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http://www.diablofan...h-103-now-live/
Diablo III patch 1.0.3 is now live in Europe! Check out the full patch notes below to learn about all the latest changes.
Important: Please note that you will not be prompted to download patch 1.0.3 until the patch is live in your home region. If you are logging in from an American or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is Europe, you will be unable to log into the Americas or Asia using Global Play after patch 1.0.3 is live until those regions have also patched.
Diablo III Patch 1.0.3 - v.1.0.3.10057
The latest client patch notes can be found here.
Hotfixes made in addition to changes in patch 1.0.2c can be found here.
Table of Contents
General
Battle.net
Classes
Items
Crafting
Followers
Bosses
Monsters
Bug Fixes
General
To prevent monsters from being unintentionally kited into town from other areas of the game, portals have been placed at both ends of the bridge from New Tristram to The Weeping Willow. Towns have always been intended to be a safe haven from combat, and this change will help keep the denizens of New Tristram safe from the dangers that lurk beyond its walls.
The real-money auction house is now available for Chilean, Argentinian, and Brazilian currencies
Battle.net
General
Friends will now sort alphabetically by name within the Friends List, first by Real ID and then by BattleTag
The Quick Join menu will now also sort alphabetically by name, first by Real ID and then by BattleTag
Chat settings and preferences will now be saved whenever you log out
Reporting another player using the Report &--#62; Spam option will now mute that player for the duration of your gaming session
Bug Fixes
Using the /who command in a heavily populated chat channel should no longer cause the client to crash
The "Invite to Party" button should no longer become grayed-out if a player:
Declines a party invite
Requests a party invite and then declines it
Accepts a party invite, but immediately then leaves the party
The character screen should now always display the display the correct act and quest information
If Real ID has been disabled for a Battle.net account, attempting to add a Real ID friend in Diablo III will now prompt the player with the following error message: "Battle.net is unable to add friends because you have Real ID disabled."
Classes
Barbarian
Active Skills
Ignore Pain
Skill Rune – Contempt for Weakness
The amount of damage reflected will now cap at the player's maximum Life
Overpower
Skill Rune – Crushing Advance
The amount of damage reflected will now cap at the player's maximum Life
The tooltip has been updated to represent that both melee and ranged damage are reflected
Weapon Throw
Tooltip now displays the correct duration for how long a target will be slowed: "Hurl a throwing weapon at any enemy for 100% weapon damage and Slow the movement of the enemy by 60% for 1.5 seconds." (The functionality of the skill has not changed.)
Passive Skills
Relentless
Now reduces the Fury cost of all skill by 75%, down from 100% (the 50% damage reduction remains unchanged)
Demon Hunter
Active Skills
Cluster Arrow
Skill Rune - Dazzling Arrow
Tooltip now displays the correct type of weapon damage dealt by Dazzling Arrow: "Enemies hit by grenades have a 55% chance to be stunned for 2 seconds and changes the damage to Physical." (The functionality of the skill has not changed.)
Grenades
Skill Rune - Stun Grenades
Tooltip now displays the correct duration for how long a target will be stunned: "Hurl grenades that have a 25% chance to Stun enemies for 1.5 seconds." (The functionality of the skill has not changed.)
Bug Fixes
Caltrops
Skill Rune – Jagged Spikes
Effect will now only stack up to 10 times on a single target
Elemental Arrow
Skill Rune – Nether Tentacles
Tentacles will now only hit each target once
Monk
General
Monks can now use spears, two-handed weapons, and two-handed swords
Active Skills
Serenity
Skill Rune – Instant Karma
The amount of damage reflected will now cap at the player's maximum Life
Seven-Sided Strike
Skill Rune - Sustained Attack
Tooltip has been updated for clarity: "Reduces the cooldown of Seven-Sided Strike to 23 seconds." (The functionality of the skill has not changed.)
Mantra of Retribution
Damage will now cap based on the maximum Life of the target
Bug Fixes
Near Death Experience
Fatal damage absorbed by Serenity will no longer trigger Near Death Experience
Witch Doctor
Active Skills
Summon Zombie Dogs
Skill Rune – Leeching Beasts
Tooltip has been updated for clarity: "Your Zombie Dogs heal 50% of the damage they deal as Life divided evenly between themselves and you." (The functionality of the skill has not changed.)
