1600 hours for 250 dollars?
See, these are the kinds of people who run the official forum into the ground. They are not diablo players. The only thing i continue to do in my life that i cant stand, is WORK. A job.
I found my first big drop yesterday and it came in hardcore. Not once did i ever wish i could see it for real cash. The item was of no use to me, so I used it to get items i did need. Made the game that much funner.
Those of you who are miserable because your pixel items arent worth much $ deserve your misery. No one gives a damn. Seriously. I used to read this forum and try not to be judgemental, keep an open mind, but good lord....
- Serpenth
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Jaetch posted a message on Your opinion on "Need advice/What to upgrade next"-threads?I earnestly try to help ones who really seem like they need help.Posted in: Diablo III General Discussion
As in those with below average stats all around, poorly selected stats, ineffective choice of abilities, low budget, etc.
But for those that are well above the threshold in terms of in-game experience (high elite kill count, high paragon, etc.) and gear level, having posts like, " Hi 400K DPS what should I do to upgrade?" Sir, at your level, you SHOULD know by now how to properly gear.
Basically screams "I bought everything RMAH and have no idea how this game works."
Searching for and reading up posts that dot the forums is also highly recommended, but I guess people just want to make their own threads... -
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MrMonstrosity posted a message on Patch 1.0.9 Preview, a dream...Patch 1.0.9 PreviewPosted in: Diablo III General Discussion
Well, we just recently launched patch 1.0.8 but we're already well into development on 1.0.9, and while it's still weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. The next patch is going to be the biggest patch we’ve developed to date and most certainly provide the most features and systems changes. To kick things off, I wanted to provide an overview of some of the larger features, systems changes and game improvements.
Introducing the Trading Post
When we first started working on the Auction House the initial idea was to make a system that was easy to use and as efficient as possible for players to buy and sell gear. The end result was a system that was almost too efficient at what it did and removed all player interaction completely from the process.
We want to get back to the roots of what made Diablo II trading so popular over the years, but at the same time also improve it by taking what works rather well with Diablo III's Auction House to enhance it. In patch 1.0.9 we'll be removing the Auction House and introducing the Trading Post. The Trading Post works in a similar fashion to the Auction House in terms of its search functions and interface but with some key differences. Gold will no longer be used as the currency when it comes to buying items, instead you'll be trading the items you collect through your adventures with other players. You'll be able to use an interface to select which items you have for trade and also search for items other players across your region have for trade.
The Trading Post will offer an easy to use interface to make the trade process simple:- Choose the items you wish to trade.
- Search what others have to offer or the offers you receive.
- Accept offers through the interface without needing to be in game.
- Ability to barter back and forth with other players.
Here's an example of how a trade might work:
Player A just finished his play session for the night and has a sword that he wants to trade. He opens up the Trading Post interface and adds the sword he just found to his trade window and then logs off for the night.
Player B is searching for a new sword for his Barbarian and uses the search filter to find one that matches the criteria he's looking for, he sees the sword that Player A just posted. Player B selects the items he feels he'd be willing to part with from the items he has for trade and creates an offer.
Player A logs in the next day and finds he's received many offers for the sword he'd posted the night earlier. Player A goes through a couple of the individual offers but decides to use the search feature instead to filter the offers to help find a specific item he's interested in. Player A finds the offer Player B has sent, likes the item, feels it's fair trade, and clicks approve.
The items are traded to each players account.
The removal of the AH also means the removal of the Real Money Auction House. Many players refer to the RMAH as a “Pay to Win” feature, that wasn’t our original intent but in reality it does hold true in many scenarios and we feel it really is removing the enjoyment out of actually playing the game for a majority of our players. It will no longer be possible to purchase items using real currency, however we still have plans to offer the option to buy and sell gold. Gold will still remain as the main currency in the game but instead of being the sole currency will be used in combination with other in game items.
We’re also exploring the idea of drastically reducing the amount of gold dropped from normal monsters. We’d like the main source of gold to be from killing bosses, elites and champions, opening chests, and completing side dungeons. This should result in the value of gold to increase as we add in new features that rely on gold and also act as an extra step to combat gold sellers and bots. We'll provide some more details on this further down in our blog entry and will also be sharing more information in the near future.
