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Diablo 3 Beta [Beta withdrawal underway!]

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nacire said:
diablobear339d.png
what have you done..!
 
Diablo III Beta Patch 3 – v.0.3.0.7338

General

*Public Games are once again available to players. To help us test this automated matchmaking feature, click on "Campaign" and then select "Public Games."
The number of characters playing the selected public quest will now display in the Public Games menu.​

*The Diablo III Auction House is coming soon (http://us.battle.net/d3/en/services/auction-house/)! During the beta launch of this system, the following features will be enabled:
Gold-based equipment exchange
Bid, auto-bid, and buyout functionality
Slot-based search filters
Toast notifications to track auction progress
The ability to put items up for auction directly from the shared stash​
 
If loot is server side it cant be abused easily, but combat can be. They can fake outputs and ignore inputs, so they can boost damage of You char or speed etc, its just require a lot of work, but it should be worth for hackers because of Inferno.

Still like the idea, just god please dont lag with every combat inputs sync, because it will be annoying ;p
 
KKRT00 said:
If loot is server side it cant be abused easily, but combat can be. They can fake outputs and ignore inputs, so they can boost damage of You char or speed etc, its just require a lot of work, but it should be worth for hackers because of Inferno.
Doesn't the server still know your character's gear/attributes/buffs and be able to tell if the action you performed did way more damage than it should have? Or that your character shouldn't be moving faster than is possible with the current gear/buffs?
 
When there is real money involved, they are going to make damn sure it will be very hard to hack/dupe items. I feel this is where the difference is.

No system is perfect, but I bet it is going to be very closely looked at as long as real money is exchanging hands.
 
Cipherr said:
Pre-fixes and suffixes for runes? Fuck me.

Im not understanding this, can someone elaborate? You mean like "Of the monkey" WoW like pre and suffixes? That might border on the side of insanity as they would have additional effects on top of the already available runes.


Quoting myself, do we know anything about this?
 
Rentahamster said:
Doesn't the server still know your character's gear/attributes/buffs and be able to tell if the action you performed did way more damage than it should have? Or that your character shouldn't be moving faster than is possible with the current gear/buffs?
Faster movement could be a little problematic, but making npcs to miss every time or all player hits are critical hits not that much, its all depends how it is structures on client side, but if its really 'lag free' that every combat and character calculation is on client side, so can be fakes/modified.
 
Insaniac said:
wait wait wait, so do you not "level" skills up now?
Nope, Blizzard has described their reasoning in detail, but basically they don't want people to repeat what they did in D2 and just put a bunch of points into one skill and spam it on everything that isn't immune.
 
Insaniac said:
wait wait wait, so do you not "level" skills up now?

You get skills at set levels, you use the various Runestones to change its properties. These Runestones comes in 5 different levels. The main stats that increase for each class are bound to effect skills, as well as weapon DPS etc, since the majority of skills say "Does 125% weapon damage"
 
Fonds said:
Party monk+wizard

Monk uses inner sanctuary + Wizard uses Slow Time

= Impenetrable fortress (if you're not too lazy to move from projectiles that move 90% faster)

Seems like a golden combo to me tbh.

But if there's nothing a Barb with two hammer can't smash... What's left for two barb with two hammers ?
 
okay so have they explained how they plan to balance lower level skills with the higher level skills and increased difficulties between normal/nightmare/hell etc? I'd like to read up on this
 
Insaniac said:
okay so have they explained how they plan to balance lower level skills with the higher level skills and increased difficulties between normal/nightmare/hell etc? I'd like to read up on this
Well we haven't seen all the armor effects and unique effects that items can have. So that could play into the balancing of skills and level scaling all the way into Inferno.

also you can't socket a spell with a top level rune because iirc top level runes don't just randomly drop with ease.


Short Version: Skills level-up/scale from 1-60 and Runes increase in power from 1-5 grades of runes. (i think there is 5 grades.)
 
Raide said:
You get skills at set levels, you use the various Runestones to change its properties. These Runestones comes in 5 different levels. The main stats that increase for each class are bound to effect skills, as well as weapon DPS etc, since the majority of skills say "Does 125% weapon damage"

I thought there were 7 levels of runestone.
 
Squire Felix said:
Well we haven't seen all the armor effects and unique effects that items can have. So that could play into the balancing of skills and level scaling all the way into Inferno.

also you can't socket a spell with a top level rune because iirc top level runes don't just randomly drop with ease.


Short Version: Skills level-up/scale from 1-60 and Runes increase in power from 1-5 grades of runes. (i think there is 5 grades.)

okay, so let me see if i understand this, currently you do not choose skills to unlock, they simply unlock at a certain level. And skills will increase in effectiveness as you level up, and you can also augment skill power with runes. And runes have various grades of power which further increase skills.
 
