Character Limits and Muling in Diablo III

| Thursday, 30 September 2010 | 14 comments |
blizzard hopes to limit the number of characters per account to a number between 10-50.
and is hoping to install a shared stash to swap item between characters to prevent muling (where you would ask one character to hold items to give to another)

there will be very little news out till blizzcon now, so i have decided to write about something new :) any idea's as to what would be nice ^^

Diablo 3 Update and Kerrigans victory :)

| Saturday, 25 September 2010 | 21 comments |
Blizzard are generally keeping quiet about diablo 3 for the upcoming blizzcon
but there are estimated info that will be announced then,

comment from Darker123 on diablo 3 fourmz

From what I've been able to gather from the many sources on the interwebs, these are possibly some of the announcements we'll see at BlizzCon 2010! Enjoy!

- The 5th Class! (Confirmed)

- The Talisman Customization System! (Semi-Possibly Confirmed)

- Skill Rune System Preview! (Most Likely Confirmed)

- Further Details on the Artisan System! (Very Possible)

- Details on a Possible Trading / Item AH System!

- Charms Returning to Diablo 3! (Possibly More Information on This)

- Other Modes of Play! (Just Guessing Here)

- Estimated "Big News" Announcements for Diablo 3! -

- PvP as a dedicated E-Sport!

Estimated "Big News" Announcements as "Wishful Thinking."

- Beta Start Date Announced!

- Release Date Announced! (This one is impossible!)

Take your pick, feel free to add your own estimated predictions, but I'm expecting at least a 70% reveal of the game and all it's systems that have been solidified, if not 90%. (Arbitrary Percentages are Arbitrary.)

and kerrigan won the greatest villan of all time, but blizzard have been said to be taking "with a pinch of salt" thinking they only won because she was a true game icon vs a movie icon, and that Starcraft 2 had just been released. but there still glad to have one of there creations  win an award :)

Sorry for no new updates. but im back!

| Thursday, 23 September 2010 | 21 comments |
just started uni, but got everything sorted out here and updates of diablo 3 and the final of kerrigan vs darth will come shortly :)
thanks for waiting :)

Diablo 3 level cap confirmed, its 60 :P

| Tuesday, 21 September 2010 | 17 comments |


we're working with a lower level cap for a myriad of reasons but really the main point that they're more or less all linked to is that we came to the conclusion that a cap of 99 exists for the sake of itself. Meaning that it's a really high number despite all sorts of good things like meaningful player/skill/power pacing, item distribution, balance, etc. It's sort of this long term goal that really didn't matter, almost an Achievement without the flashy graphics or *bwong* sound. You didn't need to reach 99 to do anything, in almost all ways the game stopped somewhere in the 80's (for a lot of people a lot lower), but by stretching the player out over an additional 20 or so levels to 99 it created all sorts of issues we were having problems justifying forcing the game in to. So we're working with a level cap of 60 at the moment. 

This is the point where some of you scream "60!? That's like original World of Warcraft!" And then the rest of you /facepalm and say "60!? Couldn't you pick any other number? Now everyone is going to compare it to World of Warcraft!" 

The 60 level cap we're working with came from a lot of time and thinking about our content and how we want the experience to feel at every level. It so happens that it works for us really well. 

Of course it all comes down to an XP curve. We could, for instance, say the level cap in Diablo III is 60 and then pace that curve and gain out over what we estimate it took someone to reach 99 in Diablo II. Of course we wouldn't do that but it should help illustrate that the time from 1-60 in Diablo II does not equal the amount of time it will take to reach 60 in Diablo III. 60 levels versus 99 levels doesn't mean less content or less powerful characters, etc. These aren't uniform levels of power that move from game to game. And in fact we are pushing a longer game that Diablo II and I'd argue our characters feel way more powerful. Ok, that out of the way, moving on! 

The leveling experience is always going to stop somewhere because the real game is the item hunt. So, instead of letting it drag out to a less meaningful 80 or so levels like most people saw in Diablo II, we have 60 levels of awesome; at every level you'll get a meaningful and noticeable increase in power. It has a ton of other benefits and fixes a lot of problems a higher cap causes, but I'll take pause.

