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    posted a message on RoS - End Game Enhancements
    Quote from Vulmio

    Quote from riptide

    I really only like your follower idea and the sound for the goblin. Everything else is too much like an MMO that I don't want to play or I'd be in their forums.



    In the case of (crafting)enchanting is already coming to the game in a more fitting form for a game centered around loot.

    I don't want rep grinds.
    I don't want free anything.
    I don't give a shit about quests or lore.
    The only thing I think may be beneficial is a trade hub. But there are better approaches to that.

    Sorry but quests aren't not MMO specific. I understand you like Arpg like D3 is right now, but I wouldn't mind if it became an ARPG :)

    No they are RPG specific and exactly why the only "Xrpg" I've played are Guild Wars 1, WoW, Diablo -> Diablo 3. Because quests are not fun for me and do nothing but interrupt the gameplay.
    Posted in: Diablo III General Discussion
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    posted a message on RoS - End Game Enhancements
    I really only like your follower idea and the sound for the goblin. Everything else is too much like an MMO that I don't want to play or I'd be in their forums.



    In the case of (crafting)enchanting is already coming to the game in a more fitting form for a game centered around loot.

    I don't want rep grinds.
    I don't want free anything.
    I don't give a shit about quests or lore.
    The only thing I think may be beneficial is a trade hub. But there are better approaches to that.
    Posted in: Diablo III General Discussion
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    posted a message on Loot worth picking up?
    Quote from maka

    Quote from shaggy

    Quote from Jamoose

    What? How does that even relate to what i said? The gold has to come from somewhere? does that mean that you have to pick up items and sell them so you can get gold? What about buying a billion gold for 20-30$? That's not an option anymore? You could even use the RMAH instead and spend like double the ammount of money. Your sarcasm sucks.




    To be fair, the discussion was about "items worth picking up" not about "buy gold and then ignore everything." The OP wanted to know if he should skip certain item types to increase his XP/hr. I don't think he was at all interested in more AH drama llamas.

    The whole RMAH shit is really tangential. Unless you're buying gold you HAVE to pick up something to make some gold to spend on buying items, even if it's just a bare minimum to get into flipping. But there are certain people on these forums who cannot resist injecting AH trolling into EVERY discussion.

    What the fuck are you talking about? "Drama llamas"? "AH trolling? Do I really have to go get my quote?
    Quote from maka

    If you use the AH to buy your gear and/or mats, then yeah, picking up all rares is a waste of your time.
    How is this trolling?
    If you use the AH to buy gear and mats, then picking up ALL rares (not "ANY" rares) IS a waste of time; just pick up what has a high probability of selling, then buy your mats.
    However, if you don't buy from the AH, then picking up all/most rares is worth it, because you're gonna need them for the gold (vendoring, or even selling on the AH) and the mats.
    Can you point out where the trolling is?

    The fact that I have to explain this just shows how dumb, paranoid and downright childish some people are.

    I pick up items to sell on the AH/vendor to buy mats on the AH because it's the most efficient use of time without spending $ or flipping all day.

    Flipping is quite a bit more difficult these days than a year ago, to the point I barely bother. Going from flipping items for a 50-250.00+ profit to struggling to make more than 30.00 in profit. Way less users and the ones that are around have decent stuff already. Add that to the fact that the ones still playing have a better knowledge of an items worth.

    Bottom line unless you are a d3 day trader you're dumb for not picking up any rares that roll usable by todays standards. So essentially your comment is flat out wrong or just trolling. g'day
    Posted in: Diablo III General Discussion
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    posted a message on More then one expansion, Hurray!
    Quote from CardinalMDM

    Yeah, I don't think it's confirmed outright whether there will be more than one expansion...

    My opinion, though, is that they'd be really smart to release more than just one...D1 had 1, D2 had 1...D3 should have at least 2 total, in the long run.

    It's not confirmed but I'd put bitcoins on it that there will be more than 1. The product slates have only ever been wrong about release dates, not projects. So until I see change or a logical reason for change I assume things will follow the same course.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo III: I remember when...
    Quote from miles_dryden

    Quote from riptide

    There's a video of them explaining the skill system pre-release and they mention being able to tweak the abilities for pve and pvp. They wouldn't need to change any of the skill fundamentally. Look at DOTA if you want to see fundamentally OP skills that are balanced. Just number tweaks like healing/dmg values, cooldowns and diminishing returns(if they wanted that). Would be enough.

