2012年11月20日星期二

Diablo III 1019558 guild wars 2 gold iS

Diablo III 1019558What of significance about this can be said that can be better expressed by a moment of silent reverie? It almost too big for words, this feeling. I guess for many of the 6.3 million players who have accumulated over the course of a week after release, some won have been alive or conscious consumers back when Diablo (1996) or Diablo II (2000) came out. For them, maybe they are spared this feeling of soul-wrenching joy. Maybe to them, it just a game about clicking on zombies and complaining about loot.For me, it a time tunnel backwards. And while Diablo III plays heavily with nostalgia and expectations in its operatic lore and evocative content, it achieves what 12 years of watching and waiting might very obviously achieve: evolution. It takes all that was treacherous and annoying about its predecessors and replaces all that with sensible and flexible options that manage to keep scenarios exciting where other, lesser games would falter in punctuated carrot-and-stick repetition.This is my favorite genre of game, the so-called role-playing game. But ARPGs have had another, informal moniker for the last 12 years: they been called clones. So the challenge here was how Blizzard could create another Diablo game without it ending up just another Diablo clone. This was especially poignant since Blizzard really was competing with the original Diablo I II creators over at Runic Games (Torchlight). If it had not been laden with the richest of corporate resources and the legendary half-decade Blizzard development polish, this title really could have fallen flat. So it may not be that surprising that Diablo III became something so special. So much of the name was at stake. It just had to be.Quality of life. Many other ARPGs over the years have picked up on the fact that some conventions of the genre were unnecessarily punitive. Some of my (least) favorites: having to individually pick up piles of gold, having to repeatedly click on enemies to attack them, being required to operate more abilities than you have fingers for activating, having to spam potions during and after every encounter, having to lock yourself into a single build dedicated to a single mechanic when you face an endless variety of combat scenarios, having to play tetris with drops, having to compete with other players for dropped loot, having to memorize or take notes on a long list of crafting combinations. Diablo III drops or reverses all of these annoyances and more. It becomes a smooth experience dedicated to keeping you in the action in intelligent ways.Freedom of choice. The rune system replaces talent trees entirely, and while I found this jarring in the open beta, I quickly realized its supremacy. Essentially there are no anymore nothing you locked into. On the fly, so long as it is not on cooldown, you can go into your menus and set any unlocked abilityinto one of your six slots. You can further modify it (sometimes fundamentally transforming it) by choosing one of five runes associated with the ability. This can be done all the time with no penalty. It means that Diablo III is now a game about exploration AND experimentation in the truest sense. If a certain build doesn work, try something else and see. As difficulty levels increase this mentality actually becomes a requirement as you face a variety of complex elite foes.Sensible controls. Finally gw2 gold, a game in this genre that acknowledges how difficult it is to hit the rightmost numberkeys with the left hand. Actually, Darkspore figured this one out too: both games limit you to six action slots total (including mouse buttons), and the effect is meaningful. Each action you choose should synergize with your other actions in ways that culminate in a complex and powerful build. Rather than shambling about with 15 different abilities you rarely use, the game forces you to make decisions at all times about what sort of experience you trying to have. On top of that, you allowed three passive abilities from a host of options to help you refine these interrelated abilities.Achievement in the truest sense. I know achievement systems are ubiquitous in this age, ripped from the walking corpse of Xbox Live. But despite this lack of originality, Blizzard has in fact made achievements wildly compelling in all their flagship games. Maybe this is because all of their games involve some level of repetition and refinement? Downing a raid boss in World of Warcraft using furry shoes or something is worth recording for posterity and organizing within a larger framework of challenges; taking down zerg hatcheries while defending my base for 20 minutes on hard mode made Starcraft II achievements worth something. But I think maybe this shines brightest with Diablo III: with such a randomly generated world populated by different dungeons gw2 gold, events, and enemy combinations, you end up repeating each act multiple times on multiple difficulties. The massive achievement system rewards side exploration for lore objects, hidden dungeons, and more. The combat challenge achievements treat Diablo bosses like raid bosses, requiring