Crafting
To salvage, or not to salvage…
We’ve introduced 7 new Brimstones to the game, each corresponding to one of the 7 types of available weapon damage. Salvaging a weapon with a specific type of weapon damage whether it be Holy Damage, Cold Damage, Fire Damage, Lightning Damage, Arcane Damage, or Poison Damage will have a chance to produce one of the new Brimstones. Salvaging a legendary Physical Damage weapon or a legendary armor piece will also produce a new type of Brimstone. Salvaging jewelry will provide a chance to receive any of the new Brimstones.
Salvaging legendary Lightning Damage weapons and jewelry will sometimes produce a Charged Brimstone.
Salvaging legendary Poison Damage weapons and jewelry will sometimes produce a Toxic Brimstone.
Salvaging legendary Cold Damage weapons and jewelry will sometimes produce an Icy Brimstone.
Salvaging legendary Fire Damage weapons and jewelry will sometimes produce a Fiery Brimstone.
Salvaging legendary Arcane Damage weapons and jewelry will sometimes produce an Arcanic Brimstone.
Salvaging legendary Holy Damage weapons and jewelry will sometimes produce an Angelic Brimstone.
Salvaging legendary Physical Damage weapons and armor will sometimes produce a Somatic Brimstone.
These new Brimstones are not a 100% guaranteed when salvaging legendary items, but rather will only a small 5-10% chance to be produced. While you may not receive a Brimstone every time you salvage an item, we’ll also be making a type of “consolation” item which can be sold to a vendor for a significant amount of gold. This should create a market not only for the Brimstone’s themselves, but the legendary items that produce them. We want you to be faced with a difficult choice when you find a legendary item, do you keep the item, trade the item away, or salvage the item for hopes of a Brimstone?
These new Brimstones will be the key ingredients used to craft the newly updated Blacksmith and Jeweler items which are also being introduced with patch 1.0.9.
A New Ally
Patch 1.0.9. not only updates the current crafting system for the Blacksmith and Jeweler but will also introduce a third type of craft. We’re introducing the Mystic, Myriam Jahzia, who was first introduced during beta. The Mystic’s primary purpose will be enchanting items which will include the upgrading of existing stats on items and also the re-rolling of the randomly generated properties found on an items.
The Mystic will require significant amounts of gold and combinations of the newly introduced Brimstones in order to purchase her services, further strengthening the market value of legendary items and gold.
The point of the mystic is to offer players a new way to improve their characters in terms of item progression as they play the game instead of relying solely on finding drops. Now all legendary drops, no matter if the item is an upgrade or not, can potentially be used to upgrade your character. We think this system offers players fantastic item progression and will allow all players including some of the top geared players in the world to continue upgrading their gear for a very long time.
We haven’t decided on the costs associated with upgrading each of the many different stats yet but we do know they will vary from stat to stat. We expect stats such as Increased Attack speed, Critical Hit Chance, and Critical Hit Damage to fall into one category, primary stats in another, and so on. We don’t expect unique procs or unique properties found on legendary items to be included with this feature. Expect this to broken down into a different blog post all together in the coming weeks.
We would also like to point out that by using the Mystic to enchant items the item itself will also become Account Bound. This will ensure items are constantly being removed from the economy as they’re upgraded and still allow non-enchanted items with desirable properties or highly rolled stats to have a high trade value and continue to be sought after as they will help players skip some of the steps necessary to eventually upgrade to a “perfect item”. We don’t expect players to ever be able to fully upgrade every item on their character or even be required to, but it’s something the min/maxing type players can strive for over time.
The Mystic will also offer unique potions and elixirs that can’t be purchased or found anywhere else in the game. These items can be purchased with gold and brimstones and when used will give the player bonuses to stats such as Magic Find, Experience Gained, and Movement Speed, for a limited amount of time. Think of them as a Shrine that persists through death and lasts much longer.
Truly Legendary Items 1.0.9 and Beyond
We want to make “game-changing” legendary items the norm going forward. Our philosophy for legendary items has always been the same, to be powerful and promote build diversity. We know we haven’t been able to deliver on this fully up to this point, but with patch 1.0.9 we think we’ve finally been able to make this reality. When a player finds a legendary or set item the first thing they should be thinking is how can they use this item on one of their characters or how it might fit into a specific build.
