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#252 Jun 13 2012 at 7:12 AM Rating: Good
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My biggest issue with the Softcore AH is that there's no mechanic in place to remove gear from the economy. On Hardcore, player deaths both remove gear from the economy and create demand for more gear as they level up new characters. The SC economy is just absolutely flooded with items. Have fun selling things at $1.25 (of which Blizzard takes $1.00 off the top, plus another 15%). I'll admit to listing a few items at around $3-5 but I don't really expect them to sell.
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#253 Jun 13 2012 at 7:49 AM Rating: Good
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selebrin wrote:
In my dream world this will help pay for the new tires and windshield repair my car needs.

I can just imagine the conversations being held around the country: "But mom, I'm working!"
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#254 Jun 14 2012 at 2:58 PM Rating: Good
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So I'm working on a viable Hardcore Inferno DH build. My DH on the EU server is closing in on 60 and so I'm practicing on my Squishycore US DH to try to get at least Act 1 down without dying and without A3/4 gear. Basically, I'm running a 1-handed weapon build, with shield offhand, built around high crit rate and attack speed, utilizing the Nightstalker passive and high base Discipline pool. I don't know if I can build a soloable DH, but I should certainly be able to build one to work in tandem with a Barbarian and/or Monk, especially with the nerf to monster damage gains in co-op.
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#255 Jun 14 2012 at 3:24 PM Rating: Good
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Spoonless wrote:
especially with the nerf to monster damage gains in co-op.


Has this happened yet?
#256 Jun 14 2012 at 4:07 PM Rating: Decent
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Monsters in multiplayer do the same damage they do in solo. T'was in the hotfix a week ago or something.
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#257 Jun 14 2012 at 4:17 PM Rating: Good
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KTurner wrote:
Spoonless wrote:
especially with the nerf to monster damage gains in co-op.


Has this happened yet?


Deadgye wrote:
Monsters in multiplayer do the same damage they do in solo. T'was in the hotfix a week ago or something.

In other words, yes.

Health still scales. I think they could have nerfed it to 5-7% damage increase per player, but whatever.
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#258 Jun 14 2012 at 4:23 PM Rating: Good
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That would explain why my tankiness didnt seem to change much when i was playing with friends. I thought that was some future patch.

Since thats the case, have they revamped the cost of JC and BS yet and I just missed it? please say this is true...
#259 Jun 14 2012 at 5:31 PM Rating: Good
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I think that's still slated for 1.0.3
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#260 Jun 14 2012 at 5:39 PM Rating: Excellent
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Along with smoother scaling of monster damage in A2+ in Inferno. **** still hits like trucks for now, though. Hulking Phasebeasts and Soul Lashers can go DIAF.
#261 Jun 14 2012 at 8:44 PM Rating: Good
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I wish Inferno ponies would drop more loot.
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#262 Jun 19 2012 at 6:15 PM Rating: Good
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So patch 1.0.3, Forum meltdown (I havent played as of yet). Or is everyone already over the game?
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#263 Jun 19 2012 at 6:39 PM Rating: Good
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Gonna go out on a limb and just say that while the game is playable, Blizzard seems to be making some seriously ********** decisions that is reminding me of SE and their handling FFXI and FFXIV. Basically, the game could be better, but they seem content in making it worse before making it better.
#264 Jun 19 2012 at 6:51 PM Rating: Good
Most of the patch changes sound good to me. I'm just into act 2 nightmare on my DH. I'm not sure just repeating the same story and zones but now with high speed hedgehogs with mortor molton teleport reflect doom is compelling game play yet.

I did enjoy the game the first time around in normal mode, Heck the final fight even gave me some trouble until I bought an OP bow from the AH. But if the new patch makes it so I can actually get my gear from progression rather than farming and searching through 100 pages of the AH for a decently priced bow then I might keep at it a bit more. /shrug



Edited, Jun 19th 2012 5:53pm by Shojindo
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#265 Jun 19 2012 at 8:21 PM Rating: Good
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So they slightly nerfed DHs (nether tentacles), and hardcore nerfed monks and barbarians (IAS cut in half), even after admitting that ranged classes were too powerful.

Smiley: confused
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#266 Jun 19 2012 at 8:49 PM Rating: Good
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Master Shojindo wrote:
But if the new patch makes it so I can actually get my gear from progression rather than farming and searching through 100 pages of the AH for a decently priced bow then I might keep at it a bit more. /shrug


Apparently you'll run out of money trying to farm gear now at higher levels (higher repair costs, lower rewards for farming, and supposedly even opening chests reduces durability on equipment). 2-8% chance to get an ilvl 63 item, plus the chance that it actually has the skills you needed/wanted. You'll be killing a lot of stuff, repairing a lot of equipment. I think they said something about lowering the number of magic items guaranteed to drop from elites too?

