DIABLO III

Всичко, което ви вълнува около голфа, бингото и стрип-покера...

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Amikae
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Post by Amikae » Sun May 27, 2012 1:59 pm

Историята нямаше да смърди толкова много, ако босовете не ти се появяваха на всяка крачка да ти казват как ще видиш какво ще ти се случи. Баси.

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RRSunknown
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Post by RRSunknown » Sun May 27, 2012 2:52 pm

Te нека си говорят но да не изглеждаха толкова комиксово и да не звучаха толкова лейм.


Инферно рейс на дуал скрийн стрийм Athene срещу Method.
http://www.own3d.tv/AtheneLive/live/42146

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AlDim
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Post by AlDim » Sun May 27, 2012 7:53 pm

Delegat wrote:Боярски е бил Lead World Disigner, т.е. ожтговарял е по изграждането на света/актовете, нищо общо с историята :lol:
Името му беше най-отгоре в Story секцията на Credits.

Но ако се порови повече човек, може да открие следното инфо:

- Leonard Boyarsky (world design, writer) - него си го знаем колко може и колко е гениален от старите му проекти.
- Flint Dille (co-writer) - писал е историята на Chronicles of Riddick: Escape from Butcher Bay, която беше доста готина (повече и от самия филм, ако се замисли човек)
- Chris Metzen (story) - един от хората, писали историята на първото Diablo
- Jay Wilson (lead designer, writer) - The motherfucker who's responsible for all this bullshit? По всичко изглежда, че той има най-голям пръст в превръщането на Diablo III в това, което е.
Историята нямаше да смърди толкова много, ако босовете не ти се появяваха на всяка крачка да ти казват как ще видиш какво ще ти се случи. Баси.
Даже когато си на крачка от тях и си изтребил цялата им армия и всичките им подчинени, продължават да се пенят как нямаш никакъв шанс, защото ъъъ... :lol:
Инферно рейс на дуал скрийн стрийм Athene срещу Method.
http://www.own3d.tv/AtheneLive/live/42146
Тия, които са на Act 4 (Athene), нон-стоп умират и определено геймплеят не изглежда особено забавен. Комично е по-скоро - само търчат отчаяно пред враговете (барабар с меле персонажите) и ги хранят с магии. Освен когато директно не бягат покрай тях до края на нивото.

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Post by Amikae » Sun May 27, 2012 11:47 pm

Стана ясно вече и как някои хора са забогатяли.

Правят си играв Акт 4 Hell Prime Evil. Лефтват. Правят същата игра в Публик. Лефтват. След това ги пуска директно на Inferno Act 4 Prime Evil, където обикалят наблъскани на макс с MF итеми, чупят вази, търсят трупове и оставят Тираел да убие мини боса. :) И това явно се прави яко през последните 2 седмици. Бахти фейла. Ако няма ладер, тази игра вече е мъртва.

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Post by dellusion » Sun May 27, 2012 11:52 pm

Искам да се оплача, че в момента АХ-то е супер бавно и изпуснах перфектния меч, с точните статс, дет го търся 1 седмица, щото лагна и някой го сви. И на всичкото отгоре ми глътна парите и още не ми ги е възстановило и са не мога да си купя нищо.

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...around me.

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RRSunknown
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Post by RRSunknown » Sun May 27, 2012 11:58 pm

Ще ти се появи в сандъчето - изчакай .
Стана ясно вече и как някои хора са забогатяли.

Правят си играв Акт 4 Hell Prime Evil. Лефтват. Правят същата игра в Публик. Лефтват. След това ги пуска директно на Inferno Act 4 Prime Evil, където обикалят наблъскани на макс с MF итеми, чупят вази, търсят трупове и оставят Тираел да убие мини боса. Smile И това явно се прави яко през последните 2 седмици. Бахти фейла. Ако няма ладер, тази игра вече е мъртва.
А не ве, аз като разправях за експлойтите май се оказах прав а?

Amikae
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Post by Amikae » Mon May 28, 2012 12:09 am

Аз нямах допир още с Инферно и нямах идея как точно стоят нещата с дроп/итемизация. Сега проблемите са очевидни. Играта в този и вид няма бъдеще. Затова и не си давам зор да я играя. Просто няма начин да не вкарат ладер. Не виждам какво RMAH ще пускат при положение, че тонове итеми и много милиони злато са направени чрез експлойти. Ще има някакъв здрав ресет, няма да ни изтрият героите, но ще направят нещо и ще трябва рерол. Затова за този герой много не ми дреме.

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RRSunknown
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Post by RRSunknown » Mon May 28, 2012 12:18 am

Ще видим - мен засега ме кефи понеже малко играя и то все с някакви чужди акаунти и не съм имал физическо време да се занимавам с високите трудности а и на инферно не бих се наел да играя на някои определени места където ми пада фрейма заради физиката.

Единствено скипвам историята защото имам чувството че че озвучителите са ги подбирали по програма за деца в неравностойно положение .

