1.13 Public Test Realm online!

Re: 1.13 Public Test Realm online!

Meh , it would kinda screw over the current owners of legit high end rw's who have worked alot to get them.
 
Re: 1.13 Public Test Realm online!

I did do the math for Travincal runs and high (Vex+) runes, using the same method I did when comparing High Council running to LK/HF in 1.12a. Here's the conclusion, which I imagine is all you guys care about anyway :)

[highlight]1.12a[/highlight]
p3 Travincal runs: 1 Vex every 4 hours and 28 minutes
p3 LK runs: 1 Vex every 3 hours and 9 minutes
1.07 LoD HF Rushing: 1 Vex every 2 hours and 34 minutes

[highlight]1.13[/highlight]
Using the same method and the same numbers, except the rune drop rates:

p3 Travincal runs: 1 Vex every 1 hour 39 minutes

Keep in mind these are just initial numbers. It's pretty telling I think, though. It's interesting to note that Sur has a higher chance of dropping than Lo, and Jah has a higher chance of dropping than Ber.

For more info of how I did the math, you can check out my High Runes and the High Council topic.

The thought of the council being a good target crossed my mind before I went to bed last night. I'm glad this has been confirmed :).

Personally, I like the changes. I'm not going to respec, so I don't really care. I supposed it would be nice if I was starting untwinked.

No IM makes me happy. I know when I would MP with a melee character, I would have a tendency to not doing anything when OKs were around. I think Blizzard removed it for this reason personally. I can see a party of 8 on B.net with only one sorc trying to kill everything because the rest of the party is afraid of IM. Plus, IM left the opportunity for cheap kills in. How lame is it to die because you have no way to stop your attack? I liked Asmo's idea of nerfing it though; that would probably have been the better idea.

Nerfed Willowisps makes me happy. I know I've S&E'd because of boss packs of them before.

Fixed FE bug is nice. I've only had ~2 deaths from it, but whatever.

I'm liking the increased rune drops. It makes me feel like I might find some now. :whistling:

Pre 1.13: HAMMERDINS ARE TEH LAEM AN SO CHEEEZY.

Post 1.13: OMG Y EVN USE HAMMERDIN.

The Poison Nova boost is nice. It makes the build a little more welcoming for players without top notch items. The CE boost basically doesn't matter though. It basically killed everything on /p1 already. Maybe they were trying to make it more usable in Normal and Nightmare?


 
Re: 1.13 Public Test Realm online!

In terms of the mathematics of log progressions, like we have in runes, doubling or quadrupling the rate has very little effect. Other than making Silo re-write his drop tables, I doubt we'll see a change to the game because of it.

Hell forge rushing and LK runs are still going to be the kings of rune finding.
 
Re: 1.13 Public Test Realm online!

Has anyone figured out what will happen to the current LK rune drop situation ?

I mean if you change the rune drop rates, does this screw up with the current rune drop patterns, and if so does it increase or decrease the number of possible drop patterns ?
 
Re: 1.13 Public Test Realm online!

I think that LK running may get a bit different, for example if there is a psetting with 2 Bers, 3 Surs. I foresee a LK vs. Council competition :)

@Oblivious: I think all the SPF has to run LK for a month to get the new patterns.
 
Re: 1.13 Public Test Realm online!

In terms of the mathematics of log progressions, like we have in runes, doubling or quadrupling the rate has very little effect. Other than making Silo re-write his drop tables, I doubt we'll see a change to the game because of it.

Hell forge rushing and LK runs are still going to be the kings of rune finding.

They might be, but I think there should be more realistic alternatives to it now. Furthermore, one could hope that LK has been nerfed by having fewer high rune patterns.

Instead of my 8 non-chest runes above Ohm I would have had about 16 statistically! And a much higher chance of actually having cubed a Zod by now. Giev!

(...)People who cry about respeccing are pretty disgusting, given all the abuses that are already condoned by SPF. "Oh no, official Blizzard approved cheese, this is NOT COOL because it doesn't require 3rd party programs!"(...)

I concur, I think there's quite a bit of hypocrisy in that.



 
Re: 1.13 Public Test Realm online!

If we`re going to find an average of Vex every 2 hours running the council, that will certainly have a huge effect on our economy.

I`m still a little unsure what I`m going to do when the official patch is released. There will be a restart, but I have no idea whether I will bring the HRs forward yet. Plenty of time to think about that:)

I agree with SKiffcz that very little has been done, but I wasn`t expecting all that much either.
 
Re: 1.13 Public Test Realm online!

Well, if the hardcore LKers switch to hardcore council running instead, we will see a ~50% increase in high runes (in terms of "value", not in absolute number of rune drops, which is different). This is assuming the numbers I used are correct, which will vary from person to person of course.

That said, council runs could almost certainly be sped up if focus switched from GFing to rune hunting. The most obvious example would be Fortitude over the completely useless Wealth.
 
Re: 1.13 Public Test Realm online!