One of the "really?" changes... Weapon Racks no longer drop weapons 100% of the time. Why? They were usually white crap weapons, worth 4-7g each. What was so bad about those dropping always? Seems like a pointless change.

MF no longer affects non-monster drops? Items can't drop from destroyable stuff? Sounds like they are wanting to make it HARDER to get items. The way they are treating this game makes it very hard to play single player.

The cynical view of Blizzard pushing people towards the AH and by extension the RMAH is looking more and more realistic.

Edited, Jun 19th 2012 11:03pm by TirithRR
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#267 Jun 19 2012 at 10:00 PM Rating: Good
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At the very least, no one has to respec their character like in the days of D2.
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#268 Jun 19 2012 at 11:19 PM Rating: Good
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I'm puzzled, really. The Inferno adjustments were needed, yeah, and I won't argue against the 5 stack NV tweak. A lot of the other nerfs just reek of heavy-handed overreaction to the small few who've exploited things, though. When I first heard about them wanting to bump repair costs up 5x, I knew people were gonna suffer. I probably fluctuate between 50-75k/hr doing full clears of areas in A1 Inferno. Yet, on top of this, they go and mutilate incidental gold pick ups from destructibles and the like, probably knocking a good 10-15k off depending on much I wanted to click on pots and such.

As for ilvl 63 items possibly dropping earlier, I'm just gonna call it bunk. 8% chance to get something of that tier to drop? Okay. Pray it's in the slot you want, of which you're basically looking at probably over 25 possibilities of a given item, making it more like a 0.32% drop rate. Then let's say that has a 50% chance of being magical quality or greater, making getting a blue something more like 0.16%. If getting a rare is 5% or less? At least 0.016%. Basically forget any real shot of getting a later act drop from a white mob, you're playing the NV lottery and it's still a crapshoot on randomly generated mobs if you do get something from the 63 tier. Bluntly, **** drops need to be eliminated from Inferno to bring those numbers up to more acceptable levels.

And far as I'm concerned, they still have a long way to go with crafting. Recipes need to drop a **** of a lot more often, or at least the 5 mod ones. When you need Primary Stat, VIT, and All Resist to even consider making an item good for a class, there's not much margin for error on the entry level recipes. And even if you do get those on 3 of 4, they could be low end rolls and junk anyway.

When gold started getting out of hand, I would've much rather them taken the time to individually comb through accounts and figure out what was generated from things like pot bots. Strip them, ban them, and follow the money trails (that should be there for security purposes). If someone innocent got caught up, give them a complementary rollback or more customized character adjustment. Instead, we get "NERF ALL THE THINGS!" where it's basically anyone who didn't exploit sh*t gets to pay for it as Blizz hopes to bleed gold from the economy. Downside is, once people start thinking, "Hey, I could sell this for x million!" getting them to go to x hundred thousand or less isn't going to happen with any level of haste without the AH having some kind of listing fee and not just a post-sale tax. All the hundreds of k you're gonna see people spending on repairs now is just going to be passed off onto buyers at the AH when someone finally does get that 1 okay+ drop to sell.

Edited, Jun 20th 2012 1:20am by Seriha
#269 Jun 19 2012 at 11:43 PM Rating: Good
Yeah I've heard conflicting theories about how things might pan out. Then again I don't have a big emotional or time investment in the game. I'm more concerned about it becoming increasingly boring to play the same content 3-4 times in a row.

Though getting new stuff can make it kind of fresh. That fear skull elemental arrow for example just made my trash packs on nightmare silly easy again. Snare arrow/electric collar + Fear skull spam for 10 hatred and big piercing hits that send the mobs in every direction makes trash not even get close to me again.

Then I fought butcher v2 and had to change to a higher mobility more direct dps build for that fight. So I can see some fun in adjusting builds for new difficulty. I'm thinking people will find new ways to overcome the IAS nerf or for DH devouring arrow nerf.

But in the mean time holy smokes nerd rage emoplosion over there is reaching an all time high. There was one thread of a guy who just said "%*#^ you Blizzard!" that had hundred and hundred of +1's and quotes within minutes. Smiley: laugh
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#270 Jun 20 2012 at 12:26 AM Rating: Good
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While I like to consider myself a bit more... I dunno, civil when it comes to expressing matters of gaming discontent. I can't really blame people.

