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    posted a message on So what changes at level up?
    Quote from Shades_X

    Yes, skill points add to custimization in "theory" I think the problem was people didn't want to invest their points into multiple skills and only focusing on a few which in the long run leads to less skills being used because the skills are not at an appropriate skill level, I think by having no skill points a player can feel as if all their possible skills are strong and therefore more likely to use more skills.
    Yep, I got that part covered here:

    http://www.diablofans.com/topic/26733-removal-skill-points-question/

    Please give an argument that will disprove this solution. It's a system that uses skill points AND encourages a player to use more skills when they're leveling. however, if they really don't want to then that's fine too. the key point is they have a choice.
    Posted in: Diablo III General Discussion
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    posted a message on A twist on the 4-player limit
    Quote from paroxysm2010

    Maybe inferno mode is you are FORCED to play with at least 50 other player.
    nonsense! you just can't use your hearth... i mean stone of recall and cubes...and cauldron too :wd:
    Posted in: Diablo III General Discussion
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    posted a message on RUNES
    Quote from ecutruin

    I don't think I'd feel that my character was more important at all with your proposed changes. I would feel frustrated that I cannot use items without worry that my character would be bad. Quite a lot like spending skill points in Diablo II. There is a reason they took that out of the game and I don't want it to return in some other form really.
    Out of curiosity did you play any game with a successful skill point system? I think that's the issue.
    Posted in: Diablo III General Discussion
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    posted a message on So what changes at level up?
    Quote from PantheraOnca

    Everyone can throw some basic boxing punches (jab, straight, hook, uppercut for this example). How fast you can throw those punches, how hard you can throw them, how long you can keep punching, and how many hits you can take or avoid will determine how good a boxer you are. But its not like anyone is NOT able to throw any of those punches (assuming all limbs are present). The quality and characteristics of those punches may change, but they're in everyone's arsenal. I may have a strong straight, you may have a killer jab, someone else can launch you 15 ft with their uppercut to the body. We would all box extremely differently, but we would still all have the same moves.
    Yep, I understood that point very clearly already though. The difference is there are people who are already satisfied with that level of customization and there are some who are not. I'm going to first bring in stats, even if this is referring to skills, because it makes the argument more clear.

    Not all boxers have the same level of speed, stamina, and strength. In fact some boxers train specifically for certain things depending on their style and body-type. The fact that a boxer chooses build up their speed over their other attributes is almost like us customizing our characters. In blizzard's system, all of these said boxers have the same traits.

    Now lets talk about skill customization. I understand, plenty of people are satisfied with the plain fact that you can customize with runes. Ironically, in your examples, you can also interpret it arguing for the opposition (my side). Lets take 2 boxers with an uppercut to the body that can launch a person in the air. Depending on how much they practice their uppercuts, they can launch a person at different heights. lets say boxer A invests A LOT of his time doing uppercuts, so he can launch someone 20 ft into the air, where as boxer B invests some of his time and can only manage 10.

    How about we combine the above example with items. Say boxer B has rocket gloves that improve his uppercuts anyway so he can launch just as much as boxer A, so that's why he wants to put some time into strengthening his killer jab instead. You see where i'm going with REAL customization?

    RuneCustomization+GearCustomization+PointCustomization will ALWAYS = MORE customization. <- this was d3 before 8/1 news
    RuneCustomization+GearCustomization = SOME customization <- this is d3 now

    but when i say it has no customization, it just means there is no difference at all if you exclude items between one barb from another.

    Quote from PantheraOnca

    The customization comes from the choices of what skills you take and how you alter them, then how you use them. There is also customization from what kind of gear you choose (I am assuming that there will be a wide variety of stat arrays on gear such that you can lean towards your "attack" stat being 2-3(or more)x as high as your precision, or vice versa or maybe you have a ridiculous amount of FCR or increase ASPD.

