Diablo III Catch-All

"More details in coming weeks". Release date announcement at GDC?

Release date announcement at GDC?

If they do, it is certainly not coming out in March.

I can't believe they would give any less than 3 months lead time from release date announcement to release. So Diablo 3 isn't getting any closer than a perpetual 3 months out until they announce the release date.

fangblackbone wrote:
Release date announcement at GDC?

If they do, it is certainly not coming out in March.

Conversely, here's a sick thought: Diablo 3 iPad port, announced at rumored Apple iPad event in March.

I wouldn't mind seeing that and I would love to see a Wii port. I think that is a huge market (RTS, ARPG) that is completely and idiotically untapped by Nintendo.

Grenn wrote:
What is that ability in the video? Can you beta people do that as a monk?

I believe that the one you're talking about is Seven Sided Strike, which the monk doesn't get until level 24. (Well past the level 13 limit of the current beta.) That would be the one that zooms around punching a bunch of things. The monk also appears to be using Way of the Hundred Fists (level 21) as a spirit builder, which hits super fast.

It looks like he's zooming forward whilst spinning his staff.

I think they goofed in making Leap Attack a fury builder and on a 12 second cooldown. As a matter of fact I think all of the skills on 12 second cooldowns are hurting the Barbarian's gameplay. The Barb is a lot of fun but it does get a bit of repetative mash, mash, mash with cleave and a sprinkling of Leap Attack here and there. A 4 second cooldown would help quite a bit yet still prevent it from making the Barbarian nearly untouchable by spamming leaps everywhere.

The Monk falls into this category as well were I really don't see much need to use the early spirit spender attacks.

I got my witch doctor up to level 11 and I love the fire bomb skill. I really thought it looked too slow and too narrow an aoe to be effective but in practice it is a lot of fun.

Has anyone found any blacksmithing pages? I have upgraded my blacksmith enough to the point I need 5 pages to upgrade him further.

It looks like he's zooming forward whilst spinning his staff.

From the skill description that is undoubtedly Tempest Rush.

shoptroll wrote:

"More details in coming weeks". Release date announcement at GDC?


Supposedly there's a Mists of Pandaria event coming sometime in the next month. Maybe they will have some Diablo III details there as well.

Hmmmm. Having fun with the game in general (monk here!), but I am definitely concerned about the always-on component where I wasn't before. I was playing this afternoon while downloading a patch for Rift, and what I'm assuming was the low amount of remaining bandwidth was leading to some pretty significant rubber banding while playing.

I know this is beta and all that, but I hope they come up with some decent predictive algorithms to smooth some of this out. Was not an enjoyable experience.

necroyeti wrote:
Hmmmm. Having fun with the game in general (monk here!), but I am definitely concerned about the always-on component where I wasn't before. I was playing this afternoon while downloading a patch for Rift, and what I'm assuming was the low amount of remaining bandwidth was leading to some pretty significant rubber banding while playing.

I know this is beta and all that, but I hope they come up with some decent predictive algorithms to smooth some of this out. Was not an enjoyable experience.

Sorry but this is funny... want designers to design a game around your low bandwidth problems?

koshnika wrote:
Currently in D2, any time I want to "build" a new character I just create an alt, and run Baal over and over till I hit "enough skill points"
It only takes about 3 hours of game play to get a lvl 50+ character. Its not that big of a problem, it just means that I have to have a stable of Alts to play with all the builds available.

Seriously? You can get from 1-50 in three hours? How do you manage that again?

ranalin wrote:
necroyeti wrote:
Hmmmm. Having fun with the game in general (monk here!), but I am definitely concerned about the always-on component where I wasn't before. I was playing this afternoon while downloading a patch for Rift, and what I'm assuming was the low amount of remaining bandwidth was leading to some pretty significant rubber banding while playing.

I know this is beta and all that, but I hope they come up with some decent predictive algorithms to smooth some of this out. Was not an enjoyable experience.

Sorry but this is funny... want designers to design a game around your low bandwidth problems?

Is it unreasonable for a single player game installed on your hard drive to not need constant bandwidth?

LeapingGnome wrote:
ranalin wrote:
necroyeti wrote:
Hmmmm. Having fun with the game in general (monk here!), but I am definitely concerned about the always-on component where I wasn't before. I was playing this afternoon while downloading a patch for Rift, and what I'm assuming was the low amount of remaining bandwidth was leading to some pretty significant rubber banding while playing.