There seems to be this growing developer trend of, "We don't really care, but we'll take your money, anyway..." going on with a side of people defending these companies for no really good reason, usually falling back to buzz words like entitlement, insulting someone's skill/intelligence, or the ever humorous just demanding people quit.

And while some people are just talking out of their *** with complaints, resorting to the above for legitimate gripes just doesn't help.
#271 Jun 20 2012 at 12:48 AM Rating: Good
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Ok Well I just Finished Act 1 Inferno On my Wiz, Died like 3 times, once on Butcher and the other times from 1 bad pack. So I probably got lucky. I'm not so sure about the 'loot nerf" I rarely could scout out an entire area before being full, and thats only picking up Blues/Yellows+ 1 Legendary. As for MF not helping chests, meh, Golden chests still spit out a ton of stuff, normal chests felt about the same.

I wasnt pleased because I lost 5k Damage from the IAS nerf but After switching around some armor I was fine.

Act 2 is notably easier, whites dont 2 shot me anymore, elites/rares still give a challenge but I was able to get up to 4 stack before I screwed myself and drug a rare back to the check point as I kited Died then it proceeded to rape me a few times and all my armor broke. So I would spawn and get 1 shot before I could cast TP. (It was like Fast/Votex so i couldnt outrun it while under newly rez invicibility). But I blame myself for not paying attention more then anything else, It was at like 10% health when all my armor broke so if that hadn't happened I would of killed it.

Btw I started at beginning of spider caves until the end of act 1 I had 40k starting, @ act 2 start I was up to 275k and I only have 10% GF +NV(5). So the big stink about repairs Is stupid, Its only if your rez zerging elites will it really effect you. My avg Ilvl on wiz is probobly like 59 ish @ fully broken (about 8 deaths) it costed 28k ish. 1 or 2 deaths was only like 4k, which is nothing when mobs are dropping 600-900 sometimes. AKA If you repair often, and don't Death zerg elites, you'll be fine.




Edited, Jun 20th 2012 1:50am by BeanX
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#272 Jun 20 2012 at 1:48 AM Rating: Good
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Gold drops, just like gear, is a matter of luck. I was concerned about the repair cost nerf for the very reason of knowing how much gold I tend to walk away with after a session. Personally, I'm at around 5k per death. Just clearing the crypts, repairing my bow was around 2.5k with whatever incidental damage repairs come on the side. I don't strive to die or zombie kill, so let's kindly not open that can of worms which inevitably leads to the commentary I mentioned above.

I'm sure someone who craps out more DPS (I'm only about 28k now, if I didn't mention) will make more much more quickly, especially in squishing alternative gold methods. It doesn't change the overall relationship of my gripe, though, in that making money will be more about dumb luck on drops to AH than actual gold farming. Moreover, sinks in crafting are still present, and would be far more prevalent if recipes weren't so rare. Basically, if Blizz wanted money gone from the economy, they had other methods of self-correction to employ instead of using a small fraction of the player base as a starting point of where to set their standard.

Anyway, I don't doubt you made 230k. Bigger question is how long it took you to go from the Highlands Crossing to the Butcher, with perhaps whether or not you break down unwanted items instead of NPCing. If you're killing every mob and doing every little side-area possible, I can easily see it taking 2 hours or more if you're averagely geared.
#273 Jun 20 2012 at 7:56 AM Rating: Good
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TirithRR wrote:
MF no longer affects non-monster drops? Items can't drop from destroyable stuff? Sounds like they are wanting to make it HARDER to get items. The way they are treating this game makes it very hard to play single player.

This was to counteract the people clearing all of Whimseyshire on Inferno, then equipping 300%+ MF gear and clicking all of the clouds.

But yes, this change (and the weapon rack one) seem unnecessarily restrictive.
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#274 Jun 20 2012 at 11:19 AM Rating: Decent
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Wasn't that the entire point of whimsyshire?

Also, the repair change was put in to sink some of the gold that was cheesed into the game. Which is an asinine way of handling it.
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#275 Jun 20 2012 at 11:30 AM Rating: Good
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Timelordwho wrote:
Wasn't that the entire point of whimsyshire?

The developers have said multiple times that they want to encourage players to build up stacks of Valor and farm elites/rares for items rather than just clear an entire zone and farm pots.

Quote:
Also, the repair change was put in to sink some of the gold that was cheesed into the game. Which is an asinine way of handling it.

My understanding is that repair costs were increased to discourage wizards and DHs from zerging zones/bosses.
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#276 Jun 20 2012 at 1:23 PM Rating: Good
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Demea wrote:
So they slightly nerfed DHs (nether tentacles), and hardcore nerfed monks and barbarians (IAS cut in half), even after admitting that ranged classes were too powerful.

