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As for the classes...I plan to play them in the following order:
1. Barbarian - this class just fits my style..I like big axes and I want to smash skulls. I prefer pure strength and raw power to clever tactics and precision.
2. Wizard - Basically the complete opposite of what I'd normally play, but hey...the wizard looks pretty bad ass to me with some sweet spells that are ready to cause havok and destruction.
3. Demon Hunter - Seems like a cool class, but I don't like some of the aspects of the class such as the gadgets and traps. I also definitely can't stand the thought of dual wielding crossbows so I will probably just use a bow and rely on damage from that rather than traps etc.
4. Monk - I'm on the fence about this class. I really like the design and the idea of the Monk, but I'm not so sure how much fun I'm going to be having while playing the class. Hopefully I enjoy the monk more than I think I will.
5. Witch Doctor - Nothing about the witch doctor gets me excited at all. Wall of zombies, big deal. I guess it's just not my play style...I like raw power that comes straight from my character, not what I summon and not from what I curse. As you probably could guess, I hated the D2 necro (feel free to hate on me for this).
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I can't read Diablo 3 information without having to fight the urge to start playing Diablo 2 again...
I quit again a few months ago because I disliked having to level a new ladder character after I had just got wealthy after returning a month before
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On May 24 2011 07:54 Vearo wrote:One of the Diablo fan websites uploaded a whole bunch of screenshots of item tool tips. http://diablo.incgamers.com/blog/comments/diablo-iii-item-tool-tip-gallery/The naming looks pretty familiar for any diablo player, with the exception of "Ornate" and "Peerless" which gives increased sell price (of that item, I think) and increased experience respectively.
Ah skeet! The interface looks very nice. This was a true goldmine.
Thank you, good sir!
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On May 24 2011 07:54 Vearo wrote:One of the Diablo fan websites uploaded a whole bunch of screenshots of item tool tips. http://diablo.incgamers.com/blog/comments/diablo-iii-item-tool-tip-gallery/The naming looks pretty familiar for any diablo player, with the exception of "Ornate" and "Peerless" which gives increased sell price (of that item, I think) and increased experience respectively.
Hopefully all items don't have boring streamlined stats like +3 all attributes etc...ugh that would be horrible. Though I didn't really see anything other than that, but maybe higher level items have cooler stuff...hopefully.
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On May 24 2011 09:06 Bairemuth wrote:Hopefully all items don't have boring streamlined stats like +3 all attributes etc...ugh that would be horrible. Though I didn't really see anything other than that, but maybe higher level items have cooler stuff...hopefully.
Of course there will probably be more awesome gear for higher characters, I mean shit it took them LOD to get Sets right(Tals/Trangs/etc.) and even then only like 3 or 4 of the sets are actually worth wearing(im looking at you griswalds, that stuff is total shit)
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So apparently they are trying to actually make gold worth something in D3. I'm kind of wondering how they are planning to do this....I know gold is valuable in WOW, but I've never played, how do they do it in that game?
I mean gold is always just a way to get items, so they have to make some way for you to buy good items for gold....just buying shit from merchants isn't very fun, so how did they get around this issue in WOW?
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On May 24 2011 13:00 sob3k wrote: So apparently they are trying to actually make gold worth something in D3. I'm kind of wondering how they are planning to do this....I know gold is valuable in WOW, but I've never played, how do they do it in that game?
I mean gold is always just a way to get items, so they have to make some way for you to buy good items for gold....just buying shit from merchants isn't very fun, so how did they get around this issue in WOW?
In WoW gold is generally used for buying stuff in the auction house, there are some people who just hoard gold, but the few uses that come to mind are materials in professions that come from vendors, repairs, and of course trading with other players. There are then a few other gold dumps like buying an arena team, auction house cut on items and probably more that I'm forgetting. Oh also the recipes you learn for professions as well as skills cost gold to learn from trainers.
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On May 24 2011 13:00 sob3k wrote: So apparently they are trying to actually make gold worth something in D3. I'm kind of wondering how they are planning to do this....I know gold is valuable in WOW, but I've never played, how do they do it in that game?
