Quote from Ronninrogue
finished it in 5 hours without rushing, doing side exploration & looting barrels ect
No... no you didnt.
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Quote from Ronninrogue
finished it in 5 hours without rushing, doing side exploration & looting barrels ect
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Sure put it in your signature, hell push comes to shove I'm certain I can find a computer around at my job I can send you that will do the trick for nothing. I'll make sure it has a decent graphics card, we're replacing a bunch of computers right now and are just going to donate them off. Message me with a shipping address and I'll have it out to you in a week.
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Quote from Antirepublican
I was redirecting him to a thread with the answer. I was not suggesting the poll had any real meaning, nice try though champ, but you assumed wrong again.
I was not suggesting the poll had any real meaning
a thread with the answer
yah that's why the wizard is 2nd from last in the Highest DPS thread on main page.
nice try though champ
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Quote from Beechsack
Quote from tanis0
Ok, I'll concede the video point. However, do you seriously think that someone putting forth the amount of time and effort necessary to beat dedicated teams of professional gamers to a world first isn't going to stream that live?
'Professional gamers' don't go after shit like this unless they're being paid to do so. And since the timestamp of reaching level 60 isn't viewable by anyone in the public, nobody is going to sponsor a professional gamer to do it, so they won't.
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1. It's a top down, single unit control, click to move game. This setup has some strengths but its not optimal for dueling or versus. People who are serious about player versus player are going to gravitate toward FPS, RTS, and other setups. So put design focus on something your game can't possibly be best at?
2. Dueling viability is not determined solely by skill (like in most competition games) but is instead largely determined by gear.
3. The gear in point 2, drops based on luck. So your dueling capability is also determined largely by the luck of the drop.
4. Even worse, you can buy the gear with real money. So you have a supposedly serious competition game, where the deciding factors largely money and luck. Does anyone see the inherent problem?
Diablo from the control scheme on up is designed to be a one versus many, or co-op, PvM hack and slash. It can not, and will not, be an esport. And Blizzard does have games built from the ground up for the purpose of esport. Starcraft series has always been a major player in esport. Diablo has always been the king of hack and slash pvm. Why jump product category with Diablo, to compete in a market segment that you already have covered?
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SC and Warcraft are irrelevent. They are different series, designed to be an esport. That's the point of having multiple series- so you can appeal to different player types. Saying Diablo 3 should have a strong PvP focus because Starcraft II does, would be like saying "Capcom should make Megamax XXXIII a tournament fighter, because street fighter was great."
If something is a direct sequel, with an actual sequel number, it should be a continuation. It should follow the design principles and focus of the series. In Diablo, development focus has been very much PvM. In Diablo I and II, a PvM was designed, and then a "Hostile" button was added for dueling, and that was pretty much that. But people enjoyed it. The point is that you don't have to have a highly tuned, perfectly balanced, PvP focused system, to make PvP an interesting element of the game.
Even if BLizzard decided to balance PvP seperately, I think people underestimate how much effort it would take. Look at Starcraft II. There are three races. Each are capable of building several units and several upgrades. Balancing all of it was probably a major part of the development. Now look at Diablo 3, with 5 classes, a crazy number of skills, then each can be runed, then gear that dertmines the strength of the rune effect. modifies the attack rate and damage, changes all your stats, etc, etc. Balancing that specifically for competition would be a massive undertaking, probably worse than the entire balancing phase of Starcraft II development.
Blizzard does not have unlimited resources. And think about this. This is not a subscription game. Blizzard takes in the initial sale price and RMAH fees , then they are responsiblle for tuning PvM, providing server space, security and hack ressistance. On top of that, they will be planing the expansion. Adding "seperately balance PvP to competition level tuning" to the list seems a bit unreasonable. It has taken so many years to develop this game. Do we want expansions and fixes delayed because the Diablo team is basically juggling resources to balance PvM and PvP at the same? It would be nice to have the best of everything but in the real world, you have to pick your focus and do it well.
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I don't think anyone's paranoid about esports. I think most people would be fine with Diablo working as an esport, if it didn't interfere with the main function of the game. Diablo games have always historically been designed as hack and slash action RPGs.
But there are serious obstacles to making it an esport. Character strength is decided as much by gear choices as by skill. That is a mark against making it a sport. Most serious competitive games are skill oriented. The fact that you can buy gear for real money makes it even a worse candidate as an esport. No one is going to take an esport seriously where the outcome can be largely determined by money instead of skill. Plus the characters themselves are geared for PvM balance. There's no way to take those same characters and give them esport level PvP balance, without giving some of the skills completely different stats and behaviors.
The Diablo series has never been designed to be an esport. When you ask for it to be one, you're not asking for the continuation of a strong PvP oriented tradition. You are instead asking them to totally change the focus of a long standing series, to match your personal expectations. The game is going to be a hack and slash RPG, with added PvP elements, like its predecessors.
That is not due to the whining of some "ignorant vocal minority." It is what the game was always designed to be, and what the series always has been.
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This section confuses me. You pull them aside to teach them the "error of their ways", which... they learned from your site?
That tactic seems a bit disingenouous. And it seems weird that you're freelly admitting that the tricks you advertise to pull people into your site probably won't work long term.
I don't think there will ever be potential to make a first world living wage in the Diablo 3 RMAH. The 5$ per week estimate is probably a lot closer.
It comes down to this. There is no way to farm enough things with one account to make good money. That means you are stuck with variations on "buy low-sell high", and making all your profit off the difference between an ideal sell, and a poor sell. But in an economy where most prices will be fairly low, that difference will be mostly small and it's going to take a huge volume of sells. There will be major competition to get those sells, because there's real money involved.
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In a way, I wish there would be a sygil or something to recognize beta testers in the game. It was nice getting to participate and having someting permanent in game as a souvenir would be cool. But in the end, I think I'm selfish for wanting even that. There are tons people who wish they could test this game, and the ones of us who are testing are mainly jsut distinguisehed by luck and geography. We shouldn't need bonuses. The chance to participate in the beta is a bonus.
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Hey! We are able to vote up posts now!
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They look awful to me now, but watching everyone slowly level, and their gear change slowly over time, the progression will pull you into accepting each set as the next logical step for that class. Much like real fashion. Some things look absurd out of context, but as things shift season to season some trends get slowly more dramatic and the pace of change pulls you into accepting it.
Compared to Diablo II armor looks, these look more gaudy, more inpractical, and have a very WoW feel to them. It's not a game breaker, but disapointing. And out of context, mid grade armors will be the best looking. If you look at everyone's favorite artwork for each character, they are in simpler, mid game armors.
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I understand your point, but I don't think respeccing hurts challenge level or detracts from the game. It doesn't remove theorycrafting. it just makes testing those theories a lot more efficient. And games should be fun. Testing by trying out the skills is more fun than testing it in a spreadsheet for most people.
Plus, builds will depend on gear and runes. So its not really like you can hit level 60 and then just instantly build anything you imagine. You will have to do some theorycrafting to determine what sort of gear and runes you need to look for to optimize your selected skills.
In the end, it's an action RPG, and the bulk of the challenge should be in live combat tactics instead of front end character building elements. If they will make the fights challenging, I think this game will keep people interested for a long time and provide a fun challenge.
You might be right. They might make the game to boring to be worth replaying, but if it happens it won't be because of respeccing. Its all sepculation until people get to play Hell and Inferno to see if it's hard enough.
Slow work day. Bleh.