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  1. Skal liksom patchen være live nå?

    Lastet ned noe update greier istad, men f eks craftinga av gems har ikke blitt billigere hos meg.

     

    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

  2. http://www.diablofan...h-103-now-live/

     

    Patch 1.0.3 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%

    • Liker 1
  3.  

     

     

    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?

  4. 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.

    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.

    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...

  5. 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

  6. 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

    • Liker 1
  7. 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.

  8. 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.

  9. 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".

  10. 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.

  11. 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).

  12. 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.

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