I just hit 70 last night with my monk, because that is the amount of time I have for D3 at the moment. I would not play this game, if I had to spend countless of hours just to get to the point of slaying monsters in a pace I was comfortable with. I like blowing things up fast, and I adjust the difficulty level to that, its how I like to play my monk.
You can call me normal-hero all you want, but I really don't care. If you have 4-6+ hours a day for Diablo, fine, but I settle with 2 at most. And here you are, calling me names for enjoying the game in a mode I prefer..
- DeepThought
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Member for 11 years, 10 months, and 27 days
Last active Wed, Jun, 11 2014 16:47:14
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1
roflaren posted a message on How long until Blizzard fixes people "cheesing" normal mode?Posted in: Diablo III General Discussion -
11
Zero(pS) posted a message on Kripp and Alkaizer talk about Diablo 3Just for the record, I'm all for this discussion as long as it doesn't become a flame/troll fest. Bear that in mind, and keep an open mind to new ideas. Attack these ideas, not the people defending them That goes for both sides of the discussion.Posted in: Diablo III General Discussion
I haven't watched the videos yet, but I have a strong bias against these sort of "elitist" players and tend to heavily agree with Bagstone. Neither of them invented the wheel, they both got solid ideas from forums (strong affixes like LoH, builds, paths, etc.) and made a name out of it.
People seem to think these are awesome guys and that they have insane game knowledge when they usually just have tons of free dedicated time (so they're obviously going to be top-end and insanely powerful players) and some more free time to check forums/youtube/streams for good ideas while they're at it.
Also, I can't bear to see these people behaving like they're the most important players of the fanbase (hint: they aren't) and the rest is crap, and all changes should be made to fit their own playstyle. All they want is "moar end-game, moar challenges. moar difficult things that nobody can do without putting 5k hours into it so I can prove that I'm oh-so-good".
Kripparian in particular seems to be quite bad at anything that's even remotely competitive that doesn't involve putting in 5k hours for the guaranteed advantage. I've checked him stream a couple times while PvPing on PoE, and even on a game that's he's supposedly so good, he seems to get stomped around by other people "using OP stuff". If he wants so desperately to prove he's so good and hardcore at games, why not play something like DotA 2, LoL or SC2, where your opponents actually have brains, instead of being just random codes.
People like Kripparian, Athene and Force wanted an "end-game grind" so badly in order to "have a reason to play", and then proceeded to never enjoy it. They want "customization systems" so badly but don't try multiple characters or inventing new builds. IIRC Force went as far as saying "I don't enjoy the game anymore because I used the RMAH", I can't even begin to understand that. I honestly find that sort of attitude weird and quite ignorant.
As far as the PoE vs D3 debate goes: I see D3 as a heavy-action focused game with pretty decent combat (good positioning, proper management of cooldowns, very fluid) and "weaker", simplified (debatable, though) RPG elements; and PoE as a more heavy-RPG (elements) focused game, with a lot less focus on "combat management".
As soon as people who dislike D3 for those design-choices realize that they're just that, design choices that don't fit their personal playstyle (aka a very complex RPG system with very traditional RPG elements), the sooner they're going to be at peace with themselves. Same goes for those who dislike PoE. People need to learn what diversity and preference really mean - as there's no such thing as "better" in such a world. -
2
Edriel posted a message on [Suggestions]: The Talisman and The Burning Hells PortalsPosted in: Diablo III General DiscussionQuote from DeepThought
I posted a link on Reddit to this forum post. It is on /r/Diablo and /r/Diablo3. You deserve recognition for your work!
Thank you and thanks everyone for kind words.
I've read some comments on Reddit as well and while I agree with the people who says that these two ideas might be too much complicated for the Diablo3 player base I think that something must be done.
As I wrote at the start of the post these are just a couple of ideas that the developpers can use as base for something new and different.
If ever implemented I don't expect these features to stay the same I thought them, but I'm expecting them to give some nice ideas to developpers. That's all -
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Edriel posted a message on [Suggestions]: The Talisman and The Burning Hells PortalsEdit:Posted in: Diablo III General Discussion
Link to U.S. Forums Thread: http://us.battle.net...opic/8156055717 highly rated
Link to EU English Forums Thread: http://eu.battle.net...opic/6787929710 highly rated
Link to EU Poland Forums Thread: http://eu.battle.net...opic/6891639245 highly rated
Link to Reddit discussion: http://www.reddit.co...nd_the_burning/ highly rated
And “like”... if you like (on the official forum threads and reddit too if you'd like of course)
Thanks everyone for the very positive feedback. It's much appreciated!