I know this is beta and all that, but I hope they come up with some decent predictive algorithms to smooth some of this out. Was not an enjoyable experience.

Sorry but this is funny... want designers to design a game around your low bandwidth problems?

Is it unreasonable for a single player game installed on your hard drive to not need constant bandwidth?

I thought it was already established that this is going to require an internet connection. Has this changed?

The fact that it was "established" is beside the point. The real point is that publishers shouldn't require a constant (high speed?) connection to the internet just to play a single-player game (or the SP component of a game) that you've installed on your PC.

MeatMan wrote:
The fact that it was "established" is beside the point. The real point is that publishers shouldn't require a constant (high speed?) connection to the internet just to play a single-player game (or the SP component of a game) that you've installed on your PC.

Blizzard says otherwise. i know a couple of folks that wont buy it due to that, but it'll sell like gangbusters regardless.

Apparently they've already got 1m guaranteed 'sales' owing to the WoW annual pass. (Do those count as sales?) In fact, that's probably a wise way to target the game at people (MMO players) for whom a steady connection probably isn't an issue.

Should or shouldn't is beside the point at this stage. I don't think they can overhaul the code now, so the chief decision is, will you buy it or not? I'll wait for reviews, but it seems like I won't be getting since I'm expecting game killing server issues.

LeapingGnome wrote:
ranalin wrote:
necroyeti wrote:
Hmmmm. Having fun with the game in general (monk here!), but I am definitely concerned about the always-on component where I wasn't before. I was playing this afternoon while downloading a patch for Rift, and what I'm assuming was the low amount of remaining bandwidth was leading to some pretty significant rubber banding while playing.

I know this is beta and all that, but I hope they come up with some decent predictive algorithms to smooth some of this out. Was not an enjoyable experience.

Sorry but this is funny... want designers to design a game around your low bandwidth problems?

Is it unreasonable for a single player game installed on your hard drive to not need constant bandwidth?

Given that Blizzard is pitching this as multiplayer with the ability to play it alone, I'd say that it's not possible for it to require bandwidth.

Why are you guys dredging up this old, overly-beaten argument? Necroyeti simply made the comment that while he wasn't worried about the always-connected mechanic before, he's concerned it might cause issues for him based on his recent experience. Lets put the torches away, gents.

Is it the right time in the cycle to bring up TL2?

LiquidMantis wrote:
Why are you guys dredging up this old, overly-beaten argument? Necroyeti simply made the comment that while he wasn't worried about the always-connected mechanic before, he's concerned it might cause issues for him based on his recent experience. Lets put the torches away, gents.

No torches... i just found it amusing that someone would want a game or expect a game to be designed around a problem that was self induced. Dont care what system it revolves around.

LiquidMantis wrote:
Why are you guys dredging up this old, overly-beaten argument? Necroyeti simply made the comment that while he wasn't worried about the always-connected mechanic before, he's concerned it might cause issues for him based on his recent experience. Lets put the torches away, gents.

<3

MNGwinn#1937 is me. I added myself to the spreadsheet, so if someone wants to send me an invite to the steam group, that would be awesome.

Scratched wrote:
Is it the right time in the cycle to bring up TL2?

Anybody hear if they're going to include VATS in the game?

Jakobedlam wrote:
koshnika wrote:
Currently in D2, any time I want to "build" a new character I just create an alt, and run Baal over and over till I hit "enough skill points"
It only takes about 3 hours of game play to get a lvl 50+ character. Its not that big of a problem, it just means that I have to have a stable of Alts to play with all the builds available.

Seriously? You can get from 1-50 in three hours? How do you manage that again?

There is a pattern that works well
Tristan runs till lvl 14
Tombs runs till 20
Cow runs till about 24
Baal runs 24+

Once you start running Baal, you normally get about a level a run or two.

On battlenet, there are almost always groups doing that series of runs so even if you don't have multiple keys to rush yourself you can
still take the level grind almost completely out of a new build.

So in the last conference call Shawn was saying that he felt something was "missing" in his time playing the beta. Is anyone else feeling this way and what is it that you think isn't there? I have a few guesses, but since I'm not in there playing the game I have no idea if they could apply. My biggest concern is atmosphere. Diablo 1 had a lot of simple elements that added up to be something memorable (music, art style, lighting, environments, dialogue). I've listened to bits of the soundtrack and felt that while it was good enough as ambiance, it wasn't something that I would be able to identify years later like I can with Warcraft 2/Starcraft/Diablo.