This basicly says... the max level is 60, but they wont gimp on content, and skill points are more powerful for the lack of levels. blizzard hopes for you to be level 30 when finishing normal mode, 50 when hell and finally 60 in nightmare.
 oh and inc pre-wow screams.

cant wait for blizzcon :) </3 shame i am not going this year (1 month away)

Diablo 3 News Update

| Monday, 20 September 2010 | 29 comments |

A leaked video showing diablo 3, i only have just seen this today, dont know when it will be taken down.

i was going to pic the witch doctor as first hero, but he seems too spammy for my liking... just spams fire balls over and over in this video....
| Saturday, 18 September 2010 | 41 comments |

Blizzard :- The final round is upon us. Ladies and gentlemen of the gaming community, it is time to rally behind Kerrigan and let the world know she is the greatest video game villain of today. Unlike her opponent, she was born within the world of gaming and now deserves to conquer it. Show everyone that Heart of the Swar...m is already a highly anticipated StarCraft II expansion!

suggests there will be Easter eggs <3


| Thursday, 16 September 2010 | 39 comments |
Kerrigan vs darth vader

who do you want to win?


Using Different Stance Animations
View original threadby Vexture | 07/09/2010 22:38:58

It's probably a little too far into game development but I think a great feature to add to Diablo 3 is to give the classes different stance animation when they're in town as apposed to roaming around the outside world fighting monsters. Otherwise it makes the characters look overly hostile and defensive in neutral areas and creates a controlled AI feel rather than bringing the Gamer into a deeper experience. Just a thought...
View original threadby Bashiok | 08/09/2010 22:15:29

Q u o t e:
Some of the screenshots from the Gamescon press kit had the Barb standing next to the blacksmith. His arms were at his sides, totally relaxed. So with that, I'm guessing the mechanic is still present.

It is. What you saw of the monk was simply because his animations weren't complete yet. When you enter a town or while speaking with an NPC you take a relaxed, non-combat stance.

Blue Tracker

Philosophy: 2Hand And Dual Wield
View original threadby Sharkeyca | 30/08/2010 01:48:33

Game Philosophy: Dual Wield, Two Handed Weapons, and Sword and Board.

I was wondering what the "big picture" philosophy that the dev team are going to adhere to in regards to dual wielding, two handed weapons, and shields. Hopefully, this is general and broad enough that the dev team can comment on it w/o "spilling the beans" too much before Blizzcon.

First of all, my personal philosophy on how to handle this particular game itemization/skill question.
A: Melee Characters
- Two characters, one dual wielding, one using a two handed weapon, of equivalent level and equivalent gear quality, should do equivalent DPS or KPM (Kills per Minute), and have equivalent life expectancies.
- A character using a shield and a one handed weapon should have lower DPS/KPM, but have a higher life expectancy.
- The skill system should be designed so that a player can build a character around dual wielding, two handers, or shields, but not all at the same time. Otherwise, there's no meaningful choice when it comes to gear or skills.
- The damage portion of balancing should be done around skills and skill damage, not normal attacks. If normal attacks were that effective, there wouldn't be much point in special attack skills.
- Ergo, skill damage should scale with weapons and gear relatively equally whether a character is dual wielding or using a two-hander. This does not have to be a natural trait of the skill itself, but part of passives, runes, or some other mechanic.
- Two one handed weapons should have similar item budgets as one two handed weapon. A shield should have a mostly defensive item budget (more defensive stats and bonuses than offensive ones).

B: Spell Casters
- Casters probably shouldn't be dual wielding real weapons (artistic/style choice more than anything).
- Instead, caster weapons could be broken down as follows: Two handed (probably staves), one handed (wands, swords, daggers, etc), off handed offensive (off hand orbs, fetishes, tomes, etc), and then caster shields.
- Pure DPS/KPM casters would use staves or a one-hand/off-hand combo. Defensive minded casters would probably want a caster shield, which should still have good defensive stats on it.
-As per above, a two-hand staff caster should be doing equivalent DPS/KPM as a caster using a one handed weapon and an off hand frill/orb, and have similar life expectancies. A shield using caster would do less DPS/KPM but have a longer life expectancy. Ergo, a staff should have a similar item budget as a one hand spell weapon and off hand orb combo. Shields should have lower offensive caster stats than an orb, but more defensive stats.
- Unlike the melee example above, there should be little or no skill build difference between a staff or dagger/orb using caster. Shields might be tricky; at the minimum, there should be some benefit to defensive skills and abilities if a caster equips a shield. Whether to design a "caster tank" build is Blizzard's prerogative.