I'm glad that so many people liked the suggestions!
--------------------------------------------------------------------------------------
Hi everyone,
I wanted to send an e-mail directly to the developpers but it seems that they don't have a direct way to give them feedback (the only one I could find was this: wowcmfeedback@blizzard.com but it seems it refers only to the feedback on CMs, MPVs etc. - and anyway the files in .pdf are too big to be sent to them ).
So the only way to do it it's by using the forums so I will write my ideas here.
I'm sorry about the very long read BUT this is my feedback and it was intented to be read by the developpers, so if you don't want to read it, just stop here.
(remember that these are just simple ideas that the developpers can take as base to create something new and improve the game)
Here's the e-mail:
Hi,
I'm Edriel, an italian Diablo 3 player.
Firstly I want to apologise if my English is not very good, I'm really trying to write in the most clearer way I can but I don't know if I will succeed.
Since the launch of the game I felt that this chapter of the Diablo series could be very successful.
However I don't think that in its current state it can become a masterpiece.
With that in mind I started to make many suggestions on the Italian Forum and after a while quite a few people who were excited about my ideas suggested me to personally send you my feedback.
So that's why I'm writing you this e-mail.
I hope you will enjoy the two ideas I translated for you, because it took quite a while to do it
P.S. I posted the Talisman idea in September so it might feel a bit “old”.
P.P.S. I hope you can answer me, even just a “we received your feedback and we appreciate it would be nice”
Sincerely
Edriel
an italian fan of the Diablo series
FIRST SUGGESTION - REINTRODUCTION OF THE TALISMAN
➢ BASE CONCEPT
This idea is ment to improve 2 important aspects of the game that currently, in my opinion, are lackluster:
1. Longevity
2. Paragon Level design
I imagined something that is not far from the philosophy of the Diablo series and something that I really loved in other games: the souls.
The Talisman will be a special container that will allow the player to capture the souls of defeated enemies.
As you can see from the image the Talisman will feature 5 minor globes and a supreme globe of souls.
In the 5 minor globes the player will trap the souls of lesser demons (normal monsters or Elite monsters – the quantity of souls needed to full the globes depends on balance of course and on the talisman type. So the player can have “situations” where he/she needs just one Elite monster to fill completly the globe, “situations” where the quantity depends on how many times the player used the Talisman or “situations” where he/she needs a mix of normal and Elite monsters' souls and in this last case Elite souls would fill more the globe) while in the Supreme Globe the player can capture the soul of a Boss.
Every minor globe of souls will activate its own effect based on the type of Talisman that I will show you time to time.
When all the minor globes are full, the player is allowed to capture the soul of a boss that will increase or add other effects.
In addition everytime the players starts a new game session all globes are empty.
➢ TALISMAN OF THE NEPHALEM
This idea could replace the current mechanic of the Nephalem Valor by inherently including it into the Talisman.
The idea can also be “expanded”. But how? In this way:
This is the Talisman of the Nephalem.
As you can see there are various effects: +1 Artisan Item, +1 Follower Item etc.
These effects will unlock everytime the relative minor globe is full, but the effects (or bonus items in the case of this type of Talisman) are not cumulative so, for example, if the player has both the first and the second globes full, only the second effect will be applied.
With this Talisman the player needs just one Elite monster to fill completly a single minor globe and the effects will be applied only on Elite monsters kills and Boss kills.
Once all 5 minor globes are full, as I wrote above, the player can capture the soul of a Boss.
This soul will grant him/her the chance to have all the effects active, but when he/she kills another boss or when he/she kills an Elite monster and the “Talisman procs”, all souls will be lost.
Why did I wrote “Talisman procs”? Because if you did see there is a “chance to find 1%”.
What does that mean? It means that the chance to find bonus items is only of 1%.
Don't worry about that percentage because it refers to a Paragon Level 1 character: the percentage is equal to the Paragon Level of the character.