If you don't want to take the thread in this direction, feel free to send me private messages instead.

Coldtouch wrote:
So in the last conference call Shawn was saying that he felt something was "missing" in his time playing the beta. Is anyone else feeling this way and what is it that you think isn't there? I have a few guesses, but since I'm not in there playing the game I have no idea if they could apply. My biggest concern is atmosphere. Diablo 1 had a lot of simple elements that added up to be something memorable (music, art style, lighting, environments, dialogue). I've listened to bits of the soundtrack and felt that while it was good enough as ambiance, it wasn't something that I would be able to identify years later like I can with Warcraft 2/Starcraft/Diablo.

If you don't want to take the thread in this direction, feel free to send me private messages instead.

The game has a lot of atmosphere and ambiance. The skill trees are not nearly as detailed as the previous Diablo games. Feels very simplistic - this is my impression without the rune system. I seriously enjoyed the beta and besides the "dumbing down" of skills the only thing missing IMO is a release date.

As a long-time Diablo addict (I still fire both D1 and D2 up at least twice a year when I feel I need a good item binge), I can definitely say the D3 beta lacks a certain something. I have been in since early December and have probably played a total of four hours in that period. I know this particular gripe has come up before but I am not a fan of the skill system or the itemization at this stage and always-on connectivity also noticeably affects my experience since I'm not located in the States. Thinking on it, I get the same feeling playing D3 that I do playing WoW. It's like a fatigued, been-there-done-that sort of thing that I just don't get with the previous Diablo games, even though I've quite literally put thousands of hours in between them. There are still elements I enjoy and appreciate in D3, but they don't add up to something that makes me want to click on that particular ARPG as opposed to D1, D2, TL or any other game on my to-do list.

Coldtouch wrote:
So in the last conference call Shawn was saying that he felt something was "missing" in his time playing the beta. Is anyone else feeling this way and what is it that you think isn't there?

Having played all the beta classes to the max level (13) and accomplished all the achievements in the beta, I think I can speak to this. There are two things missing from the beta, in my opinion:

1- Any level of difficulty. The areas in the beta are not just easy, they're ridiculously easy. I have no doubt a 6 year old would be able to beat the beta without trouble. Now Blizzard has stated that normal difficulty is easy by design, and that the game really doesn't begin until the next level of difficulty, so I suppose that's to be expected, but without that feeling of risk, the beta is a bit boring.

2- Skill customization carrots. This, I think, is a bit of a design flaw. In D1 and D2 you could look at your skill tree and see what was coming 5, 10, 20 levels down the line. Because the real skill customization in D3 comes from runes, there's nowhere in the game client you can look and anticipate how your skills may change over time. While you can see the base skills that are coming, that's only really scratching the surface of the system; there's no list of runes and what they do that you can get excited over. D1/2 had the whole skill trees listed which kept you salivating for more. The only way to see what might be coming in D3 right now is to read website lists. I think Blizz should add a list of rune effects to the skill display screen showing how you can change those skills once you find the right rune. It's not like there's any point in keeping that information secret, since it's already plastered all over the web.

Finally, the beta is just so limited in scope that just as it really starts to get interesting, boom, it's over. I really got the feeling that I was just starting to unlock the potential of the classes around level 11-13 and it was a bit of a letdown to not be able to progress any further. Of course it's entirely appropriate to say that that's my own fault for treating it as a demo, which it's very obviously not.

I think the only thing that is uncharacteristic about the beta is that you get cut off at level 13. In the Diablo 2 "open" beta, you could play one class but there were no level caps. You could only play up to blood raven but there were people that leveled to their high 30's in that low level area.

It would be nice to be able to remove the level cap for one of your characters. I don't expect that players would level past 20. And it would be nice to see some of the other skills.

I think one of the things with the skill system is that you get 3-6 active skills. In Diablo 2 you really only focused on 1 of them for most classes and the rest of the skills supported that skill. I think people are expecting to master every skill in D3 like it was their one favorite skill from D2. Its just not going to work that way until that game has been out for a month at least.

edit: also this isn't a major gripe but I wish they didn't hand out skills like candy so early on. I really think they did it right in d2 where you start off with 3ish skills and don't get another set of 3-4 until level 6 and then every 6th level after. In d2 you had to play some variants of the classes until level 30 until they got a kickstart. I am not suggesting the same, but I'd like to see some class build until level 13-15 before you get a good feel for them.