Class specific items
We feel the one of the best ways make legendary items truly game changing is to allow certain items to alter the way specific class skills and passives work. While we can’t obviously give every single legendary item the ability to alter skills and runes we chose to focus only on class-specific items and set bonuses. This made the most sense in terms of design, we could take an item that was already exclusive to one class and use it to provide new and interesting ways of playing that class.
Patch 1.0.9 introduces revamped class-specific items and set bonuses that provide unique alterations to already existing skills and passives. The most intriguing idea behind this concept is going forward we’ll be able to constantly open up new and exciting builds for each class as new items are introduced to the game. With the introduction of one new item or even mixing different items an entire build could be born. This will truly allow new builds to be built around items.
Legendary status
We're not just updating class specific items in patch 1.0.9. We're going to revisit all legendary items to make sure they live up to their legendary status by not only providing great stats but also providing unique properties that will change a players game experience. While class-specific items will change the way skills and runes work for classes, we still want to make sure non-class specific legendary items also have an impact on build diversity. We decided to go a little bit of a different route with non-class specific items. Rather than focusing on individual class skills and passives, these items will introduce new unique properties that might change a players gameplay or change the way specific stats interact with a character. By doing this we can take a non desirable stat and change it into something a specific build highly values when using one new item. We plan on releasing a entire blog post dedicated to this topic in the next few days but here's a taste of the type of things we'll be talking about.
Itemization
In addition to the upcoming legendary items we're going to be reworking the way elemental damage and physical damage work with weapons. Weapon damage including the base damage of the item will roll either as Holy, Cold, Poison, Fire, Arcane, Lightning, or Physical weapon. By doing this we can use the "adds % elemental damage" affix found on many of the legendary items in the game to provide a direct damage boost to weapons that also have the corresponding damage type.
For example, if you have a sword that has a damage range of 700-1000 Fire Damage and you equip an item with the property "Adds 5% Fire Damage", the new damage range of the sword will be 735-1050 Fire Damage. This not only provides a simple way of calculating damage but also provides an interesting way to combine weapons and armor.
We'll also be including more information in the next coming days in addition to the blog post regarding legendary items.
Promoting Exploration and Adding Excitement
You call that a dungeon? This is a dungeon!
Many ideas have been discussed by our developers in terms of how we can constantly add exploration back to game after the initial play through for our players. There’s nothing that saddens us more than seeing 90% population running the same act or in many cases the same zone over and over knowing that if they do anything different they’re hindering efficiency in both terms of items and experience gained. While repetition has always been part of the Diablo series we feel this can be cut down substantially. You’ve already seen improvements when it comes to giving players options in regards to this when we adjusted the monster density in patch 1.0.8, we’d like to go a bit further.
In 1.0.9 we’ll be improving on the randomly generated side dungeons found in all acts across the game in Inferno difficulty. We’ve created new tiles for almost every zone across all 4 Acts which will allow spawn locations to be found in every part of the game. An entrance in the wall found in the Cathedral, a burrow found the in Dahlgur Oasis, many different possibilities exist. We’ll also be taking a look at every aspect of them to truly make them a random experience. Things such as:- Increasing the amount of spawn locations substantially in terms of both Acts and where they can spawn in each zone.
- The difficulty, dungeons can be found with additional monster power levels above the current game.
- Dungeon size, number of levels, the layout, and tile sets.
- The type of monsters
- The “end boss(s)”, which includes a random elite/champion pack which is buffed considerably
Of course there needs to be an incentive to search out for these improved dungeons, which is why we’ve created them to provide a fairly substantial buff in terms of experience gained from the monsters inside and also completing the entire dungeon. We’ve also decided to add a new type of chest found exclusively inside these randomly spawned dungeons which not only provides a much higher than average chance to drop legendary items but also provides a small chance to find items of immense power that can’t be found anywhere else.
We think by adding these new features it will promote exploration across all acts and provide a much needed type of end game experience for our players which doesn’t take away from Diablo III’s storyline.