Wizard
Active Skills
Diamond Skill
Skill Rune – Mirror Skin
The amount of damage reflected will now cap at the amount of damage absorbed by Diamond Skin
Magic Weapon
When activated, a buff icon will now appear that displays the amount of time remaining
Meteor
Skill Rune - Star Pact
Now deals damage as Arcane instead of Fire
Passive Skills
Paralysis
Tooltip now displays the correct duration for how long a target will be stunned: "Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 1.5 seconds." (The functionality of the skill has not changed.)
Items
General
+ Attack Speed bonus values on weapons and armor have been reduced by 50%
This change does not apply to quivers
High-end items (items level 61-63) will now drop in all Acts of Inferno and Acts III and IV of Hell difficulty
The new approximate drop rates are as follows:
Hell - Act III and Act IV
iLvl 61: 9%
iLvl 62: 1.9%
iLvl 63: 0%
Inferno - Act I
iLvl 61: 17.7%
iLvl 62: 7.9%
iLvl 63: 2.0%
Inferno - Act II
iLvl 61: 18.6%
iLvl 62: 12.4%
iLvl 63: 4.1%
Inferno - Act III and Act IV
iLvl 61: 24.1%
iLvl 62: 16.1%
iLvl 63: 8.0%
Please see the Patch 1.0.3 Design Preview for more information and specific details
Repair costs have been increased for item levels between 53 and 63
Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
The item quality of all components needed to craft the Staff of Herding, as well as the Staff of Herding itself, have been changed from Common to Legendary (i.e. their item names will appear orange in color)
The Staff of Herding can no longer be salvaged or dropped
Crafted items that are dropped on the ground due to a player’s inventory being full can no longer be seen or picked up by other players
Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
Weapon racks will no longer drop weapons 100% of the time
Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
Weapons and Armor
"Balanced" superior items (i.e. Balanced Short Sword) will now grant a percent attack speed increase that only affects the weapon itself, rather than a flat increase to attacks per second that affected both equipped weapons when dual-wielding
Crowd Control Reduction from items and skills will now reduce the percentage value of Slow, Chill, and Attack Speed debuffs rather than reducing how long the debuff lasts
For example: previously, if you were debuffed by a 60% slow that lasted for 2 seconds while wearing gear that provides 20% Crowd Control Reduction, your movement speed would be reduced by 60%, but only for 1.6 seconds. Now, the same amount of Crowd Control Reduction will reduce the Slow effect to 48%, but the effect will remain for the full 2 second duration.
Manticore now has one additional bonus affix
User Interface
Minimum damage and Maximum damage values will now display separately in an item's tooltip (i.e. "+2-4 Damage" will now display as "+2 Minimum Damage” and “+2 Maximum Damage")
Tooltips for items on the ground will now show comparison stats
Resist values will now be taken into effect when calculating the Protection comparison stat (the Protection value is an average protection estimate of all your resists)
When comparing a two-handed weapon against two currently-equipped one-handed weapons, the game will now simulate the removal of both one-handed weapons (instead of simply removing the main-hand weapon, which resulted in an inaccurate comparison)
When selling items to a vendor, the most recently sold items will now always display at the bottom of the Buyback tab
Bug Fixes
Items level 50 and above will now display their item level in the tooltip
Damage Over Time (DoT) skills will now properly benefit from items with the +Critical Chance affix
Legendary items with the +Attack Speed bonus will now correctly provide a bonus to attack speed
Please note that this fix will only affect new Legendary drops. Existing Legendary items will be addressed in future patch.
