Diablo 3 Discussion Thread

I guess this is is the change of gamers expecting a reward for winning and losing, and not thinking that enjoying the match should be the bulk of the reward to begin with.

Back when I played Super smash brothers with my friends we played to have fun. There was no reward for winning beyond short lived bragging rights. There was no unlockables, long term points, or upgrades for winning (we had every cheat unlocked). My friends that owned the game were usually a step ahead of me be because they played more, but definately not out of my league. I lost more times than I won, but most of the time I could hold my own pretty well. It was a blast.

Now everything has to be about progression, unlocking more abilities, more gear, some incentive for playing and more incentive for winning. Pvp points is another grind for something else, and playing an even match isn't as fun as it used to be. Everyone wants to dominate for those points.

I play to have fun, and when I lose at pvp I don't rage quit or go crying to mommy a out gear differences.
You'd think so, but playing with your friends is completely different than matchmaking against strangers online. I found this out through Halo. I had a blast with my highschool friends in Halo / Halo 2. Bought Halo 3 and couldn't stand playing online.

D3 being in the genre / type of game it is... you have to have some sort of incentive / reward / unlockables. Even FPS games have now become an unlockable fest.
 
I have a question how many of you have actually invested in your character with real money?

Just so i can facepalm
 
You'd think so, but playing with your friends is completely different than matchmaking against strangers online. I found this out through Halo. I had a blast with my highschool friends in Halo / Halo 2. Bought Halo 3 and couldn't stand playing online.

D3 being in the genre / type of game it is... you have to have some sort of incentive / reward / unlockables. Even FPS games have now become an unlockable fest.

Agreed, but it can be as simple as a ranking or a portrait like in SC2. When you start getting gear, thats where it becomes kind of imba imo. You're already the stronger player and then on top of that you're going to get rewarded with even better gear?
 
You'd think so, but playing with your friends is completely different than matchmaking against strangers online. I found this out through Halo. I had a blast with my highschool friends in Halo / Halo 2. Bought Halo 3 and couldn't stand playing online.

D3 being in the genre / type of game it is... you have to have some sort of incentive / reward / unlockables. Even FPS games have now become an unlockable fest.

Well you were playing halo online, that should be self explanatory why that experience sucks :)

With D3 being an ARPG, I guess it should require incentive somehow, but I just feel like that ruins the fun of matches when people get too serious about having to win to enjoy it. When I played SC2 I moved up and down leagues, but I honestly didn't care what league I ended up in (probably would be just gold now) because I have the most fun playing close games.
 
I have a question how many of you have actually invested in your character with real money?

Just so i can facepalm

I sold something on the RMAH but had to relist the item 5 times or so. I ended up forgetting to set the payment option to paypal and was left with 10.62 in battle.net cash that I couldn't transfer out. I bought a xbow and a pair of gloves on there.

That's about as close to spending real money that I've come.
 
I have a question how many of you have actually invested in your character with real money?

Just so i can facepalm

I have.

It's hard not too when you make as much money as I do. I mean I spend 20+ bucks on lunch daily and I just shit that right out, sure I could play with it, but that is not going to be as fun as playing diablo 3 with some good gear.

I just wished they offered me the option to buy my own dedicated server so I could avoid high lag spikes and maybe reduce the rubber banding.
 
I have.

It's hard not too when you make as much money as I do. I mean I spend 20+ bucks on lunch daily and I just shit that right out, sure I could play with it, but that is not going to be as fun as playing diablo 3 with some good gear.

I just wished they offered me the option to buy my own dedicated server so I could avoid high lag spikes and maybe reduce the rubber banding.

LOL'ed
 
Disagree. Making historically accurate to-scale shit castles is one of the most rewarding things you can do.
 
I have a question how many of you have actually invested in your character with real money?

Just so i can facepalm

I have spend under 35$ to buy a better weapon and some items (basically 10 millions+ gold items for just 6$). Consider this as a investment since the DH I'm equipping will be my farming char for the other chars. The 35$, I get it back after 1 hour of work.

Why buy fish to eat when you can learn how to catch fish yourself ?

I facepalm at anyone spending 15$/month on WoW subscriptions.
 
I don't get the fun in the paying for gear thing. You have to full-on go through the game 3 times before that even becomes a necessity. Just start over and make another character.
If you've gotten to Nightmare with all 5 character classes and you need to pay for gear to move forward, you clearly like the game a lot more than I do.
 
I have a question how many of you have actually invested in your character with real money?

