Sistema De Comercio De Diablo 3


Si bien soy completamente consciente de la política de Blizzard con respecto a las estafas de Comercio, sugeriría que un corto tiempo de reutilización (3-5s) se añade a la confirmación de las operaciones siempre que los elementos que se negocian han cambiado. La declaración que finalmente agregas en miles de separadores para números en la Casa de Subastas (y por extensión la Ventana de Comercio - asumo) es ya un gran paso en la dirección correcta, así que gracias por eso.


Hoy temprano estaba negociando un arma usando el sistema de comercio en juego. El monto acordado para el tema fue la pregunta fue de 2.3 mil millones de oro.


El jugador tenía sólo un personaje de alto nivel, así que mi impresión fue que este jugador era bastante nuevo en el juego, o alguien que no tenía mucho tiempo para jugar. Teniendo en cuenta esto, y el hecho de que originalmente quería 3 mil millones para el tema, él fue lo suficientemente amable para añadir algunas joyas decentes para el comercio, que me pareció agradable.


Sin embargo, durante la adición de estas joyas al comercio, el jugador también, simultáneamente, cambió la cantidad a ser comercial a 230M de oro.


Aparte de esto, el sistema funciona bien, pero para mí, simplemente no esperaba que alguien se comportara de esta manera, y por lo tanto no comprobar la cantidad de oro, viendo que había sido cambiado.


Si esto fuera posible añadir, estoy seguro de que me ayudaría no sólo a mí en el futuro, sino también a muchos otros.


Editado por Nath # 2828 el 03/10/2017 11:40 BST


Desde entonces he descubierto que la persona con quien estaba negociando se sabe que ha estafado a muchos otros, por lo que le pido que tenga cuidado al comerciar.


Hay 3 páginas de quejas sobre este tipo y todavía se le permite llevar a cabo sus estafas.


¿Por qué Blizzard apoya a los estafadores, permitiendo que los ladrones estén entre nosotros?


En la vida real, cuando usted estafa / robo alguien más de 64 €, es un delito punible con el tiempo detrás de las rejas.


Pero en internet se le permite robar y estafar a la gente tanto como desee y no tener tos?


¿No hay ya un cooldown (recientemente agregado) para esto? Lo haría más largo realmente le hace comprobar el oro también? Los 1.000 separadores son un cambio bienvenido, pero IMO, cada vez que el oro cambia, los números deben estar parpadeando, diablos, todo lo que se cambia debe estar parpadeando durante todo el período de reutilización!


O bien, agregue una doble comprobación simple ( "Está a punto de completar una transacción para X oro ¿Está seguro? Sí / No") para ambos lados sin la posibilidad de cambiar los detalles del comercio.


Así que si cambia a X / 1000, todavía tiene que estar de acuerdo a través de la doble verificación. Si uno de ustedes presiona no, el trato está desactivado.


Si entonces usted presiona "sí" sin leer, usted es un idiota :)


Actualmente no hay período de reutilización. Un aviso se muestra en la ventana de chat, pero sin ningún detalle de lo que se ha cambiado en la Ventana de Ventas.


La razón por la que no noté que la cantidad de oro había sido cambiada fue porque algunas gemas también se agregaron - y sólo se obtiene una sola de estas notificaciones, independientemente de cuántos elementos se agregan o quitan o si se cambia la cantidad de oro .


Agregar algún tipo de tiempo de reutilización, o alguna forma de cuadro de diálogo de confirmación adicional sería muy bienvenido.


D2 de comercio, no es bueno, espero que añadir un enfriamiento o algo antes de cerrar la gah


Su todavía demasiado complicado para el comercio de esa manera, primero encontrar a una persona, a continuación, estar en línea al mismo tiempo y, a continuación, también en el mismo juego. Este no puede ser el futuro de la negociación en D3.


Fue horrible en D2, que realmente necesitan para llegar a otra cosa. Un sistema donde usted puede colocar su artículo y entonces los que lo quieran pueden comprarlo, apenas como el AH ahora.


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Mantente conectado. Sigue Polygon ahora!


Cuando Diablo 3 llegue a PlayStation 3, no incluirá una casa de subastas en línea. Pero habrá un sistema en el lugar para ayudar a los jugadores a intercambiar artículos entre sí en los modos en línea y fuera de línea, un funcionario de Blizzard le dice a Polygon.


"Los jugadores pueden intercambiar (ya sea offline o en línea) usando un menú en el juego", dijo un portavoz a Polygon. "Sólo tienen que estar jugando en el mismo juego. Debemos tener más detalles pronto."


La versión informática de Diablo 3 cuenta con una casa de subastas de dinero real en el juego donde los jugadores pueden comprar y vender objetos descubiertos en el juego.


Diablo 3 contará en línea y fuera de línea cuatro jugadores de juego cooperativo cuando se trata de la consola. También ofrece ajustes a la forma en que los enemigos atacan y se comportan. Los cambios fueron diseñados para ayudar a aumentar el cambio en el ritmo que viene de jugar el juego con un controlador PS3 en lugar de un ratón y el teclado.


El portavoz dijo que actualmente no hay planes para agregar soporte para la versión de ordenador de Diablo 3.


Ni una fecha de lanzamiento ni un precio todavía se ha fijado para la versión de Playstation 3 de Diablo 3. Una versión del juego también está llegando a la PS4, pero los funcionarios de Blizzard se negó a decir si llegará a cualquier otra consola.


Bashiok hizo una serie de publicaciones hoy en día, argumentando que el sistema de comercio de Diablo 3 y herramientas en el juego será tan impresionante que RMT será (virtualmente) no existente. Reclamaciones audaces, y todas ellas se citan a continuación:


Con esto, me refiero al hecho de que Diablo III item-trade se verá fuertemente afectado por los sitios de terceros que gobiernan el mundo subterráneo.


Bashiok: Hah. No, no lo ganó.


En pocas palabras: las personas con cantidades insanas de dinero en los sitios de negociación de artículos tendrán la ventaja cuando salga el juego, en función de los elementos, lo que no dará a todos los jugadores la oportunidad de evolucionar por igual en terreno neutral .


Bashiok: Todos los problemas que existen en Diablo II que obligan a la gente a usar este tipo de sitios para establecer una economía base y ayudar a concentrar la base de jugadores en una ubicación centralizada, serán completamente innecesarios cuando logremos nuestros objetivos económicos y comerciales. Metas con Diablo III.


Asi que. Cuéntanos sobre la magia Bashiok


Bashiok: Siempre hemos dicho que tenemos la intención de tener algún tipo de característica de la casa de subastas en el juego.


Eso solo quitaría casi todo deseo de alt + tab y comercio fuera del juego. La gente usa estos sitios porque centralizan a la comunidad comercial y establecen una moneda base. Si no hay razón para que las personas abandonen el juego, entonces no ganarán. Es tan simple como eso.


Y ya que la mayoría de las personas que juegan Diablo2 están usando para el comercio y han adquirido grandes cantidades de FG, será una diablos de una bestia para derribar.


Bashiok: Alguna moneda arbitraria en algún foro que nadie que compre Diablo III habrá oído hablar de excepción de un pequeño número de jugadores hardcore de Diablo II, no es un heck de una bestia & # 8217; hacer.


¿Me puede dar números de cuántas personas reales están jugando Diablo II y el uso de ese sitio? Porque puedo garantizar que serán superados en número de 100 a 1 (al menos) cuando el juego se libere. Así que si cada uno puede convencer a más de 100 personas a alt + tab y utilizar un sistema de foro extraño para el comercio en lugar de lo que está allí y disponible para ellos en el juego, entonces seguro. Pero buena suerte.


Siempre habrá franjas RMT sitios, y siempre habrá un pequeño número de personas que buscan de juego a juego oficios, pero decir que algo así tendrá una retención en toda la economía para el juego con una moneda estable y subasta El sistema tipo casa es altamente ilógico.


Una vez más, ¿qué garantías existen de que la moneda del juego será estable?


Reajustes de escalera completamente desestabilizar la economía. ¿Es esa característica que no se transfiere?


Bashiok: No hay razón para que Diablo III tenga reajustes de escalera. Ellos son un método rápido y sucio de restablecer la economía a 0 en Diablo II. Funciona. Por un momento. Entonces comienza de nuevo la gran purga.


Estamos diseñando una economía estable, tenemos el conocimiento y la experiencia para hacerlo. Tenemos personas internas con doctorados y licenciaturas en estadística y análisis económico y todo lo que sabemos hacer. Creo que estaremos bien.


Eliminación de referencias a sitios específicos y bloqueo. Cualquier otra referencia considerará la publicidad que justificaría una suspensión, así que no haga eso.


Me gusta su energía y el hecho de que el equipo D3 está trabajando en un sistema que será tan bueno que la mayoría de nosotros nunca se molestan en dejarlo, pero en serio. Cada juego en línea con cualquier popularidad tiene un elemento ilícito de comercio de dinero real, ya que siempre habrá jugadores que quieren intercambiar dinero real por artículos de primera y / o el tiempo necesario para subir de nivel a un personaje de gran alcance. Puedo ver un buen sistema de la casa de subastas que substituye en gran parte el comercio del foro. Pero hay un gigantesco mercado de RMT para WoW, a pesar de los mejores esfuerzos de Blizzard para controlarlo y prohibirlo, y por debajo de Blizzard corriendo RMT negociando a través de Battle. net para Diablo 3, I & # 8217; seguro Veremos lo mismo con D3. Te guste o no.


Legendary trading exception


Los elementos legendarios son todos los Bind to Account en Diablo 3 versión 2 y Reaper of Souls. Y no puede ser negociado, regalado, o vendido.


Sin embargo, hay una excepción. Los jugadores pueden intercambiar o dar el elemento a otros jugadores que estaban en el juego cuando se encuentra el elemento, durante ese juego o hasta por 2 horas después.


Esta excepción permite algunas transferencias de elementos entre amigos, pero no funciona exactamente como "negociación", ya que todo lo que podría servir como moneda también está vinculado a la cuenta. Así, los jugadores no pueden intercambiar objetos por el oro. Materiales. O gemas. Así, incluso la "excepción legendaria de comercio" en Diablo 3 y Reaper of Souls es básicamente una manera para que los amigos compartan artículos inmediatamente después de encontrarlos, en lugar de cualquier cosa que pueda crear una economía funcional.


Muchos jugadores desean que haya más intercambio de artículos permitido, y los desarrolladores han hecho comentarios sobre tal vez permitiendo más operaciones en el futuro, posiblemente dentro de clanes o comunidades. O quizás para los jugadores de la escalera.


Desarrolladores en el comercio [edit]


Los Legendaries sólo se convirtieron en Bind on Account en el proceso de desarrollo de Reaper of Souls, una vez que los desarrolladores se comprometieron a cerrar la subasta a principios de 2017. Las primeras explicaciones fueron ofrecidas en noviembre de 2017, a partir de entrevistas en Blizzcon.


Diablo. IncGamers. com: Para aclarar, todos los legendaries son Account Bound ahora?


