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Beskeder - Pecenetra

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916
Off Topic / Sv: Video tråden
« Dato: November 14, 2014, 02:08:50 am »
lol, sindssygt! Den kan MP vidst ikke slå  :P

Selvfølgelig kan han det, og det ved hjælp af kun pedaler! :D


Yessir. Må førsøge i juni engang, hvor formen kan peake. Har max været på 91 km/h indtil videre, så der er et stykke vej endnu. :P


917
Diablo 3: Reaper of Souls / Sv: Opsummering af BlizzCon 2014
« Dato: November 14, 2014, 01:50:06 am »
Ang balanceringen af Pylons blev dette slået op for små 10 min siden på us forum:

Pylons are meant to give you a surge of power and can (in most circumstances) add an additional layer of excitement to Greater Rifts. We love the variety they provide, but agree that their current implementation missed the mark and can have a negative impact on your Greater Rift experience, especially at the top end.

Rather than remove them outright (which would remove some of the fun in Greater Rifts), we'll instead be making several changes to bring the different types of pylons more into alignment. The changes we currently have planned include buffing Shield, Power, Speed, and Channeling pylons so that each type feels equally meaningful (or at least comparable) to Conduit pylons as well as balancing out their distribution so that you’re finding pylons more consistently.

Of course, these changes will be available for testing on the 2.1.2 PTR, so we'll be listening closely to your feedback on how the new/improved pylons feel in practice. Hands on experience will provide a lot of context to the posts we’re seeing right now, so please take some time if you can and let know how these changes work out!
Kilde

Vi kan altså vente os en buff i både deres styrke/varighed samt mere hyppig forekomst i Greater Rifts. Ved ikke med jer men føler at Blizzard er bange for at fjerne indhold i GR's, det bliver igen en kamp om at få den rigtige pylon på den højeste tier GR. Jeg har det fint med dem som de er i Rifts.

P.S. det forventes også at PTR kommer op i slutningen af denne måned - så få købt jeres julegaver snart ;)

918
Off Topic / Sv: Video tråden
« Dato: November 13, 2014, 11:51:22 pm »
lol, sindssygt! Den kan MP vidst ikke slå  :P
Selvfølgelig kan han det, og det ved hjælp af kun pedaler! :D

919
WarCraft / Sv: Warlords er her ;)
« Dato: November 13, 2014, 07:50:20 pm »
Jo det plejer at virke, så ved ikke lige hvorfor den går ged i den her. Muligvis har boardet her ikke tilladelse - men det er et bøvl at tjekke på mobil så hvis ikke en af de andre når at komme til undsætning kigger jeg videre i aften.

920
Demon Hunter / Sv: Hjælp til at komme videre
« Dato: November 13, 2014, 07:34:21 pm »
Om paragon points vil de "kloge" sige at du skal sørge for at du skal bruge dine paragon points til at ramme BP for ias først, derefter er det CHC/CHD.
Når det kommer til Core foretrækker jeg personligt altid at male Movement Speed først, og derefter bare dex, dog kan jeg og enkelte andre godt lide at have den ekstra resource også, men se på hvor meget du bruger i dit setup.
Defense er lidt abstrakt,  for nogle builds er det helt ligegyldigt, men ellers er reglen at armor og life det du får mest ud af, og dermed første prioritet.
Utility er helt ligegyldigt, tag hvad du føler for.

921
Build Guides / Sv: Weapon dmg
« Dato: November 12, 2014, 03:12:55 pm »
Mens du holder musen over våbnet så holder du ctrl nede, så kan du se min og max som de enkelte affixes kan have.

Kender godt det tricks ellers tak, men er det ikke svært med min-max. Da den jo kan roll forskelligt i et interval? Det er vel alt andet nemmere på % dmg, da der ofte er 6-10%. Her er der vel flere variationer? lav/høj minimum og lav/høj maks, som jo så skal spille sammen for at give en højere dmg?
Mystic viser det korrekt i minimum og maximum intervaller, Ctrl løsninger viser kun fra mindste minimum til højeste maximum.

Men max er 1049-1304 hvis du gerne vil slippe for at skulle lede, så du er kun 11 i max damage fra ;)

922
Off Topic / Sv: Husk beta settings til kommende betas
« Dato: November 12, 2014, 03:06:37 pm »
Som Mads siger, "Future beta" dækker over nye endnu ikke annoncerede titler som eksempelvis Overwatch, eller tidligere Heartstone og Heroes of the Storm.