Players wearing +Life on Kill items should no longer receive a benefit from this affix when "killing" friendly monsters (e.g. when a witch doctor re-summons a Spider Queen while another Spider Queen is still active)
Fixed a bug with linking items with socketed gems in chat
Fixed a bug where vendors would occasionally not have any items for sale
Fixed a bug where selling more than 12 items to a vendor and then buying back 1 of those items could cause multiple items to disappear from the Buyback tab
Fixed a bug where swapping a 1-slot item (i.e. a ring) with 2-slot item (i.e. a weapon) in the second or third tab of a player’s stash would sometimes cause the 2-slot item to be filtered incorrectly to the first tab
Fixed a bug that was causing Collector's Edition dyes to sell for the same price regardless of stack size
Crafting
General
The gold and material crafting costs for all items level 1-59 have been reduced by 50% to 75%
Blacksmith
The gold cost to level the Blacksmith has been reduced by 50%
The number of Pages of Blacksmithing, Tomes of Blacksmithing, or Tomes of Secrets required to level the Blacksmith has been reduced
Base levels now require 1 page/tome, down from 5
Milestone levels now require 2 pages/tomes, down from 5
The number of Pages of Blacksmithing and Tomes of Blacksmithing required to craft items level 1-59 has been reduced
Items with 3 affixes no longer require Pages of Blacksmithing or Tomes of Blacksmithing to craft
The gold cost of crafting items with 4 affixes and 5 affixes (including items in Inferno difficulty) has been reduced
Weapon crafting costs have been reduced
The chance for level 60 items to produce Legendary crafting materials when salvaged has been reduced
Jeweler
The gold and material cost to combine gems ranks 2-8 has been reduced
Combinations for these ranks now only require 2 gems, down from 3
The gold cost to combine each rank of gems is now as follows:
Rank 2 - Flawed: 10 gold (down from 500 gold)
Rank 3 - Regular: 25 gold (down from 750 gold)
Rank 4 - Flawless: 40 gold (down from 1250 gold)
Rank 5 - Perfect: 55 gold (down from 2000 gold)
Rank 6 - Radiant: 70 gold (down from 3500 gold)
Rank 7 - Square: 85 gold (down from 7500 gold)
Rank 8 - Flawless Square: 100 gold (down from 20,000 gold)
Followers
General
Bug Fixes
Fixed a bug where the maximum Life of your followers was being displayed as different values in different parts of the game UI
Enchantress
Skills
Mass Control
Radius reduced from 15 yards to 8 yards
If Enchantress also has Reflect Missiles trained, Mass Control will no longer accidentally hex the player when both skills are activated
Skill will now correctly target enemies in all circumstances
Bosses
General
Bosses have had their pathing improved
The quality of the item for the fourth stack of Nephalem Valor from bosses has been slightly reduced
Skeleton King
Abilities
Will now summon Skeletal Archers in Hell and Inferno difficulties
The Warden (mini-boss)
General
Now has Fast and Molten affixes, in addition to Jailer
In Inferno difficulty, the Warden will also gain the Desecrator affix
Butcher
Bug Fixes
Fixed an issue where the corner panel fires in the Chamber of Suffering were doing twice as much damage as intended
Ghom
Abilities
Gas Cloud
Radius of Gas Cloud has been slightly reduced
Slowing effect has been removed
The amount of damage dealt by Gas Cloud when first entering the cloud has been reduced, but the amount of damage incurred for remaining in the cloud has been increased
In Inferno difficulty, Gas Clouds will last longer, spawn 2 at a time, and (after 4 minutes) spawn more quickly
Maghda
Bug Fixes
Punish Dust projectiles can no longer be reflected
Zoltun Kulle
General
Zoltun Kulle will now enrage in Inferno difficulty after 3 minutes, using his Ceiling Collapse ability more often and for much higher damage
Abilities
Ceiling Collapse
Can now be cast at a player from any range
Fireball
Fireball attack now moves slower
Can now be cast at a player from any range
Teleport
Will now Teleport and run away from the player less often
Will now occasionally Teleport to the player
Belial
General
Belial will now enrage in Inferno difficulty after 3 minutes in his final phase, increasing the number of green pools dropped across the entire encounter platform
Bug Fixes
Fixed a bug that was causing Belial to use his breath attack away from the player rather than towards the player under certain circumstances
Siegebreaker
General
Overall damage has been reduced
No longer vulnerable to Confuse and Charm effects
Will now drop a health globe every 25% health mark (i.e. at 75%, 50%, and 25% health)
Now enrages after 4 minutes
In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix
Cydaea
Abilities
Spiderlings
Spiderlings will now have an easier time hitting players, but their damage has been reduced by 20% to compensate
In Inferno difficulty, Spiderlings will now live longer, be more spread out, and (after 4 minutes) spawn more often
Rakanoth
General
In Inferno difficulty, Rakanoth will now become much more aggressive after 3 minutes
Izual
General
Health pool has been increased
The number of Oppressors that join the fight has been reduced from 4 to 2
Will no longer target Followers or Tyrael as frequently
Abilities
Base Attacks
Base attack damage has been lowered
No longer does Cold damage on top of base attacks
Charge
Charge damage has been reduced
Knockback has been removed
Will Charge slightly more often, but will only target players
Frozen Bombs
Frozen Bomb damage has been reduced
Bombs will now explode faster