Just so i can facepalm

You have invested $60 of RL cash into your character. Feel free to facepalm over it.

Somehow, in your value system, it is OK to pay $60 for something, but it's not OK to pay additional funds for value added services.

In my personal experience, as in people I know IRL, this type of attitude is often found among people who simply do not have sufficient disposable income to spend it on entertainment, fun stuff, hobbies.

Adults spend money on entertainment. Some spend it on hookers and blow, some on parasailing or scuba diving, some travel, some buy stuff for their significant others.

Just because something has no intrinsic and tangible value to you doesn't mean that such value doesn't exist for someone else. In fact the very difference of how people value things is why the stock market and by extension capitalism works.

Some people pay money for virtual gear in games. To them that is an entertainment expense and they derive value from the experience of playing with that gear. Above all they can afford to do so and at the end of the day it is no one's business how someone else spends the money their earned.

That is all, feel free to read it over again while I facepalm in pity over that you somehow don't get the above concepts even though they are not complicated at all.
 
I have spend under 35$ to buy a better weapon and some items (basically 10 millions+ gold items for just 6$). Consider this as a investment since the DH I'm equipping will be my farming char for the other chars. The 35$, I get it back after 1 hour of work.

Why buy fish to eat when you can learn how to catch fish yourself ?

I facepalm at anyone spending 15$/month on WoW subscriptions.

Completely illogical. How does Diablo, a non-subscription game, compare to a game that requires a subscription? The $15 "I could have spent it doing ___Insert other useless shit___" argument has been done to death.

On a random tangent - Who the hell wants to fish anyway? I'd rather pay for fish that are cleaned up and ready to grill/fry/whatever.
 
fresh caught is the best tasting fish...

Depending on where you catch it anyways..... fish in nasty water taste nasty.

also the cost of Gas, Time, Licenses, Rod, Reel, line, lures, will equate to more than just buying fish and if you follow laws for things like salmon you have a 1 or 2 fish limit many places.

People fish because they find it fun....getting the eat fish is just side effect same with hunting.
 
Depending on where you catch it anyways..... fish in nasty water taste nasty.

also the cost of Gas, Time, Licenses, Rod, Reel, line, lures, will equate to more than just buying fish and if you follow laws for things like salmon you have a 1 or 2 fish limit many places.

People fish because they find it fun....getting the eat fish is just side effect same with hunting.

i guess i'm unique... i only fish to eat them, and only when i'm camping... i hate fish otherwise, purchased from a store or ordered at a restaurant... but when i'm in the wild, fish is excellent.
 
You have invested $60 of RL cash into your character. Feel free to facepalm over it.

Somehow, in your value system, it is OK to pay $60 for something, but it's not OK to pay additional funds for value added services.

In my personal experience, as in people I know IRL, this type of attitude is often found among people who simply do not have sufficient disposable income to spend it on entertainment, fun stuff, hobbies.

Adults spend money on entertainment. Some spend it on hookers and blow, some on parasailing or scuba diving, some travel, some buy stuff for their significant others.

Just because something has no intrinsic and tangible value to you doesn't mean that such value doesn't exist for someone else. In fact the very difference of how people value things is why the stock market and by extension capitalism works.

Some people pay money for virtual gear in games. To them that is an entertainment expense and they derive value from the experience of playing with that gear. Above all they can afford to do so and at the end of the day it is no one's business how someone else spends the money their earned.

That is all, feel free to read it over again while I facepalm in pity over that you somehow don't get the above concepts even though they are not complicated at all.

Or pay 30 quid, and make over 400 quid. Doesn't change the fact the game is about as entertaining as having bowel cancer.
 
I have spend under 35$ to buy a better weapon and some items (basically 10 millions+ gold items for just 6$). Consider this as a investment since the DH I'm equipping will be my farming char for the other chars. The 35$, I get it back after 1 hour of work.

Why buy fish to eat when you can learn how to catch fish yourself ?

I facepalm at anyone spending 15$/month on WoW subscriptions.
WoW has exponentially more content and social interaction than Diablo 3, as well as a functional end game.
 
Diablo 3 should of taken a lesson from Zelda and added a fishing level where you can fish for lute.....Win. O now that I'm home from making all the moneys for the RMAH here is my dude.....I normally have more Life per second but I kind of sold a some gear by mistake while swapping for magic find.

Boss.png
 
Last edited:
how does it look like i'm doing?