Día de Travis: Sí. Todas las restricciones comerciales que estamos poniendo en marcha son para ayudarle a sentirse muy bien sobre cómo ganar sus artículos, y también para darnos la opción de hacer los artículos legendarios lo más loco posible. Cuando eliminamos la Casa de Subastas, en su mayoría intentábamos hacer que la experiencia del juego fuera lo mejor que pudiera ser sin necesidad de una [AH] y también encontrar tantas maneras de hacer que el comercio siguiera existiendo mientras se protegía la integridad del juego.


Tenemos un sistema ahora que le permite intercambiar legendaries que caen en un juego cooperativo con cualquier otra persona en el juego. Lo que realmente queremos es hacer el juego de jugar con tus amigos. No sólo saltar a un juego [de comercio] y diciendo: "Hey, mira mis cosas."


Diablo. IncGamers. com: ¿De modo que serían artículos que estarían sujetos a la cuenta si salías del juego, pero se pueden negociar mientras estás en el juego?


Travis: Usted puede intercambiar cualquier artículo, incluyendo artículos legendarios y fijados, dentro del juego usted los encuentra. E incluso cuando te marchas, básicamente te damos una ventana de tiempo que dice "Oye, cualquier persona con la que estuvieras jugando puede intercambiar ese artículo".


Artículos de Diablo III [e] Elemento Elementos básicos Elementos normales Artesanía Armadura legendaria I Armadura legendaria II Armas legendarias 1h Armas legendarias 2h Conjunto de artículos


03/01/2017 02:38 PM Publicada por Socs


Y no BOA no va a ninguna parte porque es malo para los negocios. BOA mantiene los casuales felices y los sitios de terceros en la bahía.


En realidad, el comercio de oro es lo que hace que en particular.


Si Blizzard eliminó la limitación de BoA en el equipo mientras todavía mantiene oro no comerciable sería el mejor de ambos mundos. Tendrían, por supuesto, que hacer esto después de la AH se ha cerrado.


Los vendedores de oro / artículo no van a regalar un legendario, no importa lo inútil que es, cuando saben que sólo pueden obtener artículos a cambio. Esto realmente traería comercio de vuelta, ya que ahora se ven obligados a los artículos de comercio de un valor igual en lugar de valor de oro igual.


Sí, los artículos todavía se pueden negociar por dinero real, pero siento que este es un problema tan pequeño en el gran esquema de las cosas. Nunca fue un gran problema en Diablo 2, por no hablar de otros juegos, ya que los que lo hacen son en gran medida una minoría de la gente y no se puede atornillar una economía de juegos hasta que mal cuando algo como un AH no existe.


Mientras que la agricultura es una gran parte de un ARPG por lo que el comercio, y su eliminación por completo con legendaries / set elementos sólo parece una mala cosa que hacer, sobre todo cuando el oro ya no es comerciable, el AH se ha ido y la capacidad de vender artículos Con dinero real es un compromiso tan insignificante para la mayoría de los jugadores.


TL: DR: Odio el hecho de que no puedo intercambiar artículos con mis compañeros tanto ahora, que es exactamente el tipo de cosas que los "ocasionales" disfrutan haciendo. Esta limitación les hace más daño a los agricultores hardcore.


Editado por MrTastix # 1610 el 3/1/2017 2:49 PM PST


03/01/2017 14:47 Publicado por MrTastix


Odio el hecho de que no puedo intercambiar artículos con mis compañeros tanto ahora, que es exactamente el tipo de cosa que los "casuales" disfrutan haciendo. Esta limitación les hace más daño a los agricultores hardcore.


¿Por qué todos los ocasionales vuelven al juego y elogian este remiendo entonces?


Los únicos que se quejan son los mismos 'D2 vet' multitud que quiere que el juego sea un Diablo 2.5.


03/01/2017 02:38 PM Publicada por Socs


¿Usas tu primer puesto para vencer a un caballo muerto? KK


Y no BOA no va a ninguna parte porque es malo para los negocios. BOA mantiene los casuales felices y los sitios de terceros en la bahía.


Nope, he estado en estos foros mucho antes de D3 fue puesto en libertad. Simplemente no es coherente, como su razonamiento.


03/01/2017 03:22 PM Publicada por GoreGasm


Amigo que en serio necesidad de superarlo.


Entonces, ¿qué más debo decir entonces? Así que muchas personas simplemente cuelgan alrededor de estos foros para quejarse. Puedo entender los primeros 6 meses, pero ha sido 2 años. Quizás necesitan superarlo.


No leí, pero sí, estoy de acuerdo. LOS COMERCIOS EN ESTE JUEGO FUERON IMPRESIONANTES DESDE 2000 AHORA SUS! @ # $ IN DEAD


03/01/2017 02:38 PM Publicada por Socs


¿Usas tu primer puesto para vencer a un caballo muerto? KK


Y no BOA no va a ninguna parte porque es malo para los negocios. BOA mantiene los casuales felices y los sitios de terceros en la bahía.


¿Y cómo es eso bueno para los negocios?


Los sitios de terceros sólo aumentaron las ventas de blizzard, ya que tienen que tener cuentas para los artículos de la granja.


BoA arruina el juego, y va a alejar a la gente del juego. Por lo tanto, el único dinero blizzard hace es de Box Sales ahora, sitios de terceros sólo aumentó la cantidad de cajas que venden.


Entonces, ¿cómo es BoA bueno para los negocios?


Por favor, explique esto a mí?


BoA no mantendrá casuals felices, porque casuals dejarán de jugar antes de que incluso se dan cuenta de BoA es un negativo para el juego. Casuals jugar un juego de 40-60 horas y dejar de fumar. Eso es lo que los hace Casual.


Los no casuales dejarán de fumar cuando golpeen la pared del engranaje. Así que esto va a matar el juego, punto. Usted no tiene que ser un científico de cohetes para predecir esto.


Usted es completamente incorrecto.


Editado por Laokin # 1676 el 3/1/2017 3:55 PM PST


03/01/2017 03:22 PM Publicada por GoreGasm


03/01/2017 02:53 PM Publicada por Socs


Los únicos que se quejan son los mismos 'D2 vet' multitud que quiere que el juego sea un Diablo 2.5. Amigo que en serio necesidad de superarlo.


No, no es verdad. Me estoy quejando, me estoy quejando porque sé la probabilidad estadística de mí que consigue pasado la pared del engranaje en más loco que golpeando la bola de la energía.


También sé que estaré golpeando la pared del engranaje en un par de semanas de juego. Así que el juego estará absolutamente muerto sin esperanzas de progreso en unas pocas semanas.


Entonces RoS saldrá, y moverá el poste de meta de la pared del engranaje detrás otras 3 semanas, y estaré en la pared del engranaje otra vez - con nada hacer, y nada cultivar para, puesto que la probabilidad estadística de conseguir mejor Engranaje una vez que está en la pared del engranaje es casi imposible.


¿Recuerdan a Diablo 3 en el lanzamiento? Las únicas personas que pasaron la pared del engranaje eran hackers y explotadores. Entonces los engranajes de gama alta se escurrían por el comercio.


Sí, la diferencia es que ahora el comercio es imposible, y el engranaje cae sin querer, y todos estaremos en la pared del engranaje en ningún momento plano, sin ninguna forma de progresar que pasó la pared del engranaje.


Será aún más difícil pasar la pared del engranaje debido a la mística. Te permitirá tomar un artículo que es casi piadoso, y hacerlo piadoso, ahora ¿cómo voy a encontrar un rollo mejor? Jugar durante 10 años?


Usted está fuera de su mente si usted piensa que la gente tiene la paciencia para ese tipo de monotonía.


No lo ves todavía, porque no eres lo suficientemente inteligente como para entender las estadísticas y las probabilidades. Nadie que apoye a BoA entiende estadísticas y probabilidad. Aquellos que lo hacen están en contra, y se etiquetan D2 veterinarios independientemente de si o incluso nunca lo jugó.


BoA no tiene nada que ver con Diablo I o Diablo II. No tiene nada que ver con ser un veterano. Tiene todo que ver con la probabilidad y las estadísticas.


Por ejemplo - Tengo un clan, y hemos hecho una prueba, todos nos aseguramos de que teníamos 0 magia encontrar y estaban jugando en la misma dificultad, Torment II.


Explícame por qué en la misma cantidad exacta de tiempo jugado con las mismas carreras exactas en la misma serie de juegos, LordofDeath encontró 24 legendaries y encontré 8. Explícame eso.


Ahora, él está orientado a soplar a través de Tormento IV y todavía estoy atascado en II. Así que básicamente no podemos jugar juntos más, porque jugar con él hace que su juego más difícil ya que no estoy orientado lo suficiente como para ejecutar T4, por lo que tiene que ejecutar TII, y él sólo sopla todo y es aburrido para los dos de nosotros . Es como si estuviera jugando el juego para mí.


Eso es BoA. Esa es la probabilidad y las estadísticas EN ACCIÓN.


Ah, y debido a Smart Drops, casi todo el equipo que encontró, no era utilizable para mí de todos modos, ya que era para una clase diferente. Así que incluso si él fuera a hacer que la lluvia sobre mí, no podía usar ese equipo de todos modos.


Así es como RUINAS el juego. Lo haces UNFUN para todos los que no juegan solo.


Las únicas personas que apoyan a BoA son los perdedores sin amigos que juegan solo y quieren imponer egoístamente su estilo de juego "Self Found" a otros.


Y es totalmente bueno que les guste jugar al auto encontrado, y son masoquistas lo suficiente como para golpear la cabeza contra la pared del engranaje, pero el 99% de los jugadores en realidad el juego entiende por qué esto es lo suficientemente problemático para aplastar RUIN el juego.


Ya no es divertido. Y es una lástima, porque el juego en 2.01. Es mucho mejor de lo que nunca fue. Pero BoA chupa toda la diversión, mediante la creación de estos casos que sólo arruinar la dinámica de jugar con los amigos.


Nos encanta Diablo. Queremos jugar a Diablo. No tiene nada que ver con hacer DIII, D2.5 y todo lo que tiene que ver con la fijación de un sistema roto.


Pero parece que incluso los desarrolladores quieren jugar para estar más cerca de D2.5 que tú, con las adiciones de Glacial Spike, Scorch, Frozen Orb, el elemento de daño +% Element, legendarios procs especiales y la adición del paladín con el puño De los cielos y bendito martillo. VENGA.


Todas las cosas de Diablo II.


BoA no tiene lugar en Diablo.


Vamos a hablar de Diablo III real rápido? ¿Recuerdas cuando podrías decir que quiero hacer un asistente CM y adquirir el equipo para habilitar esa función de juego?


Recuerdo haber dicho que quería probar un mantacore, tener que tomar una serie de legendaries, mi mempo, mi inna, mi hora de brujería, y el comercio de ese mantacore.


Con BoA, ahora tengo que decir "Quiero probar un manticore, me pregunto cuántas horas voy a tener que jugar para encontrarlo!" Y después de 80 horas, todavía no lo he encontrado, y si tengo suerte en las próximas 20 horas podría, y dejo asumir que lo hago - ahora necesito mi SoJ, ahora necesito mi Mempo, ahora necesito mi Blackthornes, ahora necesito a mis Deadmans.