So, is this the general philosophy that the dev team is working towards? If not, what do they believe is a better idea? Should dual wielding be a "glass cannon" approach to melee characters, while two handers are the "middle ground" between dual wield and shields? Will casters dual wield? Will caster shields be "stat boards," where the defensive properties are meaningless or non-existant? What about the monk? Will he have two hand builds (spears and staves), and will his defensive skills benefit from a shield at all?

And finally, what is the coolest looking weapon you guys have designed thus far?
View original threadby Bashiok | 02/09/2010 21:44:13

Q u o t e:

Obviously we haven't announced an official date. Good on Gamestop for actually putting it on a Tuesday so it could at least be credible.

But, no.

Anyway, when was the last time a Blizzard release date leaked through any retail POS system? Legitimate question. I'm curious. Because I don't believe it's ever happened.
View original threadby Bashiok | 02/09/2010 22:11:12

Q u o t e:
srsrly, why did I get banned?

I banned a couple people for saying ridiculous and/or stupid nonsense. Don't do that.
View original threadby Bashiok | 02/09/2010 23:03:25

We don't have a lot of skills that require specific weapon types. The monk is the exception as he does have a few combat staff or fist weapon specific skills, and we expect players won't pick both at the same time so there is a bit more skill customization there. For the barbarian though, his skills really only require that a melee weapon be equipped, which will probably be the case all of the time for everyone playing a barb. The witch doctor and wizard, none of the current skills require a weapon at all as far as I'm aware, although you obviously want to have one equipped.

The general philosophy and intent for the differences between the three main melee types is to make them all viable, but with obvious trade offs. For dual-wield versus two hander, it's currently balanced so that it's essentially an aesthetic choice. If you think it looks cool to run around with a big two hander, do it, if you get two awesome one-handers, then use those. Obviously that comes down to tuning affixes and such as it's one item versus two, but that's the intent and how it is balanced and works in the game right now. Compared to using a shield it should be viable either way, but you're obviously gaining some survivability with a shield. The drop in damage output should be accurately offset with a better chance to live, ability to take some greater risks, etc.
View original threadby Bashiok | 02/09/2010 23:11:29

Q u o t e:
Thank goodness for that. As a follow up...Are there going to be weapon specializations? I.e. Sword, Mace, Polearm etc...

There are ways to improve your use of specific weapon types. And that's all I have to say about that.
View original threadby Bashiok | 02/09/2010 23:04:46

Q u o t e:
I'm not a troll, so my reason for being banned was unjust. You're just abusing your power.

If you were the one saying we're all just corporate Activision shills and we're here for a cash grab etc. etc. etc. then yeah, banned.
View original threadby Bashiok | 02/09/2010 23:28:19

Q u o t e:

sry dude, i just couldn't resist ^^

That's ok. It was an intentional quote. :)
View original threadby Bashiok | 02/09/2010 23:27:35

Q u o t e:

y u mad bra?
somebody's butt hurt.

Not at all! It's a very simple and quick process to remove things that I don't want to read, such as what you were posting, so I did.
View original threadby Bashiok | 03/09/2010 00:38:05

Q u o t e:
When you say aesthetic choice between dual wield and two handers, do you mean literally just the art, or also the "feel" of the weapons? Such as a fast, constant damage for dual wield and slower, high burst damage for two handers (balanced for similar KPM or DPS, natch)?

There's obviously a difference in the way they play, yeah. Two-handers are bigger, slower, but feel more powerful. And dual-wield is much faster and bashier. What I meant was from a damage perspective they should be balanced so that no matter what you use, two hander or dual wield, you're going through enemies at the same pace. One slow two-handed swing would equal a few bashes from dual wielding.
View original threadby Bashiok | 03/09/2010 00:53:40

Q u o t e:
Will we be allowed to specialize in more than one type at the same time?

View original threadby Bashiok | 03/09/2010 02:26:38

Q u o t e:
Good deal. Here's to Barbarians dual wielding wands!

Barbs can't use wands. :)