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thinking about selling my d3 account, 5 level 60s normal mode..problem is my account has sc2 and wow as well...lol.
maybe just keep it for expansion? lol.. but it's gonna be a while till there's one that comes out.
I've was playing CS Global Offensive beta, I can't wait till it comes out officially. Hate playing with mostly bots. Running out of games to play, maybe go back and finish the batman game. lol
Paid $60 and got over 100 hours of entertainment out of it. I'd do it all over again.
While the game wasn't as good as I'd hoped, I got more than enough value out it. Besides, I earned enough off RMAH to pay for Heart of the Swarm (SC2 expansion) when it gets released. That game's going to last me for YEARS.
I think a few pages ago, some people started playing counter strike?? I just started again and I'm hooked.. still lots of local (vancouver/seattle) servers!
I'm still playing CS 1.6 on and off, I'm only on the -UNITY- server as I can't find any other server without a bunch of bots.
What/Where are these local servers you speak of?
I'm just gonna tag on - RS beside my name for easier recognition
Quote:
Originally Posted by Spoon
Paid $60 and got over 100 hours of entertainment out of it. I'd do it all over again.
While the game wasn't as good as I'd hoped, I got more than enough value out it. Besides, I earned enough off RMAH to pay for Heart of the Swarm (SC2 expansion) when it gets released. That game's going to last me for YEARS.
I sold 1 item on the RMAH for $55 and I never got the money for it! I've had an open help ticket going for a week now with the Blizzard Reps saying the same shit "oh we already completed it on our end, you need to talk to Paypal" then I asked Paypal and they said they have no notice of ever recieving any payment from Blizzard. This back and forth shit is retarded and I'm getting pretty frustrated.
^
Saw money in my bnet account last night. Think the whole process took about a week.
I don't have a paypal account and didn't want to pay the extra fees to cash out. No reason to lose 15% when I know I'm going to spend it on other blizzard games anyways.
I'm still playing CS 1.6 on and off, I'm only on the -UNITY- server as I can't find any other server without a bunch of bots.
What/Where are these local servers you speak of?
I'm just gonna tag on - RS beside my name for easier recognition
I play on the UNITY server too
What is your CS username?
I play on the UNITY server too
What is your CS username?
[BoS] Prime Time -RS- - BoS stands for Balls of Steel since I always seem to get awped in the crotch and live to kill the guy You are welcome to tag it haha
I'm really bad lol and I like to dick around with random guns so I have shitty scores lol ...
What's your name?
lvl 46 wizard named HarryPotter
lvl 30 something demon hunter named Buffy
lvl 30 something monk named ForeverAlone
lvl 15 something warrior named Conana
^ Voldemort :
Honestly though the naming system is stupid too because it's not even unique and NOBODY else really sees your hero name besides yourself, only your account name.
"Dream as if you will live forever, Live as if tomorrow will be your last." ~ James Dean "If one does not fail at times, then one has not challenged himself." ~ Ferdinand Porsche There is no substitute.
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1982 Toyota Corolla
2000 Honda SiR
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1989 Honda Civic
1986 Toyota AE86 頭文字 (イニシャル) D
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Well, we're getting closer to 1.0.4, and while it's still a few weeks away we're going to start hitting you fast and furious with blogs aimed at explaining the upcoming changes. To kick things off, I wanted to provide an overview of some of the larger systems changes and game improvements.
Let's get started!
So Happy Together
While many people are playing co-op, it’s still a minority of games. Ideally we would like players who want to play solo to be able to solo, and players who want to play co-op to play co-op. At the moment though playing solo is the clear choice, even for those who would prefer co-op with some of their friends.
The change we made back in 1.0.3 to remove the bonus monster damage per additional player was a great start, but we can clearly go a bit further. The first change we’re making in 1.0.4 for co-op is to remove averaging in multiplayer games of Magic Find and Gold Find. You’ll benefit from your full Magic Find stat, independent of other players in the game. We originally added Magic Find averaging so optimal play did not involve people stacking what we call “adventure stats” to the detriment of their party. While this may re-emerge as a problem, we think the current solution feels like too much of a penalty, and is doing more harm than good.