Smiley: confused
Well, the IAS nerf greatly affects DH as well, since they were stacking it too. In fact, just about everyone was stacking IAS.
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#277 Jun 20 2012 at 1:41 PM Rating: Good
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TirithRR wrote:
Apparently you'll run out of money trying to farm gear now at higher levels (higher repair costs, lower rewards for farming, and supposedly even opening chests reduces durability on equipment). 2-8% chance to get an ilvl 63 item, plus the chance that it actually has the skills you needed/wanted. You'll be killing a lot of stuff, repairing a lot of equipment. I think they said something about lowering the number of magic items guaranteed to drop from elites too?
Sure, you'll run out of money if you try glass cannon death zerging everything. I see no issue with this. You can still clear Act 1 Inferno on gear gained from A4 **** and A1 Inferno, and not die often if at all. I cleared A1 Inferno regularly on DH without dying before the current patch and I don't have a single piece of gear above item level 61. Is it really so terrible that they made dying actually have an almost significant penalty even on Softcore? There are some complaints I agree with in regards to the patch, but increased repair costs making death zerg farming less viable isn't one of them.

Whatever. I've been focusing on Hardcore more recently, anyway. Softcore is a huge pain in the ***. The item economy is pretty ****** right now, as there's no mechanic in place to take items out of the economy, and the high level item market is becoming more and more logjammed. I don't have fun farming Act 1 and 2 comfortably, finally getting a couple of good, usable items, and going to the AH to find that they just aren't worth it. At least in Hardcore, there's always a demand for leveling gear as well as higher level gear. Median items still sell on HC. People die and it creates a demand for items as they level new characters. That is good.

Anyway, I haven't really felt too affected by the nerfs, on DH or Barb. I never played my DH as a glass cannon, so my high-survivability gearset is still just fine. On Barb, I lose a bit of HP recovery per second due to the IAS nerf, but I can still facetank all of Act 1 and at least half of Act 2, in item level 61 gear.

Forums are usually going to be a disproportionate ********* anyhow, since the people who like the patch or who aren't very bothered by it at the least are not going on forums to say how awesome it is; they're playing the game and having fun. Personally, I've already gotten $60 worth of entertainment value out of Diablo III. I know people expected a game that they would be replaying for 10 years like they did with Diablo II, but I don't really see that happening with really any games in today's gaming market. There are certainly numerous issues with the game, and it really could have been quite better. It's perhaps most frustrating because you play the game and can see the ways they just missed the mark. I'm not being a Blizzard apologist, I'm just saying that I've gotten my money's worth out of it.
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#278 Jun 20 2012 at 2:26 PM Rating: Good
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Same here pretty much, ive put in 70-80 hrs of gametime (65 or so on my barb) and have decided A) Barb is the most fun class IMO, and B) Im bored doing the same content for the fourth time on that Barb. There are some major flaws with the game that I set aside (hate the AH and RMAH, hate the skill setup and lack of individuality, hate that gear doesnt have stat reqs, hate that we cant build stats, hate the lag when i rarely play with anyone else, hate that the game has been "balanced" 2 or 3 times since its release one month ago.), and was able to get a decent amount of enjoyment out of the game, but they stick out more now that the game has less fun things to do. Doesnt help that everyone I knew that played has stopped playing it.

All in all though, I did get a good amount of time out of it. That said, with the way Steam and Indie developers have spoiled me I dont think 70-80 hrs is worth 60 dollars anymore.

I had thought Torchlight 2 was going to have problems with its launch so close to D3, but now I am certainly looking forward to some new scenery and to support a developer that actually does the things I want in a dungeon crawler.
#279 Jun 20 2012 at 5:40 PM Rating: Good
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Spoonless wrote:
Demea wrote:
So they slightly nerfed DHs (nether tentacles), and hardcore nerfed monks and barbarians (IAS cut in half), even after admitting that ranged classes were too powerful.

Smiley: confused
Well, the IAS nerf greatly affects DH as well, since they were stacking it too. In fact, just about everyone was stacking IAS.

IIRC, the IAS nerf didn't touch quivers. Smiley: tongue
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#280 Jun 20 2012 at 6:25 PM Rating: Good
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Quote:

The developers have said multiple times that they want to encourage players to build up stacks of Valor and farm elites/rares for items rather than just clear an entire zone and farm pots.

...That's how you farm clouds in whimsy.
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#281 Jun 20 2012 at 6:26 PM Rating: Good
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So Someone actually beat HC Inferno, with a barb no less.