I mean gold is always just a way to get items, so they have to make some way for you to buy good items for gold....just buying shit from merchants isn't very fun, so how did they get around this issue in WOW? Basically they made the gold both Useful and relatively Scarce (at least it was more so in the first couple years of the game).
Gold in D2 was only useful for repairs/potions and gambling. Gambling wont get you any of the best uniques, sets, or runewords so it was only useful for those very few rare items that are actually useful. Potions and Repairs cost almost nothing. repairs could cost a lot especially if there were charges for certain skills, but that leads into the next point. You could also easily farm gold in D2 and it was made worse by the fact that there were a lot of items that boosted your gold drops.
In WoW, they made things much much more expensive compared to your typical gold rewards and drops. It either took you a ton of farming or a good amount of skilled auctioning (buying and reselling items) to get the amount of gold you needed for certain items. You also need the gold to buy things like mounts, PvP gear, training, and whatnot.
I guess the final point would be that in WoW, they set up the auction from the beginning. That way, people could sell their unneeded loot while still playing the game. The only currency that the auction would allow was gold, so if you wanted to trade for a specific item youd have to spend your own precious time spamming your advertisements. If they set up a system like that in D3 from the start, Im sure people will pick up on it (of course as long as the gold remains useful and scarce)
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Gold is essentially worthless in WoW as well, but there's nothing more valuable to trade. If everything was BoE or BoP in diablo then people would find some other currency, like gold, to trade with. However, since items are actually useful and easily exchanged, they are the most valuable and therefore what people trade with.
Scarcity isn't as important unless there's some sort of limit that is easily reached. If the richest player has 100 gold or 100000 gold it doesn't matter, the prices will be relative to how much gold is actually in the market. It doesn't really matter if the new shiny item costs 75 gold or 75000 gold. The only problem arises when the limit of said gold is reached in which case you'll see people trading a valuable item in mass which is valued at a certain amount of gold. For instance, in Maplestory you'll see people trading white scrolls and mesos for items that cost more than the meso limit or you might see somebody trading a phat or mask on runescape if they're at the gold limit. These are valuable items in their respective markets.
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On May 24 2011 14:13 Blitzkrieg0 wrote: Gold is essentially worthless in WoW as well, but there's nothing more valuable to trade. If everything was BoE or BoP in diablo then people would find some other currency, like gold, to trade with. However, since items are actually useful and easily exchanged, they are the most valuable and therefore what people trade with.
Scarcity isn't as important unless there's some sort of limit that is easily reached. If the richest player has 100 gold or 100000 gold it doesn't matter, the prices will be relative to how much gold is actually in the market. It doesn't really matter if the new shiny item costs 75 gold or 75000 gold. The only problem arises when the limit of said gold is reached in which case you'll see people trading a valuable item in mass which is valued at a certain amount of gold. For instance, in Maplestory you'll see people trading white scrolls and mesos for items that cost more than the meso limit or you might see somebody trading a phat or mask on runescape if they're at the gold limit. These are valuable items in their respective markets.
The point of a currecy is neither the value, nor the scarcity. As you pointed out nicely, a gold limit, if it is to low, will kill gold as currency. The currecy mainly needs to be universally accepted. So as long as people sell stuff for gold, it is a useful currency, and people will sell stuff for gold. The best way to make it like that is to make it simpler to trade in gold than to trade in other items, and also not to punish people for having a lot of gold, like d2 did with losing more gold for deaths if you have more. If there is an auction system in place in D3, as i understand it will be, that is a mayor point for using gold as a currency as opposed to other items. And as long as people are able to buy stuff for the gold, there is no point in not selling stuff for gold too, since that gold you gain can then lateron be transformed in anything you want at that point of time.
A currency simply needs to be generally accepted to be useful. If that is the case, it is not important what it is. You can see this with every actual real currency. They are mostly paper or metal, and always the actual material worth of the currency is less then the nominal value. However, since they are generally recognized as currencies, people have no problem with exachanging something that is objectively worth more than a bit of paper for it, since they know that other people will do the same.
