- Kodachii
- Registered User
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Member for 12 years, 8 months, and 9 days
Last active Tue, Feb, 26 2013 10:27:16
- 4 Followers
- 1,019 Total Posts
- 30 Thanks
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Apr 12, 2012Kodachii posted a message on Diablo III Armor Set Previews, Buying Items and the RMAH, Monster Melee Range, Blue Posts, PremiumWell as bad as the male DH is, he's still nowhere near as bad as the male wizard.Posted in: News
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Apr 12, 2012Kodachii posted a message on Diablo III Armor Set Previews, Buying Items and the RMAH, Monster Melee Range, Blue Posts, PremiumThe last half dozen of barb tiers look absolutely menacing on his physique. Rolling a barb first now for this alone.Posted in: News
I'm a little disappointed in the demon hunter rag tag capes and scarfs. What the hell is that all about. Also the male wizard looks rediculous. Not only does he have the posture and figure of a female demon hunter, he has the face of a boy. -
Apr 1, 2012Kodachii posted a message on Diablo III is Coming to the WiiI feel stupid. It is pretty late though so that's my excuse for having bought this, while thinking I was living in March 31st.Posted in: News
Nah I failed. -
Nov 9, 2011Kodachii posted a message on Blizzcon 2011 Costume ContestJudgement was pretty good, granted that was for another game. The tyrael costume has to be the worst, and I'm male. I won't get into the ethics, but not everyone thinks solely with their member stuck in a permanent pre teen mentality, just pointing it out, a few weeks late albeit, but I've been busy.Posted in: News
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Sep 23, 2011Kodachii posted a message on Runic Revision?I don't understand it very well myself. Why would we want to randomly specialize our characters? It's comparable to going to the auction house and buying a completely random jewel, who knows what you're going to get. Except this is our character's skill build plan.... This doesn't make sense. If players should have ease of control it should be one thing, the way in which they specialize their skills through customization.Posted in: News
I don't like the system jay put forwards. The fact that the runes drop randomly to begin with is already enough randomization. If you -have- to take it a step further, I'd settle for random minor affixes for the hardcore players who have no lives and can spend every waking moment sitting in town messing with artisans. We already have completely random item drops, random item affixes, random crafting item affixes, random jewel/rune drop chance etc. If you factor in random dropping charms with random stats into all of this with an expansion it's just too much.
The more I hear about this rune system the less involved I feel I'm able going to be in the diablo universe. I have to go to school, work, maintain relationships and support family and friends. I don't have time for that crap. -
Aug 17, 2011Kodachii posted a message on It Ends with DiabloLet's be honest with ourselves. Was there any chance diablo wouldn't be an end-all boss at least during one point in d3/expansions.Posted in: News
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It wasn't surprising, after hearing about a $1,000,000 tournament. Obviously the player base is there, it's just nowhere near me. I guess there's always the possibility that the type of person who plays said games doesn't get out that much in order to be met.
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What you're saying sounds INCREDIBLY tedious to me. Considering runes are how people specialize their characters' skills, considering diablo 3 is supposedly an Arpg, and considering how good the alternatives are, a random, permanently binding rune system is garbage. It's already been revealed that the best items will be extremely rare. How in the world is this not enough for you? Why do you have to make everything random, including character specialization... I mean runes will already drop randomly as it is. The other side on the debate is willing to deal with affixes so that the hardcore grinders can still get "perfect" affix runes and have a lot of value, why make something more annoying/tedious than it has to be.
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I understand the importance of gear in an RPG, but I'm not particularly looking forward to having the best items, especially with how mainstream buying power and how pvp is being treated as an afterthought. Right now I'm looking more forwards to mashing things and tinkering around with the new skills/runes and seeing how they feel. I really couldn't care less about the items given the circumstances.
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But didn't get the fox news comment. Not everyone on the internet is a liberal.
Besides, I don't watch tv because 1)American cartoons suck donkey nuts, and 2)I hate pop, rap/hip hop culture, propaganda, behavior modification shows for kiddies, boring & depressing updates on the go and much, much more.