BTW this probably wont be possible post-patch because of 3 min enrages on some bosses and new boss abilities.

Edited, Jun 20th 2012 7:27pm by BeanX
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#282 Jun 20 2012 at 6:45 PM Rating: Good
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Yeah, I followed them a bit. They duo'd most of Inferno. There were some areas where the Wizard (or WD at some points) would sit out and some areas where the Barb would sit out because it was easier to solo a certain part. For example, the Wizard did not participate in the Belial or Azmodan fights. I think they each lost 2-3 characters along the way. A pretty impressive feat overall.

It should be noted that the Wizard abuses the heck out of the Life on Kill/Hydra exploit. I'm not sure he would survive the fight after the patch.
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#283 Jun 20 2012 at 6:52 PM Rating: Good
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Demea wrote:
Spoonless wrote:
Demea wrote:
So they slightly nerfed DHs (nether tentacles), and hardcore nerfed monks and barbarians (IAS cut in half), even after admitting that ranged classes were too powerful.

Smiley: confused
Well, the IAS nerf greatly affects DH as well, since they were stacking it too. In fact, just about everyone was stacking IAS.

IIRC, the IAS nerf didn't touch quivers. Smiley: tongue
But it did affect all the other pieces of gear, so the point remains that DH were still significantly affected by the IAS nerfs. Perhaps not as much as other classes, but to say they only got a slight nerf compared to a hardcore nerf to other classes is a bit disingenuous, IMO.

I'm not complaining; my DH is built around survivability rather than as a glass cannon. I'll miss Nether Tentacles (the incidental life return was nice against Reflects Damage mobs), but overall I'm not feeling the pain from the nerf so much.

Edited to add: The Nether Tentacles nerf (or fix, however you want to look at it) is actually a big damage loss. On slow-moving or stationary mobs, particularly those with large hitboxes, Nether Tentacles would hit more than once, sometimes 3 or 4 times, for 155% weapon damage per hit. Now, you're obviously not supposed to be doing 450-600% weapon damage on a regular attack (particularly when Hatred regain is easy to come by), so I'll agree that it's a fix to what it should be, but it still remains a very large damage loss.

Edited, Jun 20th 2012 10:49pm by Spoonless
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#284 Jun 21 2012 at 2:25 AM Rating: Decent
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Quote:
The developers have said multiple times that they want to encourage players to build up stacks of Valor and farm elites/rares for items rather than just clear an entire zone and farm pots.


Nope. They mentioned that they wanted players to fight monsters and break sh*t at the same time, not only one. (break sh*t.) Somehow they, in their infinite wisdom, did not realize that by nerfing chests/pots/destructables/etc into oblivion that there is now no point to doing both. tl;dr they went full ****** and nerfed fun.

Quote:
There are some complaints I agree with in regards to the patch, but increased repair costs making death zerg farming less viable isn't one of them.

Try playing your melee character. I can do some runs and end up with a pretty steep repair bill even though I never died once because my armor is degredaded simply by being hit.

Quote:
they're playing the game and having fun.

You should check out how many people have actually been playing the game since 1.0.3 hit. It's not a a lot. (Granted, the number available to us is only those in public games.)

Edited, Jun 21st 2012 5:45am by Deadgye
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#285 Jun 21 2012 at 4:38 AM Rating: Good
Deadgye wrote:
Try playing your melee character. I can do some runs and end up with a pretty steep repair bill even though I never died once because my armor is degredaded simply by being hit.


To be fair, Bashiok, I believe, recently posted that the general wear and tear of armor might be too steep of a repair cost with the new values. They'll be looking at it, and I expect a reduction.
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#286 Jun 21 2012 at 5:01 AM Rating: Default
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Something like that shouldn't be something they notice only after implementation. It was voiced on the forums by many people prior to the patch being implemented. It should have been fairly obvious from just a few minutes, at most hours, or internal testing.

To quote someone, I can't remember if it was here, bg, or battle.net, It feels like blizzard is a little child turning knobs at random to see what it does. They don't know what they're doing.

Edited, Jun 21st 2012 7:01am by Deadgye
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#287 Jun 21 2012 at 9:23 AM Rating: Good
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Deadgye wrote:
Try playing your melee character. I can do some runs and end up with a pretty steep repair bill even though I never died once because my armor is degredaded simply by being hit.
I do play my melee character plenty. I can run through Act 1 and Act 2 on my Barbarian and have it be profitable just from gold drops and NPCing all my item drops. I mean, Bashiok said that wear and tear durability loss is a bit much and that they'll look into adjusting it, so it's obviously somewhat of an issue, but personally I haven't had any complaints about it. Also, I thought gear took durability loss from time spent in combat, not necessarily from being hit. Though of course that favors glass cannons as well since their kill speed is higher.