If the player kills another boss, instead, the chance is always set to 100%.
In this next image you can see the tutorial that might clear any doubt you could still have:
In this other image you can see that the player has a 1% chance to find an extra gem on the next kill of an Elite monster (or Boss):
This last image shows you how the Talisman will look like when all the globes are full:
➢ TALISMAN OF ENCHANTMENT
I feel that the lack of a quest that makes you enchant an item is very sad, so I thought a way to allow the Talisman to enchant items.
My initial thought was that this system should have had a mechanic based completly on the “harvest” of souls so without the need to add new droppable items and with a completly random enchantment.
However I feel that the introduction of new droppable items would fit much more the philosophy that the
developpers wanted for Diablo3.
These new items are the Soulstones and they will have one magic property each (except one particular soulstone of which I will write later)
This image represent the Talisman of Enchantment.
To explain how it works here's another image:
As you can see even in this case there is a sinergy between the Talisman and the Paragon Levels: the higher is the player's character Paragon Level the more powerful are the magic properties.
Let's have a look now at how a Soulstone looks like:
This is the particular Soulstone I wrote about earlier.
It will have always a primary statistic and a relative magic property of the class that uses that statistic.
For example the “Soulstone of Virtue” grants Dexterity and:
– Spirit Regeneration
or
– Life points per Spirit points spent
All other Soulstones will have their magic properties and their relative values completly random.
Let's have a look on how this Talisman works (make sure you check the Paragon Levels everytime):
Last but not least, the image that shows you how a full-globe-talisman looks like:
The soul of the Boss, as you have seen from the images, will give you a random number of sockets.
Anyway, this idea can be replaced with, maybe, a better one that allows the soul of the Boss to add a random magic property instead of the sockets.
Note: This Talisman idea can be used to craft new and powerful rings and amulets as well!
➢ TALISMAN OF SKILLS
This type of Talisman will allow the player to improve his/her abilities.
Let's see how it looks:
With this Talisman, whenever the player starts a new game session, the globes won't become empty.
The quantity of souls the player captured will be saved so the player's efforts won't be wasted, because every talent point the player gains makes the next Talisman “refill” longer.
To prevent that a player becomes too powerful, there can be a maximum number of talent points a player can gain.
To learn how this Talisman works I will show you an image:
Like every other Talisman I showed you, even this one has a sinergy with Paragon Levels.
The last image represent the Talisman when it has all its globes full:
➢ TALISMAN OF ABILITIES
This Talisman allows the player to benefit from various temporary buffs chosen by the player himself/herself.
Every 10 Paragon Levels a globe will unlock (in this Talisman there is another type of globe – the globles of temporary buffs - where the player can “put” the chosen buff) and it will allow the player to benefit both a longer duration of the buff and a “major quantity” of buffs at once.
Every globe has a duration of 5 minutes (hypothetical duration).
However, the 10th Paragon Level is an exception because the player will unlock not one, but two globes.
Anyway here's a first image to understand better what I've just written:
Now another image that shows you how the Talisman works:
In this case the temporary buff has already been chosen. To choose a temporary buff the player has just to click on the globe of temporary buffs. Once he/she clicked on it a window will open: this window is much like the window that allows the player to choose his/her passive abilities (just to let you know how it looks like).
From the image you can also understand that the temporary buff is already active because the minor globe linked to it is full.
Let's skip to level 20:
At level 20 a second minor globe of souls will unlock. This will allow the player to benefit from temporary buffs for another 5 minutes, but he/she must pay attention because the minor globes are not cumulative.
This means that the duration is just refreshed and it won't stack so the maximum duration is always 5 minutes.
At Paragon Level 30:
In this last image the player has just filled the second minor globe of souls.
This will grant him/her another temporary buff for another 5 minutes since the duration has just been refreshed by the second minor globe.
Just to make it clear: temporary buffs stacks with each other so in this case the player benefits of both temporary buffs.
What happens at Paragon Level 100?
This image explains that when the player captures the soul of a Boss, he/she can benefit of all the temporary buffs for a maximum duration of 30 minutes (or until he/she kills another Boss) with doubled effects!
Isn't there a negative aspect?
Yes and no: it's true that the supreme globe of souls makes the player very powerful, but the downside is that he/she must kill a boss within 5 minutes from when he/she filled the last minor globe.