Only 8 Bombs will now spawn around the player rather than 12
Bombs will spawn at Izual's feet less often
Frost Explosion
Frost Explosion damage has been reduced by 70%
Duration of freeze has been increased
Damage dealt to players while frozen will now break the effect
Players can now use defensive cooldown while frozen
Players can no longer avoid being frozen by doing high amounts of amount to Izual
Bug Fixes
Izual will no longer spawn twice if a player skips his introductory cut-scene
Diablo
Bug Fixes
Damage Over Time (DoT) effects will now be properly cancelled when Diablo becomes invisible and casts Shadow Clones in Phase Two
Diablo "Stomp" ability is now correctly classified as a debuff instead of a buff
Fixed a bug that was causing pets to not attack Shadow Clones
Monsters
General
Champions, Rares, and Uniques have had their pathing improved
Elite packs (Champion/Rare) now drop an additional item for players with 5 stacks of Nephalem Valor, which is guaranteed to be of Rare quality
Damage from monsters in Acts II, III, and IV in Inferno difficulty has been reduced
Colossal Golgor base damage has been reduced
Herald of Pestilence tentacle attack damage has been reduced
Soul Ripper and Soul Lasher damage has been reduced and both monsters will now run away less often
Wasps in Act II, Mage Constructs in Act II, and Winged Mollocks in Acts III and IV will now run away less
Succubus monsters will now run away less and for a shorter distance
The health pools of Woodwraiths in the Highlands now match the health pools of Woodwraiths in the Fields of Misery
Lacuni and Scavenger Rares and and Champions will now un-burrow when called by their allies
Bloodclan Warriors no longer knockback when buffed and attack slightly slower
Morlu no longer have the Invulnerable Minions, Health Link, or Fire Chains affixes
Plagued, Arcane Enchanted, and Electrified monsters no longer have resistance to Poison, Arcane, and Lightning damage (respectively)
Leaders of Invulnerable Minions packs have had their health pools reduced
Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
Bug Fixes
Interrupting a monster attack before it lands will now properly trigger its cooldown
Treasure Goblins will now drop gold piles for all nearby players
Lacuni Warrior Rares and Champions will now reset their enrage timer correctly in Inferno difficulty
The Succubus "Blood Star" debuff will no longer affect the player if the damage from the projectile is dodged/blocked/etc
The damage from the Succubus “Blood Star” debuff will now scale based on the current cost of a player's skill, even if the cost is reduced by items or skill runes
Monsters with the Extra Health affix should no longer gain more health every time players leave and join the game
Monsters with the Reflects Damage affix will no longer reflect Follower damage back to the player
Monsters with the Health Link and Knockback affixes will no longer knockback friendly monsters
Fixed a bug that was causing Champion Wallers to occasionally create walls at their location rather than the player's location
Fixed a bug where Sandwasp projectiles could sometimes become invisible
Bug Fixes
General
The experience bar for characters at level cap on a Guest Pass account will now display 0/0 experience. If the account holder upgrades to the full game, their characters will be at 0/41000 experience towards the next level.
The speed of the animation that plays when resurrecting another players should no longer scale with your attack speed
Attempting to cast a skill while spamming the Town Portal hot key will now correctly interrupt the Town Portal cast and animation
Players who use Town Portal while in a tar pit will no longer keep the tar pit debuff after being teleported
It is no longer possible for players in Hell difficulty to skip to Inferno difficulty by creating and leaving Public Games
It is no longer possible to prevent character death in a single-player game by pausing the game in one game client and then logging into the same account from a different game client
Fixed a bug where The Lyceum in the Southern Highlands was not appearing
Fixed a bug where players could switch their offerings in the Trade window right before clicking "Accept" and, due to high latency, the game would not always be able to verify that both players were accepting the same offerings
Fixed a bug that was allowing players to temporarily pick up items that belonged to another account
Fixed a bug that was causing players to become stuck when using a banner to port to another player that was in an "un-walkable" location (i.e. to a barbarian in the middle of performing Leap)
Fixed a position desync bug (aka "rubberbanding") that could happen when some movement skills (Strafe, Whirlwind, Tempest Rush) ended because the player ran out of the appropriate resource
Fixed several issues where a player's character would get stuck or "rubberband" while moving if their movement speed was slowed in any way
Several performance improvements have been made to both the PC and Mac client
Auction House
Item tooltips in the auction house will now correctly reflect stat bonuses provided by socketed gems
Items with class-specific affixes should now display the class restriction properly
It should no longer be possible for players to purchase a stack of items so large that it cannot be sent to their stash
The data displayed in each auction house tab should now properly reset when logging out
If you are experiencing technical issues with the patching process, connecting to Battle.net after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.
