- Crit
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Member for 13 years, 1 month, and 10 days
Last active Fri, Dec, 2 2011 22:09:38
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Apr 11, 2011Crit posted a message on The Diablo Chronicles: SanctuaryI really like these chronicles, thanks for sharing.Posted in: News
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Apr 10, 2011Crit posted a message on Level Cap? Why?Posted in: NewsQuote from Ophion
Another way I think I would like to put it: We will grind for gear (and gold), so why not for levels if both have the potential to be meaningful?
That's a fair point, but I think it comes back to it being easier for Blizzard to balance PvP when they know everyone will be 60. Also, end game PvE. -
Apr 10, 2011Crit posted a message on Level Cap? Why?You can (and should) go back to normal to finish the expansion act, also picking up important quest rewards.Posted in: News
Quote from Ophion
Another way I think I would like to put it: We will grind for gear (and gold), so why not for levels if both have the potential to be meaningful?
That's a fair point, but I think it comes back to it being easier for Blizzard to balance PvP when they know everyone will be 60. Also, end game PvE. -
Apr 10, 2011Crit posted a message on Level Cap? Why?Posted in: NewsQuote from Ophion
If I play through D2 without too many dia/baalruns in between I would usually end up at around 60-70 when I first beat Hell (LoD), so their decision makes sense. If a new act is added in a future expansion there should definitely be a level cap increase to balance that out, and also an increase of the power of everything beyond that act as well (since your average level per area will then be a little higher). I do find it a little strange though that they are eliminating all level farming in the end-game. With fewer levels and with the slow gain in the end-game, wouldn't it really feel like an accomplishment to gain those last few levels? It doesn't have to be like the 90-99 grind in D2, more like the 75-85 grind which is easily doable by anyone. Make those last few levels really rewarding and it can be seen as interesting end-game content, and also as a pre-end-game phase where you build up gear, wealth and experience (the practice kind). I'm not saying that they should increase the level cap, but perhaps expect people to reach 50-55 by the time they beat Hell.
I also want to know what they plan to replace the end-game with. In D2 the grind was pretty much the only end-game content, except for the Pandemonium Event. With the removal of grinding they have to replace it with something, and it will probably be something challenging.
Well put, although I voted to end the game at 60 I wouldn't mind having a bit of leeway to gain some more levels at the end game (but not many). I think titles and achievements will replace the neverending grind for the most part. The PvP will also be so much better than D2s. I imagine end game to include some interesting co-op random quests with some nice rewards, or a survival mode. Whatever they come up with will be better than my suggestions no doubt. -
Apr 10, 2011Crit posted a message on Level Cap? Why?It's a good idea to increase the cap with expansions, it gives your character further xp to gain if you've already finished levelling to 60.Posted in: News
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Apr 10, 2011Crit posted a message on The Mystic and The JewelerI see they're remaining tight-lipped as always but it was good to read through what we know. I feel that there's a major game mechanic that the Mystic or Jeweller handles that we don't know about yet.Posted in: News
Some ideas; maybe the Mystic could write power-up scrolls for you? Like shrines in D2 but you get to choose when to use them. For the Jeweller, I dunno maybe you can buy treasure maps off him? The treasure you find could be anything really, but better odds at finding higher lvl gems makes sense as it was brought up.
I think Blizzard answers questions with more questions on purpose - like D3 needs more hype. But I'm grateful the info drought seems to be over -
Apr 7, 2011Crit posted a message on Bashiok on the Level CapGood post.Posted in: News
@ Marcus - To solve this you could have single player achievements and multiplayer achievement so people only playing singleplayer with unstable connections can still get them.
@ Luckmann - Who cares if it's the same as WoW? Bashiok has stated all the reasons why it's good for Diablo. -
Mar 29, 2011Crit posted a message on How will set items work?Like my preciooooous. It wants us to be found, yes it does.Posted in: News
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Mar 29, 2011Crit posted a message on How will set items work?Posted in: NewsQuote from leftfoot
Alright, how about a combination of a few already mentioned:
One quest where you will definitely find 1 set item.. When you find that and take it to the Craftsman he will identify it for you, and be able to make the second item in that particular set..