@skiffcz: I was about to write the same, until I saw that ioupainmax had already made this point. So we share your feelings. ;)

Also, they spend quite some time (failing to) implement an increased stash. :whistling:

Yeah - I mentioned this - but it got lost in my rant!

I don't think there's 3-4 ppl working on D2. More like one, parttime. At least that what's I remember reading in a D3 interview where the 1.13 patch came up.

Either way, as a "content patch" it is very disappointing, especially for SP. I don't see myself upgrading to 1.13 just to make a hydra sorc.

(Another rant)

You were both more generous in the time you allotted to each change (also nice catch on the missing word 'days' Kyrandia)

It may make sense to try to win back some of the players from way back when, but losing long term players because they didn't listen is sheer folly. Logic dictates that the people they win back with the changes will probably not last the test of time with D3 either, and that the long term players of D2 are the ones they should really be aiming their product at as they are a strong and loyal fan base. Now they might think that this strong fan base will buy D3 regardless (which may be true) but sometimes the short sighted money grabbing schemes of companies just end up alienating their best customers.

Failing to implement content for Single Players is one such oversight. The reason many people play Single Player is because the online system they have currently is utter excrement. Most people have sufficient internet speeds to play online if they so choose but due to rampant duping, cheating and connectivity problems people abstain.

Time and again they have shown their complete contempt for the Single Player community when it is we who paid for their opulent lifestyles. I have no doubt that had they handed over the code to a certain few (vetted) individuals with knowledge of the game mechanics and coding (who would, as fans, probably do this for free) they could have come up with a really nice patch that would not only strengthen their customer satisfaction, but would also be great publicity for a company interacting and listening to the community. For example, some smaller companies use social networking sites to get feedback, which they then implement, generating lots of positive reviews and, by word of mouth and internet blogging etc., generate new business as well as a better corporate image!

(There may be flaws in the minutiae of what I have said - but the principle still stands)

(/end rant)



 
Re: 1.13 Public Test Realm online!

Respecing - adding butons and new "quest" to A1 would probably need some arwork and say .. two days.

Take code from testing version and create a new reward for Den of Evil: 1 hour.

I'm quite sure that respecking has been part of the development/testing version from getgo. Moving it to released version is just plain easy.

Ulla


 
Re: 1.13 Public Test Realm online!

Just a thought I had which is probably stupid since I don't understand how this stuff works:

Is there any chance the AI/coding/etc for the ubers is included in this patch, and is no longer just server side (which I understand is the reason an RWM-like mod can't be created for it)?
 
Re: 1.13 Public Test Realm online!

Just a thought I had which is probably stupid since I don't understand how this stuff works:

Is there any chance the AI/coding/etc for the ubers is included in this patch, and is no longer just server side (which I understand is the reason an RWM-like mod can't be created for it)?

I may be wrong, but I doubt they'd move functionality (and code) from the server-side into the client as part of a patch... especially given how little effort they've apparently put into this in total.



 
Re: 1.13 Public Test Realm online!

well dont understand those who think IM is silly and good that it's removed, I hope that it wont be like that in the final version. It is so easy to use some tactics to minimize the risk of getting killed by it.

First of all Barb, Zerk OK and WW the rest make sure there arent any at the edge to curse. Or drag the mob of veniom lords and doom knights away and ww the to death and then go in and zerk the OK's or whirl them.

If you are IM run up to an OK and wait until he cast decrep on you then finish him.

And with paladin run up to ok let them decrep you and then smite him down which lessen the risk of getting IM'd and then zeal down the big mob.

Sure you can still get killed by IM but how fun is it to play without any chance of getting killed. No excitement at all
 
Re: 1.13 Public Test Realm online!

Or you make Passion for you and zerk them down or you carry the baddest missile weapon you got and kill the OKs from far or ...

There are several ways to handle IM for a melee build that I'd S&E out from a mp game where I as the only sorc should handle CS when the melee build players have never thought how to do CS.

Ulla

P.S.

Checked paladin forum: No thread on 1.13. Curiouser and curiouser.

U
 
Re: 1.13 Public Test Realm online!

I have never said IM made the game very difficult, it is just plain boring. I like glass cannons (dolls and gloams), which can be killed quickly, but also packs a punch. Every Melee character I have uses all those tactics DX mentioned and it takes a lot of time.

Not hard + long time spent doing it = 1 incredibly dull ability.
 
Re: 1.13 Public Test Realm online!

We play singleplayer here, i dont understand the commotion about respeccing. If you dont like it, dont use it. What influence does it have on your char if someone else does it on his computer or on battlenet ?

IM change is great. I never liked it. There is nothing you can do if it catches you mid-swing. That is not a fun game mechanism, its just a annoiance. Of course you can work around it with using special atacks or ranged weapons etc, but that aint fun either. Well, for me it isnt.

Rune drop probability : We will have to see how much this realy is. But generaly i am all for it. High end runes are way to rare.


But i am disapointed about the lack of SP support. How hard can it be to implement the ladder runewords and the world event, sheesh. All in all, i will upgrade anyway.
 
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