Diablo III |
Diablo III |
Aug 18 2010, 03:41 PM
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#1
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Holding these random memories Group: Magister Posts: 3466 Joined: 14-December 02 From: Utah Member No.: 8 |
I was suprised we don't have a thread for this yet, but I guess since blizzard is so stingy with the news its not unexpected.
Anyways, straight outta GamesCom we have details on the crafting system! Looks fast, slick, and unobtrusive. I love how you can break down the "big loot" into crafting shit so you don't have to TP to town constantly to sell big things like armor. Update with some details on the caravan: QUOTE Diablo III Caravan FAQ
Q: What is the caravan? A: The caravan is a persistent group that follows the heroes across Sanctuary, providing a centralized hub for players to find quest givers, crafters, and other important NPCs. As your character moves through the world so too will your loyal band, setting up in specific locations to remain close by should you need them. Q: Who are the artisans? A: In order to access the professions in Diablo III, you’ll need to gain the loyalty of various artisans through your travels in Sanctuary. The blacksmith, mystic, and jeweler will each provide unique services over the course of the game. Q: What do the artisans offer? A: Skilling up your artisans will unlock unique recipes, granting your character access to benefits that may not be found anywhere else in the world. The blacksmith crafts weapons and armor, and can add sockets to some items. The mystic creates scrolls, potions, magical weapons, spell runes, and charms, and can also enchant items. The jeweler crafts gems , amulets, and rings. The jeweler can also remove gems from socketed items and can combine gems to improve their quality. Q: How do I find the artisans? A: Finding the artisans will be part of the main quest. Each artisan has been fleshed out to include their own story and quest line. Q: How do I use the artisans? A: You’ll collect loot as a reward for slaughtering the forces of the Burning Hells. Unwanted items can be salvaged in your inventory, converting these goods into raw crafting materials—higher-level items are salvaged into higher-level materials. You’ll then take those raw materials and hand them over to the artisans, putting them to work crafting or enchanting for you. Upon returning to the caravan after a lengthy foray, you may also find that the artisans have been hard at work plying their trade for your benefit. Q: How do I salvage my items? A: Players will find an item while progressing through the main quest that will allow them to convert unwanted gear into crafting materials from the inventory. This item will not take up any inventory space. This should be a more satisfying option for offloading unwanted loot than the alternative—dropping things on the ground or making frequent trips to a vendor. Q: Why are you including crafting professions in an action game? A: Professions add depth to the item collection gameplay that drives the action of Diablo III. We want to provide players with an alternative way to acquire gear, potions, and other randomly found items. We also want to provide additional forms of customization for players—adding jewels, enchants, or sockets to existing gear allows players to further tailor their characters. Many rare crafting recipes and materials are only found as world drops, enhancing the item acquisition process by increasing the diversity of items dropped by monsters. -------------------- |
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May 21 2012, 05:59 PM
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#2
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Grand Armor Group: AT Certified Posts: 510 Joined: 23-October 03 Member No.: 71 |
So you wanted to beat normal in 7 hours, but you're disappointed that someone has already finished inferno a week after the game has released? Isn't it par for the course among WoW players to blast through the content of an entire expansion within hours anyways, just to say they did it first? I don't think you can really expect any less from Diablo players. Running past shit just to beat the game seems pointless anyhow. I understand the drive to "first" inferno and all, but the whole Nephalem Valor bonus is based on killing elites/uniques on your way to the boss to increase the MF% to get good drops on the final encounters. These guys are "beating" the game but they aren't getting "da loot" which is the whole point of the game. I don't think this a problem that needs to be "Fixed" at this point on Blizzards part, because its just grind players gaming the game to do whatever pleases them. Because of the nature of Diablo 3, how anyone else is playing the game has no impact on me, or the games I play with my friends, so its inconsequential. I know I personally am looking forward to brutal encounters in inferno for the challenge alone, and to deck my guy out even better for when the PVP Arenas are released. Me wanting to beat "very easy" normal mode in a short amount of time in order to play a difficulty that is more my speed has nothing to do with my disappointment. Red herring man. No, part of my disappointment that the bosses are too easy. And I don't like the gameplay decision of the ability to rez endless amount of times in multiplayer since you do not have the equivalent when you are playing solo. It trivializes the challenge in some areas when you play multiplayer. The point of running past stuff at first is to have more areas available to farm. Originally, Inferno was going to be a flat difficulty and any area would be on the table. But they changed it because players wanted the game to get harder as you go and require you to farm an ACT to be able to do the next ACT. So Blizzard listened to players and made the change to make the ACTS become progressively harder . However, right now it is unnecessary to farm early ACTS because you can get access to later ones so easily. This is a problem with the stated design goal by Blizzard. I don't care what other people do. You can't make these bosses hard just by adding more HP and damage since I can avoid all the damage on them. It's a mechanics thing, they are just not hard at all. Yeah there is mistakes to be made but you just gear for that and pump the rest into damage. This is something that I am personally finding. This has nothing to do with other people for me. I personally find the bosses a big disappointment in the area of challenge. It feels uneven to me and this has to do with my personal taste when it comes to challenge in games. This is one of a few things I don't like about the game and I am allowed to not like an aspect of the game. Now with these rushers they are most definitely farming loot. There are tricks that make the intended farming aspect of the game trivial, this is what I am referring to. This does indeed need to be fixed, especially since an Auction House is part of the game economy. Like the fact you can corpse hop to champion packs you feel confident to downing and get your Valor up. Then corpse hop to a resplendent chest you know will spawn 50% of the time once you have your 5 stacks of Valor, loot chest then reload the game. Or even corpse hop to the boss once you have your stacks. If you have the others ACTS open to you, gear from the later ACTS are going to have a HUGE boost in stats because the gear is so much better. The easy bosses makes this barrier even easier. It's not just the bosses, it is other things with that combined. Why is porting to dead players in the game? Part of the farming game in Diablo is finding the most efficient farming methods. As of right now these methods are more efficient for farming then clearing all the Champion packs in the ACT. Jay Wilson stated he wants players to farm all the rare monsters in an ACT for the best gear so you can move to the next. But with the Valor buff and how that works farming 5 packs then going for a chest or boss is more efficient (which was added at the last minute to make downing boss lucrative, it was not part of the game until a few months before release). Some of this stuff I think needs to be looked at because it needs to be tougher to be able run past stuff. Not being able to run past that was the impression I was given by Blizzard leading up to the release based on interviews. Jay Wilson also stated in interviews they don't want people running past stuff, which why they made teleport a limited amount of times you can cast as one of example. The fact is as of now ACT I and most of ACT II is not worth farming because you can open up ACT III and IV so easily and have access to the best loot using the methods I described above. I see this as a problem with the endgame. People will clear the whole thing for challenge, but the farming game is a bit messed up right now. By the fact you can trivialize it a bit by the constant rezzing and and teleporting onto dead players. There are enrage timers for champions in Inferno, but you can reset those. -------------------- |
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