I'd be interested in knowing the normal dropoff in players playing a game a month after release. Obviously some portion of those players no longer playing are just a naturally occurring dropoff. I know I've ended up stopping playing many games because of factors unrelated to my game experience. I'm not saying that there isn't a large amount of people who are unhappy with the game. Public game numbers are a poor measure of overall population, though. There was a fairly large scare about Public games and session ID spoofing. Whether or not it was actually happening, it undoubtedly had an impact on the number of players in public games. Most HC players aren't playing public games. I very rarely do a public game on my SC characters, and when I check my Friend List, most of them are usually playing solo as well. Obviously anecdotal evidence does not a scientific study make, but my personal experience shows a high portion of players not participating in public games.

The nerf to inanimate object drops is really stupid. They are always going to build a better bot, and these types of nerfs affect regular players to a higher degree than it does botters. Now they'll just stack thorns/goldfinder gear and bot run through heavily populated Normal/Nightmare levels. Do we then eliminate gold drops from mobs in those difficulty levels?
---

I think I might switch my SC Barb over to a dual wield build. If I can get my hands on another decent Life on Hit weapon, I should be able to make up for the loss of the shield. I'm certain I could run Act 1 with no problems without a shield, but might need a couple upgrades to run Act 2.

I lost my HC level 51 Barb to a champion pack that I didn't really prepare for. Vortexed into multiple arcane points while Leap and WotB were down. Almost made it, but couldn't get away fast enough. That's my second HC character loss, but I do have a 52 DH and a couple characters in high 20's/low 30's. Still enjoying HC way more than SC.
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#288 Jun 21 2012 at 9:50 AM Rating: Excellent
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Spoonless wrote:
Also, I thought gear took durability loss from time spent in combat, not necessarily from being hit. Though of course that favors glass cannons as well since their kill speed is higher.


That would make sense. I had always wondered how my repair bills got so high after marathon kiting sessions. Smiley: rolleyes

Spoonless wrote:
Most HC players aren't playing public games. I very rarely do a public game on my SC characters, and when I check my Friend List, most of them are usually playing solo as well. Obviously anecdotal evidence does not a scientific study make, but my personal experience shows a high portion of players not participating in public games.


My brother has done a few and had a variety of complaints which turned me off from trying. Mostly that the resources of the different classes don't mesh well. So if you're a Barb, playing with a WD is needlessly annoying. Other classes to a lesser degree, but playstyles are different enough between classes that you often find yourself pulled in 2 different directions.

Spoonless wrote:
I lost my HC level 51 Barb to a champion pack that I didn't really prepare for. Vortexed into multiple arcane points while Leap and WotB were down. Almost made it, but couldn't get away fast enough. That's my second HC character loss, but I do have a 52 DH and a couple characters in high 20's/low 30's. Still enjoying HC way more than SC.


I keep telling myself if I make it to the cap on my SC toon without dying I'm trying HC, but I'm not sure I could stand the loss. In the end I think I'd be fine with losing due to something like you mention above, where you just aren't prepared, or ***** up with the pushing of the buttons or something. Not sure I want to lose 40hrs of work because some yelled "daddy" and jumped on my lap... Smiley: lol Also lag. I'm guessing that hasn't been a problem? There a couple of times I've almost died to it. Once when I hit spirit walk to escape from being surrounded, and found myself back in the middle of the group with just enough time to break away again (jaunt rune never seemed more meaningful...).
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#289 Jun 21 2012 at 10:04 AM Rating: Good
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Actually, I am finding the EU servers to be more stable for me than the NA servers (I live on the east coast of the US). I have about the same latency, maybe slightly higher on EU but it's still usually 150ms even on the NA servers, and I anecdotally seem to experience rubberbanding much, much less frequently on the EU server.

Mt Barb was on the NA server, my DH on EU. My highest 2 HC characters are both on EU but I'll probably work on another NA Barb, possibly a Monk.

I really stopped playing public games because I'd join on Barb and get in full group, with all four of us being Monks or Barbs. Kill speed is way too slow with four tank-spec'd players. Maybe we'll see some more varied builds with the massive damage nerfs to Inferno.
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#290 Jun 21 2012 at 11:26 AM Rating: Good
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It always bothers me seeing people say they NPC Blues and such. It just feels like a red flag that natural gold acquisition isn't as it should be when some are so willing to forsake breaking them down into craft materials at no actual charge. In the end, it screams crafting sucks and people would not bother wanting to sell excess because the NPC return is faster, and even competitive to AH costs. I guess I'd put a bit of the 10 sale limit with no means to cancel an auction along with this, too.