Cuánto tiempo antes de que consiga las cosas que permitirán ese estilo de juego que quería.


La probabilidad estadística dice que es poco probable que lo haga.


Digamos que quiero un asistente de orbe congelado, así que quiero un pico de Wizard que ruede lo suficientemente bueno para usarlo, necesito un winterflury, necesito frostburns, necesito un par de brazales de Brazo Fuerte Daño Frío, necesito un Swami con APoC, necesito Un daño de frío SoJ, necesito un ammy de daño por frío.


¿Cuánto tiempo hasta que consiga eso? Con BoA nunca obtendré todo eso.


Vamos a hablar de los elementos de conjunto por un segundo; Esto ya me sucedió desde el parche.


Me pongo pantalones Blackthornes en mi Wiz, rueda con + Int, unas horas más tarde estoy jugando en mi demonhunter y cinturones Blackthornes gotas pero rollos + Dex. Welp, supongo que no puedo usar esas dos piezas juntas, arruinadas por BoA. Las gotas inteligentes funcionan bien si puedes comerciar, pero si no puedes comerciar, las gotas inteligentes rompen a BoA aún más, porque ahora tengo que luchar con la improbabilidad estadística de encontrar todo el conjunto para rockear ese increíble bono de set, pero ahora tengo Para encontrar el cinturón dos veces.


Así que, tanto para jugar cualquier personaje que quiero, ahora tengo que jugar un solo personaje hasta que esté orientado o corro el riesgo de conseguir la siguiente pieza en el conjunto que quiero caer con el mainstat equivocado.


Algo de comercio se arreglaría instantáneamente.


BoA es contra-intuitivo para todos, es contra-intuitivo a las intenciones de diseño de los desarrolladores para permitirnos jugar el carácter que queremos y todavía hacer avances.


BoA rompe el juego.


Repito una vez más, esto no tiene absolutamente nada que ver con Diablo 2.


Tiene todo que ver con Diablo.


Podría negociar en Diablo I. Podría negociar en Diablo II. Podría negociar en DIABLO III.


Ahora no puedo comerciar en Diablo III. ¿Ves cómo es un problema de Diablo III, y no un problema de Diablo 2.5 todavía?


Por supuesto que sí. Lo tienes ahora. Ahora únase a nosotros en la campaña para que los desarrolladores sepan que esta decisión va a convertir el juego en un pueblo fantasma. Y si lo dejan convertirse en un pueblo fantasma, cambiarlo de vuelta no traerá gente de vuelta al juego.


Echa un vistazo al dev post mortem en Age of Empires en línea, se desglosan exactamente por qué cuando se pierde jugadores, ninguna cantidad de concesión les traerá de vuelta.


La gente nunca vuelve a los juegos muertos, pasan al siguiente producto más caliente.


Para aquellos que gustan de los ARPG's, se moverán a la serie Torchlight / Marvel Heroes Online / Path of Exile, y cualquier nuevo juego que salga en el futuro, como Grim Dawn.


No sólo esto, sino que va a bajar el valor de las acciones de Activision-Blizzard, y también bajar la confianza del consumidor en su marca. ES DECIR. Resultando en menos clientes que regresan, porque eso es lo que sucede cuando muerde la mano que le alimenta, que alimentar a otra persona en su lugar.


Hablar de malo para los negocios, la escritura está en la pared. Sólo podemos esperar que Blizzard se lleve a un óptico para obtener un par de bifocales que rodó con estadísticas lo suficientemente bueno para leerlo.


Marca mis palabras, BoA matará a Diablo III. Y cuando haya muerto todos nos habremos ido, y no tendrás a nadie con quien jugar, lo que significa que no vas a obtener la ventaja de la ventana de comercio de 2 horas, porque tu juego estará vacío. Te quedarás atascado en la pared del engranaje y dejarás de jugar.


A continuación, diríjase: "Oh, ayudé a matar ese juego que amé, soy un idiota" y todos en silencio asentiremos de acuerdo.


Editado por Laokin # 1676 el 3/1/2017 4:43 PM PST


03/01/2017 04:01 PM Publicada por Laokin


03/01/2017 03:22 PM Publicada por GoreGasm


Amigo que en serio necesidad de superarlo.


No, no es verdad. Me estoy quejando, me estoy quejando porque sé la probabilidad estadística de mí que consigue pasado la pared del engranaje en más loco que golpeando la bola de la energía.


También sé que estaré golpeando la pared del engranaje en un par de semanas de juego. Así que el juego estará absolutamente muerto sin esperanzas de progreso en unas pocas semanas.


Entonces RoS saldrá, y moverá el poste de meta de la pared del engranaje detrás otras 3 semanas, y estaré en la pared del engranaje otra vez - con nada hacer, y nada cultivar para, puesto que la probabilidad estadística de conseguir mejor Engranaje una vez que está en la pared del engranaje es casi imposible.


¿Recuerdan a Diablo 3 en el lanzamiento? Las únicas personas que pasaron la pared del engranaje eran hackers y explotadores. Entonces los engranajes de gama alta se escurrían por el comercio.


Sí, la diferencia es que ahora el comercio es imposible, y el engranaje cae sin querer, y todos estaremos en la pared del engranaje en ningún momento plano, sin ninguna forma de progresar que pasó la pared del engranaje.


Será aún más difícil pasar la pared del engranaje debido a la mística. Te permitirá tomar un artículo que es casi piadoso, y hacerlo piadoso, ahora ¿cómo voy a encontrar un rollo mejor? Jugar durante 10 años?


Usted está fuera de su mente si usted piensa que la gente tiene la paciencia para ese tipo de monotonía.


No lo ves todavía, porque no eres lo suficientemente inteligente como para entender las estadísticas y las probabilidades. Nadie que apoye a BoA entiende estadísticas y probabilidad. Aquellos que lo hacen están en contra, y se etiquetan D2 veterinarios independientemente de si o incluso nunca lo jugó.


BoA no tiene nada que ver con Diablo I o Diablo II. No tiene nada que ver con ser un veterano. Tiene todo que ver con la probabilidad y las estadísticas.


Por ejemplo - Tengo un clan, y hemos hecho una prueba, todos nos aseguramos de que teníamos 0 magia encontrar y estaban jugando en la misma dificultad, Torment II.


Explícame por qué en la misma cantidad exacta de tiempo jugado con las mismas carreras exactas en la misma serie de juegos, LordofDeath encontró 24 legendaries y encontré 8. Explícame eso.


Ahora, él está orientado a soplar a través de Tormento IV y todavía estoy atascado en II. Así que básicamente no podemos jugar juntos más, porque jugar con él hace que su juego más difícil ya que no estoy orientado lo suficiente como para ejecutar T4, por lo que tiene que ejecutar TII, y él sólo sopla todo y es aburrido para los dos de nosotros . Es como si estuviera jugando el juego para mí.


Eso es BoA. Esa es la probabilidad y las estadísticas EN ACCIÓN.


Ah, y debido a Smart Drops, casi todo el equipo que encontró, no era utilizable para mí de todos modos, ya que era para una clase diferente. Así que incluso si él fuera a hacer que la lluvia sobre mí, no podía usar ese equipo de todos modos.


Así es como RUINAS el juego. Lo haces UNFUN para todos los que no juegan solo.


Creo que te amo.


03/01/2017 02:53 PM Publicada por Socs


03/01/2017 14:47 Publicado por MrTastix


Odio el hecho de que no puedo intercambiar artículos con mis compañeros tanto ahora, que es exactamente el tipo de cosa que los "casuales" disfrutan haciendo. Esta limitación les hace más daño a los agricultores hardcore.


¿Por qué todos los ocasionales vuelven al juego y elogian este remiendo entonces?


Los únicos que se quejan son los mismos 'D2 vet' multitud que quiere que el juego sea un Diablo 2.5.


No va a suceder. Me encantó D2, pero Blizzard trató de hacer toda la "accesibilidad" y "hardcore" juntos y fracasó, por lo que decidieron ir con uno u otro y, con el tema de Blizzard en los últimos 10 años, eligieron la accesibilidad Tiene sentido comercial).


Si los BoA no se van, entonces mejor equipo necesita caer, simplemente como eso. Alcanzar una pared de engranaje es increíblemente fácil una vez que golpeas


100k dps y sólo obtiene más difícil de allí. Mucha gente en mi posición simplemente no puede ni siquiera pensar en hacer Torment 6 bajo las gotas actuales y no es que el punto? ¿Para cultivar T6 aún más botín, aún más niveles?


Soy un gran defensor de la agricultura sobre el comercio, siendo que siempre he creído que el punto de un ARPG es cultivar, pero la gente quiere conseguir engranaje en un plazo razonable, no años a partir de ahora en los caprichos de un ciclo RNG.


& Lt; span class = "truncated">. & Lt; / span>


¿Por qué todos los ocasionales vuelven al juego y elogian este remiendo entonces?


Los únicos que se quejan son los mismos 'D2 vet' multitud que quiere que el juego sea un Diablo 2.5.


No va a suceder. Me encantó D2, pero Blizzard trató de hacer toda la "accesibilidad" y "hardcore" juntos y fracasó, por lo que decidieron ir con uno u otro y, con el tema de Blizzard en los últimos 10 años, eligieron la accesibilidad Tiene sentido comercial).


Si los BoA no se van, entonces mejor equipo necesita caer, simplemente como eso. Alcanzar una pared de engranaje es increíblemente fácil una vez que golpeas


100k dps y sólo obtiene más difícil de allí. Mucha gente en mi posición simplemente no puede ni siquiera pensar en hacer Torment 6 bajo las gotas actuales y no es que el punto? ¿Para cultivar T6 aún más botín, aún más niveles?


Soy un gran defensor de la agricultura sobre el comercio, siendo que siempre he creído que el punto de un ARPG es cultivar, pero la gente quiere conseguir engranaje en un plazo razonable, no años a partir de ahora en los caprichos de un ciclo RNG.


Sí, así que lo sintonizas donde todos los engranajes Godly caen, y vuelves a golpear la pared del engranaje. El que dice "Este es el mejor equipo en juego." ¿Y que?


Juegos sobre el hombre, la gente deja de fumar.


La gente va a volver cada parche, jugar por un día o dos y ponerlo de nuevo en el estante. Eso es lo casual.


¿Alguna vez cuestionaste por qué renunciaron en primer lugar? Es porque se mudaron a un juego diferente que fue más divertido.


Un nuevo parche salió, prometió todas estas cosas impresionantes, cuando se dan cuenta de que no es tan impresionante, de nuevo en el estante de nuevo.


Casi nadie volvió al juego, sólo las personas que nunca hubieran dejado de fumar para empezar, la única razón por la que renunciaron, fue porque se cansaron de esperar el parche.


Mi lista de amigos está vacía, las únicas personas en ella, son las mismas personas que en vez de jugar a Vanilla, estaban jugando PTR.


