- _incarnate_
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Member for 13 years, 5 months, and 17 days
Last active Tue, Dec, 13 2011 13:33:59
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Aug 3, 2011_incarnate_ posted a message on Activision/Blizzard's August Financial Conference CallOk, so it's over. As we should expect there isn't much information. The beta is coming "later this quarter", as we expected.Posted in: News
We have up to 2 more months before we see it, though it could be sooner. -
Aug 3, 2011_incarnate_ posted a message on Skill Points Removal Fuels Game ControversyI spent all day yesterday debating this with other people and there was one common denominator with people that didn't like this system. They all wanted the ability to "mess up" their characters. They wanted the sense of fulfillment when they finally found a build that they felt "worked" for them.Posted in: News
The funny thing is this system doesn't really change much from the previous. There are only 2 things you lose in the new skill system, neither of which impact "customization" of your character in any way.
The first is, at it's most basic level, the ability to make your character weaker in choosen areas. WIth the old system you basically had to decide which skills you wanted "strong" and then distribute a few points around the rest of the other skills. So, in essence, you choose which skills you wanted to have that would "SUCK" so you could have one or two really good skills.
The second is you loose some of the level-to-level variability between similar classes using the same skills as you. Basically, with the old system it was possible for 2 characters to have a certain skill and have one player use that skill more strongly then the other (because they dumped more points into it at different levels). Obviously the other character would be stronger in another skill, but assuming both characters are of equal level and class, they both have the same relative strength (character level).
But this only seems to matter in those few cases where you're partied up with somone of the same level and class and who has chosen the same skills as you. It's just a way to temporarily flex your e-peen because you have a skill that's "slightly" better then others. The "advantage" is false anyway, since you're not really competing with other characters.
The new system fulfills the same purpose in that, you get to choose the skills you "want" to use and then fill in the blanks with others. It's just that the other skills won't "suck" because you failed to choose to put points into them.
The customization of a character isn't determined by the strength of the skills they choose (skill points were only good for that), but by the skills they choose to actually use.
People who don't like this system really, actually, have a problem with the idea of respeccing, because now it's an inherent part of the skill system, instead of an optional one. -
May 9, 2011_incarnate_ posted a message on May 9th Conference CallPosted in: NewsQuote from Cyber_Cheese
Quote from Dolaiim
what the hell, i started this thread. why the fuck does skarin1993 have the first post.
can i get a moderator to PM me ASAP.
Edit: I just realized they re-named another thread and folded my post into this one. And I don't like that.
Anyway, to confirm, The soonest we'll see the external beta is July.
threads got merged dude, they were all on the same thing
kinda depressing listening to them talk about WoW like a cash cow, even though i never liked the game, but wow activision
that spyro game is SUCH A NEW LOW
LOL wow *is* a cash cow. This is a company first and foremost and a publicly traded one at that. Don't let all this talk about quality and making sure it's right get you thinking it's just for us. Don't let it fool you. They want quality products so that they can make more money. The balance sheet is what matters most before anything else.
I don't mean to put that in a negative context either. That is what companies are for and I'm more then happy to let them make the most of their own hard work because, at the end of the day, it's still a job for these people. I work for the paycheck before anything else, that's for sure. -
May 2, 2011_incarnate_ posted a message on Clarification on BoE Removal and Set ItemsPosted in: NewsQuote from Dolaiim
It seems to me that since full sets will be dropped as one single recipe while leveling, that will basically mean we'll just be going from set to set until we hit max level.. my instinct is to assume everyone will basically wear the same thing given their level range/class throughout progression. Not sure how I feel about that..
I think that's reading into it a bit too much.
I think it's possible that many people will be wearing the same sort of things at the same levels, but that's also excluding the fact that there are other types of items to use. Granted, the benefit of the sets is in having more of their pieces, I distinctly remember not really caring for the sets in d2 exclusively. I think it's just as likely that people will be wearing the same combinations of uniques and rares (or close to the same combination) because they are combinations that meet a certain need or want.