Så skal du ikk ind og opt for beta så snart titlen annonceres på b.net accounts du er allerede med i den fremtidige nye.

Udvidelser til allerede udgivede titler har hver deres under kategori, og PTR servers er ikke beta servers, men Test Servers hvor P står for Public altså åbne servers for alle.
Mener ikke engang at man skal eje spillet for at spille på PTR (kan dog ikke huske det med sikkerhed)

923
WarCraft / Sv: Legendary cloak og Warlords
« Dato: November 12, 2014, 03:01:21 pm »
nice, gz med det :)

924
Off Topic / Sv: Snart 20
« Dato: November 12, 2014, 03:00:43 pm »
http://us.battle.net/heroes/en/blog/16363107/

I bund i FAQ delen er spørgsmålet: How many of my friends will be invited if I’m selected?
og svaret er givet at alle dem der var på den venneliste FØR den 16 oktober

Sorry dude :(

925
Diablo 3: Reaper of Souls / Opsummering af BlizzCon 2014
« Dato: November 12, 2014, 02:57:40 pm »
Opsummering af BlizzCon 2014; det var hvad vi fik af godter

BlizzCon i år 2014 gav os en masse lækerier i løbet af dagene at kunne gå og se frem til, så her en opsummering af alt det som kom frem. Nogle ting vare mere uddybet under BlizzCon, men her finder du det vigtigste i hovedtræk.

BlizzCon 2014 has come and gone, leaving behind a flurry of news and excitement! Whether you've followed along from home with the Virtual Ticket or sprinted between panels and game demos, it's possible you may have missed a detail or two from show. Not to worry, we're here to keep you informed with recaps, interviews, and news features.

In addition to our own panel recaps, we'll be compiling media and fan site coverage from BlizzCon 2014 right here for your convenience! Check back regularly throughout the week for updates as they become available. Find something we missed? Then let us know in the comments and we'll add it to the list!


Table of Contents:


Day 1: Diablo III — What's Next

The Reaper of Souls development team took the stage to share some insight on upcoming content, balance changes, and of course new loot headed your way in the near future!

Mischief Managed: New Treasure Goblins!

After expressing our utmost gratitude for your continued support throughout the launch of Reaper of Souls and the Ultimate Evil Edition, game director Josh Mosqueira introduced the newest members of the Treasure Goblin family.

The Blood Thief, the Odious Collector, and the Gem Hoarder are all variations of your typical Treasure Goblin. Each drops a different type of loot: Blood Shards, Crafting materials and recipes, and Gems respectively! These little guys will be arriving in Patch 2.1.2, and who knows? They might not be alone…

More to Explore: Nephalem Rifts Revisited

Next, senior game designer Jonny Ebbert touched on our design intent behind Nephalem Rifts, using randomization as a tool to create an experience that's infinitely replayable. We're revisiting several existing zones from Acts I and II and adding new map tiles to accomplish this goal.

FieldsNew_Bright_thumb.png

These changes will apply to the Oasis, Spider Caves, and Leoric's Jail maps and will be implemented for both Nephalem and Greater Rifts in Patch 2.1.2. We’ll be doing the same for Stinging Winds, the Tristram Fields, and the Festering Woods in a future patch too!

Diamonds in the Rough: New Legendary Gems!

Legendary Gems are a big game changer. We really love how they allow you shift stat priorities and add build variation, but recognize that there are still some holes missing in the utility they can provide. We're developing two new Legendary gems for Patch 2.1.2 that are oriented around Defense and Healing to help fill those gaps.

Greater Rift Improvements

Greater Rifts are a recent addition, and we've learned a lot since adding them. There are a ton of changes coming in the next patch to address some of our (and your) biggest concerns. Expect balance changes to Pylons, monster distribution levels, Rift Guardian randomness, and the addition of a Resurrection at Corpse option for non-Hardcore players, complete with incrementing death timer.

All of these changes will be coming soon to the PTR!

New Item Tier: Ancient Items

Lead designer Kevin Martens introduced a brand new feature: Ancient Items. Ancient Items are an entirely new tier of Legendary item, juiced up and able to roll up to 30% higher stats. Every Legendary in the game has a chance to roll as an Ancient Legendary, and they can only be acquired in Torment I and above. The higher your Torment level, the greater your chance of finding an Ancient item!