****** **** items being prevalent in Inferno is a problem. I spoke on getting recipe drops being a pain in the *** earlier. Allow some means of people to "cube up" essences like they can gems, paired with better plan availability, and you can get more Inferno-tier items generated as well as sucking gold from the economy as seems to be the intent with these bloated repair costs. Trust me, if more people could pump out the top tier synths, bleeding 90k+ repeatedly in seconds will do more than "punishing people who zombie packs" can do in repair fees. Eventually to the point where Blizz might actually have to reduce the cost to craft further.

Anyway, yesterday I did a tombs clear then ran Warden > Butcher killing everything in my path. I started with 860k gold and ended at 912k. I probably spent about 15k in repairs and needing maybe 90m or so to do this. Didn't exactly time since I'd be pausing the game now and then to do other things. But yeah, 52k post-upkeep. That won't be buying multi-million gold items anytime soon. Nor is there a guarantee that me endlessly killing **** will put a good item in my hands. Instead, I'll just have to do a hundred of these 90 minute runs to maybe buy a mid-range upgrade. Forgive me for not expecting, or wanting to demand, people to do that for every single equipment slot. Carrot, I doth protest, your stick is too long.
#291 Jun 21 2012 at 11:36 AM Rating: Good
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I'm not sure that Warden>Butcher is necessarily the most efficient farm path for A1 anymore. With bosses no longer guaranteeing 2 rares, it might be better to start further back and just farm champion packs. I haven't really looked into it. I might end up doing Warden>Butcher anyway since I like how short and fast it is, and I like killing a boss to end the farm run.
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#292 Jun 21 2012 at 2:15 PM Rating: Good
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If you have any friends planning to buy the Digital version of D3, then you may want to read this:

Medearn, Support Forum Agent wrote:
As of patch 1.0.3, when purchasing a digital version of Diablo III through the online store or your Battle.net Account, players are restricted to the Starter Edition for the first 72 hours (sometimes less). Players on Starter Editions have the following restrictions:

Act I up to the Skeleton King is available

Level 13 cap

Matchmaking available only with other Starter Edition players

No Auction House access (Real Money or Gold)

Global Play is not available.


Players attempting to connect to Diablo III Starter Edition in a region other than their Battle.net Account's home region will receive Error 12. See the Global Play support article for more information.
More information regarding the Starter Edition is available here:
http://us.battle.net/support/en/article/diablo-iii-starter-edition-guest-pass

If you are still encountering the Starter Edition restrictions over 72 hours past the date of purchase, please let Customer Service know: http://us.battle.net/support/en/article/contact


Kaltonis, Support Forum Agent wrote:
Outside of the issue that we fixed, digital purchases do require a review period before they kick over from Starter to Full editions. We apologize for the inconvenience, but it is a necessary step to combat fraud and other malicious activities that can weaken everyone's play experience.

The delay is no longer than three days, and is often much quicker than that. Hang tight. :)


I underlined what I thought were the important parts.

Edited, Jun 21st 2012 4:18pm by Shaowstrike
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#293 Jun 21 2012 at 3:07 PM Rating: Excellent
That sounds... incredibly dumb.
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#294 Jun 21 2012 at 4:46 PM Rating: Good
IDrownFish of the Seven Seas wrote:
That sounds... incredibly dumb.


I dunno sounds kind of smart to me. They still get sales from spammers stupid enough to buy the game to try and spam, but they get more time to ferret them out and go "Haha your banned".

Then again botters and spammers will most likely just play like angels for a few days and normal people will be annoyed. Kind of like airport security theater?
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#295 Jun 21 2012 at 5:02 PM Rating: Good
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Spammers would likely be acquiring boxed copies, no? Since they come with Friend codes?
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#296 Jun 21 2012 at 5:42 PM Rating: Good
Spoonless wrote:
Spammers would likely be acquiring boxed copies, no? Since they come with Friend codes?


I'm not sure that is nearly as convenient for them overseas. But maybe /shrug
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#297 Jun 21 2012 at 8:07 PM Rating: Good
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Kind of pointless since if they anticipate an account being banned anyway, they'll just create a stable to sit on cooldown. Meanwhile, if they're so afraid of people demanding refunds, I'd just make it explicitly clear that digital editions can not be refunded. If someone goes on to initiate a chargeback, well ban 'em and be done with it.

