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On September 13 2011 21:38 BeMannerDuPenner wrote:Show nested quote +On September 13 2011 21:28 Mczeppo wrote:On September 13 2011 21:04 BeMannerDuPenner wrote:On September 13 2011 12:43 Mczeppo wrote: With the real money auction house being added everyone will try to sell their items for realy money. (especially rare ones) The value of ingame gold will fall dramatically as long as there isn't anything interesting to buy with it. Does anyone know how they handle that issue? They need to make gold desirable somehow...
They need NPCS selling sick shit for huge amounts of ingame gold... wouldnt worry about that too much. it works fine in tf2. very often people sell their high tier stuff for $ OR ingame items. most still for ingame stuff tho. it might turn out a bit more $ heavy in d3 since the whole paypal problem isnt there but then again money thats sitting on a battlenet account is wasted money pretty fast. its not like blizz has many games you wanna buy anyways. and outside of blizzards system we are back to ebay or "risky" paypal deals which many people want to avoid. also they already said gold will be important and even if not then the community will make their own "currency" again (see SoJ,shako etc) . wouldnt worry about the $ auction house too much. and after trading quite alot in tf2 the thought that i can pay with d3 items for sc2/d3 expansions like i can buy steam games with tf2 items now is quite nice. There will be a "cash out" option though. you sure? i remember something about that its bnet cash only pretty much.
When you set up your account, you have two options:
1) Your money goes to your Bnet account and you can use it for Blizzard stuff.
2) You set up a third party system like Pay Pal, and your money goes directly to your Pay Pal account, or similar.
Either way, you can't cash out from your Bnet account, but you can get real money if it goes directly to your Pay Pal. At least that was the way it was described when announced, everything can change.
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On September 13 2011 21:53 SKC wrote:Show nested quote +On September 13 2011 21:38 BeMannerDuPenner wrote:On September 13 2011 21:28 Mczeppo wrote:On September 13 2011 21:04 BeMannerDuPenner wrote:On September 13 2011 12:43 Mczeppo wrote: With the real money auction house being added everyone will try to sell their items for realy money. (especially rare ones) The value of ingame gold will fall dramatically as long as there isn't anything interesting to buy with it. Does anyone know how they handle that issue? They need to make gold desirable somehow...
They need NPCS selling sick shit for huge amounts of ingame gold... wouldnt worry about that too much. it works fine in tf2. very often people sell their high tier stuff for $ OR ingame items. most still for ingame stuff tho. it might turn out a bit more $ heavy in d3 since the whole paypal problem isnt there but then again money thats sitting on a battlenet account is wasted money pretty fast. its not like blizz has many games you wanna buy anyways. and outside of blizzards system we are back to ebay or "risky" paypal deals which many people want to avoid. also they already said gold will be important and even if not then the community will make their own "currency" again (see SoJ,shako etc) . wouldnt worry about the $ auction house too much. and after trading quite alot in tf2 the thought that i can pay with d3 items for sc2/d3 expansions like i can buy steam games with tf2 items now is quite nice. There will be a "cash out" option though. you sure? i remember something about that its bnet cash only pretty much. When you set up your account, you have two options: 1) Your money goes to your Bnet account and you can use it for Blizzard stuff. 2) You set up a third party system like Pay Pal, and your money goes directly to your Pay Pal account, or similar. Either way, you can't cash out from your Bnet account, but you can get real money if it goes directly to your Pay Pal. At least that was the way it was described when announced, everything can change.
Exactly... You can find all the details here: http://us.battle.net/d3/en/services/auction-house/info#q1
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I have seen that most skills scale of weapon damage, is this dps or the nominal damage?
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On September 13 2011 23:30 Xedat wrote: I have seen that most skills scale of weapon damage, is this dps or the nominal damage? I think it is flat nominal damage.
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On September 13 2011 20:53 Bagi wrote: Some thoughts:
How well are the classes balanced right now? I've seen many people blindly assume that the game works exactly like D2, and that they will make a wizard first as their MF character because they kill stuff the fastest and whatnot. I cannot be the only one who finds this illogical and thinks the game will be a little better balanced this time around.
Speaking of MF, is it even in the game?
I've played with Wizard, Demon Hunter, and Monk so far.
As far as the beta is concerned, the Wizard is the strongest. Later in the game this might change, but as far as the enemies go in the beta, the wizard is by far the best at speed & efficiency of killing.
The wizard's signature skills offer some very powerful abilities. The strongest one is available at level 6. It's a lightning attack, you may have seen it in gameplay videos. It does excellent damage, hits instantly, jumps to nearby enemies, has an extremely short cooldown (which is further affected by +X% faster cast mod), and has insane range (if you can see it, you can shoot it). It only uses a few arcane energy, which regenerates fast. If you constantly use it, you may run out of arcane energy after 20-30 casts, but otherwise you can use it as much as you want. Lastly, the wizard's signature skills go down in cost as you level up. You can see here that at level 60, the spell is free.