    Basically, I think stats from gear will be more customizable/important/variable than the actual stats on items were in D2 (not counting stuff like +skills)
    See, that's also where i think people get short sighted. I've been sayin' for the ... i lost count...th time,
    Gear stat point + actual stat point = even more customization. People under estimate actual point customization cause they always refer to d2 where stats were pretty generic as well.


    i decided to underline main points because i know i type in walls of text and people don't catch my drift a lot.
    Posted in: Diablo III General Discussion
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    posted a message on So what changes at level up?
    Quote from ClockworkBeast

    People keep saying that this game will be "casual," implying that it will not be challenging, but I don't think that's correct. I would say that Blizzard is simply streamlining the game systems and making character development more intuitive. However, I suspect that the gameplay will be more challenging than ever before.
    No, they are targeting casual. Casual = people who do not play daily.

    so making character development more intuitive is no character development. you won't make a mistake now because you can't. also, the fact that you can make a mistake that is not your fault in the first place is if their underlying system was crappy since the beginning.

    i'm not arguing for them to increase our char amt for mules and the like, i like respecing, but i like it when there's more things to respec than drag and drop from skill window to skill bar.

    gameplay has nothing to do with char customization (stat/skill). you can have excellent char customization but have crap gameplay. Their gameplay being fun is because they plan to make more skills viable, AI improvements, and environment interaction.
    Posted in: Diablo III General Discussion
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    posted a message on Skill Points Removal Fuels Game Controversy
    lemming
    Posted in: News & Announcements
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    posted a message on What have you been playing while you wait for D3?
    Rusty Hearts beta

    a little fun for 3 days, but gets old fast imo.
    Posted in: Other Games
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    posted a message on So what changes at level up?
    Quote from GoBigRed23

    You still have to pick the skills you plan to use with the build. Correct me if I'm wrong, but the skills you don't pick are still locked and only become available via respecs. The difficulty of respecs still hasn't been released correct? Also for those that hate it, you don't have to use it. I personally will be one of the people not using respecs. I love the level of difficulty increase by potentially not making the most "optimal" choice.
    Thank you for bringing up good points. Seeing as how things are going, and the way blizzard wants to make it more casual, i wouldn't doubt that you can change skills relatively easily, if not on-the-fly. They seem to really want you to go and "test" all your skills/rune combinations, therefore respecing will be easy. (i was just saying that there's perhaps a better way of doing that than removing pts all together.)
    Quote from GoBigRed23

    Stat points I don't really care about, I think a "set" stat point will make the game more balanced/remove a ton of headache. Even tho items not having reqs would remove most of the headache. I do however hope that d3 has SOME stat points that can be added. Would be nice to add a little more "specialized" feeling to my character. That way a melee wizard wouldn't have the exact same stats as a caster wizard.
    i would love to see this too. +1
    Posted in: Diablo III General Discussion
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    posted a message on RUNES
    Quote from ecutruin

    I don't really grasp how being able to swap things out at a whim inhibits customization. o.o;
    yeah, when i say customization, perhaps that word is too broad. It's easier to look at it the other way around. With the current system, what makes your level 60 barbarian different from the hundred thousands/millions of barbarians out there? Nothing, other than items. I remember blizzcon 2010? where jay was saying, you didn't just make an amazon, you made a javazon or bowazon etc. now it's, i made a 'amazon'.
    Quote from ecutruin

    From what I can see.. you have 6 skills as your focus skills. Sure, you can swap them out whenever you'd like to but your liable to focus on a set 6 for regular use an a couple other skills for boss fights maybe. The majority of the others aren't likely to have runes in them unless you have a lot of spare runes. Stats will be customized based on your gear and class.
    lots of spare mid-low runes aren't hard to come by anyway, you'll have enough runes, unless jay is lying to us and even low runes are not like as cheap as candy.
    Quote from ecutruin

    So, the only thing I can remotely see is needing to be able to show off your specific build to other players without them being able to simply implement your build themselves. Seems kinda like a silly reason to make people start over.

    Saying it gives you more gameplay is just artificial. Its not any more gameplay then just trying out common runes for a few different builds. All its doing is giving someone bragging rights and honest that is stupid.
    You see, part of why i don't really understand the opposition is probably because i feel like when skills/stats points were gone, you might as well just get a lv 60 char from the start and start grinding your runes and items. They simply can adjust difficulty for lv 60 char so you still feel the "challenge"

    there's not experimentation with stats, but it's the fault that lies in the underlying system that blizzard has implemented...i suppose that's why i can let auto-stat slide, but pretty much "auto-skill" i feel is ridiculous because they had such a good thing going it's literally a huuuuge waste to throw away user choice when it comes to this. our choices now lie only in runes, and in 6skill slots. i would have rather had runes, 6 skill slots AND limited skill points. but the OP is finding a compromise so i will not comment completely on this. My post addressed blizzard's problem with players pumping pts in one skill but it's now buried and seems like no one can put up good rhetoric, at least one that i can follow. ( i don't follow shit like "blizzard makes good games, they tested and you didn't therefore they are right)
    Posted in: Diablo III General Discussion
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    posted a message on RUNES
    Quote from snowhammer