This is Diablo and there are going to be a *ton* of options at every level, I think. -
May 2, 2011_incarnate_ posted a message on Clarification on BoE Removal and Set ItemsTo jump back on an earlier point - Yes, I think eventually people will have huge stockpiles of stuff. It's inevitable, I think, given the nature of the game. But, realistically, how long is that going to take? I think, for the most part, amassing that sort of in-game wealth will take far more time in d3, then in d2. Just my take on the way everything seems to be stacking up.Posted in: News
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Apr 28, 2011_incarnate_ posted a message on Diablo III in the New York TimesPosted in: NewsQuote from carnage665
'we're on the home stretch': I just missed 27 heartbeats! Like more have said already; dont make it another SC2 stretch plz blizz plz!!!
I have nothing to look forward to anymore: Lost my father to cancer in just 6 weeks time (thats between them finding out he was sick and his actual 'demise'), found out my 2yo son is epileptic, lost my job because of the recession! and to top it all off my wife just lost or second unborn child.
So plz blizz, give me some good news for a change! You're all ive got left to smile once again.
That's terrible, carnage - I'm sorry to hear you've had so much trouble. I can only hope things get better for you soon.
The way I imagine an auction house in D3 working would be something like the trade windows we had from d2 where you can drop one or more items in a "box" set a gold price or allow for counter/barter offers then post the auction. It would show up in a list where people could search for various items, names, prices, etc. Then, when people make offers they too have an "inventory box" where they can put items up as an offer and/or gold. I would hope there would be a section for notes too.
But hey, what do I know - they could totally go a different direction. -
Apr 18, 2011_incarnate_ posted a message on AtomicGamer Interviews Kevin MartensI think overall they have made the right decisions on the way to go with DIII and this interview sheds some light on their reasoning. I'm a bit of an optimist but it would take some effort for these guys to come out with something that I would utterly despise. They have a challenge to keep me playing DIII as long as I have DII, but if anyone is up to the task it's them.Posted in: News
I think having the random quests and what not setup the way they do may actually allow them to release content updates easier. They could literally focus on creating random content "tiles" and drop them into the available pool. Granted this is speculation, but I could see something like that happening easier. At worst, it will keep people like me interested for a long time.
Ultimately i'm super-happy about them sticking with the isometric view and despite the long, somewhat loosened, debates about how the game looks; I think it looks amazing. I can't stop drooling over some of the environments we see in the various movies and screens.
Just as a side note regarding the quests: Diablo isn't really known for having quest failures. I'm sure it's something they could, and may have, implemented. But quests in the Diablo games have always been a matter of do until complete or die trying. I'm not sure how a quest failure (like an NPC dying) would fit into the ARPG model anyhow - but I suppose we will see. - To post a comment, please login or register a new account.
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Personally the monk is my favorite and I have very little interest in the barb or demon hunter. My second character will likely be a wizard.
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There are a lot of issues with this. First and most important is that the internet is really just the wild west. There is no "hard line" from your computer to blizzard that they have the ability to maintain. Instead the information you send from your computer goes through networks owned and operated by dozens, if not hundreds of different people, companies and countries.
That being said, they can only monitor issues *inside* their network. While nothing has been released about it, i'm sure if there are network issues caused by them that they will take care of their customers in some way. But there is a whole world between you and them where things can go wrong and that's not their fault. I'm sure there are technical solutions that can minimize the impact to you as a player, but nothing will completely eliminate it.
My feeling is they'll take the stance that if you play HC you're accepting the risk of death being permanent irregardless of the nature of that death.
Ultimately, that's why i'll be playing softcore.
Oh, and btw, the "always active internet connection" has nothing to do with this problem. This was an issue for Diablo 2 players too.
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I'm surprised this misinformed nonsense keeps coming up.
