The Real Box, More on Inferno, Dyes, Poisons, GDC Panel Video, PAX East Party

Last Day For Game System Ideas
Just a final heads up , Blizzard is looking for game systems that you want explained on the game guide. Please make sure to take a look at that post, and leave any thoughts there as well. We will be checking everything posted and sending it off later. This will be the last day before we send everything their way.

Keep in mind these should be things such as "Explain how magic find works” or “How exactly attack speed works with channeling spells.” and not generic Q&A style questions or website features!

The "Real Box"
Jay just tweeted "The real box arrived!"

More on Inferno
Bashiok replied on the official forums with some more info about the Inferno change. As well as a little bit of info on twitter.

Originally Posted by Blizzard (Blue Tracker / Official Forums)

I just wrote like three pages of a reply and the forums lost it when I clicked Preview. ... *cry*
Ok what it boiled down to was:
  • Read my previous post. It seems like some people glossed over it.
  • I'm happy most of you are happy about the change, and I know you're going to love the game.
  • Those few of you who don't like it, you'll love the game too because you're wrong. ;)
  • Item pools are not limited by Act, or Boss, or anything like that. While you'll have a better chance to get better items in Act IV Inferno, you could get those same items in Act I, or even Hell.
  • Our item pool philosophy is that you can break an urn and get the best item in the game - it's all a matter of chance. Running more difficult areas and taking on more difficult enemies will not always be the most efficient way to find upgrades.
  • Previously, Inferno difficulty was mlvl 61 across all of Inferno, and now it starts at mlvl 61 and ramps up quickly in Act I and ends somewhere around 65 (?) in Act IV. We've only increased the difficulty.
  • I'm aware of internal bets on how many months it will take someone to beat Inferno.
  • A flat Inferno of mlvl 61 had a small curb of difficulty, and once that was over you had nowhere else to progress and no reason to. That's boredom.
  • Boredom doesn't generally come from content repetition, it comes from lack of ability to progress, or ease of progression.
  • By having a sharp increase in difficulty in Inferno we can encourage progression without having a brick wall of difficulty.
I think that was about it. In any case, as I said, I know the vast majority of you are excited about the game, the change we made, and trying to progress in Inferno. Just don't feel bad when you have to go back to Hell. :)

With the recent revelation of the beginning of Inferno becoming slightly easier, did the rest become harder in compensation?

Yes, the Acts each get significantly more difficult than they were before when it was all one level.
Sorry, to clarify, the beginning of Inferno is not any easier than it was before. We've only made Inferno harder. (Source)

So, what is the incentive for players to fight their butt off in order to get to later Act in inferno? Just to prove because they can?
Achievements. Banner decoration. Bragging rights. ... Fun?

I mean it's like asking "Why do you play video games?", right? Most of the time the answer is "Because I enjoy it." and that's going to mean something different to everyone. When you hit 60 in Diablo III, you have everything available to you in the game as far as game systems go, you've beaten the game at least three times already on previous difficulties... why are you still playing?

If you want to hit Inferno and then be happy to just try to farm up a perfect gear set in Act I and never progress, and never want to try to test yourself against more difficult content ... well I might ask why you're building a perfect set, but whatever, if you're having fun more power to you.

Someone working hard to progress all the way to Inferno (Nightmare and Hell are no picnics) just to stop at Inferno and be happy with just playing Act I and never attempting to beat the game seems kind of unlikely. If you do that's cool, but it's a hypothetical situation that I think would be pretty rare because it just doesn't mesh with why people are playing, or what they need to do to achieve their goals.

Collector Edition Dyes
Bashiok takes the time to clear up some information on the dyes that will be coming with the collectors edition of the game

Originally Posted by Blizzard (Blue Tracker / Official Forums)

I apologize if you felt the flavor text implied something specific regarding the dyes. Like all flavor text it's intended to impart flavor, and not be a literal description of an item's abilities. Particle effects are one of a few ideas we've considered working on for dyes in the future, but they're not technically possible with the system at current.

Here are the two dye's flavor text for reference:

Bottled Cloud
The gentle wind of the heavens cools the air, infusing the area with a soft glow.

Bottled Smoke
An eerie howl emanates from within as creeping shadows spill forth.

I don't disagree there could be some misunderstanding that the text is implying movement. Comparing to the other dye colors though, and I think it should become apparent that the flavor text is for flavor and not intended to be interpreted literally.

Sailors from Lut Gholein distill the waters of the Twin Seas and apply the bright blue mixture to their sails in order to blend in and avoid detection by pirates.

Hunters and bandits alike use the bark of the Gorsenna plant to blend in with the rustic green shadows of the forest.

Similarly I suppose you could suspect an armor boost or increased chance to dodge with the above two dye descriptions, but dyes are just as you'd suspect, a color change for worn items. We have no current ability for them to be anything but.

The "beige" and "dark gray" colors chosen for the CE dyes are exclusive to the CE. You can't obtain them elsewhere in the game. Plus, they're bottomless, which helps to maintain a consistent gear color theme without spending a bunch of gold. That in itself certainly makes them valuable considering the limited nature of CE availability.

Poison in Diablo III

Originally Posted by (Blue Tracker / Official Forums)

how do the witch doctor posion mechanics work, do they reset when added i.e. like the warrior rend. thanks.
Poison in D3 does not act like D2. It's not a guaranteed dot. If a skill has a dot reapplying refreshes duration unless noted. (Source)

with that said, is there a way of increasing the chance to poison the target or is there just a set % to poison?
there is no 'chance to poison'. If you hit, you hit. (Source)

so basically the target will only be poisoned by one poison effect,the one which does the most damage for the longest period?
I'll repeat: poison damage does not work like D2. It does not apply a persistent effect, it's a type of damage like fire or holy. So, no DOT. Some skills have DOT mechanics, and some of those skills use poison damage, but poison damage does not DOT by default (Source 1) (Source 2)

GDC Blizzard Art Panel
Though we had some awesome HD slides of the panel, little hope was left for a video. However Doomscream found a recording of the panel. There is a lot of information in the video such as the thought behind the red outline and a very cool look at what Diablo 3 was going to look like before a rather big art change!

Curse PAX East After Party sponsored by PlanetSide 2
Curse is throwing a MASSIVE party for our fans and community at PAX East in Boston. The party will feature open bar, appetizers, DJ, arcade, party favors, and green screen photo opportunity. You won't want to miss it!

RSVP now for a pass and instant access. You'll be 'on the list' and get into the party right away. We'll be sending out a confirmation email prior to the party with further information. You must be 18 or older to enter and 21 or older to enjoy the open bar. The party is Saturday, April 7th from 8 PM to 2 AM at the Boston Seaport Hotel Plaza Ballroom.


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