This is the Talisman at full power:
Note - Temporary buffs can be various: e.g. +10% armor, when you drink a healing potion you gain 50 points of Fury etc, +5% movement speed etc.
➢ TALISMAN OF PORTALS
This Talisman has the simple function to capture souls. Once enough souls are captured the player can decide to release them to open a portal that leads to the Burning Hells.
The monsters that the player will find inside the portal will be stronger the higher the Paragon Level is.
Here's an image to explain how it works:
Here's an image of the new UI:
➢ THE TALISMAN
All these Talismans are separated ideas, but I thought that it would be awesome if all of them could be implemented into the game:
By clicking on the icons, the player can choose which Talisman he/she wants to use, so the Talisman itself will change its functionalities based on the player's choice.
The function of the Talisman can be changed any number of times within a game session but everytime the player changes a type of Talisman for another all souls will be released.
The Talisman of skills is no exception, but the bonuses the player receives from the skill points (the ones that are already allocated) will continue to be granted to him/her even if the Talisman is set to another type.
------------------------------------------------------------------------------------------------------------------------
P.S. You can check the animated gifs of the talismans of portals and abilities at these links (but the words are in
italian sorry):
Portals: http://imageshack.us...minatoevoc.gif/
Abilities: http://imageshack.us...itaanimato.gif/
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SECOND SUGGESTION – THE BURNING HELLS PORTALS
➢ BASE CONCEPT
This idea might be similar to the Talisman of Portals one, but I can assure that its philosophy is completly different.
After you defeat Diablo in Inferno difficulty the player will find out that there are still many Burning Hells Portals active throughout all Sanctury! The player's mission is to seal all of them.
To start the “sealing operation” the player has to talk with the Caravan Leader in any act.
The NPC will show the player the map of Sanctuary where he/she can see where the portals are.
After the player has chosen which portal to seal, he/she will start a quest that will be different everytime: mission rewards, objectives, treasures, bonuses etc. will be different from mission to mission (except a particular one,called “Enigma” where the objective is always the same – more on this later).
The tooltip of a mission looks like this:
● Mission Type
▪ Objectives
● Enemies in the area
▪ Resistances, abilities, damage, etc of the enemies
● Rewards based on the Mission Type
▪ Quantity or type of reward
● Description of the mission
The Description of the mission will be the only thing that has a fixed “pre-set” since the number of mission types is limited to three (the number is just the number of mission types I could thought about, but the number can increases depending on the feedback received).
It might sound a bit complicated now, but I can assure you that it's a very simple idea and with the help of some images everything is going to be much clearer.
Once the player has accepted the mission, he/she will get teleported to the area where the portal is and we can start the “sealing operations”. When the quest is completed the player can get his/her rewards.
➢ MISSIONS
Let's have a look at the map:
In this map the player can see where the portals are.
In every game session the position of the portals changes but the total number of them is always 10 (hypothetical number).
Let's have a look:
Note the different positions of the portals between the two images.
At this point the player has just to choose what portal he/she wants to seal so he/she will mouse-over over one and:
Let's analize the tooltip:
Mission: Assault
The mission type Assault is one of the three different mission types.
Assault indicates a mission where the player has more than one objective (objectives are random – I wrote about this earlier) and he/she must do them in a precise order. For every objective the player completes he/she will get a reward (more on this later).
Monsters
This point indicates which monsters the player has to fight against when he reaches that area.
In addition the player will know what the resistances, the abilities, the weakness etc. of the monsters are going to be.
Note: I thought that the resistances and the weaknesses of the monsters could be a fixed number (like 50%) and that only their damage increase could be random.
Another nice idea would be that the resistances of the monsters scale with Monster Power (MP0 = 5% resistance, MP1 =10% resistance... MP10 = immunity and no weaknesses ---> of couse the immunities cannot be to all elements...)
I thought it would be nice to reintroduce the resistances (even if it goes against developpers' will) mostly to give a sense to the elemental damage types.
In addition the player knows before the battle what type of resistances/weaknesses the mosters will have, so he/she can prepare better himself/herself with another type of weapon and/or another build etc.
Objective Rewards
Everytime the player completes an objective he/she will receive the rewards that are listed in this point.
