Sherlock [chat]
PBS.org has all of Season 2 Sherlock available. Episode 1 is only available for 3 more days. Watch it.
"Only a Sith deals in absolutes" - Obi-Wan Kenobi
Disagree?
PBS.org has all of Season 2 Sherlock available. Episode 1 is only available for 3 more days. Watch it.
Posted by _J_ at 11:59 PM 10 comments
Labels: [chat]
Posted by MA17 at 11:25 AM 6 comments
1.0.3 Patch Notes
Of note:
•Magic Find will no longer be considered when looting objects in the environment such as chests, barrels, vases, pots, and corpses
•Weapon racks will no longer drop weapons 100% of the time
•Destructible objects no longer have a chance to drop items, and will only have a small chance to drop gold when destroyed
Magic Find now only affects mob kills, and non-mob drops have been nerfed.
I realize that Blizzard wants the game to be nothing more than killing elite packs, in order to prevent botting. This nerf indicates the draconian steps they are willing to take in order to quash any attempt to depart from their narrow-minded, juvenile vision for Diablo 3.
You want to smash barrels? You want to farm pots? You want to sell Whimsyshire cloud runs?
Fuck you.
Go kill that reflect damage, immune minion, shielding, molten pack.
Oh, and don't even bother to kill a boss afterwards.
•The quality of the item for the fourth stack of Nephalem Valor from bosses has been slightly reduced
•Unique monsters in Hell and Inferno difficulty are no longer guaranteed to drop two Magic items when slain
Stop smashing vases. Stop opening chests. Stop killing bosses. Stop killing uniques.
Just farm elite packs.
•Elite packs (Champion/Rare) now drop an additional item for players with 5 stacks of Nephalem Valor, which is guaranteed to be of Rare quality
Because Jay Wilson hates anything that isn't killing elite packs.
They really just need to skip to the end, and remove everything from the game that isn't an elite pack. Just a big, empty, white room full of reflect damage mobs.
Or, no, they still need to put some trash between you and the reflect damage mobs. But that trash shouldn't drop any loot, ever, because then people might do something other than kill elite packs.
And if anyone farms anything other than elite packs, then the pedophile 911 Hitler AIDS terrorists win.
Fucking Blizzard.
Posted by _J_ at 2:37 PM 4 comments
Labels: diablo III, rant
On
"Previously I
thought of Diablo 3 as a new, shiny installment to the Diablo franchise. It was
another context in which I could lose myself, farming for hours to amass
countless digital treasures I could lord over people on message boards in an
effort to feel superior. But now? This could be a job. An amazing, fantastic,
wonderful job.
But more than that, I recognize that it will change how I play with people, how
I fundamentally conceive of the game. Whenever I die, I'll realize that I just
lost money, in terms of the loss of gold paid to repair my items. Whenever I
loot D3's version of Mephisto, I'll conceive of each item as a dollar amount,
as rent, food, or booze. When I create characters, I'll assess their utility in
terms of gold / item acquisition. When I gear my characters, I'll pause at each
unique to choose between using it, or selling it.
I'm already an asshole about Diablo 2 and WoW with respect to loot and gold,
and in those games it's only about the inflated sense of self-importance I get
from wearing item sets, or passively bragging about my gold total. But when
those items, that gold, translates to real-people money? Fuck, man. Fuck!"
At the time, I conceived of
the RMAH as a means to financial glory and rent payment. I could justify my habit by pointing to my
bank account. I worried that it would
negatively impact my gameplay experience, but only to the degree that it would
make me slightly more of a prick.
Well, on June 12th Blizzard
launched the RMAH. It turns out that I
was correct: The RMAH does impact one's
gameplay experience. Unfortunately, it
impacts the experience to a greater degree than I anticipated. It's not about seeing dollar signs when loot
drops, or assessing repair bills in terms of lost income. The real tragedy of the RMAH is this simple
idea:
I have made $.58 per hour
playing Diablo 3.
The entirety of the Diablo 3
gameplay experience can be reduced to a ratio of dollars to hours.
That idea is what I didn't
fully grasp last august. That idea is
the fundamental problem with the RMAH, and why Diablo 3 shall
probably be a failure. That idea is the
splinter in your mind that perpetually taints the gameplay experience of Diablo
3.
That idea is the subject of
this rant.