-Monks can now use spears, two-handed weapons, and two-handed swords
-Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
-Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
-Resist values will now be taken into effect when calculating the Protection comparison stat (the Protection value is an average protection estimate of all your resists)
-When comparing a two-handed weapon against two currently-equipped one-handed weapons, the game will now simulate the removal of both one-handed weapons
-Legendary items with the +Attack Speed bonus will now correctly provide a bonus to attack speed
--Please note that this fix will only affect new Legendary drops. Existing Legendary items will be addressed in future patch.
-Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
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Mye IAS var jo noe av det heftigste i D2. Det bare føltes sinnsykt awesome ut når du nærmet deg maks fps.
Seal+Fanaticism <3
*bambambambambambambambam*
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Man kan jo dra skills av baren selvom man holder shift inne. Men jeg tipper det har litt å si hvilken oppløsning man kjører med også. Har selv 1680x1050 (som er ganske lavt nå om dagen?) og drar skills av actionbarsa støtt og stadig, skjelver dog som et helvete på henda så det kan være derfor...
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Det er da selvsagt, Camlon. Men vi tar ikke imot 10 millioner somaliere, vi tar imot 10 tusen, nå og da. Og det er ikke den somaliske kulturen som skal bli produktiv, det er somaliske innvandrere og deres barn. Det skal og kan de bli i det norske samfunnet. At dagens politikere klientifiserer dem er så, det er et argument for en annen politikk, ikke for innvandringsstopp.
Vi har jo den politikken vi har, og jeg syns ikke den ser ut til å fungere så veldig bra i kombinasjon med den innvandringen som foregår.
Som du sier er det ikke et argument for innvandringsstopp, jeg er enig og jeg er for innvandring, men ikke med den politikken som føres nå. Burde ikke politikken endres slik at vi er bedre rustet til å ta imot innvandrere, før de kommer?
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OT: Ja gleder meg no helt vilt!
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Ja tror det var Bungies spill jeg tenkte på, var det en av Halo spilla?
LBA for life ^^, får kjøpt det på GOG btw
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Jeg har hørt om noen FPS spill som har prøvd på dette, husker ikke navn, men husker det endte med at PC spillere overkjørte de på konsoll.
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Hvis du liker eventyrspill MÅ du prøve Bastion!
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Oj, helt feil tråd
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La oss legge til spill selv, og heller krev at det må godkjennes før det blir slengt inn i databasen, eller noe i den duren.
Var mange av mine Steam spill som jeg ikke kunne finne. Hadde også vært fint om man kunne bladd igjennom en liste av spill, og bare huke av for hvilke man selv eier.
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Er litt enig, men synes det blir for tidlig å si at nerfingen av IAS blir feil når vi ikke har sett resten av patchen.Det irriterer også meg noe grenseløst at de skal nerfe IAS. Jeg skjønner bare ikke hvorfor.
For det første - hvorfor trenger de nerfe noe som helst i det hele tatt? Er det fordi folk faktisk klarer farme gear til segselv istedenfor å bruke RMAH? Jeg forstår det halveis slik at de ville nerfe IAS fordi det ble en "go-to stat" altså at det alltid var en upgrade å bruke IAS, men å nerfe IAS gjør jo bare at en annen stat vil være go-to isteden.
For det andre er IAS kanskje en av de ARTIGERE stats å increase fordi det faktisk endrer GAMEPLAYET. Alle de andre stattene endrer jo bare typisk sett hvor mye skade du gjør og ingenting annet. Dette er eksempler på KJEDELIGE stats. Hvorfor nerfe de som faktisk gjør det artigere å spille? Jeg føler at hvert eneste valg Blizzard gjør patch etter patch er for meg uforståelig.