Beam me up...
One of the most exciting events in regular play session is hearing that special “clang” legendary items make and seeing that beam of light coming from the pile of corpses at your feet. Over the past patches we’ve increased the chance of finding these items and we really think they are in a very good place in terms of drop rates. While RNG is still a huge factor when it comes to the amount of legendary items you see drop in a play session we still wanted a way to add to the excitement without actually increasing the drop rates any further. We think we’ve found an artificial solution that does just that.
Now when playing with your friends or other players in public games you’ll be able to see and hear all legendary and set items that drop in game, even if they aren’t yours for the taking.
We’ve received very positive feedback on the elite/champion and goblin announcement introduced in patch 1.0.8, so much that we’ve decided to extend it to also include an announcement when players identify legendary items. Now through your chat window you’ll be able to see and view the items your friends and party find during their play session. Obviously this won’t be taken positively by all players so we’ve also added the option to hide or display these messages from chat.
In Conclusion
We’re very excited to share this new patch with you and gather your feedback. This patch will be our biggest one to date and we think it adds to Diablo III immensely in terms of fun game play and longevity. We defiantly aren’t done yet when it comes to improving the game and we’ll work hard to provide our player base with many features to come.
Be sure to check out the new information on Dungeons, which can be found here: http://www.diablofans.com/topic/92538-patch-109-dungeons-a-dream/
And then I woke up from my dream and came to the realization that we were still only in Patch 1.0.7...
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IgnatiusReilly posted a message on I like the changes in patch 1.0.7So many baby steps... but, we'll get there.Posted in: Diablo III General Discussion -
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Denkar posted a message on FULL REFUND LEGALLY.(For those interested, not intended as a flame thread)Can a mod lock the thread? There isn't a point to this thread at all, this website is called diablofans. This guy is obviously not a fan of diablo and will no longer be playing the game. He has no good insight to contribute to the community who does enjoy the game.Posted in: Diablo III General Discussion -
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Kisho posted a message on Blizzard's Seoul HQ stormed by FTCI'll say what I did on the MMO champion forums:Posted in: Diablo III General Discussion
This is laughable. Completely, utterly ridiculous. A complete over-reaction from a select few 'fans', demanding refunds because they couldn't bear to not play the game for a couple of days.
This sort of action is what stifles creativity and makes games worse, not better. Just because of the actions of a few selfish, ignorant fools who can't look past their own noses. -
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mistapickles posted a message on Asinine Blue Post!?I'd buy 10x more blizzard products if "go fuck yourself" was all Bashiok said.Posted in: Diablo III General Discussion -
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Wuzzard posted a message on Thanks for nothing BlizzardIf your time is so precious you should have did a bit of research into launch day problems that exist with every on-line game that's ever been launched.Posted in: Diablo III General Discussion -
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boiler149 posted a message on Cinematic SPOILERS!!! UPDATED 2!deletedPosted in: Diablo III General Discussion
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Molster Edit: A new thread: http://www.diablofans.com/topic/41145-cinematic-screenshots-major-spoilers/ -
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Red_Panda1 posted a message on anyone else fighting with spouse/significant other over d3?Women do that kind of thing to manipulate and control men.Posted in: Diablo III General Discussion
I had a few issues with a past relationship when it came to gaming and I eventually had to just tell her she was a fucking moron and kick her out of the house, lol. - To post a comment, please login or register a new account.
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For some reason, I somewhat loathe the streaming community I guess you can call it. I don't directly intend to hate on streamers, I just find this whole fascination and fanboism surrounding streamers mind boggling. I can't imagine watching somebody farm Act 3 over and over again. Yet people seem to enjoy their certain streamers, which may be caused by frequent giveaways etc. I bring streaming up because I believe this idea caught fire via streams. That many streamers were showing people how to do it and making mockery of the situation. "LOL look how dumb Blizzard are". Then streamers got banned and there was an uproar. Streamers are nobody special, they are people who attempt to make a name for themselves within the gaming community and use advertising/other means to gain about the same money they would earn working a minimum wage retail job, if that. Yet when they are banned people jump on Blizzard and make claims like "this is their job!" "this is how they make their living!". No, that's a choice, and that bedroom they are streaming from probably belongs to their mother or uncle. They deserve a ban more than anybody for promoting exploitation. You'll see why I bring this up in my conclusion. Again, sorry for the streamer hate, it's not personal, and it's pointed toward the community and not the streamers themselves.