Raide said:
You get skills at set levels, you use the various Runestones to change its properties. These Runestones comes in 5 different levels. The main stats that increase for each class are bound to effect skills, as well as weapon DPS etc, since the majority of skills say "Does 125% weapon damage"

5 flavors of runestone, and each flavor has 7 levels.

Insaniac said:
okay, so let me see if i understand this, currently you do not choose skills to unlock, they simply unlock at a certain level. And skills will increase in effectiveness as you level up, and you can also augment skill power with runes. And runes have various grades of power which further increase skills.

Yep. And there is a rumor that runestones can have suffixes and prefixes, which would themselves add little details. Haven't heard much of it, but the skill calculator doesn't take it into account, so I dunno.
 
Insaniac said:
okay, so let me see if i understand this, currently you do not choose skills to unlock, they simply unlock at a certain level. And skills will increase in effectiveness as you level up, and you can also augment skill power with runes. And runes have various grades of power which further increase skills.

Yes. Runes also change the spell in different ways. 5 different types of runes and 7 levels of strenght. I suggest to go play with the Skill Calculator to see what the runes do to your spells.

http://us.battle.net/d3/en/calculator/barbarian
 
Insaniac said:
okay, so let me see if i understand this, currently you do not choose skills to unlock, they simply unlock at a certain level. And skills will increase in effectiveness as you level up, and you can also augment skill power with runes. And runes have various grades of power which further increase skills.
Correct.

Except I made a mistake earlier, there is 5 different runes with 7 grades/levels of each rune.

Skills unlock based on levels, better skills at higher levels.
 
Based upon Blizzard's previous gaming record, I am guessing we can expect some more Runes down the road for even more skills alterations.

Do we know if the Gems are still giving Frost/Fire/Poison damage, or are they just stat increases?
 
Raide said:
Based upon Blizzard's previous gaming record, I am guessing we can expect some more Runes down the road for even more skills alterations.

Do we know if the Gems are still giving Frost/Fire/Poison damage, or are they just stat increases?

Akin to what is in WoW I believe. Pure stats or other stat bonuses.

there is a rumour floating around that when you get to the highest level of gems it won't just be normal linear stat increases.

http://diablowiki.net/File:I-gems-hover-stats.jpg
 
Squire Felix said:
Skills unlock based on levels, better skills at higher levels.
The skills are not better, they just have different properties. They all scale equally with level. The first DPS skill you unlock is just as viable as the last DPS skill you unlock.

That was not really the case with Diablo 2. Some early skills were clearly less powerful than later skills at the same rank.
 
John_B said:
The skills are not better, they just have different properties. They all scale equally with level. The first DPS skill you unlock is just as viable as the last DPS skill you unlock.

That was not really the case with Diablo 2. Some early skills were clearly less powerful than later skills at the same rank.
They wouldn't give you Blizzard at level 1 for a reason.

The later skills are better.

Wizard for example.
Arcane power consumption goes up. Since the skill calculator is based on level 60. Compare level 1 spells to the 24-26 unlockable ones.
 
Squire Felix said:
They wouldn't give you Blizzard at level 1 for a reason.

The later skills are better.

Wizard for example.
Arcane power consumption goes up. Since the skill calculator is based on level 60. Compare level 1 spells to the 24-26 unlockable ones.
Arcane Orb is comparable to Blizzard in damage, utility and cost at level 60.

Arcane Orb at level 8 is not as good as Blizzard at level 28 if that is what you mean.
 
V_Arnold said:
FoxSpirit, Blizzard does not need to send anything loot-related to the client, only when it finally drops. It can even have a different (again, randomized or encrypted, whatever they choose to go with) method just for determining what item that would be (the same seed on different days can mean a different item drop, it does not matter to Blizz's server, but it messes up anything related client-side datamining :)

So a completely safe drop process would be something like this:
1) If the monster is dead (never before), and it died with checked/verified way, send the data that some kind of loot is coming.
2) Determine what kind of item the mob drops once it is killed (because Magic Find can mess it up)
3) Never show any data regarding mob's loot to the client. Never.
4) Show the client that an item is on the floor, numbered x on the client's item database.

So in our theoretical system - and that is what even the sites reported, that the loot is server-sided -, loot only appears when a monster is dead. Clients get monster position, monster behavior and monster attacks, but clients never get the monster's loot table. They do not ever need to. And I am pretty sure this was the very first principle in Blizz's office too. They are not dumb - quite the opposite.

So a client reports that you killed a monster. Server verifies it. Problem? DC. No issues: generate loot. Send item ID to client. Client never knows how you determined that item out of the monsters's hidden loot table.
But then you get lag on loot drops. :-\

I think my approach is just as safe... didn't they say there was no MF in D3? I remember much compaining. Because yeah, that would be the one thing to mess with my system and pose quite a challenge to do lag free.