Entonces, ¿quién volvió?


Más aún, ¿por qué el chat general está lleno de personas que se quejan de BoA? ¿Por qué los foros están llenos de gente que se queja de BoA, por qué todos los clanes se quejan de BoA?


Oh si; Es porque son todos los veterinarios D2 derecho?


Seguramente no tiene nada que ver con la eliminación de una tonelada de diversión del juego.


Crecer, hacer amigos, ser social. Si no quieres ser social, juega en juegos solo para todo lo que me importa, pero no te sientas aquí y ignorar todo lo negativo de BoA y pelear con uñas y dientes para hacer mi experiencia tan solitaria y suave como la tuya para ningún otro Otra razón que el egoísmo y los celos.


REALMENTE IMPORTANTE PARA OBSERVAR;


El comercio requiere la agricultura. No puedo tener artículos para el comercio sin jugar el juego, por lo que con el fin de comercio todavía tengo que encontrar elementos lo suficientemente bueno para el comercio no?


Por lo tanto, la línea de ventiscas de razonamiento "Queremos la mejor manera de conseguir los elementos para jugar el juego" sigue siendo cierto, incluso con el comercio de tacto sin BoA.


El dinero real / oro AH no equivale a la negociación. Se equipara a la subasta.


¿Cuál es la diferencia entre un trueque y una subasta? Uno requiere una moneda, el otro requiere una posesión que la otra persona quiere. Así, con la AH en tacto, la gente podría comprar oro y luego usar ese oro para comprar artículos.


QUE NO ES TRADING.


El comercio es, wow encontré una calamidad de alto final, pero soy un mago, así que voy a cambiar mi calamidad de alta gama para una varita de 1400 dps con un zócalo.


Todavía tenía que encontrar el tema para el comercio, ¿verdad? Y la única manera de hacerlo es jugar, ¿verdad?


Ninguno de ustedes partidarios de la BoA tiene un argumento de trabajo, y es gracioso cómo la mayoría de ustedes elige jugar solo y "auto-descubierto".


Y no hay nada malo en eso, todavía puedes hacer eso sin BoA, así que otra vez - ¿por qué necesitamos BoA?


Editado por Laokin # 1676 el 1/3/2017 6:02 PM PST


03/01/2017 06:18 PM Publicada por MrTastix


03/01/2017 05:49 PM Publicada por Laokin


Sí, así que lo sintonizas donde todos los engranajes Godly caen, y vuelves a golpear la pared del engranaje. El que dice "Este es el mejor equipo en juego." ¿Y que?


También dije esto, pero recuerdo que Diablo 2 duró más de 10 años. De hecho, muchas personas aún lo juegan. ¿Qué le dices a esa gente? Deja de jugar porque nunca encontrarás mejor?


No estoy hablando de ser entregado el mejor botín en un plato de plata, estoy hablando de ser capaz de llegar a Torment 6 solo en un plazo razonable. Usted no necesita el mejor equipo para conseguir que, pero, tal como está, la gente ni siquiera puede obtener menos que hacerlo porque la pared es mucho mayor.


Nah, la gente sigue jugando Diablo 2 porque todavía intentan nuevas construcciones y aún juegan duelos de PvP. Incluso hay equipos, ya que podría romper sus 8 personas en cualquier configuración de partido que desee. Usted podría hacer 1v1v1v1v1v1v1v1, usted podría hacer 4v4, usted podría hacer 6v2, usted podría hacer 6v1v1, usted podría hacer 1v1v1v5, usted podría hacer 3v5. Literalmente cualquier combinación de 8 se puede hacer en Diablo 2. Es por eso que la gente todavía lo juega, no es el "botín" cazadores. Cuando un grupo ejecuta una construcción que no puede ser vencido, un equipo decide a la teoría de una construcción para batirlo, y así el ciclo continúa y se mantiene la diversión.


Esto podría suceder en D3 también, pero cuando usted entra en la arena es FFA, no hay creación del partido.


Deben dejar de tratar de hacer PvP en DIII, deben usar la arena, y hacerlo para que puedan hacer equipos en la arena, también deben abrir los juegos de Arena sólo, con 8 jugadores tapas.


Eso debe ser lo que se pelea. Ya dijeron que si lo hicieran PvP sería 8 jugadores 4v4, así que ¿por qué no sólo tomar peleas y nos permite entrar en equipos, y agregar una opción aparte en la creación de juegos para crear un juego de PvP con una bandera de pelea. Todavía pueden trabajar en un modo PvP legítimo, pero las peleas que nos dieron no es suficiente.


Este juego duraría para siempre también entonces, pero también - el comercio sería necesario para mantenerse al día con las construcciones cambiantes. Si no puede obtener inmediatamente una respuesta a un combo de construcción, el combo de construcción arruina la diversión. There is always some combo that is better than that combo, there is never a single combo that is dominate, since each combo is comprised of 4 different builds.


We'd have even more choices than DII in terms of composition. This is what needs to happen to keep D3 going, 8 player brawling with custom teams, as well as a non-hostile team, so people could watch duels safely.


And removal of BoA. There is nothing wrong per say with the gameplay, it's fun to play, but there just a lack of things to do, and a statistical improbability of you finding gear you actually WANT to find, and there is no way to get target drops.


BoA could stay, if they made loot tables with target drops.


Like, farm the butcher, get a cleaver. You can make that what purples are for. So hunting specific purple guys have a greater chance to drop x item.


Without a way to target the gear you want, BoA will kill the game, and even without BoA, without some kind of better brawling, there's nothing left once you have optimal gear.


It's not even about rerolling, as much as it's being able to regear as needed.


Diablo III's brawling is EXACTLY the same as brawling in Diablo I. 4 player FFA, no parties. It's 2017, but their Brawling design is the exact same as one of their first games, from 1998.


Diablo III is unfinished until they fix this.


I understand they want to work on a real PvP mode that suits Diablo III, but they gave us brawling so we could have fun -- the only problem is, brawling isn't fun if it's always FFA. If they gave us a little more control, it would not only be fun, but it would be played by a lot of people. even if they are still working on a proper PvP mode with objectives.


8 player brawling with custom party creation. You lock it to act 1, and make it so you can't even leave town unless you go into the arena, and make it so you create the game with the brawling flag.


That would get played, it would be a hella improvement to brawling as it is, and it would increase the longevity of the game, and give people a reason to have multiple builds, and not use the "Optimal" build all the time.


Edited by Laokin#1676 on 3/1/2017 11:23 PM PST


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Diablo 3 says goodbye—and good riddance—to the Auction House


by Lee Hutchinson - Mar 18, 2017 11:20 pm UTC


As of this morning, the "search" and "sell" buttons in both the gold and real-money auction houses are unclickable. Good riddance.


We wrote back in September that Blizzard announced it would be removing Diablo 3's auction houses, both gold and real money, and that day has come to pass. The Auction House is no more.


Blizzard has posed a FAQ on its forums to answer some questions about the shutdown specifics. Auctions currently in progress will expire as normal and the items will go to the highest bidder (or be returned to the seller, depending on the auction). Folks have until June 24 to clear out all of the items and gold in their "Completed" tab, after which time they'll all vanish forever.


On paper, the Auction House sounded like a great idea: it provided a relatively secure way for Diablo 3 players to dispose of unwanted loot and make some coin at the same time—much more coin than the tiny amounts offered by the in-game merchants. However, the Auction House quickly became a required meta-game that any character wanting any kind of meaningful gear had to play. Blizzard had to adjust the rates at which valuable items spawned in-game to keep item-farmers from flooding the Auction House. This made it more difficult not just for the farmers to find good loot, but for everyone to find good loot. The end result was that the Auction House became the only way to find truly useful items for every character once they'd hit the level 60 in-game cap.


The removal of the Auction House isn't the only big change to Diablo 3's gameplay. In preparation for the Reaper of Souls expansion pack's upcoming debut (next week, in fact!), Blizzard also released "Loot 2.0" in February, a major patch that significantly changed how the game's loot system functions. With the auction house sunsetting, Loot 2.0 greatly increases the rate at which powerful items are generated for the player to pick up (orange legendaries and green set items). It also makes it so that items the player finds are much more likely to be relevant to the player's current character—your Demon Hunter might still find the occasional Witch Doctor charm, but for the most part, the items will have stats specifically targeted at your class.


Enlarge / Want to trade that sweet set crossbow you found? Too bad—it's account-bound now. All legendaries and set items will be like this from now on.


Another change with the updated loot system is that all legendary items and all set items are now bound to your account when you pick them up—they can't be traded to other players except under very specific circumstances and within a narrow window of time (though they can be sold to the in-game vendors or broken down for crafting components). Initially Blizzard developers were adamant that account-bound items wouldn't be coming to the game. but as Diablo 3 has evolved over the years it's become clear that making it a game focused on item trading had significant negative impacts on the core gameplay. Anything that pulls the focus too far away from kill-monsters-get-loot is ultimately bad.


And so we bid a farewell to the game-breaking Auction House—judging by community and forum posts, it won't be missed. From here on, players can still trade with each other directly in-game using the trade window, but there will be no more easily gamed central clearing house for loot and gold. We'll have more on Diablo 3 and after the Reaper of Souls expansion release next week.


Promoted Comments


I got up through Inferno, maxing out 4/5 classes (hate the witch doctor). I stopped playing some time before the MP system and the Neph. Valor buff mostly because it felt like any sort of regular progression could only be had by using the random numbers generated by how ever many million people were playing, as the random numbers I generated were insufficient to get anything worth using.


*THAT* is why the Auction House was mandatory. It's literal crowdsourcing the loot grind. The cream floats to the top and the rich (either in gold or dollars) buy it. I saw a video of some guy who hadn't played in months with 1.5 billion gold. In my entire play time, I accumulated roughly 5 million. I didn't have the time to grind or the desire to spend.


I came back to D3 about a week ago, and am thoroughly enjoying my play time. I've gotten some crappy orange loot, a few decent pieces, and figured out that I don't need absurdly good gear to participate in the Torment difficulty of the game (haven't been brave enough to jump past T2).


What's more, I'm having fun again.


477 posts | registered Dec 15, 2010


Comercio


Item trading was an integral component of Diablo II . allowing players to securely exchange multiple goods by placing them into an inventory-like screen before verifying the trade. For Diablo III . Blizzard wants to place a much higher emphasis on item trading. Since players can now see the damage-per-second (DPS) and sell value of each item, players can also make more informed decisions about trading.


It is currently unknown how (or if) trading will differ from Diablo II . or if Diablo III will incorporate feature such as auction houses to facilitate easier item trading.


Trading Improvements [ edit ]


Nothing has yet been confirmed, though the D3 Team has said they didn't like the trading interface of Diablo II, and that they'll look to improve upon it. [1]


Bashiok : I think the "dump everything into a trade window" was awful, I'm sure the designers agree, and if there's a desire to look at someone else' items then there needs to be a way to do it properly.