Ultimately there will likely be some restrictions on skill swapping, though that's speculation. I'd image you'll need to be in town and there might be a cost associated with it too. Not to mention swapping skills affects your rune decisions.
In the end, you still had the same functionality with the re-spec system. So go beat your wooden club against that topic instead.
The character development comes from your skill decisions. The loot is a driving force for anyone. You can only buy it if it's available. It will only be available if someone else found it and wants to sell it.
The fact is there is more customization and "flavor" to the series now then ever. The replay-ability of d3 will exceed that of d2 because, not only do you have systems that mimic all of the existing functionality of d2, but you have merchants to upgrade and random content to experience. Everything that was in the past games is there now. So, how is replay-ability lowered by any of this?
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You know, I'm a bit sad we can't have as many people as before. But since the game is different and I haven't played it, I trust Blizzards judgement on this one. To them, it wasn't system limitations or anything, it was the way the game played out. I'm sure balancing encounters likely becomes easier too...
5 would be nice and seems like a good compromise. It also allows one of each of the original classes. But something tells me they probably looked at that too.
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Yep I think that's the intention and if they are all balanced well there won't be a tendency for people to pick the same set of skills all the time.
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Potions are, actually, still in the game. They just have cool downs now.
Yes, there are health orbs that replenish health too. The health orbs actually heal the whole party.
Not sure if bosses will drop them or not. I could see this being a mechanic used to make bosses harder but i'm not sure there is official information on that.
Most of the resource systems are self supporting anymore. They regenerate through different means (either over time, by hitting/fighting, etc). But i'm not sure if there are going to be items that will replenish them either.
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Amen to that.
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The point is it's no more shallow then the other systems when it comes to the depth it gives characters. If anything it provides more depth to your character then the other systems because now you have more meaningful options. If you think this system is going to make shallow characters then you have to think the same thing about the old system - period.
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Fantastic. Yet that has nothing to do with the conversation. It's a completely different game, built for a completely different fan base, play style & community, in a completely different genre and has it's own development goals and agendas. What are you trying to suggest?
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Eh, i'm sure it could. But then you spend a lot of time and resources developing the testing infrastructure when you could get the same results, without the development by testing it against the community.
My 2 cents.
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Basically what I'm looking for is what play styles everyone prefers. I'm not talking about classes, but the way in which you prefer to play. Now, since none of us have played Diablo 3, you can use similar games as a reference. Feel free to list a class that might fit that archetype, but this isn't a discussion about classes specifically.
I think everyone probably enjoys more then one so feel free to discuss. Please let me know if there are some archetypes that I have missed.
For me I think my preference is for a character that does exceedingly well in precise attacks. Not so much about brute force damage but about getting into a mob, laying some good blows and getting back out before you take much damage. I like speed and maneuverability, paired up with a higher damage potential, at the cost of a higher average rate of damage. Obviously the way the monk seems to be panning out, that's a good fit. But I can also see the DH fitting that role to some extent too.
A close second for me is the ranged combatant, who can kill things before they are even a threat. This is especially fun if it's paired up with maneuverability, but I don't quite enjoy kiting things to get them dead. I'd rather do my best to kill them before they get in my face. I can see the wizard, witch doctor and demon hunter easily fitting those roles, depending on skills of course.
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No, that's how *you* choose to play. It's not something that was taken away from you. Just because there is a shorter path, doesn't mean you have to take it. If you want to restart every time your skills change then do so. But why complain that you now have the "option" to do something? Just don't do it. Why should the rest of us suffer for what you want?
Also on the point that the skill system supports "sub-classes". That wasn't granted by the distribution of skill that was granted by the skills you choose to dump your "extra points" into. With the new system you still have "sub-classes" because you still get others skills. It's just that those skills will be as strong as your character is, not how many points you choose to put (or not put) into them. The skills you choose for your character and choose to use define it's identity not how many points you have in those skills.