On act 3 Hell right now

7601033788_127d8d673b_o.jpg


picked up this on the AH for 30k gold, works very well :)

7601033710_3c567043e1_o.jpg
 
I upgraded my system and reinstalled windows. I really can't bring myself to reinstall this game. I just don't have the motivation, especially with all the new games I have from the Steam summer sale. Meh.
 
Lol... you must be new here? Oh wait, youve been here more than 5 years. :p

16553845.jpg


Also, if you're making money is the only reason to play D3, you should probably just spend that time and go back to school or something to get a job that earns serious amounts of money. Getting a $100 or $150 is a nice perk to have every once in a while, but if it takes even 10 hours on average to find those items, thats not a very profitable way to make money.
 
I hate to be that guy who asks what stuff is worth, but I'm going to have to be because I really have no idea. If I search the AH for 170 Str, 160 Vit, 70 All Res there are 0 results on Gold or RMAH. Lowering the values brings up results all over the place. Any ideas?

vkEPH.png
 
I hate to be that guy who asks what stuff is worth, but I'm going to have to be because I really have no idea. If I search the AH for 170 Str, 160 Vit, 70 All Res there are 0 results on Gold or RMAH. Lowering the values brings up results all over the place. Any ideas?

vkEPH.png

I'll buy that for a dollar.
 
I hate to be that guy who asks what stuff is worth, but I'm going to have to be because I really have no idea. If I search the AH for 170 Str, 160 Vit, 70 All Res there are 0 results on Gold or RMAH. Lowering the values brings up results all over the place. Any ideas?

vkEPH.png

Then just lower one stat at a time in small increments. If done properly you shouldn't get "results that are all over the place." If you do then you're doing it wrong.
 
I hate to be that guy who asks what stuff is worth, but I'm going to have to be because I really have no idea. If I search the AH for 170 Str, 160 Vit, 70 All Res there are 0 results on Gold or RMAH. Lowering the values brings up results all over the place. Any ideas?

vkEPH.png

Look an answer.

Start the bid at 10,000,000 buy out at 50,000,000 if it don't sell (which it shouldn't no run walk is silly) put it back on at 7,000,000 buy out at 35,000,000 and just keep lowering.
 
Look an answer.

Start the bid at 10,000,000 buy out at 50,000,000 if it don't sell (which it shouldn't no run walk is silly) put it back on at 7,000,000 buy out at 35,000,000 and just keep lowering.

I wouldn't recommend this unless you don't sell items all that much. But for me it's very easy to fill up 10 slots, so pricing something right the first time and getting it sold and constantly moving through items is much more valuable than trying to get absolute top dollar for one item and it sitting in a slot for 36 hours at a crack. You do that 2 or 3 times and thats a whole weeks worth for one slot. Meaning if you push items out faster someone could sell 5-6 items by the time you sold one.

Also I would never do this on an armor item. Maybe wpns and/or jewlery and thats about it.
 
Then just lower one stat at a time in small increments. If done properly you shouldn't get "results that are all over the place." If you do then you're doing it wrong.

Normally that is what I do, and it works really well. In this case, it really hasn't worked for me. I feel like I have the best boots they just don't have run speed, and there aren't a lot that are even close.

Like right now, search 170 Str, 160 Vit, 70 All. No results. Lower to 160 Str, no results. 65 All, no results. 150 Vit, no results. 150 Str, no results. 60 all, 6 results, and the stats they have make it hard to compare.

How much do people really pay for items?

I wouldn't recommend this unless you don't sell items all that much. But for me it's very easy to fill up 10 slots, so pricing something right the first time and getting it sold and constantly moving through items is much more valuable than trying to get absolute top dollar for one item and it sitting in a slot for 36 hours at a crack. You do that 2 or 3 times and thats a whole weeks worth for one slot. Meaning if you push items out faster someone could sell 5-6 items by the time you sold one.

Also I would never do this on an armor item. Maybe wpns and/or jewlery and thats about it.

I would normally agree with you, and normally do the same thing. Price stuff to sell. However when talking about an item likely worth 10s of millions, I'd rather get it's value then sell a few more 25-100k items.
 
If you don't know how much something is worth... then just set a high buyout with a so-so bid and just let people bid. The winning bid is how much it's worth. An item is worth as much as people are willing to pay for it.
 
Normally that is what I do, and it works really well. In this case, it really hasn't worked for me. I feel like I have the best boots they just don't have run speed, and there aren't a lot that are even close.