Jay Wilson shared a bit more of the team's philosophy on trading in a press conference from Blizzcon 2009. [2]


I can tell you that going into a [Battle. net] chat channel and spamming it is not how it will work. [Laughter in the crowd.] I can also say that creating trade games that get lost in this endless list of other games is also not going to work. We're going to have some kind of trading system - It could be an auction house; it could be a way to trade items over Battle. net more easily. We don't know exactly what that's going to be. It's probably not something that's going to get decided until we do some serious work with Battle. net. We consider Diablo III a game all about trade. The best items are acquired in Diablo through trade whereas in WoW they're acquired through raid. So given that, it really moves us to facilitate a really great trading system.


Individual Drops [ edit ]


In Diablo III . any dropped items you see are yours to keep. This prevents others from hoarding valuable drops upon the death of a particularly powerful foe (especially Act Bosses). However, many high-quality dropped items will still be unusable by your character class; you may, for instance, have a powerful Wizard - only item drop when you are playing as a Barbarian. You could always sell it for a large amount of gold. which is a perfectly acceptable thing to do; however, perhaps you could get a nice item for your own class. Maybe someone just found something really nice for your character.


The image here shows a rare and a unique (possibly; the colors of loot are not yet set in stone and have changed during development) dropped by Siegebreaker. as seen by the player controlling the Barbarian. Other players in the same game also saw Siegebreaker drop items, but they do not see these items; they see their own items. They can not see or pick up this Barbarian's drop, and the Barbarian can not see or pick up theirs. Thus does "ninja looting" come to an end, after ruling the multiplayer landscape of Diablo I and Diablo II to Diablo III.


Auction House [ edit ]


A new thing for Diablo III is the inclusion of an Auction House.


Diablo 3: Reaper of Souls loot system designed to "cut the legs out from the auction house"


Diablo III's controversial in-game gold and real-money auction house has been such a point of contention that even the game's former lead designer admitted that it "really hurt the game" . While it will remain for upcoming expansion Reaper of Souls, an updated loot system - which will go live for all players via a free patch just before the expansion launches - has been created specifically to draw players away from the trading post, and back towards the streets and corridors of gib-prone monsters.


When asked about the loot system changes, lead content designer Kevin Martens told us that, while trading is a perfectly legitimate way to get an item, playing the game should always be the most effective. "It is fun to go buy something instantly, the instant gratification feel, that sugar high," he said, "however it's not the core fantasy, it's not the most fun and by the endgame, for a variety of reasons, they tend to check the auction house first and play the game second."


"That's not what we intend, and we do want to address that, so the loot system and the enchanting and crafting systems are both intended to cut the legs out from the auction house; to make it unnecessary to go on it to some degree, where the most fun way to play the game becomes the best way to play the game."


'Loot 2.0' will add "smart drop" items, which are tuned to your character. More legendaries are also planned, with extra effects, such as a staff that can spawn hydras from dead bodies. A new artisan, the Mystic, will be introduced, letting players transmute items - transferring the stats of one over to another. In addition, the new Loot Run mode will randomly generate a new 15-20 minute dungeon, letting you go treasure hunting without repeating the same locations.


Martens explained how the new system will ensure that the most efficient method to get gear is also the most fun. "So we say 'Oh, you want efficiency? How about efficiency, like Loot Runs, how about you definitely get the best gear from there. Mathematically, that's the best.' Then they can stop doing that Alkaizer run in act three that everyone does."


Lead writer Brian Kindregan noted the benefit of keeping people away from Diablo 2's risky third-party trading sites, but clarifies that "we want the Auction House to be your last resort, right?"


"You play the game to have the fun, get the loot," Kindregan said. "If you can't find one particular thing, you craft it. If you can't craft it, okay, then you go to the auction house."


Despite its problems, Blizzard have no plans to simply cut the auction house. "Trading's not invalid," said Martens, "it's just that its been skewed so if you're a character who's spending money maybe you're getting eighty percent of your gear from the Auction House, and 20 percent in game. It should be the reverse at best. It's more fun to kill monsters. It's the same thing I said about Loot Runs. If you wan't the best gear, let's put it in a place in-game where you're killing monsters."


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So now that the Auction House(s) are down, how can you legitimately trade gold to other players?


For example my brother wants the recipe for the new infernal machines and it costs 5,000,000 gold. I have 127m that I have massed up from before the AH was removed but he only has 1.2m.


How can I help him get the book since it's account-bound on purchase and I am seemingly no longer able to drop gold or trade it to him (even though the gold option is still in the "trade" menu).


asked Apr 1 '14 at 15:04


The How and Why of the Diablo 3 Auction House


4 years, 7 months ago by Oli Welsh about Diablo 3


Ahead of my visit to Blizzard's Californian base for a preview of the Diablo III beta. I was told that there was going to be a major announcement. The developer's press office seemed unusually anxious about how it would be received.


Only one thing makes games companies this nervous about messaging: asking players for more money. But when Rob Pardo, Blizzard's vice president of game design, announced Diablo III's real money auction house. all I could do was laugh to myself at the sheer audacity of the move.


Although trading game items for real-world cash is almost as old as online gaming itself, the practice carries a stigma - of cheating, scamming, spam, and the dodgy ethics and inhumane working practices of black-market 'gold farmers'. Diablo III's auction house will be the first major authorised real money trading market in games. As such, it's both historic and controversial.


The reaction has been pretty negative. Gamers feel that Blizzard is squeezing them for extra cash, introducing a 'pay to win' culture to Diablo and legitimising the gold farmers. There's merit to all these arguments, and indeed, Blizzard doesn't really refute any of them. It simply argues that the auction house is consistent with Diablo's game design, and consistent with the way people already play the previous games.


How did this come about? How will it work? And can it - just maybe - be a good thing?


The background


The Diablo role-playing game system has always focused heavily on loot. The items that drop from monsters are extremely plentiful, randomly generated, highly specialised, and rarely if ever awarded for specific quests or achievements. They also do not 'bind' to your character once picked up or equipped; unlike loot in World of Warcraft, say, almost all items in Diablo can be swapped between characters and players at will.


What this means is that, in the rarefied air of high-level Diablo play, advancement and customisation are almost limitless. The time you can pour into searching for the perfect equipment for your character is equally limitless - and there's no guarantee you'll ever get it. This naturally created a market for trading between players as they pooled resources to equip each other.


But there was no trading function to speak of - players actually had to meet up in-game and drop items on the ground, like backstreet dealers - and cheating, griefing, item duping and stealing were rife. What's more, the games' economies were unstable, and players eventually turned to exchanging items for cash, sometimes resorting to unsafe transactions through third-party websites. Scams, including account theft, preyed on the unwary. It wasn't fun for players and it created customer service headaches for the developer.


That, Pardo says, is how Blizzard came to decide that Diablo III needed an integrated item-trading system - and why it had to include the option to trade for real money. "Players really want it. This is something that we know players are going to do either way. We can either provide them a really safe, awesome, fun experience - or they'll find ways of doing it elsewhere."


The facts


Use of the Diablo III auction house is completely optional. There will be two separate versions, one for trading with real money, and one for trading in the in-game currency, gold. You can also trade directly with other players by meeting up and dumping items into a consensual trade window "exactly like World of Warcraft's", according to lead designer Jay Wilson.


Blizzard doesn't plan to divide the community between real money players and game gold traders. The one restriction is that there will be no real money auction house for players of the game's Hardcore mode, in which character death and equipment loss is permanent. ("We felt like, if someone sunk $100 into a bunch of items on their character and they lost them, that wouldn't be a very good experience," says Pardo with some understatement.)


Each time you select an item for sale, you'll choose which auction house you want to list it on. You can sell almost any item in the game: equipment, gold, crafting materials and customisation items such as gems. Blizzard is even considering allowing players to trade characters, but this won't be included at launch.


The auction houses will have all the features you might expect, including instant buyouts and auto-bidding. A 'smart search' function will find upgrades to your equipment for you, tailored to any of your characters and listed according to how beneficial it would be.


If you buy items on the real money auction house, you will pay using an "authorised payment method" - i. e. a credit card - attached to your Battle. net account. You can also choose to charge up your Battle. net account with an 'e-balance' of funds. Blizzard has no plans to sell 'prepaid' vouchers for players without credit cards, but Wilson doesn't rule it out. "It doesn't seem like a far stretch for something that we would do if there's a demand for it."


If you sell an item for cash, you're presented with a one-time option to either "cash out" or pay the funds into your Battle. net e-balance. If you choose the former - an option not available to all regions at launch - you'll receive the money via a third-party payment provider such as PayPal. (Blizzard is currently in negotiations to establish this partnership and can't announce it yet.) If you choose the latter, you can spend the money in the Diablo III auction house as well as on anything else that Blizzard sells: games, merchandise, World of Warcraft subscriptions and services. Choose carefully, as there's no way to extract cash from the Battle. net e-balance.


Blizzard will collect three separate fees: one for listing an item, one for selling it, and one for cashing out if you choose that option. Details on the latter are rather vague, but the listing and sale fees will be fixed and "nominal". Although the auction house is clearly designed to create additional revenue for Blizzard, the developer contends that there are gameplay reasons for charging players money - for listings, at least.


"We don't want every single item in the game to show up on the auction house," says Pardo. "We want people to be trading items of merit, items that really have meaningful, tangible value. A nominal listing fee helps make sure that players really want to list the item." That said, Blizzard will provide each player with a small number of free listings per week in order to stimulate trade and make it possible to begin trading without having to pay anything up front; list an item for free and sell it, and you've got a stake to play with without touching your credit card.


The rates are fixed, rather than a percentage, in order to ensure that Blizzard has no financial incentive to manipulate the game design, Wilson says. "It's our goal to make sure that the influence we have on the system is as minimal as possible," says Wilson. "We would not want to go in and create a bunch of super-rare items and profit off of that. So we as designers - or as people who want piles of money, because everybody wants piles of money, right? - we have no incentive to do that. We've designed the system specifically to not give us an incentive to do that." The developer's only commercial interest is in encouraging brisk trade.


Crucially, Blizzard will not sell items directly through the auction house, or any other in-game store. Everything available to buy will have to be found in the game by players. "We want it to be completely player-driven. This is all about facilitating player trading," states Pardo. "Which is very different to, let's say, a lot of the micro-transaction models in Asia where the company itself is selling you the items."


Transactions through the auction house will be completely anonymous in order to eliminate the unpleasant social dynamics associated with player trading, and because, as Wilson puts it, "every seller is equal" in a virtual auction house where every transaction is guaranteed to complete instantly, automatically and safely. "eBay's an honour system. There's no honour here. If you sell an item and someone buys it, they're going to get it. There's no such thing as a good seller and a bad seller."


Auction houses will be segregated by region and by currency. You'll be able to trade in other currencies within your region, but not outside your region; for example, British players can choose to buy items in euros rather than sterling, but can't buy them in US dollars from the North American auction house. Blizzard expects most players will stick to their own currency to avoid foreign transaction fees.


That's how the Diablo III auction house will work. But how does Blizzard defend the move to its critics? And is it really the beginning of the end?


