Odin.Minefield said:
Flionheart said:
Phoenix.Ingraham said:

Soo... Diablo 3 Anyone? |
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Soo... Diablo 3 anyone?
Odin.Minefield said: Flionheart said: Phoenix.Ingraham said: ![]() Penny-Arcade's take on the subject, which i thought was worth sharing:
penny.arcade said: Diablo III information is starting to hit, and while I think it will be fun to click on things until they die, I’m immune to coverage of this process. You must always be connected now, even in single player - I remember hearing that having to always be connected was bad, so I sure hope that everyone remembers to be angry. I have to say, though, that I love the idea that the reason you need to stay connected is to keep people from cheating, while at the same time creating an infrastructure to purchase equipment straight out with cold, hard cash. Blizzard has no plans to sell items themselves - oh no! - but the sellers are anonymized, so... hm. Apparently you’re supposed to report things like these with a straight face. Wow.. I was interested in getting into Diablo 3.. I think I'll avoid it now.. I HATE games that are based on RMT.. Sure, you can play the game without spending a dime to buy in-game items, but you still get shafted.. I've played several games that use this method, it starts out mostly just for the lazy people, you can earn and obtain the same items, but you have the option to just buy it with cash rather than work for it.. It evolves eventually to where for the good stuff you HAVE To use real money to obtain them..
Gunbound is the perfect example of that.. At first, everything was bought with gold you earned from matches, then they added the option to buy stuff with real money, but those same items could still be bought with gold if you preferred to work for the items instead, then it further evolved to where the good stuff was cash only, and the items make a huge impact on game play, they give huge bonuses and it becomes nearly impossible to compete with cash users. Rakion did the same thing as well.. At first all the items could be bought or earned, then they added new stuff that gave you a huge advantage that was cash only. Again, you stood little chance against a cash user. In both games you'd have to be extremely skilled and the cash user would need to suck to be able to beat them. Jumping to conclusions and assuming there won't be any balance ftw. :3
How would you balance something like this? Unless they add some cap to the amount of things you can buy/sell, (they probably won't), anyone can just buy their way to the top on their first day.
Day 1 pirate.
I just hope online play doesn't come down to countless Baal runs like #2 had in the past.
Either that or lame e-peen duals and money theft. It was actually fun going through campaign with a friend. Artemicion said: I just hope online play doesn't come down to countless Baal runs like #2 had in the past. Big difference here is (supposedly) Blizzard won't be pumping any items into the game themselves for this RMT AH. It's purely player-found items, just instead of trading for items and backdoor money deals, they now have a direct avenue in game to sell things for money.
And Blizzard sits back and instead of having to fight RMT, they profit from it. To the person that worried about "new super items" being put in that can be bought breaking the game, the system they are proposing benefits them more if there are a lot of possible "bests" so that more drops are put up/sell. I wondered how they'd deal with the costs of running a "free to play" game like the past diablo games with the way the gaming scene is nowadays. And honestly, I think this answer is brilliant. I'm interested in seeing how it turns out, and a bit skeptical as I assume everyone is. But to me this is a better option than the F2P but here's stuff you can buy method most of them out there seem to use. Caitsith.Shiroi said: They didn't say they would sell cash only items to players. Players will sell loot they get to other players. I don't see anything terrible there. Then again maybe there will be a cash shop with game breaking items, but they didn't announce anything about that. isn't that game "perfect world international" or something like that has a ingame store with like a +5000% bonus to exp scrolls you can buy for like $2.00? and flying mounts
It seems most everyone in this thread is confusing DLC with an in-game auction house that utilizes real world currency.
Blizzard isn't selling you anything. They're facilitating trades between players in a player-driven economy. Just imagine Jeuno AH and then imagine a special, different AH in Whitegate where prices are "crysta" instead of gil. You're not paying the crysta to SE (though they will surely take a small fee) and SE is not providing you with an item. Despite their sincerest efforts, SE has been unable to abolish RMT. It happens, all day, every day. You cannot remove users who one way or another exchange virtual goods with money. They are in every MMO whether it's officially condoned or not. I can certainly see balance problems in flat out providing the item directly from the company. They can make as many as they want, and charge whatever they want. But keeping it with the players, the amount of items are fixed to whatever gets dropped on a given day, and the prices will be competitive just as they would with the in-game currency. So again, what's the problem? Caitsith.Shiroi said: Well if you care that much about the progress of others then stay away from any online game in the future, microtransactions are taking over monthly fees. (Now that Crysta are in FFXI, I wouldn't be surprised if they added a cash shop soon) Psycho Slip said: That people who are ready to shell out cash for items will be ahead of those who aren't.. Like I said, I've witnessed many games start off like this, everyone can obtain the same items, those who are ready to spend cash get said items much faster... Then later on, they add in stuff that you have to spend money to get, and you have no way around it.. That's not to say it's definitely going happen that way, but from my experience it usually does.. I wouldn't be one bit surprised if a year after release there are super powered items that you absolutely have to shell out cash to get.. I never said it isn't a business model.. I said I dislike (you know, as in my opinion, that I'm sharing, because that's what forums are for) it and would rather avoid games like that.