Blir spennende å se hva de kommer til å buffe for å kompansere.
Man MÅ ikke gå IAS nå heller, har sett folk diskutere builds hvor man går for så lav speed som mulig, som igjen kan gjøre en spender til en generator feks.
Men ser ikke ut som man har så veldig mye valg ut over det, enten max speed eller min speed. Mulig jeg tar feil men...
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Pff, jeg spilte Diablo 2 med 56kbit modem i sin tid. Dere unger er for godt vant.
Husker ramaskrikene fra pappa når regningen kom jeg. Han satte ikke pris på at jeg satt hele sommernetter og spilte på b.net.
Haha, husker jeg klarte å svi av over 3000 spenn i telefonregning da jeg spillte Netstorm
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Det er ikke det at bonusnivået er vanskelig som er problemet, bare hvorfor/hvordan det er vanskelig. Hadde de giddi, hadde de klart å lage en mechanic som hadde vært tilsvarende denne.
Samtidig kunne de gjort at den tilsvarende mechanicen ikke hadde virket som lag, hadde vært mer "sannsynlig" (hvis det er lov å snakke om sånt i spill) og gøy/morro/føltes mer rewarding.
Btw, hvordan får jeg tak i pengene når jeg selger på RMAH? Solgte en item for 1.25, men har ingenting i Blizzard balance og har ikke satt opp PayPal.
Øøø, står i RMAH at de sendte meg mail angående den itemen jeg solgte, men mailen er helt tom? 0,o
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Nei, mulig jeg misforsto, trodde Hansoen svarte på min post.
Jeg var full når jeg skrev det så husker ikke hva jeg svarte på, men bunnlinja er denne: I både WoW og Diablo så er det mulig å "runde" spillet, altså drepe den siste bossen på det hardeste nivået. At folk klarer det viser at det er mulig, og klarer du det ikke er du rett og slett ikke god nok. Og klager man på det har man tapt i mine øyne. Klarer du ikke Inferno så er det som regel en grunn for det.
(jeg er en av de som sikkert aldri kommer til å klare Inferno).
Men det har vell ingen ting med det jeg sier å gjøre? Mulig jeg forklarer dårlig, men basicly det jeg vil fram til er at Blizzard har lagd spillet så irriterende som mulig, kun for at folk skal bli frustrert og løpe inn på RMAH. Hvorfor skal verdens største spillfirma (?) plutselig begynne å legge om sin strategi som de har fulgt i mange år (sitte å polere på spillet LENGE, helt til det er dønn ferdig). Er det tilfeldig at de plutselig begynner med det, nå som de faktisk kan tjene mer penger på å designe spillet "dårlig".
Dette minner meg veldig om disse Free2Play spillene hvor man kan spille gjennom hele spillet, men hvis man ikke betaler på veien så vil du være stuck enkelte steder i flere uker. Hvis disse hindringene ikke hadde vært der, hadde ikke firmaet tjent penger. Det er i og for seg greit med slike F2P spill. Men D3 er jo DYRT i tillegg til at det har slike elementer.
Hadde vi sett et veldig annet D3 hvis spillet bare hadde kostet penger å kjøpe og ikke hadde hatt RMAH? Rimelig sikkert...
Edit. Kan legge til denne filmen:
Hadde dette vært "intended game design" om de ikke hadde tjent penger via RMAH? Tviler
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Nei, mulig jeg misforsto, trodde Hansoen svarte på min post.
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Er som kungen sa på streamen sin tidligere idag: skilla folk klarer ting raskere med dårligere gear fordi de er skilla. Sånn er det i wow, sånn er det i diablo. Så slutt å syt, blir kvalm.
Jeg har ingen problem med at skilla folk klarer ting bedre/raskere/whatever.
Dårlig game design
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Ser det er en topic angående hva jeg mener er dårlige mechanics:
http://www.diablofan...ing-impossible/
Bluepost om temaet:
"It's intentional. We don't want a game where the most effective way to play is to dodge in and out of enemy attacks. It's not that difficult to do, and it's just not a very fun way to play. "Most effective" and "not fun" just can't be in the same sentence when describing part of the game. We want combat to be based on use of abilities, putting thought into builds, building up offensive and defensive stats, etc. Skill is absolutely a part of all of the systems you'll use, and kiting can be too, but it'd be ridiculous if you could avoid all of the systems that make the game the game because you can time dodges of enemy attacks and negate every other factor.