As for the rest, increased drop chance? Also craftable? Dont know
If the quest is once per difficulty I think this is a good idea, and not farmable. The set piece should be useful for your class. Then the increased drop chance should help you eventually complete the set. -
Mar 28, 2011Crit posted a message on How will set items work?Posted in: NewsQuote from ScyberDragon
First off, I'm not worried about the mf stat itself. My problem with it was that the number was arbitrary. I understand that (for simplicity's sake) that a 300 mf meant I was 3x as likely to get a magic item. However, this number means nothing if you do not have a base number to apply it to. There was no base number is D2 for the player to know how much it was actually affecting their drop. I could say that a human is 1,000 more likely to die from cancer than any other animal but without knowing how many animals die from cancer, that number means nothing. But, if I say 10 animals die each year from cancer, than that stat increase now means something (this is just an example and not a fact). Increase any stat by a percentage without knowing it's base value it is effecting is meaningless.
I don't understand why we need to know all the numbers behind it as long as it works. Blizzard will know the numbers and they can tweak it during the beta so it will work as intended. It's not like MF where you would try to add as much as you can, it's something that works underneath the hood.
Quote from ScyberDragonAs for the stat increase for gear find. I think 1 in 1,000 is a more realistic drop rate for set items than 1 in a hundred. So, with some fancy math, we have to kill 1,000 mobs to get a set item. Now, let's say there is 100 set pieces. That means to get the one set item I am looking for, there is a range of 10,000 - 100,000 range of monsters I have to kill. Now this is assuming all set items can drop. Even if we reduced to a smaller range to like all sets below lvl 30 (apprx half) that is still a max of 50,000. So, if I wanted a stat to increase this to a viable number, it would have to increase by an absurd number to make it more likely. And again, this is all chance even with increased stats. There is a chance I could kill 10,000,000 monsters and nnever get that drop make the increase a moot point anyway. This is my problem with increase chance to find.
This is how chance works, and the item system is based on it. Blizzard can adjust the rates during beta based on feedback. You're either lucky or unlucky when you're searching for items in Diablo, but the static hidden bonus from wearing the gear can be balanced with enough feedback. It's like the lottery, in one play-through (act I to IV)you might only find a couple of pieces from different sets, but in another play-through you could find a complete set or 2 half complete sets. But you're bound to complete a few viable sets playing from normal to hell difficulty because the odds are in your favour everytime a set item drops. -
Mar 28, 2011Crit posted a message on How will set items work?The only thing I don't like about the Set dungeons is that it becomes "you want this item,you have to go here to get it". Also there's nothing stopping you from using a higher level character to go back and farm a mid tier set for your current character.Posted in: News
There's also the idea I had earlier where set items would drop in pairs, so you get part of the set bonus from the get go and then it's down to luck to find the rest. It's quite a hard system to balance. How do other games manage it? I remember easily finding the same set in Torchlight, whether it doesn't have many sets in the game or your chances increase as you collect the set pieces. In WoW I think you get pieces of specific bosses or as quest rewards? -
Mar 27, 2011Crit posted a message on How will set items work?Posted in: NewsQuote from ScyberDragon
@Marcus - I think that there are a few issues with your ideas. First, by bolstering the stats on set items, you would make them too powerful once the set is complete. If a single piece was slightly less powerful than rates and uniques, then once the set was complete, the added bonuses would make them better. With set stats and reliability, everyone would wear set items and diminish the randomization of getting better loot.
What if the added set bonuses were only minor? So you might wear a couple of pieces for the first bonus but still use your unique/crafted sword because it's better for your build.
Quote from ScyberDragonIncreasing set item find was an original idea I had as well however, I think that it also comes with it's issues. Basically, how would the stat work. You wouldn't want it to completely diminsh the chance of getting any other set item. It would have to be a large enough increase to be noticablee yet not too big that it ensures that you get the item. There still needs to be some randomness and luck in getting certain drops. To me, increase find makes you think you are in control of determining our loot drops when it really doesn't. Especially without knowing what you would have gotten without it. It comes down to not enough and it's pointless and too much and it ruins the random loot game. This would just be too hard to balance.
I'm not sure if this is a problem. In a scenario where a set piece drops that you've been searching for, you're going to be pleased and not even consider what it could have been. There should also be a system so you can't find pieces you have equipped. I think what jonny_cool mentioned about having only equipped set items influencing your drops (not stuff in your stash) is the best solution. The system is still random you just have greater odds of getting a set piece you actually need.