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dellusion
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Post by dellusion » Mon May 28, 2012 1:13 pm

RRSunknown wrote:Единствено скипвам историята защото имам чувството че че озвучителите са ги подбирали по програма за деца в неравностойно положение .
QFT
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...around me.

Razaelski
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Post by Razaelski » Mon May 28, 2012 1:45 pm

Ми аз си "заключвам" играта за публични лица

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Mindcrime
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Post by Mindcrime » Mon May 28, 2012 9:27 pm

Относно бъдещи промени и цялостния експириънс ето take-а на Блзард
Blizzard wrote:With Diablo III out for nearly two weeks now, millions of players around the world are storming Sanctuary and joining the battle against the Burning Hells. At the same time, we continue to work around the clock to make sure you have an epic online gaming experience.

As more and more players begin to perfect their character builds and progress into Diablo III’s higher difficultly levels, some of the most prominent feedback lately has been about game balance and design, and that’s what we’re here to talk about today. As with any new game, gameplay issues are inevitable, and we hear a lot of feedback regarding what‘s balanced, what’s not, and everything else in between. We recently made some decisions to adjust (or outright nerf) a few class skills, and today we wanted to explain our overall philosophy on design changes -- as well as give some insight into some more changes that are coming up.

Before we get to that, though, we thought it'd be fun to share a few interesting stats we've collected since Diablo III's release:

On average players have created 3 characters each
80% of characters are between levels 1 and 30
1.9% of characters have unlocked Inferno difficulty
54% of Hardcore players chose a female character
The majority of Hardcore deaths (35%) occur in Act I Normal
The most common level 60 build in the game is only used by 0.7% of level 60 characters of that class (not including Passive diversity)
The most used runes for each class at level 60 are Barbarian: Best Served Cold, Demon Hunter: Lingering Fog, Wizard: Mirror Skin, Monk: Peaceful Repose, Witch Doctor: Numbing Dart



When it comes to making game changes, in general, our intent is to react quickly to critical design and balance issues, bugs, and other problems that seriously conflict with our design intent through hotfixes. For issues which aren’t as severely out of line, we plan to react in a more measured fashion -- through client patches. We have a patch coming within the next week (patch 1.0.2) that has been in development since the game’s launch and is mainly aimed at addressing service issues. The first real game balance changes, outside of hotfixes, will be coming in patch 1.0.3. We expect that because the game is new, some other issues will arise that will need to be immediately addressed through hotfixes, but in general, most changes will arrive through patches.

Regarding the changes to Lingering Fog, Boon of Protection, and Force Armor: we determined these skills were simply more powerful than they should be, and we felt their impact on class balance and how each class was perceived warranted hotfixes as soon as we were able. However, we don't want you to be worried that a hotfix nerf is lurking around the corner every day. If a skill is strong, but isn't really breaking the game, we want you to have your fun. Part of the enjoyment of Diablo is finding those super-strong builds, and we want players to be excited to use something they discovered that feels overpowered. A good example of this is the monk Overawe rune, which many players have identified as being quite good. We agree it's good, but we don't think it's so far out of line that we're going to swoop in and hotfix it out of existence.

Inferno is intended to be extremely difficult, but with some specific skills, a few classes were simply able to progress far more easily than intended. This made the classes, which were about where they were supposed to be, seem very underpowered. It also created the perception that the classes doing well were intended to rely on specific runes in all their builds, and the other classes were just broken. This is the opposite of what’s true. If any single skill or rune feels absolutely required to progress, it means that skill is working against our goal of encouraging build diversity -- and those “required” skills need to be corrected. We know these hotfixes snuck up on people, and it took us a day or so to communicate that they had gone live. However, our intent moving forward is that when there are circumstances where a hotfix is necessary, we’ll communicate changes that could impact your ability to play your class through ‘Upcoming Changes’ posts in the General forum. Ideally, we’ll let you know as soon as we even have the idea that we want to make that kind of change.


That said, we also wanted to let you know we’re keeping a close eye on Inferno. The intent of incoming damage is that it should be a very consistent drain on your health, and mitigating that drain is a major part of what makes Inferno mode difficult. Right now, there’s a lot more damage “spikiness” occurring than feels right, and that’s one major area we’re looking to adjust in patch 1.0.3. While we don’t have any specifics yet, our design goals are to support and promote build diversity; continue to ensure that a mix of champion packs, rare packs, and boss fights are the most efficient way to acquire the best items in the game; and ensure that all classes are viable in Inferno.

From a high-level perspective, we think a more fundamentally fun way to approach difficulty in Inferno isn't seeing how much incoming damage you can avoid or mitigate, but rather to see how efficient you can be while voluntarily taking on a challenge that pushes you. For anybody who's ever died because they chased a Treasure Goblin too aggressively, you know what we mean; dying because you got greedy or overconfident can actually be a lot of fun. Now that the skills mentioned above have been brought more in line, we’ll be keeping a close eye on balance.

