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bigworm79 posted a message on Hardcore Chicken Bomber (Speed Farming) BuildPosted in: Hardcore Discussion -
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oldschool_2o4f posted a message on Last transmog items and pennant locationPosted in: Diablo III General DiscussionWell, everyone avoids act 5 like the plague, so it could be hiding in there somewhere.
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Kallizk posted a message on The future of D3Posted in: Diablo III General DiscussionAn expansion is comming!
Source: i had a dream. - To post a comment, please login or register a new account.
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I'm sorry, Drahque, but you may be one of the most naive people on DFans. No, Diablo III did not lose 50% of its playerbase. Botting has been hit hard with banwaves, but the sad truth is that most people who are banned for botting simply turn around and just buy a new account. This is the point of the season (about 2 months in) where players tend to move on to other things. Season 7 will see a massive increase in popularity then it will drop off again just as it does every season. Blizzard has always said that they want Diablo III to be a game that people can pick up and play for long extended periods and then take a break from.
A lot of people seem to strongly believe that Diablo III is dying because the Diablo III team is dying. Neither is true - a total of three people have left the team. We still have all of the big names: Josh Mosqueira, Wyatt Chang, Brian Kindregan, Travis Day, Matthew Berger, Joe Shely. Most of the core team that worked on RoS is still on the Diablo team. Two people transferred for the Legion launch and one person decided to leave Blizzard to pursue new ventures. The Diablo team has always had dozens of members that you've likely never heard of or bothered to read into, and most of them are still there. The team still easily has 50+ members. People started freaking out when Leonard Boyarsky because they think that means no new lore can be created, yet they forget that Brian Kindregan was actually the lead writer for RoS and he is in fact still employed and on the Diablo III team.
*EDIT* Okay, well. That's something http://briankindregan.com/big-changes-part-1-2/ it appears that Kindregan has just left Blizzard as of yesterday.
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You kind of just proved my point with that last bit. Your understanding of how these things actually function is lackying and potentially very misleading to others.
Yes, the console version of the game is extremely exploitable. Hacking item and character stats is hilariously easy. However, that's all done through the games "savefile" and it's done on a character-level. All you essentially need is a USB drive and mediocre knowledge of a hex editor. In order to get useful information about where the missing transmogs spawn, for example, would require a hell of a lot more than a simple savefile "hack". That's all stored on the console itself and it's loaded into memory as the game progresses. This is very similar to the way that Blizzard's server sends packets to your client on the PC version. It's very difficult to access that information. It's not impossible, and it's been done, but actually translating that information into something useful hasn't really happened yet.
Blizzard could not care any less about dataminers. On the PC version it's as simple as downloading Ladik's CASC viewer (previously MPQ viewer) and... That's it. You can view anything stored within the CASC files that your client accesses. Download the TEX to DDS converter and you can view textures. There is also a model viewer to view their model and animation format.
As I said, Blizzard could not care any less. They don't store anything client side useful enough for them to care about players finding. They've always stored their information the same way, with the exception of the change from MPQ to CASC. That change wasn't to deter datamining, though. It was to allow for improvements in data storage.
FreeBSD, RAID, Raspberry Pi. None of that is relevant to our conversation at all. It was a good showing of your Wiki-foo and long-winded speech, even though it was incredibly inaccurate.
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It's not really that Blizzard kept the pennant from dataminers. I believe you have a misunderstanding as to how datamining actually works. Or, perhaps, you are unsure of what it is/is not capable of. All dataminers can do for a game that stores most pertinent information server-side is actually datamine models, client-side text, textures; things of that nature. Blizzard sets spawn rates, physical locations, and actual appearance via a database that their Diablo servers interface with. When you are logged in and playing you are constantly receiving packets to your client which then translates this information from Blizzard's server.
The console version of the game works differently. While it's still capable of online play, Blizzard opted to store everything on the console itself for those users who like to play offline. The problem is, it's more difficult to datamine a console game. It involves extensive memory dumps which are massive in size. They would also likely be encrypted with some sort of bit-rotation or a proprietary key that you would have to crack.
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3 slots in the cube for legendary gems rather than having to roll sockets on your jewelry pieces (gem of ease is still socketable).
removed 30-second timer between regular rifts.
pets pickup deaths breath, arcane dust, reusable parts and veiled crystals in addition to gold.
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They made these things tough to find on purpose. I don't think that any of the datamined information is really going to lead up to an exact location.