If it were me, I’d probably see if I could “borrow” a neighbor’s open wifi signal to play. I know a lot of people here will scream “theft!” but since it’s such a tiny amount of data, it’s really insignificant and would not affect your neighbor negatively at all. Just don’t use it all the time, or for downloading large amounts of data, and it really is no harm, no foul, IMO.
If you have access to someone’s open wifi and using it bothers you morally, maybe you can narrow down who’s it is and ask them if they mind you using it gently. Then at the very least you alerted them to the fact that their connection was wide open.
I see this issue as similar to holding a cup out, letting his sprinkler drop water into it so you can get a drink. That’s not any closer to “theft” of the neighbors water than letting diablo play using 500 bits a second on his network is theft of his internet connection.
Really? I never played much PvP, but it was my experience that opponents would let you retrieve your corpse before the next round.
And those of you who never played D2 co-op, you should try it. In Diablo II, it made the game about ten times better, and I can’t imagine it’ll be much different this time around. Just make sure you find a sane, friendly group of people. Like, say, us.
Questing with capable and trusted players is great, but it almost sounds like Bliz has resolved a lot of the issues with questing with strangers. The whole “individual drops” thing is a huge leap forward in that direction. Wasn’t the whole “hostile” system revamped, as well?
Also, the whole trading/auction deal should cut down on the vagaries of trading with strangers. I do hope that Bliz has got the whole item-duping situation under control, though.
As in, each player sees a different pile of loot, and can’t pick up other players’ piles? I can understand the rationale, but I’m not sure I like it. In multiplayer, I often found myself picking up items that others never even bothered to touch (especially things like wands, which could have a high GP value). It’s one thing to stop the folks who try to hog everything that hits the ground, or even stop fighting once the monster’s slivered so as to be ready to grab everything, but on the other hand, it’d be really annoying to ask folks “Hey, can you pick up and then drop every potentially-valuable item you see, so I can take a look?”.
Oh, by the way, does anyone know if there’s an equivalent of the Arreat Summit website for D3? I’ll almost certainly be buying it, but I’ll want to be able to plan out a build a little before I do.
Game Guide - Diablo III is the same idea. They have character designers 'n stuff. Given that you have every skill and no stat points, there isn’t really much to design though.
the Battle.net Game Guide has information, including a skill calculator. i don’t see how it works to plan out skills you haven’t seen in action, but i guess it would be interesting in a before / after comparison to see which skills you think you’d use vs those you actually do.
Hm, looking over those skills, I notice a few things:
All damages seem to scale with your weapon. This is going to make all classes equipment-dependent, which I’m guessing was a deliberate decision to go with the “loot for dollars” bit. What’s to stop everyone from wanting the same weapon?
Along the same lines, it doesn’t look like the skills really improve with level, aside from better skills becoming available.
Each class has a different resource to manage to use their skills. This makes it unlikely we’ll ever see things that let you use other classes’ skills. A shame; those were a lot of fun.
It looks like any given character will only ever have six different abilities to choose from in combat. I suppose this will make things more manageable, but six seems awfully few to me.
I’m not seeing nearly as many abilities that buff your allies, like the paladin auras or Enchant. I haven’t looked through everything yet, though-- Maybe I’m just overlooking those.
I haven’t delved very deep into D3 mechanics, but it seems a lot of stuff will be dependent on those skill rune dew-hickeys; I think a lot of your observations will be addressed through those.
Mostly preference. But some weapons will be better for different classes due to each class’ abilities improving based on their primary stat. For example a weapon with large +intellect is useful for the wizard but not for the barbarian.
Also it’s not just damage but casting speed. All abilities’ cast speed is based on the equipped weapon so if you prefer to use abilities that have a large cooldown or resource cost you’d be better off using hard hitting slow weapons but if you prefer attacks that are free or close to it, or like some of the monk’s abilities go through a cycle of weak attack -> stronger attack -> strongest attack, you’ll want faster weapons.
I shouldn’t criticize too harshly, by the way: It’s easy to see what I’m used to that’s missing here, but it’s harder to see what new things they’re putting in instead. So the negatives are more obvious than the positives, but it might still be better, anyway.
I still have a hard time seeing a big honkin’ sword making a fireball hotter, though.