Also think about just running past enemies to rush through an area and never being hit. Anyone looking to rush would love it! Which is why it's not a good idea from a design perspective. It's not something we'll be changing."
http://us.battle.net...c/4427663050#15
Så.. Ha bra nok gear eller dø.
Og dette er ikke noe som kun ødelegger for melee classes, merker dette godt på min DH.
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Jeg må bare spørre, hvordan skulle inferno vært? faceroll som de 3 andre vanskelighetsgradene? Dagens gamere takler ikke at ting er litt hardt eller tar tid, skulle sett spill i gamledager, dette er det nærmeste du kommer spør du meg.
Loot? skulle det bare droppe epics, skal du ha loot servert på sølvfat så du kan bli ferdig med spillet fortest mulig? Jeesus.
Dagens gamere, ødelagt...
Unnskyld meg, men virker ikke som du har spillt gamle spill. Var ikke vanlig før med spill der gear&--#62;skills og du måtte bruke uendelige timer med farming bruke exploits og cheats eller til og med kjøpe deg gjennom spillet for ekte penger.
Uh, har hatt tusen try's å runde Ninja Gaiden i begynelsen av 90 tallet, klarte det aldri, raged aldri. Slo bar av konsoll å dro ut, kom hjem å prøvde på nytt.
Slik er det ikke idag, idag skal SKAL alle spill rundes på kort tid, det er sjeldent du finner et spill hvor folk faktisk sitter fast, og nå... Diablo3, perfekt eksempel, folk QQer forums og klager på alt mulige ting.
Har så mange NES spill som jeg aldri klarte å runde, men i tiden fantes det cheats, men de var ikke alltid lett å få tak i, og det er fortsatt enn del spill jeg aldri fullførte, så kom ikke her fortell at jeg ikke har spilt gamle spill.
Jeg tviler på at folk flest VIL ha spill som er drit lett og over på et par timer, eller skal ikke nekte for at du har rett, folk har mange forskjellige preferanser.
Poenget mitt tidligere var at i hvertfall jeg ikke ønsker et spill hvor "vanskelighetsgraden" blir satt opp utelukkende for å håve inn masse penger. Det blir vell egentlig for drøyt å kalle det vanskelighetsgrad IMO, dårlige mechanics er vell mer riktig å kalle det.
Hadde de bygd AH rundt spillet, istedenfor spillet rundt AH hadde jeg vært fornøyd.
Det er jo også tydelig at de kom på å bygge spillet rundt AH såpass seint i prosessen, hele greiene virker veldig halvhjerta.
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Har ikke fulgt med på Yogscast før nå i det siste, men hørt litt om dem fra TotalBiscuit.
Btw han ene i Yogscast minner meg veldig om Urban Mongral fra Warpdrive Active (Eve Online), tilfeldig eller noen sammenheng her?
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Ja enig, 1.0.3 ser lovende ut, men føler ikke det er nok.
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Det blir jo helt feil å si at "Hvis du ikke liker AH/RMAH så ikke bruk det". Drop rate er jo satt i forhold til at det eksisterer et AH i D3. Ved å unngå å bruke det blir det ikke på magisk vis bedre.
Så du VIL altså fôres med bedre items sånn at du kan komme deg gjennom inferno. I følge Blizzard skulle det ta lang tid før noen ville fullføre inferno, men det viser seg å ikke stemme; dropraten på gode nok items er altså litt for høy.
Ja og nei egentlig, jeg vill ikke dynkes i gode items, men jeg vill føle at jeg farmer for en grunn. Det gjør jeg overhode ikke nå. Eneste jeg sitter igjen med er litt penger og en masse ubrukelige items. Forskjellen fra feks D2 er at man itillegg til penger, og masse ubrukelige items er at man gjerne også finner et par items man kan bruke også, samt samlet en grei dose exp. Jeg kan ikke huske sist jeg faktisk fant en item jeg kunne bruke fra en mob.
Og grunnene til at folk klarte å komme seg gjennom inferno et par dager etter release var vell at Blizzard ga fullstendig faen i sitt eget prinsipp; nemlig "Vi releaser når det er ferdig".