coordination and preparation to win the objective. It breathes life into the genre in a way that simply wasn possible 12-16 years ago.Never off. I guess this bears mentioning, though it doesn bother me so terribly guild wars 2 gold. It bothers a lot of other people. In producing a game that offers smooth cooperative multiplayer, persistent achievement systems, hack-resistance, perpetual fine-tuning, and an auction house (see below), Blizzzard requires Diablo III to be constantly connected to the internet. If your connection fails, or if their servers fail, you out of luck. This is being lambasted in the public forums as DRM and I get that, but this crowd is confused about how things work if they think they can get the same polished online experience in an offline or optionally-online game. I stand against the critics here, even when launch day was unplayable due to server overload, or when a blip in my connection boots me from a boss fight, or whatever. The pros far outweigh the cons.Gap-filling. I of two minds regarding the Diablo III auction house. I very happy with it because it easy to use and easy to make extra gold by selling your rare drops to the general public. I pleased that if I struggling at the game, it because I have yet to discover a winning build and not because I unable to fill the majority of the gaps in my gear with AH merchandise if needed. It removes a lot of the grind from the game. No more boss farming just to get the perfect randomly-generated pair of gloves. Now 6,299,999 other players are doing that for you and offering up their loot for fair prices. So all that is to be celebrated, right? But something strikes me as fundamentally off-center about the auction house. I and my co-op crew have forgone any crafting in the game because selling your magic items for gold translates to greater gains with savvy deals on the auction house. I find that I am required to use the AH to proceed as I level. It is this dependency on the AH that I find worrisome, and I wonder how that will play out in time. I think it a good thing, but it also a risky thing in the larger design. And when the money auction house comes out, what will that mean for meaningful progression? Microtransactions?By crafting you mean gambling. There is a robust system in place where you can your magic and rare items to get crafting materials for your blacksmith, who can in turn produce a weapon or armor of your choice at a given level with randomly allocated enchantments. This can be really rewarding with the rares (yellow items) but the risk is high that you get attributes you simply don need. So far, those blues and yellows have found better uses vendored for gold to spend on the auction house. This system may yet prove itself in higher difficulties, but as far as normal and nightmare go, I only had a couple resounding successes with it. (a side note: the jeweler is awesome and gems are fantastic: that is a tradeskill done right.)Weird defaults. Explained absolutely nowhere in the tutorial tooltips, the game defaults you to a state that requires one category of skills per action bar slot: for example, wizard can only have one primary, one secondary, one defensive, one force, one conjuration, and one mastery skill. This, as you might imagine, gets quite constraining if you want to experiment with different builds. That where Mode comes in: checking this box lets you put any type of skill in any slot, allowing any combination of skills that you can imagine. A cursory check around the official forums suggests that people are hitting the level cap of 60 not even knowing about Elective Mode. This is probably the first box you want to check, really. Khanduras is still a patchwork of misty farmlands, haunted forests and rocky plains. And Kehjistan is more than just an echo of the desert wastes that surrounded Lut Gholein on its opposing coast, complete with sewers and sandworm caverns and Arabian-style palaces. I get that they want to show off how 12 years of advanced design and technological wonder can directly contrast with the 800x600 low-res Diablo of the past. But in the end I was hoping for more novel locales. Here to hoping that expansion content will deliver on that.New dawn. I think this generational thing is significant: players who are, say, younger teenagers at this date won have had any of that old Diablo ARPG experience and will either be coming at this from the MMORPG experience or from other ARPGs and variations on the genre (if we lucky, Torchlight and Darkspore but probably sad iterations like Titan Quest or Sacred). Those players won have a sufficient point of reference to understand all the game is communicating to us. They won hear names in the lore books and think back through sixteen years of storytelling. They won be able to picture the Durance of Hate in Travincal when encountering Mephisto Aspects of Hatred. They won have that rising gut feeling of wonderment when approaching the Arreat Crater for the first time, after twelve years of wondering what happened after Tyrael shattered the Worldstone. And that explains that warm and fuzzy feeling I got.
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