Also, the wizard has some amazing AOE abilities that are available within the first few levels. He starts with frost nova which works similar to how it worked in D2. Also at level 4 he gets Wave of Force, which is nearly a 1-hit kill on any monster up through the last quest, knocks enemies back, reflects all projectiles, and slows enemies.
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So does anyone have good information about the class resources. Specifically stufff like what's a DH's maximum hatred/disciple pool and same with the other classes. Regen rates would also be interesting (for DH at least) It's hard to put the cost of skills into context without that kind of information.
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1. How does stats work? I know you cannot choose where to put them like in D2, but does it work like in WoW where you for example get more strength if you're a warrior? 2. Which kind of requirements are there on items? I've read that there are some class restrictions that Wizards cannot use certain weapons. Clvl, strength, dexterity?
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On September 14 2011 04:01 nakam wrote: 1. How does stats work? I know you cannot choose where to put them like in D2, but does it work like in WoW where you for example get more strength if you're a warrior? 2. Which kind of requirements are there on items? I've read that there are some class restrictions that Wizards cannot use certain weapons. Clvl, strength, dexterity?
1. The exact numbers for each level of each class isn't known yet. Empirical evidence has shown that in the first few levels, the stat gains are identical for all classes, but then they differ as you reach higher levels.
2. Currently in the beta there is only class restrictions and level requirements.
On September 14 2011 03:52 Logo wrote: So does anyone have good information about the class resources. Specifically stufff like what's a DH's maximum hatred/disciple pool and same with the other classes. Regen rates would also be interesting (for DH at least) It's hard to put the cost of skills into context without that kind of information.
I believe the default regen rate for "fast regenerating" resources is 750/min, or 12.5/sec. I'll have to double-check this.
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Questions:
Let's say I have a rune A put in for Skill/Ability B.
-If I want to put rune C in my Skill B, can I remove and keep my rune A or must I destroy rune A when I insert my rune C ? -If I remove the skill B to put make room for another skill, what happens to rune A ?
Are runes actual instanced items like loot ?
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On September 14 2011 05:55 PizzaParty wrote: Questions:
Let's say I have a rune A put in for Skill/Ability B.
-If I want to put rune C in my Skill B, can I remove and keep my rune A or must I destroy rune A when I insert my rune C ? -If I remove the skill B to put make room for another skill, what happens to rune A ?
Are runes actual instanced items like loot ?
I'm fairly sure you are able to remove runes from skills, but I don't know if there will be a fee for it or not. It would also make sense that runes don't get destroyed from switching skills, that would be way to unforgiven, but I don't actually recall Blizzard adressing it.
I'm not sure even Blizzard knows 100% how runes will work on release. Last time I heard about it, they were still testing two diferent systems. But I do remember they talking about selling runes after you use them, so unsocketting should be ingame.
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On September 13 2011 23:49 Overpowered wrote:Show nested quote +On September 13 2011 23:30 Xedat wrote: I have seen that most skills scale of weapon damage, is this dps or the nominal damage? I think it is flat nominal damage.
But wouldn't that mean that fast weapons suck because you use skills 90 % of the time?
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Question on the interface:
You've got six skills and you can assign them to #1-4 and the left and right mouse button. In that case, how do you do a normal weapon attack against something? If your left mouse button is a skill, how do just attack normally?
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On September 14 2011 08:15 Yacobs wrote: Question on the interface:
You've got six skills and you can assign them to #1-4 and the left and right mouse button. In that case, how do you do a normal weapon attack against something? If your left mouse button is a skill, how do just attack normally?
There is a high probability that through Runes and level up, there are some "basic" skills that you bind to your mouse attack that their cost or utility make normal attack completly obsolete. This is already the case for the Barbarian for exemple, you want to use fury generation skills as your norm
If you really really want to auto attack I don't know.
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Well, the DH doesn't have any generator skills. Also, the Wizard has a passive (if I remember correctly) that buffs your wand usage. So, it seems to me that you're supposed to be able to use normal weapon attacks.
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On September 14 2011 08:15 Yacobs wrote: Question on the interface:
You've got six skills and you can assign them to #1-4 and the left and right mouse button. In that case, how do you do a normal weapon attack against something? If your left mouse button is a skill, how do just attack normally?
you can't. I tried to bind normal attack to one of the 5 hotkeys, and you can't do that.
You have to bind your normal attack to either LMB or RMB, otherwise you are unable to do a normal attack.
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I got a question about latency. How does it feel? I mean, from that Monk Combo video it seems like it will be quite important to have any lag.
Also, read this on another forum:
Latency no longer a factor in Diablo3 Combat? I know, it almost sounds like a dream, but it appears that it’s true!