BC14LiveTweet-AncientLegendary_D3_Social_JP_960x480.png

Twisted Nature: Explore the Ruins of Sescheron

In addition to previewing Patch 2.1.2, we shared some concepts for content coming in a later patch. The Ruins of Sescheron will be a new Adventure Mode-only zone with new enemies, traps, and bounties for players to explore.

This former Barbarian city is inspired by the opening cinematic of Diablo II: Lord of Destruction and you'll be able to roam these ruins in new bounties, Nephalem Rifts, and Greater Rifts. 

The enemies your heroes will find in the harsh lands of Sescheron embody the theme of "twisted nature." They tend to hunt in swarms and can pose quite a threat if not managed quickly. Check out the Naja Beetle, Glowing Death, and Frost Maggot below!

Not to be outdone, the Ruins of Sescheron will also feature the Rat King...a truly hideous creature accompanied by an equally hideous contingent of (you guessed it) rats. Glorious!

Season 2 Coming Soon:

In addition to these content reveals, senior technical game designer Wyatt Cheng also explained that Season 1 was a big learning experience, and we’ve got a lot of plans to improve on Season 2 as a result. From Conquests to new Legendaries and rewards, there was plenty to cover on Season 2 alone, so we’ve gone into greater detail over in our preview blog here.

SSN2Preview_LiveTweet_JP_960x480.png


Day 2: Evolving Reaper of Souls

For our second panel, game director Josh Mosquiera got us pumped to talk about items, introducing the philosophies we'd be covering in both the past and future of design for Diablo III. Before getting into the finer details, lead technical artist Julian Love introduced the crowd to our Legendary Workshop.

If you haven't heard about our latest community project and want to hear about the final power we decided on, head over to our Legendary Workshop announcement blog for more information!


Current Philosophy: Epic Heroes, Epic Loot

While our workshop continued on the side, Josh talked about how our current core designs behind items in Diablo III are epic heroes and the promise of epic loot. We accomplish this today through many smaller philosophy points:

  • Less is more.
    • Limit the amount of stuff found but make sure you care about the items acquired.
  • Legendary items should define builds.
    • Encourage build diversity.
    • Create interesting gearing choices.
  • Rarity equals power.
    • The rarest items in the game should feel the most powerful.
    • Avoid muddling gear choices with an overlap in power range.

These values have gotten us a long way, and Josh, along with lead system designer Kevin Martens and game designer Travis Day, covered different parts of the journey of Diablo III.

We had a lot of good intentions with features like the original Inferno difficulty, the Elite "Out of Time" debuff, highly rewarding destructables, and the Auction House. Of course, as none of these things have remained in game, we know that they didn’t work out in the end.

Evo_InfernoComic.png

So where did we go wrong?

Looking Back on Item Design

The original philosophies we had are quite different from the current iteration:

  • Long item reward tail.
    • We originally wanted the pursuit of end game loot to take a very long time.
  • The Quality Tier Overlap Fallacy.
    • The idea that a well-rolled Magic item could be better than a low-end Rare was intriguing, but caused too much confusion for gearing.
  • Randomness is king.
    • The concept was that an item with a less than perfect roll gave you something else to work toward.
    • In practice, it’s just frustrating.

After Diablo III launched, we patched in a lot of fixes to remove or improve features that weren't working. The Monster Power system preserved high difficulty levels while not making them impossible to achieve. Paragon levels were introduced to give players a consistent way to make progress regardless of the random number generator’s whims. Ubers and the Hellfire Machine event gave dedicated players long-term farming goals.

Timeline_Final_thumb.png

Challenging Assumptions: Console and the Auction House

While our PC team was hard at work, our console team was discovering this new platform was a great place to challenge assumptions. We found we could break the mold by introducing features that were otherwise seen as “not very Diablo,” such as tooltip comparisons. Through experimentation, we discovered our item philosophy is what needed work.

unleash_thumb.jpg

Console's experiments became what we called Loot 1.5. It laid the foundation for Loot 2.0, the complete revamp of itemization that came with the Reaper of Souls expansion. Less, better, and more epic were all key goals. Yet there remained one piece of the puzzle: the Auction House.