Like right now, search 170 Str, 160 Vit, 70 All. No results. Lower to 160 Str, no results. 65 All, no results. 150 Vit, no results. 150 Str, no results. 60 all, 6 results, and the stats they have make it hard to compare.

How much do people really pay for items?



I would normally agree with you, and normally do the same thing. Price stuff to sell. However when talking about an item likely worth 10s of millions, I'd rather get it's value then sell a few more 25-100k items.

The problem here is, to the demographic you are implicitly targeting with your price range (i.e. the end-game demographic), boots without move-speed are just about worthless.
 
The problem here is, to the demographic you are implicitly targeting with your price range (i.e. the end-game demographic), boots without move-speed are just about worthless.

The real problem is new items are always being generated while old items aren't being removed from the game. I predict eventually that the game is going to be entirely saturated with the best items at real cheap prices. Though with the patch coming out that changes around legendaries this will extend that date by a bit
 
The real problem is new items are always being generated while old items aren't being removed from the game. I predict eventually that the game is going to be entirely saturated with the best items at real cheap prices. Though with the patch coming out that changes around legendaries this will extend that date by a bit

Item and currency inflation were controlled by ladder/non-ladder distinction in D2. I honestly don't know how Blizzard plans to address this, since in my mind, this was an effective mechanic in the past. All the people with bugged items (particularly SCs and OP old uniques) could PvP to their hearts delight in non-ladder games.

I think even to some point, HC will see the same inflation (albeit at a slower pace). I would hope Blizzard has some answer to this by 1.1, whether it's implementing a ladder or some other mechanic to create more effective gold and item sinks.
 
After thinking about it I'd like to see some competitive pvp/pve scenarios...

Diablo damage (FFA or teams). See who can do the most damage to diablo. Players can also hit enemies, and who ever is in the lead (team or individual) will be the only people diablo can hit. Players trying to catchup will have a chance to catch up by not taking diablo damage (higher damage from not avoiding diablo attacks) or can use diablos damage to help kill off enemies to slow them down.

Treasure loot labyrinth( FFA or teams). Along with act level enemies. Every 10% damage done to a treasure goblin earns a point, but only if the goblin is killed. Players will be facing each other along with facing enemies. You have to choose to go for goblin damage, or slow other players down to stop goblin kills if you're already in the lead. Train enemy monsters to help goblins escape!

Elite pack battle royale. Similar to points earned against goblins, but facing elite packs instead. Go for the kill on a pack or skip them and look for easier packs to burn down. Points lost for dying so you can't graveyard rush to win.

Not really fully thought out yet, but I think scenarios like this would be a blast. You choose the act you compete in, and get ranked MMR style to keep w/l ratio close to 1:1. With fun objectives like these I'd play them a lot even without big rewards.

I'd see rewards either buying unid items (maybe if you won every game about 1 unid 63 every hour), or longer shrine bonuses (10% frenzy for an hour in non pvp games).
 
I haven't seen this posted, but Bliz President Mike Morhaime posted over on the Bliz foums about the state of DIII:
http://eu.battle.net/d3/en/forum/topic/4940437236#1
Dear Diablo Players,

Now that Diablo III has been out for two months, I would like to take a step back and discuss the launch, the feedback from the community, and talk about what the future holds for the game.

We’ve had an enormous amount of feedback since the launch. I speak for everyone at Blizzard when I say that we appreciate the passion and affection many of you have for the Diablo series. We truly believe “Every Voice Matters,” so I want to thank you for sharing your experiences in an effort to help us improve the game. Your support makes it possible for us to continue doing what we do, and we never take that for granted.

The launch week of Diablo III was memorable for many reasons — some positive, and some not so positive. We were thrilled that Diablo III had the biggest PC-game launch ever, surpassing the lifetime sales of Cataclysm (the previous record holder for biggest PC-game launch) in a matter of weeks. We’ve been floored by the response.

However, the launch had many challenges as well. It has always been difficult to forecast how many players we will have. With World of Warcraft, it was a challenge to handle the immediate demand when we launched back in 2004, and that was just in North America. We eventually expanded to other regions and reached nearly 5 million players by the end of the first year, and there were a lot of growing pains with that. However, we’ve never gone from 0 to more than 6 million players across multiple continents within a few days with a brand-new game. For Diablo III, we looked at historical sales for Blizzard games and other top-selling PC games and watched preorder numbers. We even upped our estimates to ensure we had additional capacity, or so we thought. In the end, it just wasn’t enough, and that is something we will work hard to conquer for future releases.