Along the same lines as the change in 1.0.3, we’re going to be lowering the health multiplier for monsters per additional player in co-op games. It’s going to be a flat 75% in 1.0.4 for all difficulty levels, as opposed to the scaling 75/85/95/110% it is now. This makes enemies far more manageable in co-op games, and rewards a co-ordinated group with a higher farming efficiency than playing alone.
Shrinking the Gap
We know there are a lot of you out there that are really frustrated by the difficulty of some of the champion and rare packs, so in 1.0.4 we’re going to shrink the gap between normal monsters and Elite packs (Champions and Rares). The design intent of Champion and Rare packs is to provide a spike of challenge, but in general we feel like the gap is too big. Normal monsters die quickly and are usually just fodder, and Champions and Rares can feel like a brick wall. In general we’re looking to bring normal enemies up a smidge, and Champions and Rares down.
So, in 1.0.4 we’re increasing the health of normal monsters by approximately 5%-10% in Inferno, but also increasing the likelihood they drop magic or rare items by a factor of four. We’re correspondingly lowering the health of Champions and Rares by 10-25% and editing specific affixes to shrink the difficulty gap. We’re still working on those numbers, but that’s approximately what we’re shooting for.
To further reduce the gap between normal and Elite monsters, we’re adjusting some of the more frustrating monster affixes, such as Fire Chains and Shielding.* Of course there are some normal monsters that are massive spikes in difficulty too, and we’ll be making polish adjustments to a few of those as well, like reducing the damage of two-handed skeletons like Skull Cleavers.
Weapons Master
One of the general improvements we’d like to make to our item game addresses the difference between an item having a chance of being good vs. knowing the item isn’t going to be good before you even identify it. In other words, there’s a world of difference between an item having no chance of being good, and some chance of being good. It’s not something we’re going to be able to fully address in 1.0.4, but giving every dropped item a chance to be good is a long-term goal. One area we felt we could make immediate improvements for 1.0.4 was with weapons.
Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.
We also want to close the gap between dual-wielding and two-handers, and so we’re improving two-handed melee weapons by creating a new set of stronger affixes to compensate for the loss of stats that can come from your offhand.
On the topic of two-handers, we’re also changing how damage is calculated on a few damage-over-time skills. Many skills have text like “Deals 75% weapon damage for 5 seconds”, which isn’t exactly clear as it can be interpreted a few different ways. It also made skill evaluation difficult, particularly for skills with long durations or cooldowns. We’re switching a lot of these skills to read “X% weapon damage over 5 seconds”. Many skills already follow this format, and understanding what the skill does is very clear. As the skills are converted there is an additional opportunity: when converting to this format, choosing a value for X depends on your weapon speed. So what we’ve done in most cases is assumed a high attack speed (at least 2.0 attacks per second), chosen a value of X, and then in many cases bumped the value even higher. A skill that currently does 75% weapon damage for 5 seconds, with a 2.0 speed weapon, will convert to at least 750% weapon damage over 5 seconds. The skill becomes easier to understand, is a small buff for most one-hand builds, and a big buff for two-hand builds.
Efficiency vs. Challenge
Rather than focus on whether or not you can beat an enemy, many players would rather figure out how fast they can beat them. We’re removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs. We don’t think they fit well into the general philosophy of the game, which is more about trying to farm as efficiently as possible. You’re already incentivized to kill things quickly, if a pack happens to take you a long time it can just feel unfair to have the pack enrage, kill you, and then heal back to full. The original intent behind Enrage Timers was to have a few encounters that served as a “DPS check” that also add tension and excitement. Due to the randomness of Champion and Rare monsters, combined with a general philosophy of efficient farming, this was simply the wrong approach for us to take. The Enrage Timers feel more appropriate on bosses, where the setup, predictability and mechanics of the fight add the required context for the time limit.
We can’t get away from the Efficiency vs Challenge discussion without talking about death penalties. When we increased repair costs in 1.0.3 it was to make death meaningful. Efficiency is not only about how fast you kill things, but what efforts you’re putting into doing so. Dying should cut into efficiency, and that creates a meaningful challenge to stay alive in not only how you play, but the importance of how you’re designing your character. That said, we think repair costs are just a bit too high, so in 1.0.4 we’re going to be reducing repair costs of high-end items by 25%.