If I watch tv at all I'll watch discovery or the history channel, but even those are getting crapped on (history especially) with paranormal bullsht etc.
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And yeah I don't know that about the items being in hell otherwise, I was just trying to make a comparison between inferno and hell, versus a comparison between any of the other difficulties.
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Can almost guarantee, super epic rare items aside, nobody will find the time to play this game for very long.
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That's great man, but I honestly don't expect this atmosphere for inferno. It's supposed to be soloable, it's supposed to be beaten and the mentality of the difficulty in d3 reminds me a lot of the mentality regarding the difficulty in diablo 2 and its mods. I'm just speculating on the issue of difficulty, so I'll really have to wait and see, bring it on D3, but the issue concerning difficulty was really twig on the branch of a tree in what I was trying to get across in my post.
My original point was:
-The items in inferno were probably items that would have been in hell. If inferno wasn't around, hell would have been the standing "end game" (in an item definition). And so expanding on this point, the differences between inferno and hell didn't appear to be all that different to begin with. Yeah the monsters are more aggressive and have higher stats, and may use new/old special abilities more frequently, but isn't that true for every other difficulty? My point here is that instead of playing the same content 3 times leveling into end game, all they apparently did was make the best of the best items drop after you're already level 60 in the same environment you've already been playing in the entire time while leveling up. It may very well be more difficult, it's supposed to be, but that's not my point. All I'm saying is while this beats farming specific bosses over and over, it's going to be extremely tedious all the same playing through the same zones from start to finish as well- period.
-And my overall point that "end game" means different things to different people, as people have been saying repeatedly in unison and I agree with. I personally am one of the many wishing there was a larger emphasis on pvp. They have said pvp skills and coefficients will be separate from pvm, I don't understand why they can't just add more pvp modes/ranking system(s) for the 25%+ of us who do want it, it would only result in more RMAH use resulting in more money for the game for everyone (including blizzard). I'm completely lost why they're going out of their way to shit on pvp, while teasing us with a pvp platform in arena.
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Also players will spend even more time on webpages looking up "good", "best" rune types for skills, or just trying to learn the runes even do because they would otherwise learn at complete random.
I think the whole rune system suggestion brought forward was a weak argument for basically was was "nightmarish point of comparison (tooltips)". Instead of changing the system and making the game even more tedious and more random than it has to be, why not just keep the old system and revamp the tooltip system- IE, either:
-1) Force's suggestion (I think) in their podcast, add a "rune Diary/journal" or something of the type in the ui/help so that players can look up for information on runes if they want to, and/or
-2) Sixen's suggestion (I think) in the same podcast where you drag the rune over an active ability and it shows the tooltip for that one ability
Sources:
Podcast
Jay Wilson Runestone "interview" INTERROGATION!!
I can completely understand the devs not wanting a huge wall of text on the players screen, but I feel they're making this harder than it has to be and completely missed on the issue, last reported. 100% behind force and sixen in most things, though I feel they really hit the nail on the head here. And yeah wiping runes is better than not being able to wipe runes (if they are indeed made random), but I thought D3 was supposed to be an >Action<RPG, not sitting around town trying to get the right rune from a random rune.
I was extremely excited at the original concept of runes. Affixes are fine, whatever, but random runes not so much. There's already a completely random item drop bias. We don't need to "randomly" specialize our characters. That doesn't make sense to me. I want to "build" my character much like how I'd rather eat with my eyes open as opposed to eating blindfolded.
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Putting your attempted flame aside...
Everyone is entitled to their own opinion. There is a ton of information to be had, that combined with past experience in rpg's and blizzard titles alike gives rise to discussions, or else this topic wouldn't exist and we wouldn't be following podcasts/blue posts etc. If the everyone just sat around and accepted everything handed to them as it is there wouldn't be "business" and there wouldn't be "individuality" and opinions. I know that a good amount of people just cling to whatever they first hear/see like mindless sheep, but please allow people who are willing to express their opinions do so on equal ground. The game may not be out yet, but we've had a hit and miss stream of information over the past two or three years and we're most likely going to see a beta within a month, so just hold your horse and be patient.