When you farm items in
Diablo 2 or WoW you're vaguely aware of the potential to sell items for money. You could visit a trade forum or Ebay to profit
off your loot. The context within which
items have a monetary value is outside the game proper. In Diablo 3, however, all you need to do is
load the game, click 'Auction House', and then click 'USD'. Once you search for an item similar to yours,
the game, itself, indicates the actual monetary value of your gear: "Click click click click click, that
helm is worth $4."
You might not think that line
significant. Instead of a third-party
site, you can sell items within game.
What's the big deal? The big deal
is the erasure of that line, the integration of in-game loot with real-world
economics. You kill a monster, leave
your instance, click two buttons, and then discern the monetary value of the
item you just obtained. The information
required to assess your gameplay experience in terms of $/hour is right there,
on the main menu, every time you load the game.
Now, you could vow to play
in the "Amish style", which is to say that you abstain from any
interaction with the Auction House. The
difficulty is that every time you load the game you see the 'Auction House'
button. Every look at that menu screen,
every glance at the button, sparks the recognition of a potential to understand
the game in terms of $. As you progress
in difficulty the temptation rises to click that button, to seek out new
gear. After so many wipes in Act 2
Inferno you have to confront the temptation of easily increasing your character's
stats for just a few dollars: "If I
pay $7.50, I won't die as much."
That's one of the more
interesting aspects of the RMAH: It
explains why people would pay $ for in-game items. Usually, people dismiss the idea as absurd
since, "You're buying things that don't really exist." Why would you pay $20 for boots in Diablo 3
when you could buy real-world boots for your real world self?
Rather than think of the
situation as paying $ for in-game items, think of it in terms of time. Suppose you make $20/hour at your job. Suppose the boots you want for your Monk cost
$20 on the RMAH. Now, do you
1) Farm for countless hours in the hope of
attaining the boots you want?
2) Buy those boots for 1 of your work hours?
Why spend 10 of your
Saturday leisure hours farming for boots, when you could spend one Friday work
hour to obtain the boots you want?
That's the thought: How are you spending your time?
When you think about it, you
realize that Diablo 3 warps time into a commodity, a currency. I've "spent" X hours playing Diablo
3. In that time, I have earned $Y. So, Diablo 3 translates to $Z per hour. Moreover, those boots constitute a time
investment. Would you rather spend 10 of
your Saturday leisure hours farming, or buy the item for one of your Friday
work hours?
When that thought enters
your mind, when you conceive of the game in terms of $ per hour, you begin to
rethink your impetus for playing. Why am
I "spending" my life playing Diablo 3? Why have I "invested" all of this
time in a game that only gives me $.58 per hour? Why am I farming for gear when I could get a
job, farm that job for $, and then use that $ to buy exactly what I want? Why would I buy items for the game,
anyway? Why am I even playing?
Yes, I had some fun
experiences. I have a few neat
memories. For example, last Saturday my
first treasure goblin dropped a Stormshield,
which sold for 3 million gold. That's
cool. But it's difficult to translate
that memory, that experience, into something quantifiable. I can translate the stormshield into a
quantity, but not the experience of getting it.
That's the question of
temperament upon which one's experience of Diablo 3 relies. If your mother drank while she was pregnant,
you can probably herp and derp your way through the game killing monsters and
have a gay old time. But if you can do
math, you'll probably lean towards quantification, towards economics. When you think of the game in this way, it
instantaneously transforms from hobby to something else.
It's not, exactly, a job. That's not the feeling of Diablo 3. Instead, Diablo 3 feels like...well...a subtle
acid that slowly dissolves the pleasure once found in gaming. Diablo 3 is an addictive game that slowly
evidences the problem with gaming addiction; it wastes your life while
indicating just how wasteful the game, itself, is.
When you enter the RMAH, and
start to sell items, you receive the means of quantifying your time spent playing
Diablo 3. It's no longer about the
feeling of killing monsters, of that momentary risk-hope-pleasure you feel when
a rare drops. Instead, Diablo 3 reduces down to a simple problem of division.
I've /played Diablo 3 for
289 hours.
I've amassed $168 on the
RMAH.
Diablo 3 gave me $.58 per
hour, and a couple neat memories.
Fuck, man.
Fuck!
Posted by _J_ at 5:39 AM 11 comments
Labels: diablo III, rant
D3DB.com posted the Increased Attack Speed % Nerf numbers:
Weapons
Posted by _J_ at 5:14 PM 2 comments
Labels: diablo III