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On May 24 2011 14:32 Simberto wrote:Show nested quote +On May 24 2011 14:13 Blitzkrieg0 wrote: Gold is essentially worthless in WoW as well, but there's nothing more valuable to trade. If everything was BoE or BoP in diablo then people would find some other currency, like gold, to trade with. However, since items are actually useful and easily exchanged, they are the most valuable and therefore what people trade with.
Scarcity isn't as important unless there's some sort of limit that is easily reached. If the richest player has 100 gold or 100000 gold it doesn't matter, the prices will be relative to how much gold is actually in the market. It doesn't really matter if the new shiny item costs 75 gold or 75000 gold. The only problem arises when the limit of said gold is reached in which case you'll see people trading a valuable item in mass which is valued at a certain amount of gold. For instance, in Maplestory you'll see people trading white scrolls and mesos for items that cost more than the meso limit or you might see somebody trading a phat or mask on runescape if they're at the gold limit. These are valuable items in their respective markets. The point of a currecy is neither the value, nor the scarcity. As you pointed out nicely, a gold limit, if it is to low, will kill gold as currency. The currecy mainly needs to be universally accepted. So as long as people sell stuff for gold, it is a useful currency, and people will sell stuff for gold. The best way to make it like that is to make it simpler to trade in gold than to trade in other items, and also not to punish people for having a lot of gold, like d2 did with losing more gold for deaths if you have more. If there is an auction system in place in D3, as i understand it will be, that is a mayor point for using gold as a currency as opposed to other items. And as long as people are able to buy stuff for the gold, there is no point in not selling stuff for gold too, since that gold you gain can then lateron be transformed in anything you want at that point of time. A currency simply needs to be generally accepted to be useful. If that is the case, it is not important what it is. You can see this with every actual real currency. They are mostly paper or metal, and always the actual material worth of the currency is less then the nominal value. However, since they are generally recognized as currencies, people have no problem with exachanging something that is objectively worth more than a bit of paper for it, since they know that other people will do the same. I dunno man. I agree with your guys' argument about the scarcity issue to some extent. Inflation makes currency worthless due to overabundance of said currency, but you guys are right in that as long as there is no limit to how much you can handle at one time prices will adjust to the amount of currency flowing in the system.
About the value though, there needs to be value at least in the beginning for people to even begin accepting the currency. How else will people come to consider it as a legitimate measurement of value if the currency doesnt represent any value itself? Currency in the real world nowadays obviously has no direct ties to tangible value, but when it began the notes represented actual gold (which presumably was valued for its beauty, malleability, and scarcity).
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How do you guys feel about the change to health potions? My understanding of it is that health potions are still in the game, but are more rare/useful, and your main way for regenerating health is orbs that drop from monsters/boxes/chests or whatever. Gonna take some getting used to I think.
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On May 24 2011 17:25 oscar62 wrote: How do you guys feel about the change to health potions? My understanding of it is that health potions are still in the game, but are more rare/useful, and your main way for regenerating health is orbs that drop from monsters/boxes/chests or whatever. Gonna take some getting used to I think. i played D3 on the Gamescom last year and actually, potions got a cooldown now. you cant spam them like in D2. you need to wait around 30sec before you can use another. during normal play thats not really an issue since the monsters drop quite a lot of those health globes, but i imagine that some boss fights could become pretty difficult, since there are also no townportals anyonemore in D3
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On May 24 2011 17:30 Enox wrote:Show nested quote +On May 24 2011 17:25 oscar62 wrote: How do you guys feel about the change to health potions? My understanding of it is that health potions are still in the game, but are more rare/useful, and your main way for regenerating health is orbs that drop from monsters/boxes/chests or whatever. Gonna take some getting used to I think. i played D3 on the Gamescom last year and actually, potions got a cooldown now. you cant spam them like in D2. you need to wait around 30sec before you can use another. during normal play thats not really an issue since the monsters drop quite a lot of those health globes, but i imagine that some boss fights could become pretty difficult, since there are also no townportals anyonemore in D3
Ok, that is intersting information. No town portals? I will just assume that Blizzard is not stupid and has you run all the way back to town every few minutes to sell stuff, so how do they handle that?