    I don't know if it was because of a time crunch and the fact that Jay Wilson pretty much only cared about PvE and was against PvP becoming anything more than an afterthought. Hopefully it was because of him and we see it in RoS.

    I remember at one of the Q&A's at Blizzcon when one guy got up and practically begged the devs to make D3 more pvp-focused and asked the crowd to cheer for it. And then they practically BOO'D the guy. So please don't act like it was one person's decision to downplay PVP in this game. Lots of people, devs and community, don't want it.

    You can do one without affecting the other or did you not read what you quoted? Besides, those that PvP would likely put more hours into the game. I know at least half my friends list would have likely kept playing d3. Though to be fair my friends list is from an old now retired-high end WoW guild and SC players so they are competitive people.

    Besides you don't even need PvP to be balanced to entertain those that want it. Look to WoW pvp if you want proof. It doesn't get more imbalanced than that, yet it pleases hundreds of thousands of people. Sure it's not as big of a community as the casual lfr players, but their fun doesn't effect the masses.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo III: I remember when...
    Quote from Solmyr77

    Quote from riptide

    This upsets me everytime I think about it. This is all we needed for pvp. They think they needed to reinvent the damn wheel. A 1v1/2v2/4v4 arena where we can set up matches is ALL we needed for good pvp. Throw in a ranking system and call it a day, not hard. They could have made it deathmatch, round based, objective based, all of above.. I don't care.

    There's nothing they are going to come up with for pvp that is going to WOW me and it's not likely to WOW you either. In fact it doesn't need to, Quake/UT/CS/SC/DOTA/LOL pretty much cover anything that can and will ever be done without virtual reality. Of course this is excluding turn based games, but for everything else it's a combination of these games.

    You have a very valid point, but I can also see, why Blizz doesn't just do that. PvP is horribly imbalanced and will always be so in D3 unless they fundamentally change a lot of skills, which they (and I suppose most players) don't want.
    You may not care about that, I wouldn't either, but they'd get much more hate about an imbalanced PvP part than for not having PvP at all, ultimately resulting in such changes. That's one aspect, the other being that they just don't want to release "garbage" that doesn't meet their standards.
    I remember when they simply canceled an adventure game based on Thrall for that reason (long ago).

    There's a video of them explaining the skill system pre-release and they mention being able to tweak the abilities for pve and pvp. They wouldn't need to change any of the skill fundamentally. Look at DOTA if you want to see fundamentally OP skills that are balanced. Just number tweaks like healing/dmg values, cooldowns and diminishing returns(if they wanted that). Would be enough.

    I don't know if it was because of a time crunch and then sidetrack.Or the fact that Jay Wilson pretty much only cared about PvE and was against PvP becoming anything more than an afterthought. Hopefully it was because of him and we see it in RoS.
    Posted in: Diablo III General Discussion
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    posted a message on Loot worth picking up?
    I pick up Essence, Rings, Amulets, ilvl 62+ 1 handers, elder hats, ilvl 63 pants, all legendaries. I got about 140M XP/HR solo with mediocre gear on a monk from 21-100.

    When I play my barb I pick up legendaries and if I happen to see any of the above drop. But I don't wait to see loot and get about 205m xp/hr.


    Fun fact.

    Getting to plvl 21 at the introduction of the paragon system felt more difficult than going from 21-80 now. I played like 3 days with 12-16 hours a day the release of 1.04 then I quit lol. It's a joke to level now.

    Average level of gear is so much higher.
    XP bonuses for monster power.
    Hellfire Ring.
    Experience Shrines.
    Mob Density.
    Best Zones for each act are known.
    Posted in: Diablo III General Discussion
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    posted a message on Loot 2.0 Datamined?
    Quote from IgnatiusReilly

    Caps on trifecta was probably the most interesting non-legendary related Loot 2.0 change, but... that disappeared so, not much to talk about right now.