It's also pretty annoying when someone acts like they're epicly uber and the greatest player on Earth because they wasted a bunch of their money on buying in-game items, but one of my pet peeves is arrogance.. It's just worse when they don't even have anything to rightfully be arrogant about. Well, if you pay $15 per month for a subscription, or buy approximately $15 per month worth of items, is there really a difference between these two? If you don't want to pay at all, I can respect that too, but of course your options will be rather limited... this should be obvious.
I can recognize an opinion when I see one, I'm merely pointing out that Blizzard taking a cut on microtransactions between players is an entirely different business model than selling ingame products/DLC ala F2P. Quote: It's also pretty annoying when someone acts like they're epicly uber and the greatest player on Earth because they wasted a bunch of their money on buying in-game items, but one of my pet peeves is arrogance.. It's just worse when they don't even have anything to rightfully be arrogant about. Multiplayer games may not be for you. There will always be someone that acts like they're the greatest even though they were carried through something, or just plain given stuff. Arrogance is everywhere, sorry to say. While I'm not one of those that buy items even in the F2P games that are based on it, I do understand them. Time is money is a phrase everyone has or should have heard before. Some people have more money than time, so if they can lessen the time investment by spending money, it makes sense to them. Given that this is not the company pumping in items, but literally just the same trade system that would have been in place in game anyway, just with a real world money counterpart (ie: it's players on either side of the deal, supply and demand), I don't have a problem with it at this moment. I think it's a smart way to go about how the gaming landscape seems to be these days, and this lets them avoid being forced to add in high value eShop items to keep the game profitable. Players can have fun in the game, make a little extra cash, AND keep a hopefully good game rolling along all at the same time. Lakshmi.Shuyi said: Quote: It's also pretty annoying when someone acts like they're epicly uber and the greatest player on Earth because they wasted a bunch of their money on buying in-game items, but one of my pet peeves is arrogance.. It's just worse when they don't even have anything to rightfully be arrogant about. Multiplayer games may not be for you. There will always be someone that acts like they're the greatest even though they were carried through something, or just plain given stuff. Arrogance is everywhere, sorry to say. Does anyone have any idea what it will take to run D3?
Edit - Nevermind, I just checked the website and it didn't say. Carbuncle.Sevourn said: jearik has said over and over that a game that supports rmt couldwork very well if it was built from the ground up to support rmt would be interested to see if this matches up with what he had in mind I never expected real money trades sanctioned from person to person, rather I expected the first design to be direct sales from developer to player. I'm insanely curious to see how it works out. Rest assured the industry will be watching with intense interest. Ragnarok.Kongming said: It seems most everyone in this thread is confusing DLC with an in-game auction house that utilizes real world currency. Blizzard isn't selling you anything. They're facilitating trades between players in a player-driven economy. Just imagine Jeuno AH and then imagine a special, different AH in Whitegate where prices are "crysta" instead of gil. You're not paying the crysta to SE (though they will surely take a small fee) and SE is not providing you with an item. Despite their sincerest efforts, SE has been unable to abolish RMT. It happens, all day, every day. You cannot remove users who one way or another exchange virtual goods with money. They are in every MMO whether it's officially condoned or not. I can certainly see balance problems in flat out providing the item directly from the company. They can make as many as they want, and charge whatever they want. But keeping it with the players, the amount of items are fixed to whatever gets dropped on a given day, and the prices will be competitive just as they would with the in-game currency. So again, what's the problem? Lakshmi.Jaerik said: I'm insanely curious to see how it works out. Rest assured the industry will be watching with intense interest. Oh no doubt. Expect a MMO to adapt this model in the future if this works out for them. Even if they don't just generate items to sell, they will be making money off of every transaction. This is a genius idea. Fairy.Spence said: Does anyone have any idea what it will take to run D3? Edit - Nevermind, I just checked the website and it didn't say. Psycho Slip said: » I remember them saying quite awhile back the system specs are going to be kept low, they have no desire to force people to have above average computers just to play.. To be honest I've been using Blizzard products for about 3 years now and they seem to be very good at making their games available for both high and low end uses. Starcraft run on high is a BEAUTIFUL game, but on it's lowest settings it can be run by virtually any computer from the last decade. 15 days, 3 hours, 51 minutes... Ahhh >_<! D3 Countdown I've never anticipated any game as much as this. It sucks that my classes start 2 days after the release, as I forsee myself never leaving my room for a week =P Yes!!! Yes!!! Yes!!
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