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On May 24 2011 17:52 Simberto wrote:Show nested quote +On May 24 2011 17:30 Enox wrote:On May 24 2011 17:25 oscar62 wrote: How do you guys feel about the change to health potions? My understanding of it is that health potions are still in the game, but are more rare/useful, and your main way for regenerating health is orbs that drop from monsters/boxes/chests or whatever. Gonna take some getting used to I think. i played D3 on the Gamescom last year and actually, potions got a cooldown now. you cant spam them like in D2. you need to wait around 30sec before you can use another. during normal play thats not really an issue since the monsters drop quite a lot of those health globes, but i imagine that some boss fights could become pretty difficult, since there are also no townportals anyonemore in D3 Ok, that is intersting information. No town portals? I will just assume that Blizzard is not stupid and has you run all the way back to town every few minutes to sell stuff, so how do they handle that? "Before I get in to what we are doing let me go over some things we want to avoid with a death mechanic.
We want to separate being in town and being out on a quest/adventure/dungeon as much as possible. Leaving the safety of a town should not be a decision you take lightly. We don't want to remove the sense of suspense and danger by making town something you're always going back to pretty much whenever you like. The intent is to create a greater separation from being in town, and not, and to make your time away from town a lot more tense.
On that same note we also don't want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.
So, with these things in mind we've found that a check point system works really well. Throughout your adventures, and generally at the ends of each "floor" of a dungeon your character is saved to a checkpoint. When you die you're dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It's obviously a very forgiving system as it is. It's just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.
Regardless, potential penalties aside, this is the death mechanic we're currently using and it's working really well so far. -- "
and another wall of text inc:
"What prompted your decision to remove scrolls of town portal from the game?
There are a lot of reasons for that. The main reason is though the game play for them was not really intended. Diablo isn’t about opening up a town portal, throwing a few points of damage at a boss and jumping back through the portal to town. We want to make the game world where you’re having fun fighting, you’re fully fleshing out your characters and making tactical decisions on your fights. The game isn’t about when to pull the parachute and jump through the town portal in terror. We feel that if we make a boss or a monster that makes you do that, then we haven’t done our jobs. We want to make you feel like you always have options, and always have a way to beat what you are fighting. To offset that, the waypoints are by far closer. We want to make sure there’s a waypoint nearby if you need it, and not backtracking for miles, and you can move through the countryside comfortably without needing a town portal.
So what’s your answer then for the people that get full on loot and used the town portals to head back to town to sell items?
That’s a huge factor and one of the items we have is called a scroll of wealth that allows you to break those items down for gold. So you can either break items down for gold, or crafting. Also the bag is bigger so we haven’t actually had this problem since we’ve taken special care to keep our eyes on the backpack. We’re also looking at how much loot is too much loot? We feel there is a thing as too much loot, it’s possible to drop so much to the point where you just get numb to it. So just like the affixes, we’re always looking for the sweet spot of how much magic is enough to drop on the ground, how many items should be identified, how many items are magical and potentially useful, and how many are inferior. This is something we are constantly tuning. I think we really hit a good point in the game for this. I know when I play through, I’ll get to the point where my bag starts getting full and I’ll be right at a way point when that happens. We’ve got it pretty much under control, in my opinion, but we’re always tuning it."
source: http://n4g.com/news/637959/blizzcon-2010-diablo-iii-interview-reveals-town-portal-replacement
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cant wait for the game  i think i will play either babarian, monk or maybe demon hunter
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Thanks, that actually makes a lot of sense, and if it works out good, it also sounds like more fun than constantly porting back to your base.
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On May 24 2011 08:05 Bairemuth wrote:
3. Demon Hunter - Seems like a cool class, but I don't like some of the aspects of the class such as the gadgets and traps. I also definitely can't stand the thought of dual wielding crossbows so I will probably just use a bow and rely on damage from that rather than traps etc.
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I think the fact that the demon hunter can duel wield bows is fucking awesome haha. u can imagine how fragile the demon hunter will be but at the same will be able to do a shit tone of damage. which generally requires a good amount of skill to keep the character alive.
Demon hunter will be my first class then the barbarian and i dont really care about the rest. If the witch doctor is anything like a necro then i will hate it and wizard looks good except i dont it is much different from a sorceress.
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