    Life Steal is gone.

    But yeah, we don't know jack.

    Capped stats changes little, there is always going to be a "right" way to do something that you can't mathematically argue with.

    If it's not crit/crit.dmg/avg dmg/ias/primary/socket that we need, then we will be looking for all resist,armor, vitality, % life for each stat that is capped.

    The only thing it would let you do is feel like you had more options WHILE getting average gear. Once you get into the top 15%+ for each piece of gear, you're going to be wearing the exact same thing as the next guy.
    Posted in: Diablo III General Discussion
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    posted a message on Torment Difficulty
    Quote from maka

    Quote from riptide

    My point was that the number of difficulties does not have to effect the loot tables. You can use monster power alone for all that. Since the only thing that matters is monster level.

    Maka and Cardinal were talking about item progression being thrown out of whack. I simply pointed out a way that removed difficulties from the equation. Well at the very least minimizing their impact on item progression.

    I mean with even 1 difficulty, monster power can scale the ilvl from Y to Z. If you add any difficulties beyond one then you can just use a multiplier for each difficulty.


    Well, MY point (:P) was this: if you have a new difficulty that has no new items, nobody will play it consistently (some will play it for the challenge, but will soon return to the 'farmable' difficulty, because they can earn every item there anyway); if you have a new difficulty with the best items, everyone will want to play it (because every single player of this game wants to eventually have the best items), therefore it will feel (and be) mandatory, the same way Inferno feels (and is) mandatory, because it drops the best items.
    That's all I was saying.

    I've read every post in this thread and not a single one suggests that a higher difficulty would not have increased loot.

    Anyone that thinks that well, let's just assume that nobody would think it.. because it should go without saying. So much so that I figured your post wasn't a captain obvious post and you were concerned how item progression could work.

    It doesn't change a thing if you use difficulties, monster power, or how many times you've clicked your mouse with your toes in order to determine item drops. It can, should and shall always be scaled with the most difficult and demanding providing the best loot possible.

    Otherwise it doesn't fit Blizzards vision.
    Posted in: Diablo III General Discussion
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    posted a message on Torment Difficulty
    Quote from miles_dryden


    Ok, one of us isn't communicating correctly. Monster Power DOES NOT affect monster level, and therefore DOES NOT affect item level or item quality. The only exception to this is when switching monster power on or off on Inferno, and only in act 1/2. The ONLY thing that affects monster level, and therefore item level and item quality, pre-Inferno is your location and your difficulty.

    So, are you suggesting that they remove the difficulty settings altogether and just have everything scaled through Monster Power?

    You don't need a difficulty to dictate potential item drops, besides monster power already shows that.

    That's exactly what I implied in that single sentence. I apologize I'm not a gifted writer or good at breaking things down without feeling like I'm demeaning people. I tend to opt for efficiency/being concise and hope people can read between the lines. As I do.
    Posted in: Diablo III General Discussion
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    posted a message on Torment Difficulty
    Quote from miles_dryden


    My point was that there is no difference in terms of item quality between MP1 and MP10 since increasing MP does not increase monster level, it only increases monster stats directly. There is a difference between MP0 and MP1, but only on act 1/2 Inferno. Nowhere else does MP have an effect on the quality of the items that drop, only the quantity.

    You are right that bosses in D2 had different drop 'tables' based on mlvl and ilvl. But it was still different for each boss based on what difficulty you are in. So, yes, difficulty does have an impact on the quality of drops, indirectly, since it increases monster levels.

    But you are completely right in the sense that monster level is what determines the quality of items.

    My point was that the number of difficulties does not have to effect the loot tables. You can use monster power alone for all that. Since the only thing that matters is monster level.

    Maka and Cardinal were talking about item progression being thrown out of whack. I simply pointed out a way that removed difficulties from the equation. Well at the very least minimizing their impact on item progression.