According to a few sources playing the F&F Beta, it seems that Blizzard may have found a way to completely remove the delay of character combat actions resulting from network latency. This is further evident in many of the gameplay streams and youtube footage, in which nearly all combat actions appear to be instantaneous as if played in single-player. From what we understand, this only applies to combat actions, and not other gameplay functions, such as looting, chests, salvaging etc. The exception being big lagspikes, which will always cause a delay.
This has been corroborated further by F&F beta players who live in Australia. They are reporting that they are not seeing any delays in their combat actions, while having at least 200ms latency.
F&F sources have it that Blizzard are using a new method of client/server communication that provides a secure and tamper-proof method of using the local client to handle its own calculations, while sending the data to the server for verification. The Client doesn’t require the server to respond, hence removing Latency from the equation. The exact technical information of how this works is unknown, particularly how it protects the game from tampering with the client, however it is believed that the server checks all the data that comes from the client, and if it detects tampering it disconnects the client. This eliminates the need for the client to have to wait for a response from the server, and runs as business as usual unless the server doesn’t like what the client has sent it.
Anyone R1CH (can't call it Wizard, that has a meaning in D3...) enough to explain how that would work? Because I can see how it would work when you play alone, but when your team-mate knocks back a monster, server should always respond, no?
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1) How is Blizzard treating D3 as far as being an eSport title?
2) Has anything been said about the difficult of acquiring the most sought after items
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On September 14 2011 14:54 NeoLearner wrote:I got a question about latency. How does it feel? I mean, from that Monk Combo video it seems like it will be quite important to have any lag. Also, read this on another forum: Show nested quote +Latency no longer a factor in Diablo3 Combat? I know, it almost sounds like a dream, but it appears that it’s true!
According to a few sources playing the F&F Beta, it seems that Blizzard may have found a way to completely remove the delay of character combat actions resulting from network latency. This is further evident in many of the gameplay streams and youtube footage, in which nearly all combat actions appear to be instantaneous as if played in single-player. From what we understand, this only applies to combat actions, and not other gameplay functions, such as looting, chests, salvaging etc. The exception being big lagspikes, which will always cause a delay.
This has been corroborated further by F&F beta players who live in Australia. They are reporting that they are not seeing any delays in their combat actions, while having at least 200ms latency.
F&F sources have it that Blizzard are using a new method of client/server communication that provides a secure and tamper-proof method of using the local client to handle its own calculations, while sending the data to the server for verification. The Client doesn’t require the server to respond, hence removing Latency from the equation. The exact technical information of how this works is unknown, particularly how it protects the game from tampering with the client, however it is believed that the server checks all the data that comes from the client, and if it detects tampering it disconnects the client. This eliminates the need for the client to have to wait for a response from the server, and runs as business as usual unless the server doesn’t like what the client has sent it. Anyone R1CH (can't call it Wizard, that has a meaning in D3...) enough to explain how that would work? Because I can see how it would work when you play alone, but when your team-mate knocks back a monster, server should always respond, no? magics!
My guess is that it works like this, when you connect to the game, your in a direct connection with all the other clients to that game, so there are 2 people in the same game now in wow due to the nature of it being mmo and you can have 100 ppl on the screen which would cause ppl to lag as you'd have to send out 100 different connections, so instead everyone sends the data to wow servers which handle everything from loot generation to dmg and they give everyone the 411 on how it's going on, it also makes it hack proof because you'd have to hack the wow servers to hack items etc as all calculations are done on the server end, i mean you could change the numbers and names of things on your end but it wouldn't do anything in game.
Here i think you still connect to the server but in this case the 2 people will connect to each other as well, sending their data back and forth removing the server as a middle man, but still sending signal to the server which updates at a lower priority while still running the numbers, and just checking if the numbers you sent it match up with what should happen meaning your saved character is still on diablo servers like closed battle.net. Infact this is kind of like how sc2 multiplayer is handled(not 100% sure) although a little more server as besides d/cing ppl when they aren't in sync i dont think the sc2 server does much for running numbers as it doesn't save replays? i haven't touched sc2 in awhile
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On September 14 2011 15:10 Skew wrote: 1) How is Blizzard treating D3 as far as being an eSport title?
2) Has anything been said about the difficult of acquiring the most sought after items For eSports, they specifically said they were NOT going to support it as being an eSports title. They said if a skill was imbalanced for PvP but balancing it would hurt PvE, it would be kept as is.
As for 2, no idea really. Also, something they will probably tweak a bit during the first weeks/months of play. For example gems have 14 levels now, but only drop to level 5. This means you would need 19000 level 5 gems of the same type for 1 level 14 gem. They said they might tweak the formulas a bit depending on how it goes.
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With regards to the competitive side of it, if they manage to reach a balance state like Diablo 2 had - every class has a viable pvp build if you have good enough items, some have more, it should be ok. Wouldn't count on it getting that way tho.
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