Quote from ScyberDragonLastly, I think That increasing the ability to find higher level items and lower the chance of getting lower items doesn't work either. The idea of never getting lower level set items once you hit certain levels also gos against the basic principal of random loot. Chaning it so that only set items around your level just limits these drops too much.
And if we had all three of these systems working together, it would just make it too certain that you could complete a set. There, once again, still needs to be some randomness to completing a set. The reward of set items make it worth the challenge of getting them. I don't want to sound like I'm attacking you personally, allot the ideas have drawbacks to them and that is why blizzard hasn't chosen one yet.
You will still get lower level set loot in lower level areas. You can't farm an early dungeon wearing Immortal King's and expect it to drop for you. Your drops are only being influenced remember, you're not going to only find the set you're wearing. I agree the stash set pieces shouldn't add to your chances.
Edit: Didn't notice Marcus' reply. -
Mar 27, 2011Crit posted a message on How will set items work?I think Marcus' solution is perfect!Posted in: News
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Mar 27, 2011Crit posted a message on How will set items work?How about the chances for finding the rest of the set increase based on what you're wearing? So if you found a set item and equipped it, it would multiply your chances of finding more of that set (a bit like MF). Or expanding on AcidReign's idea, you could find set items in pairs. There still needs to be some element of collecting as this is what makes sets so much fun, rather than finding the whole set at the same time.Posted in: News
I also like the idea of adding stats to set items that scale with level. These items will still become obsolete eventually as some of the stats will remain static. This would succeed in giving you more time to find and use the set.
All the ideas I mentioned could be used together so you would be guaranteed to get more out of sets while levelling than in D2. (I voted for other). -
Mar 19, 2011Crit posted a message on Rune Swapping Restrictions PollPosted in: NewsQuote from Airandius
No unnecessary limits.
Situation:
I found a new rune, I would love to check what it does to my main spell. *re-equips* Oh that is nice, let's use it in battle. Whoa that is pretty handy but I prefer my old rune better. *re-equips*
IS A LOT BETTER THAN
I found a new rune, I would love to check what it does to my main spell. Oh but I already have a rune equipped, I have to go all the way back to town. *After a long walk.*
Oke, now I can finally re-equip. But I want to test it in battle. *Travelling again*
Well that is neat, but I prefer the other rune. *travel twice again*
Argument:
I can understand that people want to have gold sinks, but travelling a lot is just stupid for something like changing a rune.
Besides it fights against two of Blizzards policies regarding the gameplay.
- Going back to town a lot is a big nono.
- Fast paced gameplay.
There is nothing fun about having to go to town just to change a rune and it removes you from the fast paced action in D3. It's unnecessary to have the mystic change the rune.
I dare you to bring up a good argument to fight mine or else I consider this chocolate cake mine.
You make a lot of good points, let me dwell on it. I'm tied between only being able to change them in town and having the mystic swap them. But these tasks could get annoying while you're trying out the different combos. Honestly I think there will be enough gold sinks in D3 without having to pay the mystic to change your runes.
Edit: I don't think it would be a good idea to change it whenever you feel like it because people are going to abuse it. But we can always have cooldowns. - To post a comment, please login or register a new account.
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I read a bit more and this is correct. It could still cause an explosion though. Also I'm sure something can be learnt from creating them but we won't know until we try it.
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Thank you Captain Obvious.
Office chairs are actually better for your posture providing you sit in them properly.
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They're getting pretty close to creating black holes once they construct a powerful enough particle accelerator. This should open up a lot possibilities for energy sources and possibly light speed and time travel. There's no way in hell anything would survive going through one IMO. It will be interesting if they can create the theorised white hole as well - basically the opposite end of a blackhole - nothing can enter a white hole, only exit. I'm also a bit scared of the possibilities when they make a black hole, I mean if the thing somehow dropped onto the ground it would keep eating until it got to the core of the earth, before consuming the entire planet.
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I like the elf but I don't really like the texture on the background, and the small copy. It could give you a few extra seconds to read as well. It would be much cooler if Link was cut out like in your avatar IMO.
6. Without the ugly background I would give it at least an 8 though. You could also change the font colour to suit the forum background.