0.9.10 Information and News

Thank you for the update.

Looks like you guys have been hard at work.


OS: WinXP SP2 32bit
CPU: Athlon 64 X2 3800+
Ram : 4GB Kingston PC2-6400 5-5-5-18
Mobo: Abit KN9-Sli (NF570-Sli chipset with Realtek Audio)
GPU: ATI HD4670 1GB
HD: Maxtor 20GB - OS - Seagate 500GB - Games / Storage / PageFile
Network / ISP: Wired / Cox Cable
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Mitch420 wrote:

Sure you can have one. Only 10 bucks and it supports these awesome developers at the same time :)


I will pray for your soul, sir. ;)
I don't have sig :D -- gracy123
This timer loot system is fail. D3 has done loot justice for team play.
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LaughingSeraphim wrote:
For the loot timer question. I agree, options are good. Party options are great. Kinda like mapvote on UT.


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In final version, will be added some physics or just rag doll for dead monsters?


The more things like this are added the more performance tanks on the average machine. Even on good machines performance will suffer, if not noticeably, and reliability decreases. Especially with a game like this performance is paramount, otherwise the hardware reqs exclude massive swaths of potential players. It also increases download time.
The painful truth is that alot of features can even start to stifle a machine when they aren't enabled. Now, I don't think this batch of developers is likely to have too many issues with poor practices, but still, it seems wiser to focus on expanding CONTENT and further improving performance before trying to integrate bling. The same effort that it would take to pretty up the corpses could be used to add a new side mission to every act, improve level randomization or some other CONTENT related thing.
As for active ragdolls, like bodies one can kick around after they are killed. You're talking about an active object, interacting with the world, taking up processor cycles and exponentially increasing the odds of glitches, and for what purpose? I am guessing the same notion is why dead bodies aren't cleaned up prior to an instance being reinitialized. Time vs space. As stationary objects in ram they are just there. They change, it takes bandwidth to broadcast that, processor time and so on.
Why is everyone obsessed with more bling on an already visually stunning game? It's like adding a carbon hood to a Lamborghini that doesn't have an engine. Probably a good idea to get the engine, transmission, tires, exhaust and so on in order first. Then worry about customizing the shift, suspension, intakes, timing and functionality of the dials. Then, reduce weight...lastly, a nice pair of fuzzy dice just for looks.

Ragdoll corpses are fuzzy dice. 3 extra acts, are a transmission. get it?


Also, being that it is constantly connected it has a little more performance overhead in terms of processor bandwidth that would a similar standalone executable.



And fuzzy dice are tacky, and I wouldn't have 'em in my beautiful, custom classic car! Leave ragdoll physics for that other game. PoE death animations are just fine. =>[.]<=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled /
=-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie
Looking forward to the patch!

Thanks for adding item comparison. I ALWAYS want to compare items (yes, even junk) so I was wondering if this could be implemented with a user option of "Always show item comparison" so it's not required to press a key to see the comparison?

As far as the loot changes, all I can say is that after playing D3 and GW2, I really wish loot was not a feeding frenzy and instead you only saw your own drops. I do appreciate that there is something more than just straight up FFA, but fighting for loot in general just seems to add more aggravation than excitement. I tend to feel really upset at other players when I see them take something that I might be able to use, and I want to be playing with others to have fun, not getting mad at them for grabbing something.

You don't need people fighting with each other over drops to make items be exciting. You just need to have items that players desire with good bonuses (which I think is mostly true now) and play around with drop rates so magic items were more common overall but really good ones and orbs were less common so you'd feel like you won the jackpot ID'ing an item with awesome bonuses or a high sell value.
But what about the MINIONS running after CAKE!!!! leaving the Witches to beat down the mobs with a PISS ant Wand?


CAKE!!!!!


Pie???


TWINKIES!!!!!!!!
OS: WinXP SP2 32bit
CPU: Athlon 64 X2 3800+
Ram : 4GB Kingston PC2-6400 5-5-5-18
Mobo: Abit KN9-Sli (NF570-Sli chipset with Realtek Audio)
GPU: ATI HD4670 1GB
HD: Maxtor 20GB - OS - Seagate 500GB - Games / Storage / PageFile
Network / ISP: Wired / Cox Cable
anymore changes planned for the passive skill tree?
Good...gooood
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Artophwar wrote:
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Chris wrote:

[li]Short-duration timed loot allocation (see this old thread for our thoughts on it). In multiplayer instances, certain items (magic, rare, unique, currency and gems) are now allocated to a random nearby player for a short duration, during which time only that player may pick them up. This duration is increased by the time it would take the player to run to the item. Note that the allocation time is short enough that players must still pay close attention to what items drop in combat and to take them immediately if they want them.[/li]
[/list]



That still interrupts combat, making people stop fighting to grab loot. FFA loot is just a terrible system for co-op play. Leave it in Cut-Throat leagues only.


How else are you going to do it?? You always have to stop fighting to pick up loot. I can't imagine how that could not be the case.


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Artophwar wrote:
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VideoGeemer wrote:

If I want to farm/grind I go play solo. :)


And thats what FFA loot systems makes people do, and why I dont like it. I would rather play with people AND get loot.


Right, but if you don't want to have to actually pick it up, how will you get it? The inventory is only so large.

And are they going to give you all the class-specific items? If not, each player would have to STOP FIGHTING and look through their inventories and post what they got.

And you know they won't do that unless it's something really interesting, or, if they're being really considerate. But if they're being considerate, you don't need to separate the loot in the first place.

If they *do* give you class-specific loot automatically, well, what if you're making a cross-class build? What if you have a templar bow user? Then you never get what you need!

How would you suggest these things be resolved?

We're just going to have to stop fighting for a second to pick things up.

And if we want to ALWAYS have first dibs on ALL loot, we're gonna have to play solo. Otherwise it's all arbitrary. And that's okay, it is, but we should be able to turn it on or off.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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Despayre wrote:
Looking forward to the patch!

Thanks for adding item comparison. I ALWAYS want to compare items (yes, even junk) so I was wondering if this could be implemented with a user option of "Always show item comparison" so it's not required to press a key to see the comparison?



I don't even know if it's all that necessary. I just switch the items back and forth. It compares because when I have one in the slot and one in my hand, and switch, it shows the information on the items, back and forth. Also, I can do this with the char screen up and see how the items actually affect my character as I switch them. I can even click between tabs in the char screen with an item still in my hand.

Maybe the alt command will show a comparison screen though, which could be cool, but I got the impression it would be just like switching the items, which we can do just by clicking the mouse button.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08

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