In response to the immediate and overwhelming demand for the game, the team worked around the clock to support all regions, increase capacity, ship additional hardware to our datacenters, and troubleshoot and fix bugs as they sprang up. While things have by and large been running smoothly for several weeks now, various game-related issues have come up that we have either already responded to or are continuing to investigate (such as the latency issue some of you are experiencing) and make adjustments for. Rather than address every subject individually, I’ll just say that even as we work to address or resolve current issues, it’s always possible that further issues will crop up. We hope that our actions in the past have demonstrated that above all else, we’re committed to delivering an awesome game experience, and we hope you’ll have faith that we will continue to keep that commitment and respond to any new or outstanding issues quickly.

We are not satisfied with breaking launch records; we want people to continue playing and enjoying Blizzard games for a very long time. The Diablo III team has made an epic, entertaining, and beautiful gaming experience. That being said, we know that it isn’t perfect. Our teams are working hard to improve the game balance, build on our design, and listen to what players are saying to make it the best game it can be.

You’ve seen some of that work already in patch 1.0.3, and you’ll see additional improvements with patch 1.0.4. On the game balance front, this update will contain changes designed to further deliver on the team’s goal of promoting “build diversity,” with buffs to many rarely used, underpowered class abilities. Another topic we’ve seen actively discussed is the fact that better, more distinct Legendary items are needed. We agree. Patch 1.0.4 will also include new and improved Legendary items that are more interesting, more powerful, and more epic in ways you probably won’t be expecting.

We’re also working on a number of interface updates, including social improvements that will allow players to more easily view their friends’ achievements, more quickly join games, and more efficiently communicate with each other. In addition, we’ll be making updates to the auction house in the future to provide players with better information through tooltips and notices, offer improved search functionality, and more.

Regarding the real-money auction house, our primary goal for including this in the game was to provide convenience and peace of mind for those players who might otherwise turn to third-party services to buy items. Black market trading sites can put accounts at risk and create many customer service challenges. We felt that the players themselves also deserved the opportunity to benefit from the extra loot they found, as opposed to having all of the benefit go to the black market/illegal trading organizations. We know the auction house isn’t perfect, but with your help and feedback, we’ll be able to continue making it a better experience for those who choose to use it. On the flipside, we are also committed to ensuring you have a great experience with Diablo III without feeling like the auction house is mandatory, which was never our intention. Thank you for all the feedback about that.

One other common topic we’ve seen in the forums is the always-connected experience, and the perception that the online requirement is nothing but an ineffective form of copy protection that has already been cracked. While we’ve never said that this requirement guarantees that there will be no cheating or game cracks, it does help us battle those problems (we have not found any fully functional cracks). More important to us is that the online requirement is critical for the long-term integrity of the game experience. I fully understand the desire to play Diablo III offline; however, Diablo III was designed from the beginning to be an online game that can be enjoyed with friends, and the always-online requirement is the best way for us to support that design. The effectiveness of the online elements — including the friends list and cross-game communication; co-op matchmaking; persistent characters that you can use by yourself, with others, and in PvP; and some of our customer support, service, and security components — is tied directly to the online nature of the game. These and other online-enabled features are essential to our design for Diablo III. That said, there are still improvements we believe we can make to expand the online experience and make co-op play even more rewarding, and this will remain one of our priorities moving forward. Overall, while there are some downsides to the online-only approach, I still believe this was the best long-term decision for the game.

I know many of you are also looking forward to patch 1.1, our PvP update, which will provide new experiences and give you a whole new way to apply the skills you’ve picked up while battling demons. This patch will also build on the social and auction house changes I mentioned above, and the team will continue to fix bugs and further tune game balance as well.

We’re also working on a gameplay system that will provide players who have max-level, high-powered characters new goals to strive for as an alternative to the “item hunt.” We’re not ready to get into specifics just yet, but I can say that we’re actively taking your feedback into account as we plan out the future of the game.

As always, we appreciate your candor and passion. Your constructive feedback and thoughts are valuable — they will continue to help us be a better company. I just want to reiterate that while we can’t claim to have ever shipped a perfect game, we are committed to supporting our games relentlessly and making improvements where we can. Thank you for your support.

Sincerely,

Mike Morhaime
Guy should run for president. There's not much there, though there are some thinly veiled acknowledgement sthat things aren't right.
I'm just nto sure I would categorize the launch as "not positive."
 
Back
Top