And if I could actually get into the PTR without 8+ hour queues, this would mean something.
- thatFPGAguy
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Member for 11 years and 24 days
Last active Mon, Apr, 17 2017 13:02:27
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Jul 8, 2015thatFPGAguy posted a message on PTR Season Ending, Small PTR Patch, How Fast Can a Monk Attack?Posted in: News
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Jun 23, 2015thatFPGAguy posted a message on D3's Biggest Problems?Posted in: News
I like that the game has a strong loot/RNG component. I simply don't have enough time to do "gated" content like raids in MMOs. With Diablo 3, i can log on, do a rift, and possibly find an upgrade in five minutes.
The problem is that legendary powers on items in D3 are too macroscopic. You have the legendary, you have the power. Done. Yes, you want a legendary item with good rolls as well. But in some cases like a Condemn crusader, even a "meh" Blade of Prophecy can be better than a good any-other-weapon. If you don't have the item, the build is severely hobbled and sometimes even unplayable past T4~T6 (depending on your gems, rings, paragon level, spec, etc.)
I definitely don't want to make this game a clone of PoE. But i do like in PoE that you equip many many gems which each give a relatively minor bump to a stat, skill, etc. Thus, you've lots of room to make small upgrades to your character as you play. And if you're still missing that one optimal gem (or have one item with slightly less than ideal coloring/linking), you're only a few percent DPS below optimal. You're usually not crippled.
I like the idea of items/equipment directly buffing skills (as opposed to skill points). The issue is that everyone needs access to "Item X" in order to not be locked out of a build. But not everyone should have instant access to "Item X +9" with nice extra stat modifiers. Those extra modifiers should come from playing the game. I think both PoE and Diablo 3 have taken different approaches to this problem and it will be interesting to see how both games evolve/tweak their concepts over time. -
Apr 16, 2015thatFPGAguy posted a message on Trials will be removed in a future patch!Posted in: News
Is it just me or does the annoyance of trials vary a lot with spec? (I'm speaking as a solo crusader.)
As a vacuum/condem crusader, trials were pretty quick and doable. In contrast as a vacuum crusader, grifts and particularly grift bosses got annoying.
But as the new Rolands fire shield bash spec, trials are very annoying and noticeably more time consuming. But grift bosses in particular seem more manageable. (Granted I don't have nearly as much play time with Rolands as I did with vacuum crusader.)
Its like trials are about AOE and grifts are about bosses (single target DPS). It's like I'm rated on one skill, but then tested via another.
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Jul 18, 2014thatFPGAguy posted a message on 2.1 PTR Patch datamined - 2H Weapon Changes!Admittedly, I played Wizard a lot in D3V and almost none in ROS. (Not because I didn't like it but because I had lots of fun with the Crusader.)Posted in: News
I'm probably in a minority but I enjoyed playing Ray of Frost/Disintegrate builds back in D3V. I was only rolling MP5/6 but I had fun. I was not a huge fan of the CM playstyle. With the channeling spells, I liked my Skorn (for many reason). So in RoS for Wizards, I could see that channeling could favor 2handers and straight casting could favor 1handers. There's already a built-in mechanic to differentiate their uses. Maybe 2handers still suck, but with enough buffs there's a reason.
For monks and barbs, I guess tempest rush and whirlwind could make a comeback? These channeling mechanics could certainly be accentuated to benefit most from 2handers. But there are other issues to balance like effective moment speed and survivability that would have to be worked out. -
May 20, 2014thatFPGAguy posted a message on Diablo II Ladder Reset – May 27, Anniversary Buff Not Ninja Nerfed, Lightning Monk Build, Full 6 Marauder Set Bonus: Rift RunsI've been doing solo T1 rifts and my leg drop rate has been noticeably higher. However, I might be biased as I've probably had about 8~`10 plans drop thus far which has been neat as the recipes are way easier to make now. I've also found two shards of hate so the excitement over that has overwhelmed the piles of junk that I've salvaged.Posted in: News
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Matlab itself is pretty easy but there are few things like matrix operators that are semi-unique to these math scripting languages. Unless I'm mistaken, my biggest pet peeve is that Matlab uses 1-based indexing for arrays/matrices instead of zero-based for C, java, etc.
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1) As other people have said, the GAH is currently a main feature in the game and many gamers like it. Removing it without any viable substitute will likely not sit well with gamers who currently enjoy the GAH, myself included.
2) The GAH makes gold valuable. I was a passionate D2 player albeit far from a top tier player. Gold had very little perceived value to me in D2. I couldn't trade it to people for items (they wanted items in return). I could use it to repair items but repairs were and still are so infrequent that I gain gold way faster than I loose it to repairs. (If anything, repairs are a check against graveyard zergs rather than a large gold sink itself.) In D3, gem creation is a massive gold sink but Blizzard could just as easily remove gold and the GAH, make gem drops rarer, and the net effect would be relatively the same. The same with crafting, just make demonic essence drops rarer and the need for gold to regulate crafting goes away.
That all said, I really like valuable money in games. Gold should be both valuable and *liquid*. In other words, gold should be there to help facilitate the easy exchange of goods. Without the GAH, I doubt gold would accomplish that objective. Trading will devolve to bartering and bartering is simply not as efficient as having currency.
3) Decentralized trading makes it hard if not impossible to research fair prices and find acceptable trades. For better or for worse, the GAH helps inform everyone of the going rate for a particular item, especially for standard items like gems. It's the same reason the real world trades barrels of oil much more frequently on an exchange rather than decentralized person-to-person trades.
Also, something that continually plagued me in D2 was my inability to get extremely rare hell-difficulty items. And people with extremely rare hell-difficulty items generally only wanted to trade them for extremely rare hell-difficulty items. In D3, if I find ten 1M gold items, I can sell them individually and then use the 10M to buy one 10M gold item. I don't have to find one person with a 10M gold item that is willing to accept ten 1M gold items. Valuable gold and gold exchanges make all items liquid, both big and small.
4) I think the concept of "game changing" legendaries makes the need to easily trade via the GAH even greater. I suspect that if Blizzard makes/changes/upgrades/tweaks legendaries as they stated they would like to do, then certain popular builds will have mandatory legendaries to make the builds viable. If certain legendaries become mandatory (and already some legendaries in certain instances are already overwhelmingly popular), then I suspect people will want to buy those legendaries in order to play the spec they want, and not hope the RNG fairy is kind enough to bestow the necessary legendaries upon them. (I believe this is a key reason that rune skills were totally overhauled in beta. Blizzard feared that certain builds would require certain levels of the old rune items. And therefore, what build you used would be based on the RNG of the items you find, not only your desire to try new builds. You access to certain stats already has huge ramifications on what builds you can use and therefore why compound the problem.)
The GAH should be for easy trading of items found via random drops. BOA crafting helps keep gold valuable and provides a predictable source of rares for players uninterested in GAH or having bad luck with RNG. I would be open to more BOA craft slots (with the possibility of slightly better or more predictable stats than drops) if that meant keeping the GAH alive and kicking for selling item drops.