Mission Rewards
When the players completes the mission he/she will get the rewards listed here.
Note: Just to be clear, even if I wrote this earlier, the rewards are random, and so are enemies etc.
E.g. If the player gets another Mission: Assault he/she might get the objective to kill X number of monsters and then save Y villagers, the monsters might be Moloks and Cultists with cold resistance and fire weakness, the objective reward might be Z quantity of gold and the Mission reward might be a rare amulet.
Let's have a look on the second mission type:
Mission: Race against time
In this mission the player has only one random objective but he must do it within a certain amount of time.
The thought a player should have is: will I go for the mission rewards or for the hidden treasures?
As you could understand, if the player wants the hidden treasures he/she must explore very well the entire area to look for them at the probable expense of a mission accomplishment (you lose time while looking for hidden treasures) or if the player wants the mission rewards he/she has to leave behind a lot of hidden treasures.
Note: This would be an ideal situation which might change due to the player's progress (more gear, lower MPs with end-game gear etc).
Hidden Treasures
This is a list of what items the player can find if he/she explores very well the area.
By doing so he/she loses time and he/she might fail to complete the mission.
Hidden treasures can be found inside corpses, chests, ashes etc.
Enemies and Mission rewards
The same as in Assault
Let's have a look on the last mission type:
Mission: Enigma
This mission type will have always a fixed objective: “disable traps”.
By looking at the image you can easily understand that there are no enemies, but this doesn't mean that when the player activates/disables a trap they won't appear.
To disable a trap, a player has to solve little enigmas (in Soul Reaver 1 style – just to be clear on how I ment these enigmas to be – but much much easier to solve) or he/she must activate and then destroy them (much like the one in the Cathedral where when you click on the chest a lot of skeletons appear).
Rewards
Everytime a trap is disabled/destroyed it will drop something. “That something” is what it is listed in this point.
Enemies and Mission rewards
The same as in Assault and in Race against time.
Now that the player knows what type of missions and rewards he/she can get, he/she has only to decide where to go:
Once the player has completed that mission (note how the portal is now grey-colored):
he/she has only to choose another one:
and so on.
➢ Q&A AND ACHIEVEMENTS
Q. What does the player have to do once he/she has the map of the burning hells portals open?
A. As I wrote above, the player has just to mouse-over over a portal to choose which mission he/she wants to do and once he/she decided he/she has just to click on that portal and the click “accept”.
Q. What would happen if a player relogs into the game after he/she got a disconnection while he/she was doing a mission?
A. As I wrote above, the position of the portals changes on every game session.
However if the player gets a disconnection or has to log-out, the mission will remain active and when the player steps back into the game he/she will see a town portal that leads to area of that mission.
Of course, if the player was doing a Race against time mission type that mission would get cancelled if too much time has passed between the disconnection and the relog.
Another thing: the Burning Hells portal of that mission will remain active, visible and will stay on the same position as it was before the relog. When the mission is completed that portal will grey-out and be disabled like all others. This is to clarify in case you had some doubts if there could be a case where a player could get more than 10 portals open at once in a single game session.
Q. Aren't there going to be any monsters in the Enigma missions?
A. Enigma mission type is like the other two, so the player might have to fight against monsters. That image was just an example to let you see that you could get an empty map and a “relative safe” area (however, monsters can spawn from traps!)
Q. In the Race against time mission type the player could just skip the mission rewards and just look for hidden treasures! Didn't you think about it?
A. In this mission type the rewards must be balanced in a way so the player MUST choose what he/she really wants to do: fail the mission and look for treasures or complete the mission and leave the treasures?
Q. Is there any achievement for the Burning Hells Portals?
A. Yes, here's a couple:
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P.S. Enigma missions might not be very “Diablo” like, but I think that something different might help this game to become a real success. Also you can have a mission that is a mix of all three... well.. the combinations can be many... it's just a matter of immagination I guess.
P.P.S. “Missions” can be renamed to “Quests” of course
If you would like to check my other ideas you can click on the link below:
http://eu.battle.net...opic/6533923479
That is an index of all my ideas for Diablo3, but unfortunately they are all in Italian.