Secondly, this is NOT Blizzards mess. This is a community made mess. Why? In case you didn't know, maybe if you take your tinfoil hat off and think for a minute, Blizzard doesn't purposefully implement gold dupes. It is called a bug because it is an unintended problem. People took advantage of this bug and created the massive gold dupe. Having this mentality, which has existed for a year now of, "LOL this game is such a massive fuck up, look at this we can dupe gold in the AH, LOL LOL LOL". Immediately in chat channels in game and on forums people assumed there would be a roll back because it was Blizzards fault, and the time until Blizzard caught on was "LOL this game is such a fuck up, let's see how much gold I can dupe before the roll back LOLOLOL". Yes, ok, the bug is "Blizzards fault". The massive duping and assumption of no consequence is on the communities end.
I believe Blizzard took the most appropriate course of action by keeping the AH down to allow all auctions to expire. If you think about it, this may actually help the economy. Attempting to remove all the duped gold is likely one of the biggest pains in the ass ever and as OP said, kudos to Blizzard for doing that. A rollback would have caused 1000x more damage and tarnish on this game than this gold dupe did. The gold dupe will be a blip on the radar in a few months. I hope Blizzard keeps everyone who exploited this banned.
Hopefully the community learned their lesson. I seriously think this community is worse than WoW. I know it sounds weird, but Diablo III is real and everything is serious. The gold dupe did not exist to make a mockery of. Sorry for this post but I can barely comprehend this attitude that exists among the community toward each other and toward Blizzard. I'm in honest belief that 90% of this community was born after the original Diablo was released. There is so much of a lack of people thinking for themselves and the ability to form ones own opinion. I feel as if the players are mindless drones programmed to spew senseless hate.
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I don't think this is anywhere near the end of the world. It will be a big issue for two days, and in a month nobody will care. If blizzard is telling the truth about the duping being minimal, than they should able to target and ban the exploiters. I know there is this idea that "everyone was doing it". Everyone was selling gems. I also think people overestimate how many people had glorious amounts of Radiant star gems to sell. Not everyone in this game has hundreds of radiant stars floating around. Although yes, there are some people that do.
There will certainly be inflation for a while, but nothing economy destroying. And it will die down after a bit.
This is just like Error 37. A big deal for two days, but weeks later nobody really cared. It will be a thing when your in skype/vent with your buddies farming in the next expansion saying "oh yeah remember how good this game used to be, lol and remember that gold dupe? that was funny".
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Exactly how I feel. Many argue the only way to succeed is to flip on the AH or buy gold off of me RHAH. I think players are discouraged way too easily. I'll make a comparison to WoW since most users have a WoW background (explains why only 3 million out of 12 million still play ;p). Flipping items all day to make gold then using that gold to buy end game gear can be done in two days. That's like clearing all of the heroic mode bosses in two days and having nothing to do. I think people misinterpret the philosophy of Diablo. In WoW, you want to get the best gear as fast as possible in order to gain access to content such as heroic modes. In Diablo, you want to farm to upgrade your gear. Whether it's finding a leg that you can sell/trade for one you need or actually finding an upgrade, the item hunt is the end game. If you flip/buy gold to get the best gear, you essentially beat the game and find yourself posting on the Battle.net forums an "I quit this game is boring I can do MP10 ubers in 30 seconds blah blah" thread.
Should there be more end game? That's up for debate. However I'm just trying to make a point. Trust me, I love Auction House, but I use it as it was intended. I strongly believe that Blizzard should implement things to discourage AH use. Such as raising the transaction fee up to 30%(or more), implementing a tax for purchasing items, and removing gold from the RMAH. Both are here to stay, so making a thread about why they should be removed is almost pointless. We know the damage that the AH does. However that damage can be controlled very easily.
Probably way too long of a reply, I just have so much on my mind about this game though lol.