The debate


Blizzard's basic rationale for allowing real money trading - which can be summarised as 'players will do it anyway, so we may as well provide a secure avenue for it (and get our cut)' - isn't quite the whole story. If it were, the company would be planning a similar service for World of Warcraft, which supports a massive black market in game gold. But we're explicitly told that this isn't on the cards.


"I don't think you would ever want to put this system in World of Warcraft [because WOW's item game is] not a trading system, it's a prestige system," says Wilson. He means that the very best items in WOW are obtained from, and emblems of, success in raiding or player-versus-player, and they can't be traded. "Doing something like a real money auction house in World of Warcraft would be highly damaging to the game design, so we would not do it there."


Pardo argues that player trading suits Diablo's randomised and unrestricted item game much better. More than suits it - is inherent to it. "I really do think a real money auction house like this is integrated into the game design of how the Diablo item system works," he says. "To really get the very best items, or the items that are most suited to you, oftentimes you'll have to trade around. And I think that adds a really interesting dynamic to the metagame."


Blizzard constantly reiterates the idea that Diablo is "a game about trading" (Wilson's words), that its design both encourages and benefits from players trading items with each other. Not all Diablo players would share this view - perhaps because the previous games segregated online and solo play, so a large proportion of players never encountered the trading culture.


That said, it's clearly true that the Diablo item game can support a player-driven "merchant economy", as Pardo puts it. Many players enjoy participating in trade in Diablo II, despite the risks and impracticalities. On that basis, an integrated in-game trading system for a modernised, online-focused Diablo game is a no-brainer.


But why does it have to have a real currency option? This is the question asked by gamers who feel that paying real money for a shortcut to quality items - items you'd otherwise have to grind to get (or grind to get gold to pay for) - cheapens both the game design and their own, hard-won achievements within it.


It's hardly an instant-win button - items are restricted by character level, so you'll still need to put the hours in to be able to wear the best bling. Nonetheless, Pardo readily admits that Blizzard is servicing the growing number of players who want to buy game advancement for cash.


He argues that the auction house model, as opposed to a "Freemium" item store, levels the playing field, because the players who don't believe in this style of play will literally profit from those that do. "Some players really do want to use real world money to get some amount of advancement within games. Some people really want the time investment. On the seller side, if I'm really elite within the game and I spend a lot of time in the game, then I can get benefits directly out of that."


That being the case, in a game squarely focused on co-operative play, where's the harm? It's a fair question, and most of the complaints are emotive or subjective ones with no particular bearing on the game balance. Of course, this isn't true of the game's team deathmatch Versus mode, where spending money on gear will clearly be the quickest route to success.


Blizzard's always maintained that Versus will be almost impossible to balance anyway, due to the open design of the character classes, and thus is presenting player-versus-player as a casual diversion that rewards participation rather than skill. Fair enough, but there's no question that the real money auction house will spoil the fun of this arena for many players. To put it another way, if Blizzard wants to ensure the irrelevance of Diablo III as a PVP game - and it often sounds like it does - allowing real money item trading is a good way of going about it.


You might almost consider the auction house as Diablo III's real PVP - an absorbing, high-stakes endgame which Pardo believes "will add a lot of depth". It certainly ought to make finding valuable items even more exciting - but it also risks making the game feel more like work, or at least like gambling. Doesn't introducing real money to the ecosystem fundamentally skew our relationship with Diablo?


"I actually don't think it's going to change players that much because it's already true," argues Wilson. "In Diablo II, items have a real monetary value. For the community that is hardcore enough to get those items, the value of them is very real. I think there's a perception issue here." It's a logical answer, but one that maybe underestimates the psychological impact of having the option to buy and sell for cash integrated in the game, one click away.


Blizzard's answer to the accusation that it's offering a platform for gold farmers is much more convincing. By taking the distribution channel out of the farmers' hands and forcing them to compete on a level playing field with the massed millions of players, it drastically weakens them. If you can't beat them, join them - and then beat them, by sheer force of numbers if nothing else.


"Really, the lack of a feature like this within the game is what's encouraged a lot of these markets," says Wilson. "There's a lot of third-party out there; there's a lot more players. There's a lot of players who play a lot ." Pardo adds that, unlike in WOW's shared environments, farmers grinding out gold in their own Diablo game aren't harming anyone else's game experience.


We're still left with that question: why do it? Because it will happen anyway - or because Blizzard can profit from it? It has to be both, of course.


Oddly, it's as a business model that the real money auction house is easiest to love. On the surface, it seems shocking and exploitative. But it might actually be the most elegant and unobtrusive way of generating an extra revenue stream for an online game we've ever seen.


It's genuinely optional. It will be entirely possible to enjoy Diablo III to the full without using it; even if you want to enjoy the trading game, a game gold alternative will be provided. Every transaction benefits a player as well as Blizzard, and participation in the auction house is driven entirely by player desire. Player trading is harmonious with the game design, but is in no sense required by it.


It's less tacky, less damaging to the game's fiction, than selling the kind of harmless cosmetic tat Blizzard itself does for World of Warcraft - pets, mounts and so on. It's less forced than selling chunks of downloadable content, such as multiplayer maps, that you can only leave on the shelf if you don't mind getting left out. For the players that want to use it, it will be a vast improvement on what's gone before. And yes, it's only right that Blizzard gets a share of the inevitable real money market around Diablo III.


Why should Blizzard get any extra revenue at all? It's simple economics: Diablo III has cost many years and countless millions to make, and it will be supported and updated online for free, for at least a decade. The new Battle. net service is infinitely better than the old - more than comparable to the Xbox Live Gold you pay for - and optional auction house fees are all that Blizzard is asking for Diablo III's upkeep ("until the expansion that you can't live without," jokes Pardo.)


Furthermore, Pardo is right that this had to happen. The black market in real money trading has been an ugly stain on online gaming since day one. It will never go away; the only way to fight it is to accept and rehabilitate it. This is a nettle that needed to be grasped, and we should be glad that a developer as scrupulous and profoundly experienced as Blizzard - above all, a developer that cares as much about its games as Blizzard - has had the guts to go first.


You don't have to like it. But Diablo is the right game to do this with - and Blizzard is the right developer to do it.


Diablo III Beta Announcement


Diablo III Auction House FAQ


What is the Diablo III auction house system?


Acquiring epic new gear for your characters has always been a big part of the Diablo experience. Because of this, players have found a number of different ways to trade and otherwise obtain items both within and outside of the game. Many of these methods were inconvenient and either tedious (for example, repeatedly advertising for a desired trade in Battle. net chat channels and waiting for responses) or unsafe (e. g. giving credit card information to third-party trading sites). With Diablo III, we’re introducing a powerful auction house system that will provide a safe, fun, and easy-to-use way for players to buy and sell the loot they find in the game, such as weapons, armor, and runes. Two different versions of the auction house will be available in Diablo III: one based on in-game gold, which players acquire through their adventures, and one based on real-world currency.


What’s the difference between the gold-based auction house and the currency-based auction house?


The gold-based auction house uses in-game gold for purchases and sales. With the currency-based auction house, players will be able to conduct these transactions using actual currency from an authorized payment method or from funds that have been added to their Battle. net account. Players can choose to participate in whichever version of the auction house they prefer, on a per-transaction basis.


How does the auction house system work?


Players can open the auction house interface from anywhere in the game to make purchases or list items for sale. Items can be sold from the shared stash (storage shared among all the characters on your Battle. net account) or from any individual character’s inventory. When posting the item, the seller picks whether it will be sold in the gold-based auction house or the currency-based auction house. The item is then held by the auction house system until the listing expires or a purchase is made. Items that are not sold are returned to the seller’s shared stash, and items that are sold are delivered to the winning bidder’s shared stash. In either case, the auction house system will deduct a nominal fixed transaction fee from the seller, the amount of which is determined by whether or not the item was sold (see below). For the currency-based auction house, players will have a few different options for how to pay for item purchases and receive funds for item sales, as discussed elsewhere in this FAQ. There may be differences in how this system will work in different regions of the world. We’ll provide further details at a later date.


How is the transaction fee determined?


A nominal fixed transaction fee will be deducted from the seller for each item listed in the auction house. This fee consists of a fixed charge to list the item, which is assessed whether or not the item is successfully sold, and an additional fixed charge that is assessed only if the item is sold. Because the listing portion of the fee is charged even if the item doesn’t sell, it will be in the seller’s interest to list items he or she believes other players will be interested in, and to do so at a competitive price. Specific details related to the transaction fee for the currency-based auction house will vary by region and will be announced at a later date. Please note that we plan to waive the listing portion of the fee for a limited number of transactions per account. In other words, for these transactions, the seller will only pay a transaction fee if the item is successfully sold, and that fee will not include the listing charge. We’ll have further details on this as well at a later date.


Why are you creating a currency-based version of the auction house?


Our goal with all of our games is to ensure players have a highly enjoyable, rewarding, and secure experience. Acquiring items has always been an important part of the Diablo series, but the previous games have not had a robust, centralized system for facilitating trades, and as a result players have turned to inconvenient and potentially unsafe alternatives, such as third-party real-money-trading organizations. Many of the transactions between players and these organizations led to a poor player experience and countless customer-service issues involving scams and item/account theft, to name a few. To that end, we wanted to create a convenient, powerful, and fully integrated tool to meet the demand of players who wished to purchase or sell items for real-world currency, and who would likely have turned to a less-secure third-party service for this convenience.


How will the currency-based auction house work?


Players will be able to make purchases in the currency-based auction house using a registered form of payment attached to their Battle. net account. As with other popular online-purchase services, players will also have the option to charge up their Battle. net account with a balance of funds that can be drawn from for purchases of any digital product available through Battle. net -- this includes not only auction house items but also things like World of Warcraft subscription time and paid services, to name a few examples. On the flipside, when players sell an item in the currency-based auction house, the proceeds of the sale are deposited into their Battle. net account and can then be used as described above. Note that this process might be different for certain regions; we’ll provide further region-specific details as we get closer to launch.


Can players choose to get cash from currency-based auction house sales, instead of having the proceeds deposited into their Battle. net account?


Yes, as an advanced feature, players will have the option of attaching an account with an approved third-party payment service to their Battle. net account. Once this has been completed, proceeds from the sale of items in the currency-based auction house can be deposited into their third-party payment service account. “Cashing out” would then be handled through the third-party payment service. Note that this process will be subject to applicable fees charged by Blizzard and the third-party payment service. Also, any proceeds from the sale of items in the currency-based auction house that have been deposited into the Battle. net account will not be transferrable to the third-party payment service account. Not all regions will support this advanced feature at launch. Region-specific details, as well as details regarding which third-party payment services will be supported and the fee that Blizzard will charge for the cash-out process, will all be provided at a later date.


Is the currency-based version of the auction house optional?


Yes, the currency-based auction house is available as an option for players who wish to purchase or sell Diablo III items for real money. Players are also able to buy and sell items through the gold-based auction house, and they can trade items with each other as well through direct character-to-character in-game trading.


Why would I want to pay real money to buy or sell in-game items?


