The gallery I created can be found here: Press Event Pics (Aug 1 2011)
Alternatively, just click the spoiler buttons below.
In addition, I've decided to create a video showcasing them, followed by Force's video below. Both videos need 1080p to really enjoy them fully.
http://www.youtube.com/watch?v=eh8mSGcapB8 http://www.youtube.com/watch?v=vXZTt7mPPbA
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It doesn't matter if it's super-rare or super-common, they're still having to compete with everyone. But now, those of people that don't have 20 hours a day to play can supplement their time with real money, if they want.
The thing is once you have the item, you can turn around and sell it yourself to get the money back out of it, depending on the market value of the item at the time.
Yep, just like it's you assuming that people would rather buy items then try and find them for themselves.
Yep.
Mostly agreed. But this is no way a "Cheat". What would be a cheat is if this item wasn't coming from inside the game and was artificially injected into the economy (like a dupe). Trading for items with money is no more a cheat then trading items for items or gold. They all have a cost and all of their costs are relative to each other. The item still had to be acquired by someone, and that investment in time by someone is real and was paid for by the buyer.
The design of the game already catered to the nature of the auction house well before it was in place. So to assume that the design will some how be altered is simply a theory, and it reflects your lack of faith in a company that has a responsibility to maintain a good image with both it's players and it's investors.
Additionally the auction house was designed to minimize the profit they'd actually be receiving to make it more profitable for players. Sure, they'll make money, but they're not maximizing their potential. There is also the overhead of the infrastructure (servers, software) and employees to consider. I'm fine paying a nominal fee to use the new system if it means blizzard will be around to enhance this and make more great games. Especially when it's easy for me to cover that fee simply by playing a game I was going to anyway.
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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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Whoa, really?
Ok, it seems like you're sincere so I won't rant at you. But there are some things i'd like to point out here.
You're not alone in your feelings regarding the skill point changes. A lot of people feel the same way. But I can't help but feeling that people are feeling this way because they expect a system that plays very much like Diablo 2. That's fine, but your expectations are falling short.
If you step back a moment and think about how the old system worked versus the new system, specifically talking about the distribution of skill points, the new system functions in very much the same way. But instead of having to choose which skill gets better, they all simply do. It's like putting 1 point in every skill from Diablo 2.
The customization comes from the skills you choose to use, and the runes you find and want to apply to those skills. Keep in mind you can only have 6 skills chosen at any one time. I also suspect (though it's just speculation) that if you switch your skills, you'll have to find more runes.
Now, stepping back to your example of the 2 wizards. What's different about that between Diablo 2? I know my build was never unique, because there were only a handful of good builds for each class that EVERYONE used. With the new system in Diablo 3 it makes it much easier for people to have viable builds using other skills. So it's more likely in the new system that you will see people that *don't* have the same skills. Yeah, sure you'll find those people that do, but that's just a lesson in statistics i'd rather not talk about.
Customization through gear has always been an integral part of the system, yet again, in Diablo 2 the system was pigeon holed because people wanted specific things for their specific builds. So what happened is that more and more people had the same exact build because it was the best, mathematically, for that class. Diablo 3 just stays truer to the original intention in that people are exposed to many more options.
As i'm sure you know the AH has 2 versions a real money one and a gold one, right? But I'm sure you also know that the auction house is fueled by people who have *found* those items in the game, right? You're not forced to buy *anything* from the auction house. Go out there, kill shit, and find it yourself. If you don't find the item you're looking for, sell the stuff you did find and bid on it, trade for it, or cry.
Granted it's hard to say how any of these systems is going to be utilized by the player base, but the way they've set it up definitely caters to a much broader system allowing for many more unique builds. And when I say "allowing" I don't mean system limitations, I mean social limitations. People are more likely to have 2 polarized builds that are equally as cool and effective.
My 2 cents.
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I can't f'n wait to punch some evil mofos in the face.
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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.