Legendarier
We have improvements coming to Legendary items, and it seems like an important enough subject to give them their own blog. Stay tuned as Senior Game Designer Andrew Chambers gives the rundown in the next week or two. As a general reminder though, existing items are not changing. The Legendary improvements are going to be for Legendaries dropped or crafted after the 1.0.4 patch goes live.
Stay Classy
We're making a metric-ton of changes to classes, so we’re going to have separate blog posts for each. But in general we’re looking at unpopular skills and asking ourselves a few questions:
•Does the skill have any control or readability issues that would make the skill less satisfying to use? If so – polish the skill more. A good example here is the Barbarian Rend ability – many people don’t use it because you can’t always tell which enemies are affected by the bleed and which aren’t.
•Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesn’t have the raw damage when compared to Hungering Arrow, so we’re buffing Bola Shot to be competitive.
•Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.
•Is the skill a resource spender? In general we have found that many resource spenders just don’t do enough for their resource cost. Here I would use the example of Wave of Light, which is a fairly significant expenditure of Spirit that doesn’t always seem worthwhile. Many damage-oriented resource spenders are receiving buffs in 1.0.4
•Would buffing the skill increase or decrease build diversity? Some skills when buffed cause other skills to become obsolete, so there’s a net decrease in build diversity - we’re more careful with those. Other skills, when buffed, add to the total pool of appealing skills, which increases build diversity. The most obvious example here is the Witch Doctor Zombie Dogs and Gargantuan, which are both receiving significant improvements in 1.0.4.
We hope you have fun, and stay tuned for each of the specific class articles in the next couple weeks.
The Outro
These are really just a few of the topline systems changes we’ll be making in 1.0.4, and we hope you’re looking forward to them as much as we are. We’ll of course have a lot more info coming at you in the weeks ahead on Legendary items, classes and more, as well as some interviews we’ll be holding shortly before the patch goes live – which, by the way, is currently targeted for the fourth week of August. See you in-game!
*P.S. We’re getting rid of the Invulnerable Minions monster affix.
Wyatt Cheng is Senior Technical Game Designer on Diablo III, and as a member of Blizzard’s Beef Jerky Club is ordering jalapeno, habenero & ghost chili jerky this month.
save yourself the money. i haven't touched that game in almost 2 months if not a bit longer lol.
I disagree... Yes the game doesn't have the lasting appeal of D2 but its still a good game. I have over 100 hours into it... For $60 buck purchase I got my money worth.
With the new patch coming out in August I believe it will fix a lot of issues with the game. 1.04 is also revamping the classes too.
I disagree... Yes the game doesn't have the lasting appeal of D2 but its still a good game. I have over 100 hours into it... For $60 buck purchase I got my money worth.
With the new patch coming out in August I believe it will fix a lot of issues with the game. 1.04 is also revamping the classes too.
I'd say go for it.
To little to late, I'm with ImpactX, save your money.
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“The world ain't all sunshine and rainbows. It's a very mean and nasty place... and I don´t care how tough you are, it will beat you to your knees and keep you there permanently, if you let it. You, me or nobody, is gonna hit as hard as life. But ain't about how hard you hit... It's about how hard you can get hit, and keep moving forward... how much you can take, and keep moving forward. That´s how winning is done. Now, if you know what you worth, go out and get what you worth.” - Rocky Balboa
I disagree... Yes the game doesn't have the lasting appeal of D2 but its still a good game. I have over 100 hours into it... For $60 buck purchase I got my money worth.
With the new patch coming out in August I believe it will fix a lot of issues with the game. 1.04 is also revamping the classes too.
I'd say go for it.
i think it's safe to say that until things get rolling, its not worth buying right now. i read over about the patch, it sounds great and all, but it doesn't excite me enough to play again. it's part of the reason why this thread as been so dead, everyone is bored of the game.
you guys said its not worth the money but prob logged 100+ hrs lol, its not like the patches cost money either.. its just hard as fuck or annoying as fuck atm, but the new patch is gonna change it up like crazy for the better i suppose.
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[08-12, 00:25] Iceman-19 the owner was someone i knew. trusted him. that blew up in my face like i was a 19 year old jap girl at a bukkake party.
Looking to buy some DH gear... Currently 120k dps with SS but it's too frustrating getting one shotted by everything. How much resists+ Hp are needed to make things more bearable? Sitting at almost 2k dex and 24k Hp