------------------------------------------------------------------------------------------------------------------------
Reintroduction of the Talisman
and
The Burning Hells Portals
by Edriel - an italian fan of the Diablo series
-
5
BigAinCA posted a message on Diablo 3 Ah Bugs And Loot Server UpdateOMG!! He is back! guess his old links are not earning him any money so he had to create a new onePosted in: Diablo III General Discussion -
15
Vomica posted a message on Paragon level chart:EDIT: NEW version of the chart is made, hope you guys like it, made it especially for Cyerons MF guide:Posted in: Theorycrafting and Analysis
just made a chart showing just how much EXP is needed per level and level bracket. should help some to better visulize just how much experience we are talking about!
If you think there is something i should add to it i could do that maybe even make it in a better format. but this will do for now.
as you can see 1 level in the 90 bracket is about equal to the whole 11-20 bracket.
getting up to 50 should not be that big of a problem and could be done in some months by a casual player.
good luck and happy exping! -
1
Number1337 posted a message on Hall of Shame - ilvl 63 editionPosted in: Diablo III General Discussion
Been saving this for just such a thread. -
10
Rhogog posted a message on Future Patch notes [joke]Thought I'd share this with you.Posted in: Diablo III General Discussion
Here's the source: http://www.gamefront...rom-the-future/
July 10- In order to eliminate all quest turn-in exploits, the rewards for completing quests have been removed
- In an effort to reduce resplendent chest farming, resplendent chests will no longer spawn
- In order to bring their powers in line with each other, the Critical Hit Chance, Critical Hit Damage, and Increased Attack Speed affixes have been combined into a single affix: Lethality
- Champions, Elites, and Uniques will now dynamically move 75% faster than the player
- In order to balance the affix with life leech, life-on-hit items will now return 95% less health in Inferno
- In order to rollback the achievements players received via bugs and exploits, all achievements have been reset. This should also encourage former players to replay the game in its entirety.
- Enrage timers will now be named Awesome timers to promote a more positive message about them
- Radius of Desecrator, Molten, and Plagued effects have been doubled. Because **** you, that’s why.
- Followers will now preferentially target Treasure Goblins over other on-screen monsters
- In order to combat botting, breaking more than three objects in a 30-second period will disconnect you from Battle.net for 10 minutes and report you to the RIAA, because you’re probably a music thief, too
- In order to combat auction house bots, the gold auction house is being taken offline until patch 1.1
- In order to reduce server load after maintenance, players who attempt to log in more than twice in five minutes will be IP banned for 30 minutes and blocked from
complainingposting on the forums - In Inferno difficulty, the Warden will also gain the Vortex, Teleport, Arcane Enchanted, Extra Health, Fast, Frozen, Knockback, Missile Dampening, Mortar, Nightmarish, Plagued, Vampiric, and Waller affixes, in addition to Jailer, Fast, Desecrator, and Molten
- To address complaints regarding swapping to Magic Find gear before delivering a killing blow, items can no longer spawn with the Magic Find affix. This should encourage vigilante moderation in the forums and discourage players from complaining about anything else.
- Monsters will no longer target followers, ever
- To encourage cooperative play, all games will now be public games. You will also always be matched with a player who is either AFK, under-geared, or Leeroy Jenkins.
- Fixed a bug that allowed for near 24/7 server uptime. Servers will now go down every night from 1am to 8am PDT to ensure players continue to go to work and make money to spend on the RMAH.
- Karyna, the spider cave woman, now walks 75% slower
- Fixed a bug that allowed players to trade in-game. All trades must now take place through the auction house, as intended.
- Pots of ashes in Act I and vases in Act IV will now exclusively drop dozens of white items
- Maximum chat message length has been increased to accommodate gold spammers
- Error message number codes will now be randomized, and an achievement has been added for finding all number codes: “To Err Is Human”
- Tyrael no longer deals damage. He now follows behind you, shouting “JUSTICE.”
- In order to compensate for the guaranteed rare drops on bosses when players have sufficient stacks of Nephalem Valor, all rare items now have a 95% chance of being unusable by your class
- Fixed a bug in which player input was immediately and reliably recognized and executed. Inputs are now delayed by 2 seconds and ignored 50% of the time, as intended.
- Zoltan Kulle now laughs 75% more often
- Added in-game lore description of position desync bug (aka “rubberbanding”). This has been explained to be a consequence of Tyrael destroying the Worldstone in Diablo II.