Acquiring items has always been a core part of the Diablo series' appeal. With the previous Diablo games, many players have shown a great interest in buying, selling, or exchanging items for their characters using real-world currency, turning to potentially unsafe avenues to accomplish this goal. The currency-based version of the auction house provides players with an easy-to-use, Blizzard-sanctioned way to collect money for items obtained while playing Diablo III. In addition, it helps protect players from scams and disreputable third-party sites by providing a secure, in-game method to search for and purchase items posted by other players that are a perfect fit for their character and play style. The currency-based auction house is completely optional. Players who aren't interested in paying real money for items will still be able to rely on items they acquire through their own adventures, and they'll also be able to trade with friends and use the full-featured gold-based auction house.


Can I play on a server without a currency-based version of the auction house?


We want to provide a secure, fun environment for our players to purchase and sell in-game items using gold or real money and have no plans to divide the community. Players are free to participate in the gold-based auction house or the currency-based auction house, or to opt out of using any of the auction houses at all, progressing through Diablo III using only the items they obtain through their own adventures or direct trade with other players.


Does Blizzard plan to post weapons, armor, and other such items for sale in the currency-based version of the auction house?


The currency-based auction house is a place for players to purchase or sell items they’ve obtained within the game. Blizzard does not plan to post items that affect gameplay, such as gear or character-enhancing runes, for sale in the auction house.


Will Blizzard sell anything directly through the auction house?


We don't have any plans at this time to post items for sale in the auction house.


Does the currency-based auction house signify a shift in Blizzard’s business and revenue model?


We’ve always tailored our business models to match what we’ve felt would be most appropriate and effective for each game and in each region, and that’s the case with Diablo III as well. The item-based nature of Diablo gameplay has always lent itself to an active trade-based ecosystem, and a significant part of this trade has been conducted through unsecure third-party organizations. This has led to numerous customer-service and game-experience issues that we’ve needed to account for. Our primary goal with the Diablo III auction house system is for it to serve as the foundation for a player-driven economy that’s safe, fun, and accessible for everyone.


What’s Blizzard’s cut?


As with other online auction sites and real-world auction houses, our fee structure will vary by region. However, we plan to collect a nominal fixed transaction fee for each item listed in the auction house. This fee consists of a fixed charge to list the item, which is assessed whether or not the item is successfully sold, and an additional fixed charge that is assessed only if the item is sold. The listing portion of the fee, which helps encourage sensible listing prices and discourage the mass posting of items that are very low quality or would be of little interest to other players, will be waived for a limited number of transactions per account. For players who opt to have the proceeds of their auction house sales go to their third-party payment service account instead of to their Battle. net account, Blizzard will collect a separate “cash-out” fee. Specific details regarding these fees will be announced at a later date.


Why would I even want to use the gold-based auction house?


We recognize that not all players would prefer or have the means to participate in the currency-based auction house, and it was important to us to provide these players with a full-featured alternative.


Can we buy gold from the currency-based auction house?


Players will be able to buy and sell gold through the currency-based auction house at whatever the current market price is, as established by the player community.


If I no longer need an item I bought in the auction house, can I relist it in the auction house?


Sí. Once you've purchased an item you can do anything with it that you could if you had acquired it through your own adventures, whether that be using it yourself, or, after a cool-down period, trading it to another character or relisting it on either the gold-based or currency-based auction house. In fact, you can generally do any combination of these things -- for example, you can purchase an item in the auction house, use it for a while, and then relist it or trade it to another character. Aside from certain quest items, there will be very few (if any) items that will be “soulbound” to your character and therefore untradable. Please note that the duration of the cool-down period mentioned above will be discussed at a later date.


What items can be traded in Diablo III?


Nearly everything that drops on the ground, including gold, can be traded with other players directly or through the auction house system. Aside from certain quest items, there will be very few (if any) items that will be “soulbound” to your character and therefore untradable. We are also planning to allow players to buy and sell characters in the auction house at some point in the future and will have more details to share on that at a later date.


What is "smart searching"?


When players launch the auction house interface, they’ll be able to select any Diablo III character associated with their Battle. net account. The "smart search" feature will assess which item slots have available upgrades and will sort items available in the auction house based on which upgrades would be most beneficial to the character. You can also search for specific stats to match the requirements of a particular character build.


How does bidding work?


Players will be able to place a current bid as well as a maximum bid if they wish to engage in automatic bidding. In addition, they’ll be able to check the status of their bids on the "Currently Winning" page and the "Outbid" page in the auction house interface.


Can I buyout items that I want to purchase immediately?


Yes, the Diablo III auction houses will support a buyout feature as well as standard bids.


How do I pay for items?


For the gold-based auction house, purchases will be made using in-game gold. For the currency-based auction house, players can make purchases using a registered form of payment attached to their Battle. net account. As with other popular online-purchase services, players will also have the option to charge up their Battle. net account with a balance of funds that can be drawn from for purchasing items in the currency-based auction house. Note that this process might be different for certain regions; we’ll provide further region-specific details as we get closer to launch.


How do I receive the items I’ve won?


After winning an auction, the item will be available to pick up through the built-in auction house interface in the Diablo III client. Players will then be able to immediately send that item to their shared stash (storage shared among all the characters on a Battle. net account) or repost the item in the auction house after a cool-down period. The duration of the cool-down period will be discussed at a later date.


How do I sell items?


From the auction house interface, players will be able to select items from their shared stash or from a specific character's inventory. They will then be able to post items for sale by listing a starting bid and buyout price.


How do I cash out from the currency-based auction house?


As an advanced feature, players will have the option of attaching an account with an approved third-party payment service to their Battle. net account. Once this has been completed, proceeds from the sale of items in the currency-based auction house can be deposited into their third-party payment service account. “Cashing out” would then be handled through the third-party payment service. Note that this process will be subject to applicable fees charged by Blizzard and the third-party payment service. Also, any proceeds from the sale of items in the currency-based auction house that have been deposited into the Battle. net account will not be transferrable to the third-party payment service account. Not all regions will support this advanced feature at launch. Region-specific details, as well as details regarding which third-party payment services will be supported and the fee that Blizzard will charge for the cash-out process, will all be provided at a later date.


Will buying or selling items in the auction house reveal my identity?


No. All player transactions in the gold-based and currency-based auction houses will be anonymous, and neither your real name nor your character name will be revealed to other players.


Will there be a mobile or Web-based auction house?


We're always on the lookout for opportunities to enhance the game experience and keep our community connected to our games through the Web or mobile devices. However, we do not have any plans to share along those lines at this time.


When will this be available for testing?


We'll share more information on our auction house testing plans as we get closer to launch.


Which regions will have currency-based auction house support?


We plan to roll out the currency-based version of the auction house in as many regions as possible with the launch of Diablo III. In regions where the currency-based auction house will not be available, players will still have access to a gold-based auction house. We'll share more details in the future.


Will there be separate auction houses in each region? Will I be allowed to bid on items from players outside my own region?


Due to various factors, including technology, language, and currency, there will be multiple separate auction houses serving different player communities around the world. We’ll share specific details on how the auction houses will work for each region as we get closer to launch.


If I live in Australia/New Zealand/Southeast Asia, what server will I play Diablo III on?


As with StarCraft II, players who purchase the Australia/New Zealand/Southeast Asia version of Diablo III will have their own regional servers, offering lower latency and more action during peak hours. While we encourage players to play on these servers, we recognize that many have longstanding friendships with North American players and would like to continue playing with them. Because of this, we're again giving Australia/New Zealand/ Southeast Asia gamers access to both regions' servers so they can choose where they'd prefer to play.


How does this impact the items I have purchased in the auction house?


Auction house purchases are bound to the servers in the region in which they're bought. Any items acquired on the Australia/New Zealand/Southeast Asia servers, in-game or otherwise, are bound to those servers and are not transferrable to the North American servers (and vice versa). Please keep this in mind when making purchases in the auction house.


What currencies will be available? What currency will items in the auction house be viewed in? Can players purchase items using local credit cards or bank accounts?


Our goal is to make the auction house experience in each region as seamless as possible for players, and we are currently exploring various currency and payment options to help achieve that goal. We’ll provide further details as we get closer to launch.


Will I be able to use third-party mods to track auction prices?


For a variety of gameplay and security reasons, we will not be supporting bots or mods in Diablo III, and they’ll be expressly prohibited by our terms of use for the game.


Can Hardcore-mode characters use the currency-based auction house?


No. Hardcore characters will only have the option to buy and sell items together with other Hardcore characters via a separate "Hardcore-only" gold-based auction house; they will not be able to use the currency-based auction house. Hardcore mode is designed as an optional experience for players who enjoy the sense of constant peril that comes with the possibility of permanent death for a character. All of a Hardcore character’s items are forever lost upon that character’s death, so to avoid the risk of a player spending real money on items that could then be permanently lost when the character dies, we decided restrict the use of the currency-based auction house in Hardcore mode. Also, Hardcore mode is intended to provide an additional level of challenge in which players try to keep their characters alive through a combination of skill and luck. Allowing players to access the currency-based auction house with their Hardcore characters would undermine the value of Hardcore-related achievements for everyone because the playing field would not be even. As with other aspects of Diablo III gameplay, we will continually monitor how this system plays out and make adjustments as necessary.


If my character dies in Hardcore mode, will I lose the items that I purchased in the "Hardcore-only" gold-based auction house for that character?


Sí. Again, Hardcore-mode characters will only have access to a "Hardcore-only" gold-based auction house, not the currency-based auction house, and will not be able to trade with non-Hardcore characters. Hardcore is an optional mode designed for players who enjoy playing with the risk of permanently losing their character if the character dies, and that includes the items they acquired with that character.


Will players be at a disadvantage in the game if they do not purchase items in the auction house?


All of the items available in the auction house can be obtained in the game. The auction house system is designed to facilitate the exchange of items (items can also be exchanged through character-to-character trades). Diablo III is primarily a cooperative game; while the game will offer some highly entertaining player-vs.-player options, we don't intend to balance items for player-vs.-player gameplay. We feel that a robust and powerful item-trading system will make the co-op experience more enjoyable.


Can I just buy the most powerful items and breeze through the game?


Items will be level-restricted, meaning your character won't be able to use an item until he or she is at the appropriate level for that item.


What happens if a player does not receive a purchased item?


The auction process is automated, but if a player purchases an item and for some reason does not receive it, he or she will be able to contact our customer service team to look into the issue.


What happens if there is a patch and the item I purchased is altered?


It's important for us to ensure that Diablo III remains balanced and fun for years after launch. To that end, it may be necessary to change stats or alter abilities of items from time to time. It’s very important to note that Blizzard will not be providing refunds or making other accommodations if a purchased item is later altered in a patch. Given this, it's up to players to determine whether they're comfortable purchasing items in the currency-based auction house.


Someone bought an item on my account without my permission. Can I get a refund?


Please note that account sharing will be forbidden in Diablo III's Terms of Use. In cases of compromise, our customer service team will look into the situation and determine the appropriate course of action.