It didn't take long to realize that the Auction House discouraged players from acquiring their gear through simply playing the game. Acquiring your gear through menus wasn’t what Diablo was all about, but it was how it was being played. This was the driving force behind removing it, and we haven’t looked back.


Where We Go From Here

Where do we go from here? We've made some great sweeping changes, but there's always more room to learn and grow. We plan on continuing to create gameplay variety and to focus on the fantasy. This means making sure your Demon Hunter feels like vengeance incarnate and your Crusader is that war machine made human. From there, we can "balance to awesome" and make sure that the numbers behind those characters speak to those ideals.

Evo_DHFantasy_thumb.png

Sneak Peek: New Items and Sets!

So let's get to what you're really here for...previews of the upcoming Legendary items and Sets we've been hard at work on!

Raiment of a Thousand Storms had some significant updates. These were made to not only maintain the fantasy of the Monk's fast and slippery nature, but to make sure the gameplay feels fun and engaging rather than a game of pinball.

We're revising a few existing Legendaries to fill in gaps and improve skills that may have fallen to the wayside due to more powerful gearing options. We’re also introducing entirely new pieces that fulfill a similar cause. Of course, we have plenty of new class sets coming up too!

While we’ve got several sets in the works, only a few are ready to share right now. We want to return to some of the long-requested gameplay styles that the community has been asking for and that we’ve been dying to revisit.

 

It’s been a great experience to reflect on not only what we’ve learned, but what we’ve accomplished. We’re eager to continue developing Diablo III and to keep bringing you an amazing game that you’ll love to return to throughout the years.


Så her var de;
    3 nye typer goblins og måske flere
    Bedre og større rift områder
    Nye legendary gems som focusere mere på toughness og healing
    Rebalancering af Pylons
    Ancient Legendaries, som er op til 30% mere kraftfulde og SKAL findes
    Nyt område i akt 3
    Frisk ny Season
    Nye Legendary kræfter på eksisterende legendaries
    Nye class sets med focus på andre skills
Er det nok til at få dig op i gear til næste season, måske endda med i PTR'en som kommer inden det går løs - giv os din mening.

926
Build Guides / Sv: Weapon dmg
« Dato: November 11, 2014, 05:19:06 pm »
Men det har altså ingen betydning, hvilken en det er bare den er høj ?
Præcis, bare den er høj - det er alt der tæller

927
Build Guides / Sv: Weapon dmg
« Dato: November 11, 2014, 05:06:24 pm »
Faktisk så angriber bade ravnen, edderkoppen, vildsvinet og ulven alle sammen for 100% weapon damage efter samme model som sentries - det er blot bedre at booste en skill som starter på 280% damage frem for en der kun er på 100%. Men jo pets udgør faktisk en pæn del damage når det kommer til bosser osv. men de fleste bruger dem nok primært til at kunne holde afstand.

Jeg tror dog ikke at Companion er en af de physical skills som "arver" damage type fra våbnet, jeg husker faktisk kun Barbarian og Monk skills som kunne. Men skal da lige være sikker.

EDIT: De er blevet fjernet så damage type på våbnet er fuldstændig ligegyldigt hvis ikke du bruger normal attack - hvilket de fleste kun bruger indtil level 2-4 stykker

928
Off Topic / Sv: Belastende blinkeri
« Dato: November 11, 2014, 04:49:14 pm »
ikke nødvendigvis, jeg ser mange som kører med 7-zip i stedet, og så er der alle "non-dls" som ikke har behov for WinRar men nøjes med zip systemet i Windows - så gik med VLC, kender ikke rigtig nogen som helt har skiftet til KMPlayer endnu, men nogen må der da være.

Alle har VLC !  ;D
Så fangede du da pointen :P

929
Shoutbox / Shoutbox: 10/11/2014
« Dato: November 11, 2014, 03:28:03 pm »
@TheManz problemet er at T6 ikke er for nemt,  men at der findes disse få coockiecutter builds som dominere, lav en DH uden Sentries, en Wizard uden fire eller en Crusader uden Akkarats Champion, så længe det andet slet ikke fungerer giver flere sværhedsgrader ikke mening

930
Off Topic / Sv: Husk! beta settings
« Dato: November 11, 2014, 03:17:24 pm »
Tak for heads op Dreamwalker :D

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