    I mean with even 1 difficulty, monster power can scale the ilvl from Y to Z. If you add any difficulties beyond one then you can just use a multiplier for each difficulty.
    Posted in: Diablo III General Discussion
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    posted a message on Torment Difficulty
    Quote from miles_dryden





    Not sure I follow you. As I understand it, in D3, the stats of an item are dependent on the level of the monster that drops it, which is determined by their location in the game and difficulty mode, same as D2. In Inferno, the monster level is determined solely by which act you are in, if you are in MP0, and 63 across the board in MP1 or higher. MP has no impact on the monster level or quality of items, only the frequency at which items drop (by adjusting MF%)


    In diablo 2 the difficulty did effect the treasure class and ilvl but it was still mob specific. For example Diablo, Nithalak and Baal were higher than any other mobs in the game, pindle/frozenstein were the next highest. They dropped different ilvls and higher potential treasure class than anything else.

    Btw in d2 the difficulty didn't really switch it from 1-25 to 26-50 or anything in terms of tc. It was more like 1-25 to 1-50. You could still get short bows in act 5 hell, they were just as common as getting a ward bow.

    In D3 Act 1 drops up to 62? But if you put it on monster power 1 it makes everything drop up to 63.

    Bottom line; Mob/monster level determines the drops. If monster power increases mlvl then it increases ilvl too. Subtracting or adding difficulties doesn't have to have any effect on ilvl. Since monster power does the same thing better.

    p.s. I do realize that means you wouldn't be able to do MP 10 on a lvl 1 char but that is not necessary for a good experience.
    Posted in: Diablo III General Discussion
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    posted a message on Reaper of Souls Alpha
    Quote from Noto_Arto

    Limiting testing because of "spoilers" was a stupid move in the original beta. That's a huge reason why the game was so unpolished at release.

    Agree completely, they absolutely needed people to test the entire end game.

    Quote from CardinalMDM

    Personally, I don't think they need to test much in regard to Reaper of Souls. They can handle testing monster damage of the new mobs themselves without much trouble, they can fine-tune Crusader skills on their own, they don't need us for that.



    I completely disagree. Every heard of 2 heads are better than 1? You think a team of even 500 people are more creative than a legion of nerds? LOL. Even Blizzard knows the players are more resourceful and smarter than they can foresee.. Hence the entire "and then we doubled it" debacle.

    I was fine before the inferno nerfs, most weren't. Regardless, it was clearly a mistake on their part and they went back on so much they had said because the game wasn't properly tested. In fact there were abilities that didn't even need to be tested to know that were clearly broken. They just overlooked them, I mean after all they are human and make mistakes. If we had gotten to use the abilities, they would have seen a lot of the broken things before it even went live.
    Posted in: Diablo III General Discussion
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    posted a message on Torment Difficulty
    Quote from CardinalMDM

    Quote from maka

    The thing about Diablo's difficulties are the item drops. A system like that will completely throw item progression out of whack.

    I had this thought when discussing it in my thread, too. The fact that in Inferno, you find the best items, but adding a fifth difficulty would mean better items should drop.

    Currently, items of level 58-63 drop in Inferno. I was thinking...if Torment were added AFTER Inferno, alongside the addition of the expansion (which would be a good place to add it in), you could have items level 58-65 drop in Inferno, and Torment could drop items level 66-73.

    I mean, that seems the simplest solution...just in terms of item level.

    I think you both are forgetting in diablo2 things were based on treasure class (think ilvl) and it was dependent on the mob/area, not act. You don't need a difficulty to dictate potential item drops, besides monster power already shows that.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo III: I remember when...
    Quote from JuskiReign

    Just for good measure, here's the famous PVP arena video back from Blizzcon 2010. This belongs in this thread as well :)

    http://www.youtube.com/watch?v=lZrGE3VLiSk

    This upsets me everytime I think about it. This is all we needed for pvp. They think they needed to reinvent the damn wheel. A 1v1/2v2/4v4 arena where we can set up matches is ALL we needed for good pvp. Throw in a ranking system and call it a day, not hard. They could have made it deathmatch, round based, objective based, all of above.. I don't care.

    There's nothing they are going to come up with for pvp that is going to WOW me and it's not likely to WOW you either. In fact it doesn't need to, Quake/UT/CS/SC/DOTA/LOL pretty much cover anything that can and will ever be done without virtual reality. Of course this is excluding turn based games, but for everything else it's a combination of these games.
    Posted in: Diablo III General Discussion
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