"End game is what you make it. If farming bosses for better gear keep you playing, great. If the prospect of having the best gear keeps you playing, that's great too."
-Did anyone else read this and not understand the implication/meaning? What's the difference between farming bosses for better gear, and having the best gear in terms of "end game". I didn't find a difference between the two, or a point having been made.
"There's new AI, new affixes, and tons of things to change the gameplay from Hell."
-I've been speaking from the perspective of MXL, where creature behaviors, affixes, etc dramatically change per difficulty (and especially in the vast number of ubers) from the normal game. I have experience in this because brotherlaz made a kick ass mod for d2. But that doesn't keep you playing forever. While it is much better than the alternative(d2 original), it isn't really all that replay-able once you get enough gear to crush the rest of the ubers, and leaves the player feeling unfulfilled in terms of end game. There are so many areas of the game in which the player will just get one shot or die instantly, but once you learn the gimmick it's a joke and the content is made "useless". So when you come preaching about how the game could initially create a challenge in inferno, you could very well be right, but that's completely aside from the point. The point is that unless there's a >reason< to farm the best items in the game, a good number of players >will quit the game< after they've >cleared the content< because they feel there is nothing left to do.
"With this logic, there can never be any end-game. Once you kill Baal, you're done, every subsequent kill is repeating old content. Now to compare this to WoW, after killing Yogg-Saron once you're just repeating old content. Yes, there are content updates, but in those content updates you're just repeatedly killing low tier raid bosses to get to high tier raid bosses, and the process continues. After Yogg-Saron it's Ragnaros. Then Illidan. Etc. It's only new content for a short amount of time until it becomes the grindfest people are complaining about."
-What I think is bothering more people than that is the lack of a purpose for items. People didn't infinitely grind MC to have the best items so that they could have the best items.... That just wouldn't make sense. They grinded MC to hell and back because they wanted to have an advantage when blackwing lair came out, and moreover (and mostly) have an advantage in PvP. They cleared it initially, for the first time, because it was new and exciting. That is the overall truth.
Don't get me wrong. I much prefer the aspect of inferno compared to the aspect of boss farming, but in the end it's still not something I would call "end game" because end game to me has an entirely different definition than that of someone who plays and enjoys farmville.
TL;DR I think that Farmville =/= end game content concept for a large % of players, as much as it is the means to what should be an end
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Too bad the current diablo looks like he's a red female version of mephisto.
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I 100% agree with you, but you have to consider, however, that after you leveled up one or two, or maybe 3 characters the whole process is just going to be so incredibly tedious.
I picked up median XL, one of the best d2 mods and played it through. Despite having completely new skill trees, monster ai, monster count, type etc after playing through a couple times it just started being boring as hell.
Now that we will be playing through the game at least 3 times per character, and the end game will basically be a more difficult version of leveling content we'll be playing through the entire time we're not in "end game", don't you think that is just as *almost* as tedious as repeatedly farming bosses you've already killed 3 times over and over?
I ended up cutting every possible corner playing the game (and the original game) after a while because it got old and all I wanted to do was fool around with the new skills.
Once I had done that, and beaten all the content, there was nothing left to do on MXL and in the original game all I did was pvp, which ended up being trashy compared to the pvp Blizzard experimented with in wow.
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That said, that is the main reason it's so hard for us to accept inferno as "end game", because there really is no point to clear inferno more than once, unless you're a farmville style gamer who gets satisfaction from continually getting more shiny equipment. I understand an rpg involves finding new items, but only a few players can get a lot of replay value from just finding items without any other reason other than just having said items. Everyone else will just quit when the content is beaten and the game gets boring, unless there is a ever changing system like PvP or constant new pvm material being released.