight?"
I'd love to see the Diablo series embrace more of what you are looking for - but that takes the game more toward the play style of an MMO and Blizzard already has one of those
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I guess I have to re-align my thinking to accept the fact that I do prefer a system like an MMO where you go to certain places and expect the potential of certain items. But I also the love feel that any moment you could break a barrel and see a green beam.
What I didn't care for in MMO's was the gameplay itself and the need for sooo many people to be able to accomplish anything. This is why I love the Diablo series and its feel. Plus mashing buttons is waaay more fun than "Now I cast fireball. Now I cast frost nova. Now I cast fireball again."
It goes back to where it all started for me - The Legend of Zelda. Fast paced ARPG style game play - amass a bunch of loot from dungeons that you had to use in other areas to progress. Can you imagine what The Legend of Zelda would be like if it had a Diablo game's loot system? I can: "DUDE - go farm dungeon one and kill all the bats, then leave game and do it again! They're easy and they can drop the best shit in the game! You don't need bows, swords or whistles - BOOMERANG IS SO OP!"
But I have to ask a larger question here - what do you add to the game to maintain longevity? Right now Rifts are the "most efficient" way to get items. If items are truly only able to be found randomly, then most players will continue to do Rifts. More generally, players will follow the most efficient system to get their chance at random loot. This means repetitive gameplay. Pindleskin = Alkazier run = Mira Emon = Rifts. Because the loot is random - why go anywhere else?
But if the item isn't random - if it is only able to be found in one area or has a greater chance to be found in one area - now you have repetitive variety.
Bounties did this. But they did it with a limited amount of items that were pleasurable to find. Unique crafting mats also do this, but they too are dependent on the plan to drop before you can really make this a priority.
I just don't understand why so many ask for innovation, but cry out against change? Surely people can see that Rifts have a shelf life before they become displeasing to the average player. If loot wasn't entirely random, then simply there is "more for you to do."
Ladders create a new diversion - a chance to experience the game in small, finite way. But even that becomes tedious. Well, at least it did for me.
I know people may want to respond and say "hold up cowboy - Ladders are awesome and I'll play the shit outta the ladders!" But after you do it for a season or two-fivetyhundred, are you sure you won't be on these forums adding your innovation to other people's ideas because the game got boring for you faster than you expected?
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To be upfront - I love crafting. And I like the play style of ARPGs. I love the idea of exploring a dungeon or area that has a boss that might drop a material I can use to make a piece of gear with. Not the end all be all of my gear - but something that will help propel me further into new environments. I love the sense of accomplishment for my hard work. But I also enjoy playing with friends and the sense of group accomplishment.
I recently got the Cain's plan to drop and started immediately farming Magdha. I spent about an hour solo, crafting two pieces. In the mean time there were several call outs for Rift spots in clan chat. I couldn't go - because I wanted to complete this solo task I had chose to do. I didn't care for that at all.
So I started thinking about ways I could suggest the game become better than it already is. I thought up the idea of crafting the set pieces. I brought it to these forums and it gets welcomed with lovely open arms.
But after your post Shaggy and your willingness to have a DISCUSSION - I can see a new idea. A way to combine your wishes and mine together intoa whole new idea to be discussed and debated and hopefully not told to fuck off because of something new.
So here goes:
What if Rifts spawned a mini boss at 50%? What if that boss had a loot table that drew mainly from crafting materials, set items, shards and maybe a REALLY high pay out of gold, since some folks are starting to run out of their billions? The crafting materials that drop can be used for current plans or if something like I have suggested (crafting set items) comes into play than those materials can drop from this mini boss. Now we have group play, targeted farming of set items and more reasons to play the game?
What do you all think? Shaggy - what do you think? Would that be something that you'd be interested in?
@skulldance: thank you for the compliment. I understand that people's negative backlash can be frustrating - it is to me - but so I can share with you; I don't see it as trolling. I see it as long time posters in these forums getting irritated with new people using the forum to complain. When anyone spends too much time fighting back against what they don't believe in, they tend to fight back at everything - even something that might be fun to talk about.
Would you rather have a fun discussion about a new idea? Or make short curt posts of "fuck no" so you can get back to playing the game or hopping in another "QQ" thread and be witty in tearing another person apart - I don't know.
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I'm really curious (and I'm not trying to argue or be bitchy) how does this placate or "give the casuals" more reward and hurt the hardcore, long game experience?
Right now you farm Rifts. Over and over and over again.
How long do you think you can sustain that one activity, before you the hardcore player gets bored? If Rifts are the only viable means of getting the great items you want - you can't sustain that forever and have a sense of variety in the long term game. I know they did it with Diablo 2 and everyone has constantly worked toward providing more than just that base, repetitive experience.
What I'm suggesting will actually help to provide length and longevity to the game - not take it away or make it a quick casual thing. Instead of spending time in a RIFT you spend time in multiple other areas of the game, to try and gather the materials you need to get a chance to craft and roll up a class set item. You still are spending the same amount of time - with no guarantee that you will get the items you need each time you kill a boss or get a cache.
And as I stated in the original post - limit it to the first generation of class set items. So the newer items created for Reaper are still only able to be found in the open world or through Rifts. Besides, I farm the Rifts NOT exclusively for just class set items. There are several legos that I'd like to have and experiment with.
Not to be rude or argumentative - but why does it sound like players are more willing to jump down the throat of a new idea as "ruining the game" rather than consider its potential effectiveness at making this game even better? A lot of posters are tired of the QQing, yet when a thread with a new idea to debate, or consider is created its immediately shot down with a short statement of "casual - ruin game - fuck no"
How do you expect innovation to occur and create more positive experience to your game?
@Sydney - I understand at face value you can say that this idea could be considered a chore. But I respectfully disagree with you and ask you take a look at my reasons why. Going through repetitive motions to get all the materials together to be able to craft a class set item (that still is effected by RNG and its rolls) is no different than farming Rifts over and over again. And for the person that wants to craft a complete set of their class set items - it would be a task they would focus on until its complete. What else would they do - farm Rifts? Isn't that in danger of becoming a chore too? Besides there are other set items that, as I have suggested, can still only drop in the open world. There are other legos (that I personally) would like to have and see what I can do with my DPS and build. You make it sound as if class set items are the only gear people would want to wear.