In the end, you'll never be rid of the RMT cockroach. It's just a matter of designing your game so players turning to them isn't really needed. In D3's case, though, it's an RMT's wet dream, RMAH or not.
#298 Jun 21 2012 at 10:08 PM Rating: Good
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Blizzard released an updated statement on this change to Kotaku:

Quote:
For security reasons and to help ensure the integrity of the game and auction house service, players who purchase the digital version of Diablo III may have to wait until payment verification is complete before they can access certain game features. (See below for a full list of restrictions associated with digital purchases.) While most payments are approved and restrictions are lifted within a day, in some cases it can take up to 72 hours to complete this process.

Similar to World of Warcraft, these restrictions were put in place to deter credit card fraud, which in turn helps reduce gold spam and other harmful activities that can have a negative impact on the game experience for everyone.

However, as an unintended consequence of these security measures, players who purchase the game digitally after patch 1.0.3 are temporarily being capped at level 13 and not able to proceed beyond Act I. We are working to correct this as soon as possible and will provide another update when we have more details to share.

Aside from the two unintended restrictions noted above, below are the standard security-related restrictions that will be in place for digital purchases until payment verification is complete:

· No public game access for unverified digital purchasers

· No auction house access (real-money or gold) for unverified digital purchasers

· Unverified digital purchasers cannot trade items or drop items for other players to receive

· Unverified digital purchasers are not able to chat in any public or game channels

· Unverified digital purchasers cannot attach a custom message to friend requests, but they can send/accept friend requests, and play with their friends

· Global Play is not available for unverified digital purchasers

Again, we want to be perfectly clear that these are temporary restrictions (often lifted within a day and at most 72 hours) associated with digital purchases for the protection of players. We appreciate player feedback and will continue to evaluate the best methods for ensuring a positive game experience for everyone.
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#299 Jun 21 2012 at 11:52 PM Rating: Good
They fixed the monk fighting animations.
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#300 Jun 22 2012 at 1:09 AM Rating: Good
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Seriha wrote:
It always bothers me seeing people say they NPC Blues and such. It just feels like a red flag that natural gold acquisition isn't as it should be when some are so willing to forsake breaking them down into craft materials at no actual charge. In the end, it screams crafting sucks and people would not bother wanting to sell excess because the NPC return is faster, and even competitive to AH costs. I guess I'd put a bit of the 10 sale limit with no means to cancel an auction along with this, too.


It tells me that crafting mats before Inferno are less off the AH than what blues/rares vendor for. Which speaks to the foolishness of the people selling the mats, but for servers this big it's a hard market to shift. Every few days I go on and buy up everything that's less than what the MATS vendor for, then sell them, but it shifts back down a few gold. With the bulk of them I manage a few thousand profit.

Edited, Jun 22nd 2012 12:09am by selebrin
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#301 Jun 22 2012 at 8:16 AM Rating: Good
Shaowstrike the Shady wrote:
Blizzard released an updated statement on this change to Kotaku:

Quote:
For security reasons and to help ensure the integrity of the game and auction house service, players who purchase the digital version of Diablo III may have to wait until payment verification is complete before they can access certain game features. (See below for a full list of restrictions associated with digital purchases.) While most payments are approved and restrictions are lifted within a day, in some cases it can take up to 72 hours to complete this process.

Similar to World of Warcraft, these restrictions were put in place to deter credit card fraud, which in turn helps reduce gold spam and other harmful activities that can have a negative impact on the game experience for everyone.

However, as an unintended consequence of these security measures, players who purchase the game digitally after patch 1.0.3 are temporarily being capped at level 13 and not able to proceed beyond Act I. We are working to correct this as soon as possible and will provide another update when we have more details to share.

Aside from the two unintended restrictions noted above, below are the standard security-related restrictions that will be in place for digital purchases until payment verification is complete:

· No public game access for unverified digital purchasers

· No auction house access (real-money or gold) for unverified digital purchasers

· Unverified digital purchasers cannot trade items or drop items for other players to receive

· Unverified digital purchasers are not able to chat in any public or game channels

· Unverified digital purchasers cannot attach a custom message to friend requests, but they can send/accept friend requests, and play with their friends

· Global Play is not available for unverified digital purchasers

Again, we want to be perfectly clear that these are temporary restrictions (often lifted within a day and at most 72 hours) associated with digital purchases for the protection of players. We appreciate player feedback and will continue to evaluate the best methods for ensuring a positive game experience for everyone.


Oh of course, because they are using stolen credit cards. I should have thought of that.


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A frog jumps into the pond,
splash! Silence again.

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