    As for what you said about "at most, require going to a mystic to swap skills" I hope that it is 'at least' that :)
    lol ^ i agree
    Posted in: Diablo III General Discussion
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    posted a message on RUNES
    Quote from ecutruin

    Honestly, I'm kinda confused as to why a individual having more then one of the same class is even important. Could I get some clarification as to why that is such a big deal? Seems to me to be kinda redundant in a ARPG to force people to keep rolling multiple Wizards to play different types of Wizards instead of just letting them change their gear and runes.
    People, including myself, prefer that you commit to a character, it becomes unique and defining. It's not some generic lv 60 that everyone else has, it was made by you and forged with your ideas and concepts, then of course, random items are icing on a cake, but the real cake is your customization. the cake ain't items that's the difference. ARPGs have a certain style, true...but you have a choice to make diablo pretty much like a generic ARPG or you can venture outside the box and give it more spice where it's appropriate, to distinguish itself from other ARPGs...

    Quote from ecutruin

    Heck, from my past experience something like this would actually promote botting as many would have little drive to keep grinding the same class over and over and over to try different combinations at high level.
    with the OP's system, you don't need to make the same class over and over to try combinations because essentially the "common" runes will already fit your style. when you decide on a build, you commit to it and use "magic" runes. therefore, doing build testing on 1 char is feasible.
    Quote from ecutruin

    Now you seem to think that not having to make multiple of the same class is just a side effect, but really.. if Blizzard WANTED you to have to make a second class it seems like they would have noticed this right away. I'm pretty sure this fits well with their casual gameplay focus, to be honest.
    i'm not really understanding the logic of your statement.

    I guess if you mean their gameplay focus revolving completely, 100% around items then sure. because pvp isn't competetive atm, character stat/skill customization is pretty much gone, and there's an AH that allows you to purchase rare items without grinding.
    Posted in: Diablo III General Discussion
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    posted a message on Best farming class on release?
    Quote from NobleNecromancer

    Question: Does anyone know if the amount of enemies increase if there are more players in the game?
    i would bet money that it doesn't, simply because it doesn't make sense based on mechanics. Lets say you clear some monsters starting from town to a boss, if another player joins, it means that new monsters need to spawn.

    also it'll be harder to balance because they plan to raise difficulty by increasing monster stats somehow.
    Posted in: Diablo III General Discussion
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    posted a message on How do you feel about only 4 people in party?
    When making a game it's all about priorities. Depending on their how they have their monster db set up, it might be tricky to balance it. they can spend time balancing it for 5 chars, or they can do something else, like... code new pvp mode idk.

    here is likely how they balance it.
    -monster= diablo, lets make him lv 30
    -*looks on monster spreadsheet* lv 30 monsters have attributes str=50,agi=40,aspd=3/sec etc
    -but hey it's diablo so we gunna multiply lv 30 monster attributes by 300% so he'll have str=150, agi=120, aspd=9/sec etc
    -when X player joins we multiply diablo's traits again by some percent...

    Their algorithm is probably something like this:
    loop for the Number of players In Game {
    if attribute=str then (playerNumber * multiplier * strOfMonster)
    if attribute= agi then (" same as ^ ")
    ... etc}

    we don't know for sure if all diablo's traits are multiplied by a flat amount or if there are different multipliers depending on what the type of attribute. If all attributes are multiplied by a flat amount, you can see that diablo's str will be so high that it'll one shot our characters.
    Posted in: Diablo III General Discussion
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    posted a message on How do you feel about only 4 people in party?
    Quote from Winged

    I don't think I'm getting this point across very well, because evry few seem to understand it..
    how bout, blizzard doesn't want you to get one shotted in high # player games. and their very super secret *cough*, complicated and complex math system for monster scaling currently makes it so that you will likely get one shotted by 'harder' monsters past 4 players.
    Posted in: Diablo III General Discussion
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    posted a message on Best farming class on release?
    obviously the wizard, cause the wizard has a skill called blizzard ;D
    Posted in: Diablo III General Discussion
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