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Det er helt klart et veldig bra argument. Men jeg skal selv gjøre et eksperiment hvor jeg lager en WD på Hardcore US hvor jeg ikke har noe gull, og unngå AH og RMAH hele veien. Det eneste jeg skal kjøpe fra er trade chat og NPC's. Det blir et interessant eksperiment.
Ja, det hadde vært spennende og sett utfallet av (ikke sarkastisk ment). Men jeg har min tvil på at det kommer til å bli særlig morro å spille. Jeg har ikke brukt mye gold på AH (lvlet jewelcrafting og BS som den idioten jeg er), og jeg er fortsatt rimelig stuck på A1, klarer meg litt i act 2 og har kommet et stykke, men nede i en av sewersa sa det stopp.
Forøvrig kan jeg legge til at det ikke bare er jeg som mener at D3 ikke er en verdig etterfølger i Diablo serien, alle forum jeg er medlem av og leser er det massivt med folk som klager. Og ja, jeg vet det er mange som troller og er fullstendig usaklige, men det er fortsatt en masse folk som kommer med konstruktiv kritikk og som er oppriktig skuffet. Samtlige av mine IRL venner har sluttet å spille.
Jeg vil veldig gjerne like Diablo 3, og jeg fortsetter å logge inn for å spille, men orker ikke spille lenge av gangen PGA frustrasjon og mangel på progresjon.
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Det blir jo helt feil å si at "Hvis du ikke liker AH/RMAH så ikke bruk det". Drop rate er jo satt i forhold til at det eksisterer et AH i D3. Ved å unngå å bruke det blir det ikke på magisk vis bedre.
Og ja, jeg skjønner argumentet med at de vil bli kvitt selging av items utenfor spillet. Det hadde vært greit, hadde det ikke vært for at de har bestemt seg for å ikke gjøre som i D2, hvor kun de beste items ble solgt for penger (fordi droprate på helt vanlige items var høy).
De har gått for at "mid" og endgame items skal gå gjennom AH til en alt for høy pris (mid items har lav drop rate).
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Dagens gamere? Jeg har vært gamer hele mitt liv, og foretrekker gamle spill fremfor dette her...
Jeg har ikke spilt så veldig mange spill fra før jeg var i stand til å spille, men jeg har spilt ganske mye rart.
Hvorfor kunne de ikke lagd et spill som er GØY å spille, istedenfor å legge til alt mulig av irritasjonsmomenter?
Jeg er sikker på at 90% av gangene jeg dør i D3 er pga følgende:
1. LAG
2. Blir melee attacka på 5 meters avstand
Dette er KUN irriterende, og nei jeg har ikke problemer med lag i andre spill, spiller HON helt fint på min linje. Og det kan vell umulig være så mye mindre skill basert enn D3?!
Og hvorfor skal de plutselig forandre taktikk fra "Alle noobs skal få se alt av content" (WoW hvor man har flat betaling i for av subscription). Til hvordan det foregår i D3, hvor man tydligvis må være vanvittig god til å spille eller betale for det?
Er ikke enig, problemet med dagens gamere er ikke at de ikke setter pris på en utfordring. Problemet er at de er godtroende og lettlurte nok til å betale i dyre dommer for dritt.
Diablo 3 - Diskusjonstråd
i Generell spilldiskusjon
Skrevet · Endret av World Of Warcraft
Hmm jeg trodde det, men logga inn nå og ser at det er 1.0.2.9991
Antok at det var 1.0.3 siden jeg leste dette og så det var patch på gang.
Rart de sier at patchen er live i Europe når den ikke har kommet enda.
Kan være at de mener de har gjort server-side patchingen allerede, men at client-side patchen kommer litt senere
We will be performing scheduled maintenance for Diablo III starting tomorrow (June 20) at 3:00 a.m. CEST in order to deploy patch 1.0.3. We anticipate that maintenance will conclude and that all services will be available by approximately 1:00 p.m. CEST.
Important: Please note that you will not be prompted to download patch 1.0.3 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is the Americas, you will be unable to log into Europe or Asia using Global Play after patch 1.0.3 is live until those regions have also patched.
http://eu.battle.net/d3/en/forum/topic/4736895086#1