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Now there is literally no reason to use a shield. I've only seen a shield equipped in two situations. 1.) A hardcore character. 2.) A super geared softcore character with so much DPS and uses a shield either for a.) the lols or b.) for extra defense.
There is so many things blizzard can do to bring the shield back and many have been mentioned in this thread so I won't restate them. However simply making the game harder probably won't work. In the minds of gamers in 2013, DPS > Defense. With gold being as accessible as it is people will be able to out dps any defense road block. So they need to do other things besides "make the game harder". Skills/Passives requiring a shield would be a good start.
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When thinking rationally one would probably assume even before the announcement that there would be some pros to the console version compared to the PC version. However when you take the tin foil hat off there is really nothing at all that implicates or supports the theory of Diablo III being meant for consoles. Also to be expected is for people to buy the game and reach level 4 and say the game feels so much better and natural on Playstation. May I refer you to the people who also reached level 4 in Guild Wars 2, SWTOR, Age of Conan, and Vanguard that said those games were far superior to WoW and would dominate it in subscriptions numbers by X date. Turn the monster power up on in Inferno then report back on how dodging a Molten, Mortar, Plagued combo felt so smooth on the Playstation. I can't verify as I have not played the console version, so maybe it will.
And here's my final tidbit for the tinfoil wearers. So let's say Blizzard designed the game around spending $$ on the RMAH. However, the plan all along was to make the game better for the console. So now everyone buys the game for console yet there is no RMAH.????? How does that work. Sure they made more money from console sales but how does that substitute the monthly fee? Every game is required to have a monthly fee in order to be profitable.
Ok, I'm done. Hopefully some people got my point.
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As I've stated in a lot of my recent replies to threads it is most likely an expansion will be required to put this game where it needs to be. Even though an expansion is likely not coming until mid-late 2014 it is no doubt currently under development and these new systems need to be envisioned now. They won't introduce any type of major changes such as the stat system simply during a beta patch. Just like it won't come out in 1.1 or anything like that. The ideas for these systems will likely be in place later this year (as far as internal game versions of the expansion is concerned). Looks like they are looking for a new guy to envision these systems and put this game in the right direction. Good move by Blizzard - it's for the best.
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A lot of my friends gave up in June and ask me all the time "Isn't Diablo 3 dead?", "Lol nobody plays that game". I think some things that people use as "evidence" to prove that the game is dead are kind of misleading. Public Games never really were popular and this particular fan sites activity has never really changed since I registered in November 2011. It's the way of the community now.
I'll stop there. TL;DR - yes.
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Hate to break it to people but if you are expecting MAJOR overhauls you're going to be waiting until 1.1 or possibly even 2.0. Each problem will likely be addressed over time as well.
I'm not implying you are not allowed to be disappointed. I'm just pointing out that these 1.0.X aren't going to include major systems updates. It's how developers label patches, specifically Blizzard if you play any of the other two franchises. x.x.X are minor patches. x.X are major patches. If you are thinking to yourself "Well maybe 1.0.8 they will fix all of the loot problems" just stop playing now. We will likely get a blog when this happens.
You can't redesign how these systems work overnight. The game shipped with what they thought was the best system. They were wrong. They have to essentially redesign the system. Most players that are still playing (like myself) I believe are just waiting for these major changes whether it be a major patch or expansion. Hoping that our patience will pay off. If not we will be angrier than before.
As far as 1.0.7 I think they have the right idea. As I posted in the news post - the dueling system is a little more than I expected but again nothing game changing. It is dueling however which is something I don't think would bring people back in mass numbers. The recipes off of Bosses is the right idea however it is a little lackluster. One thing Blizzard needs to do is get people out of Act 3. Sure you can choose to farm things other than Act 3 but let's be real people like to min and max. Sure I farm Act 1 every once in a while but after two runs it's more disappointing than seeing Aerat Crater over and over again. Everyone will have these recipes in a week and as others said it's back to Act 3. I want to log into the game and think "Oh hey I need to farm the Skeleton King for the Skeletal Rod of the Damned" or whatever.
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May 2012: Fuck Diablo 3. It's nothing like Diablo 2.
May 2013: Fuck Diablo 3. It's a copy and paste of Diablo 2 now.
Girl, you know it's true.