We've also seen some people saying our intention with Inferno is just one-shot you to make it difficult. While damage is a bit spikier than we'd like, we're actually seeing a pretty significant number of people attempting Inferno without sufficient gear. There's a good chance that returning to the previous Act to farm upgrades will do the most to help you survive. That said, we’d like to shift some of the focus away from survival and more toward using a variety of offensive tactics to succeed. Survival will still be important, but finding ways to maximize your damage while staying alive is more exciting. We’re not particularly concerned with whether or not a boss is “beatable,” though it should feel epic and challenging to defeat it. We’re more concerned with ensuring that acquiring 5 stacks of Nephalem Valor and taking on as many Champions and Rares as you can remains the most challenging and rewarding way to play.



On to items! One of the biggest pieces of feedback we’ve received regarding items is the relative power of Legendaries. This isn’t a simple issue to address, as it involves some intentional design decisions as well as expectations built by other games. First and foremost, Legendary items are not designed to necessarily be the best items in the game. They’re just one additional type of item as you level up, and they are not meant to be the primary items you’re chasing at the end-game. They can -- and should -- be exciting to find, but they’re not supposed to serve as the single driving force of the item hunt. Rare items, for example, have the possibility to roll up “perfect” stats that can, if you’re lucky, outpace the predetermined stats of a Legendary. That’s by design.

One problem we’ve seen -- and intend to correct quickly -- is players comparing high-level Magic (blue) items to lower-level Legendary items as “proof” of an imbalance. To help correct misconceptions of the actual stat budgets allocated to items, we’ll be exposing item levels (ilvl) of 60+ items in patch 1.0.3. Comparing an ilvl 63 blue to an ilvl 60 Legendary will hopefully make a bit more sense afterward. In addition, we’re planning to just straight-out buff Legendary items in a future patch, likely the PvP patch (1.1). These buffs will not be retroactive, and so they’ll only apply to new Legendary items found after the patch. In the long term, we’re looking at simply expanding the affix diversity and unique bonuses of Legendary items, and we’ll be able to share more details after the PvP patch.


Other areas of concern have been both the gem combination system and Blacksmith leveling and crafting costs. The intent, especially with the Blacksmith, is that he’s leveling with you, you’re able to use him as an alternate source for upgrades. Our design goal is that once you get to level 60, his recipes are actually good enough to help fill a character’s potential itemization gaps. To correct these issues, we’re looking to adjust the Blacksmith costs for training (gold and pages) and crafting from levels 1-59, and reduce the cost of combining gems so that it only requires two gems instead of three (up to Flawless Square). Both of these changes are scheduled for patch 1.0.3.

Of course, these are just a few of the more prominent issues we wanted to let you know we’re working on. In addition, we’ll be addressing a number of specific game bugs and other issues through future hotfixes and patches. We’re going full steam ahead on the PvP patch, which will also include a number of game changes unrelated to PvP, and we look forward to sharing more about that as we get closer to opening up a PTR, where you’ll be able to test out our changes -- and enjoy mercilessly slaughtering one another in the PvP arena.
Аз лично си почнах двойката и чакам да бъде оправена итемизацията, иначе не виждам смисъл да си губя времето на този етап.

Amikae
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Post by Amikae » Mon May 28, 2012 11:47 pm

Аз след днескашното им изявление вече съм 100% сигурен, че играта далеч няма да бъде това, което Диабло 2 беше. С това не казвам, че няма да играя. Може да правя по някое Butcher рънче от време на време, пък и Hardcore винаги е интересно да се цъка, но вече лека полека се насочвам към Torchlight 2.

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RRSunknown
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Post by RRSunknown » Mon May 28, 2012 11:55 pm

да ви преведа на езика на математика какво означава
80% of characters are between levels 1 and 30
100% делено на 5 героя = 20% на герой, съответно единия е мейн другите колкото да бъдат разгледани.

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Muad_Dib
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Post by Muad_Dib » Tue May 29, 2012 9:29 am

Честно някои хора как играят по цяла седмица за да минат нормал ми е крайно непонятно колко точно трябва да си ретардирал, последната ми статистика е - 27ми лвл за 6 часа и половина с рандъм димън хънтър алт, на средата на акт 3 съм, това е за две вечери не особено засилено циклене и без счупени предмети от АХ е бати.....

Понеже темата тук стана крайно черногледа - аз лично не смятам да се отказвам от диаблото все още. Играта на инферно е доволно чаленджинг (дори леко абсурдна на моменти със спайковете в демиджа, но това очевидно ще се фиксне), пари се правят с купчини от хорската глупост в АХ (вчера продадох стаф за половин милион, който бях купил за 150к:))). Докато фикснат инферното ще си правя рънове на Бътчъра, ще мъча втори кат на Инферно и ще си вдигам алтове.

Бтв уикенда с другарите отключихме понитата, нивото е доста забавно и поне на хел има е бати яките дропове, Гаро изкара два уникални в един рън, което не мислех че е възможно:)

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Muad_Dib
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Post by Muad_Dib » Tue May 29, 2012 10:10 am

Убер якия нов пореден експлойтец - 60ти лвл за 5 часа:)))

http://diablo.incgamers.com/blog/commen ... more-21164

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