KScorp said:
The random seed doesn't need to be changed often, it's only the starting point for the random number generator. So once the client and server are synced in that regard, they can generate the same "random" results even though they have no connection to each other.
Good point, I am so used to think "hardware rng" but of course you could simply do a software one and it would be in sync >.<

KKRT00 said:
Faster movement could be a little problematic, but making npcs to miss every time or all player hits are critical hits not that much, its all depends how it is structures on client side, but if its really 'lag free' that every combat and character calculation is on client side, so can be fakes/modified.
You simply send a "mini-replay-stream" to the server to verify. The server doesn't blindly accept what you send him, it replays it and verifies it. Stuff like crits and other random stuff is based on a "randomized seed" which the server also knows, either by sending it to you, or even better as KKRT00 said, by using a synced random number generator.
You can send the server whatever you want but the server knows what is supposed to actually happen based on your inputs.
 
FoxSpirit said:
But then you get lag on loot drops. :-\

It is not lag. It is delay. The two is not the same, yet people keep using the word "lag" for both of them. Nobody will have an issue with loots appearing with an animation that is SLIGHTLY delayed just like it was with killed bosses. You can have the loot appear after the death animation, and the death animation's few frames are more than enough to check the data about the fight, verify it, get the loot calculated by server-side and have it sent to the client.
 
NH Apache said:
Summon a spider instead of a raven, ooooh.

Played assassin in D2 along with barb. Looks like demonhunter will be the closest thing to assassin?

Not really, Demon Hunter is a mix of bowazon + assassin and monk is a mix of paladin + assassin.

So in a way the Demon Hunter is the trapsin and the Monk is the kicksin.

The demon hunter can summon shadow beast too with rain of arrow and runes.

FoxSpirit said:
Wouldn't it be more effective if you chose 'Lingering fog' instead of 'Special recipe'?? Much more effective on a Discipline/second base for smoke screen. Plus you only have to spam every 4 seconds, leaving more time to do something else.

With 'Lingering fog' smoke screen cost too much (15/30). Max discipline is 30/30.
 
God, why did I think that silly rumor of the beta starting this week held any weight whatsoever..

This is self-torture by now.
 
Slightly flummoxed by the lack of a raven-boosting gem for Companion. That's pretty lame. I assume there's no benefit to leaving a skill unmodified. Heck I'd almost rather ditch the bat option and just make that a raven buff.

Corky said:
God, why did I think that silly rumor of the beta starting this week held any weight whatsoever..

This is self-torture by now.

Neither silly nor self-inflicted...they did put out this bloody calculator after all. Jerks. >:|
 
chris-013 said:
Not really, Demon Hunter is a mix of bowazon + assassin and monk is a mix of paladin + assassin.

So in a way the Demon Hunter is the trapsin and the Monk is the kicksin.

The demon hunter can summon shadow beast too with rain of arrow and runes.



With 'Lingering fog' smoke screen cost too much (15/30). Max discipline is 30/30.


The Monk seems to have a familiar similar to the D2 Druid, though I have not seen it yet. The Runesstone just mentions various elements.

Actually, I think all classes get a pet apart from Barbarian.
 
Raide said:
The Monk seems to have a familiar similar to the D2 Druid, though I have not seen it yet. The Runesstone just mentions various elements.

Actually, I think all classes get a pet apart from Barbarian.

The barbarian gets pet barbarians!
 
Raide said:
The Monk seems to have a familiar similar to the D2 Druid, though I have not seen it yet. The Runesstone just mentions various elements.

Actually, I think all classes get a pet apart from Barbarian.

Barbarians have Call of the Ancients to summon those three barbarian spirits from LoD. You can stick a yellow rune in it to make them last a pretty long time.
 
Squire Felix said:
Akin to what is in WoW I believe. Pure stats or other stat bonuses.

there is a rumour floating around that when you get to the highest level of gems it won't just be normal linear stat increases.

http://diablowiki.net/File:I-gems-hover-stats.jpg

Damn 10% spell damage on a chipped ruby... CASTERS GUN BE OP!

Also gems in d3 are the runes of d2. Only drop up to flawless as per usual but they can be transmuted into like 6-7 tiers above flawless.
 
chris-013 said:
Not really, Demon Hunter is a mix of bowazon + assassin and monk is a mix of paladin + assassin.

So in a way the Demon Hunter is the trapsin and the Monk is the kicksin.

The demon hunter can summon shadow beast too with rain of arrow and runes.



With 'Lingering fog' smoke screen cost too much (15/30). Max discipline is 30/30.

Ok, I misread 11 discipline with rune not -11 discipline.
 
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