- Fixed a bug that allowed players to have other games installed on their hard drives
- The Templar is now 65% more glorious
- Fixed several gold and leveling exploits. Players can no longer earn gold or XP.
- Kiting was an unintended game mechanic. Players will now be unable to move for 1 second after attacking.
- Soul Rippers and Soul Lashers no longer move faster than other creatures. Instead, they instantly blink to players from up to three screens away. This effect has no cooldown.
- $25 will automatically be deducted from your Battle.net balance if you don’t use the RMAH for a week. If your Battle.net balance is empty, your account password will be given to gold thieves.
Enjoy. -
6
Number1337 posted a message on Force quit Diablo 3Posted in: Diablo III General Discussion -
4
Promedeus posted a message on Diablo 3 API Wrapper for .Net [D3API.Net]I am pleased to announce that the first release of D3API.Net is finally here.Posted in: Diablo Tools
D3API.Net allows .Net developers to access Diablo 3's Web API in a completely familiar and comfortable way. No web requests. No parsing. No serializing. Simply use the object that is returned how you please.
If you're asking yourself, how can I start to integrate this API into my existing project even though Blizzard hasn't released the official API yet - read on.
D3API.Net has a testing version of the API along with a testing tool which allows you to access existing examples and use them as if they were really sent from the API! The testing tool allows you to input any Json string(preloaded with examples), then it spits out a treeview, in which you are able to visually navigate through the object. From here you have the ability to locatate specific variables and their identifiers!
If you are interested in the least bit about the D3API.Net project, or simply wish to use it in your project, I urge you to head on over and have a look at it:
d3api.codeplex.com
Enjoy,
Promedeus
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No, but I have a pretty good idea. It's a lot.
Yep.
Meetings. So. Many. Meetings. So many.
Too many people. Too many people with their hands on everything.
Based on my work experience, I can tell you that Zero(pS) is asking all the right questions.
If the team was unbridled, independent, small and agile, they could iterate over these issues rapidly and release them just as quickly. This is not a small, agile team. It is a department of a massive international software company.
When people refer to "the programmers", the group they are actually addressing are coders, analysts, testers, QA teams, managers, architects, web developers, and many more, just on the software side. There are also technical writers, translators, community managers, customer service representatives, and many more just from a communication / documentation standpoint. There are infrastructure managers, server administrators, network specialists, release managers, database administrators, and many many other on the hardware side.
Each person has an important moving part that must hit a moving target at the same time as all other members of all other teams for a release to happen successfully.
It's a miracle anything ever gets done at all.
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I work in software development. Coding your "4th/5th" search option is easy, you are correct. Integrating it into an already fairly crappy UI is harder.
Activision/Blizzard is a huge development team with many different departments working together. People get upset saying "why are they doing X instead of Y?" when in actuality X and Y are being done simultaneously by completely different teams in different departments.
Another element that holds up the whole process is quality control and testing, which on a code base as huge as this game is a massive undertaking. They must test an extremely varied set of scenarios to catch as much unintended behavior as possible. Sometimes changes in one area can have far-reaching effects on other areas of the code that can seem unrelated to the user.
TL;DR:
Patience.
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Slightly off-topic, I also quit smoking about 7 years ago. I can attest that this quote is true. I was "lucky" enough to get extremely sick - acute bronchitis and a sinus infection at the same time - so sick that I was unable to get out of bed for anything more than a bathroom break for literally every bit of 3 days.
After 3 days without a cigarette I saw my opportunity and decided to make the jump to being a true non-smoker. It was very difficult in the weeks and months that followed, and to this day I still have cravings for a cigarette, but I am proud to say that I haven't had a single smoke since.
You can do it.
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If no one is able to FIND anything worthy, where are the top tier items on the auction houses coming from?
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Definately not annoying when things get flooded with the same "stop complaining" threads complaining about complaint threads.
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Seems 1.0.3a has a 100% drop rate for rares.
1
Search for other items of the same type as yours. Use the important stats as search critera: in this case 64 intelligence, 80 vitality, crit hit 7.
Look at the range of prices on items that are a little worse, near the same, and a little better than your item. Understand that the prices you see are *asking* prices and not prices people will necessarily be willing to pay.
Find a good price point, list your item, good luck.
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