I accidentally lost or dropped an item I just purchased -- can I get a refund?


No. After a purchase is made, players will be responsible for what they do with the item.


How will you address bots or cheaters?


We take cheating very seriously, and we've designed Diablo III and Battle. net to include measures to detect and prevent unfair play. In addition, we will have anti-cheating policies in place and will take action to address any issues as they arise.


Diablo III Auction House Overview


We’re introducing a powerful auction house system that will provide a safe, fun, and easy-to-use way for players to buy and sell the loot they obtain in the game. Items can be sold and purchased using real-world money or in-game gold.


An Easier Way To Trade


Sure, slaying monsters, demons, and cultists is a surefire way to obtain a ton of random new loot in Diablo III, but with the new auction house feature, it’ll be easier than ever to gear up your character with the exact items you’re looking for. You can also post the items you don’t need for players who are desperately searching for what you’ve got!


Don’t Need It? Put It Up For Auction!


Nearly everything found in the game, including gold, can be exchanged with other players directly or through the auction house system. So say you’re a witch doctor and you’ve just found an incredibly rare, incredibly powerful axe that only barbarians can use. In the previous Diablo games your best option might have been to sell the axe to an in-game vendor, but in Diablo III, you now have the ability to list that axe in the auction house for your fellow barbarian players to bid on. And you know another player will probably appreciate the true value of that axe more than some heartless vendor who’ll likely just melt it down for scrap….


Amazing Search Functionality


The auction house’s "smart search" functionality can automatically sort items in the auction house based on which upgrades would be most beneficial to your character. Also, searching for the best gear for multiple characters on the same Battle. net account can be done all from the same interface without having to log out.


The Choice Is Yours


Use of either the real-money or gold-based auction house is completely optional -- that decision can be made on a per-item basis, and both versions of the auction house are functionally the same. In addition, players have the option to simply sell the items they obtain to in-game vendors for gold. They can also trade items to other players through a direct character-to-character trading system in the game in exchange for gold, other items, or just an overwhelming sense of goodwill.


Players Only


Blizzard does not plan to post items for sale in the auction house. The driving purpose of the auction house is to provide players with a fun additional in-game option for what they do with the items they obtain in the game. Items sold in the auction house will be posted by players and purchased by players.


Safe and Sanctified


The real-money auction house provides players with an easy-to-use, Blizzard-sanctioned way to collect money for items they obtain while playing Diablo III. It also helps protect players from the scams and theft often associated with questionable third-party sites by providing a secure, completely in-game method for purchasing and obtaining the items they want for their characters.


Faster Than A Seven-Sided Strike


Sellers can post items for auction from any of the Diablo III characters on their Battle. net account, or from their shared stash (extra inventory space accessible with any of the characters on their account), without logging out. And after a buyer has won an auction, the item will become immediately available to be equipped and put to good use in the ongoing struggle against the forces of the Burning Hells.


Diablo III Auction House


Diablo III Beta FAQ


What are your goals for this beta?


The primary reason for the Diablo III beta test is for us to test out our new hardware, see how the server–client infrastructure holds up, and look for bugs in the installer and patcher as well as the game. We’re also looking to get some quality feedback about the beginning game experience and how the different classes feel. The beta test will help us ensure that the release is stable and fun, and that we’re ultimately able to deliver the experience we intend with Diablo III.


How do I sign up for the Diablo III beta test?


To sign up for the Diablo III beta test or future Blizzard Entertainment beta tests, you first need to create a Battle. net account. You can then opt-in to the beta test for Diablo III, as well as beta tests for future Blizzard Entertainment games, through the beta opt-in process. To get started, simply click Beta Profile Settings in Battle. net Account Management. Please note that you must have at least one Blizzard Entertainment game attached to your Battle. net account in order to set up your profile for the Diablo III beta test. Opting in to a beta test through this method does not guarantee that you will be selected.


If I opted in to the Diablo III beta, how will I know if I’ve been selected to participate?


If you are selected, you will receive an email from Blizzard instructing you to log in to your Battle. net account at www. battle. net if you don’t already have one. You’ll then be able to download the beta client directly from within Battle. net Account Management. We plan on inviting players in waves, so if you do not receive an invitation in the beginning of the testing period, there’s a chance you might receive one in a later wave.


1,000 Diablo III beta keys were promised at BlizzCon; how do I know if I am a winner?


We will be sending out emails with beta keys to winners along with detailed instructions on how to access the beta test. Players who receive a beta key via email will need to create a Battle. net account, click “Add or Upgrade a Game” in Account Management, and enter the key there. The beta client will then be available for download from within Battle. net Account Management.


How long will the beta test last?


We have not determined an exact date for the end of the beta test. We will notify participants when the beta test is nearing completion.


How many players do you plan to invite to the beta test?


The number of players we invite will be based on our testing needs. If during the course of testing we determine we need more players to participate, we’ll invite more.


How are beta test participants selected from the opt-in pool?


Beta testers are chosen according to their system specs and other factors, including luck. Our goal is to have a good variety of system types to best test compatibility.


Which regions will be able to participate in the beta test?


All regions will be able to participate in the Diablo III beta test; however, to keep the process as efficient as possible, and ultimately to release the game as soon as possible, we plan to roll out the beta hardware in waves, starting with North America. This means that players outside of North America who are granted access to the beta test may experience some latency issues. Once the new hardware setup has been optimized, we plan to roll it out in additional regions. This should provide a solid connection experience for beta testers in those regions who are connecting to the new local hardware infrastructure.


What game content will be available in the beta?


You’ll be able to try out all 5 character classes and experience the early stages of Diablo III from the start of the game through the Skeleton King encounter. You’ll be able to interact with new and returning characters in New Tristram and fight the reawakened evils emanating from the cursed Tristram Cathedral. You’ll also experience the randomized elements of Diablo III as well many of the new system designs that take many of the core Diablo design elements to a whole new level.


Will the progress I make during the beta test carry over when the game launches?


No, the purpose of the beta test is to ensure that the game and hardware infrastructure are ready to go as soon as possible. The main benefit of participating is being able to be among the first to play the game extensively prior to release. However, everyone will start on equal footing once the game is launched.


Will the Diablo III Auction House be available in the beta?


Yes, we plan on testing the functionality of the Diablo III gold-based auction house during the beta phase.


Will Mac users be able to participate in the beta?


Yes, Mac users will be able to participate in the beta at the same time as Windows-based users.


Diablo III Exclusive Interview


With the upcoming launch of the Diablo III beta test, the armies of the Burning Hells will march forth from their forgotten lairs to besiege the mortal realms anew. To prepare for this renewed demonic invasion, the Blizzard Insider has secured an exclusive interview with Lead Content Designer Kevin Martens as he shares his thoughts and insights on Diablo III’s upcoming beta test. So read on, and prepare yourself for the next chapter in the Diablo saga.


Before we discuss the beta test, can you tell us about how the internal testing has gone so far?


Kevin Martens . Diablo III had a huge internal playtest a few weeks back and the feedback we’ve received from the other teams at Blizzard has been immensely valuable. A lot of employees across the company have played through the entire game multiple times and written up step-by-step feedback on just about everything. We’ll be discussing the balance changes more in the coming months, but based on the initial feedback, I can say we’ve already tuned the monsters a bit harder, added a ton of crafting content, implemented a major UI overhaul, and started refining the pace of the story.


Now that the internal testing is nearing completion, what aspects of the game do you hope to focus on during the beta test?


Kevin Martens . Polish, polish, polish. In particular, we’re going to keep refining our approach to the game’s action-storytelling. We want the player to experience the story, instead of just being told the story by NPCs, so we’re moving a lot of the dialogue into the gameplay and leaving the quest hubs with just the bare, essential details needed to keep the plot moving. One example of this kind of a change can be found when players first get to New Tristram. When they arrive, they find the town under siege by a horde of zombies, and the guards need help fending off the attack before they can open the gates. One of the conversations between the player and the guards used to take place before the main zombie attack, but it now takes place during the attack. That subtle change took a short conversation and moved it into the action of the game, which made it more impactful and intense. Ultimately, we want the story to feel ambient and organic, instead of something that only happens between battles.


Aside from the story elements, how are you tuning the game’s combat encounters?


Kevin Martens . We want the game’s difficulty to hit a range of “peaks” and “valleys” as the player progresses from battle to battle. During the “peaks”, the challenge level spikes and players will be tested to their limits. In the “valleys”, the difficulty relaxes and players can build up their health and energy again. From a gameplay standpoint, valleys are important because they allow players to learn and experiment with their abilities without too much fear of failure or death. It’s the skills and techniques developed during the valleys that enable players to survive the peaks, which tend to be much tougher encounters, like ambushes, large groups, rare monsters, or even bosses. The peaks will require players to think quickly, spend their resources carefully, and move around the battlefield to avoid getting surrounded.


What’s involved in designing a difficulty “peak”? Can you give us an example?


Kevin Martens . We have to make sure peaks are challenging for both melee and ranged characters, which is sometimes difficult because these two types of characters tend to have opposing strengths and weaknesses. Take the Skeleton King for example. He’s an Act 1 mini-boss who presents the highest difficulty peak in the early game. He has a ton of hit points, so he can stand toe to toe with most melee characters, but he also has a rush attack to chase down any ranged character who try to kite him [though this rush is telegraphed, so the player has a brief chance to get out of the way]. He summons minions that soak up a lot of player damage, but they also drop health globes, which the player will need to survive the lengthy boss encounter. The minions are plentiful and relatively weak, so they keep the overall intensity of the encounter high, even while the player recovers and the Skeleton King sets up his next rush attack.


How are you approaching balancing the game’s overall difficulty?


Kevin Martens . When it comes down to balancing the actual numbers, there is an expected amount of damage output that players should be able to sustain based on their level and gear. There is no absolute benchmark though, as skillful players will be able to do more damage with speed, precision, and advanced attack combos, while less experienced players will generally do less damage with more straight-forward attacks. The expected damage is a starting point to balance from. Balance must be maintained for both players types, and everyone in between, which can be tricky. Ultimately, it’s going to take the game's harder difficulty modes -- Hell and Inferno -- to challenge the limits of the best Diablo III players.


When grouping together, what roles will the five player character classes fill? How will they interact with each other?


Kevin Martens . Diablo III doesn’t adhere to rigidly-defined class roles. Instead, we want to equip each class with the core toolset of abilities they need to be self-reliant. This toolset includes abilities for single-target damage, area-of-effect damage, movement, defense, and crowd control. Of course, that’s not to say each class will play exactly the same, nor do I want to imply that grouping will not be helpful. At the most basic level, the heavily-armored melee characters tend to wade into combat and soak up attacks, while the lighter, ranged characters dart around their enemies’ flanks, using position and speed to their advantage. Runes, equipment, and skill choices can also affect how a character will play. For example: a monk with the right build can withstand a lot of damage, enabling him to wade into enemy lines, while a barbarian with a certain spec might become a crowd-controlling striker, one that doesn’t go toe-to-toe with a mob of enemies, but instead charges quickly and isolates members of a larger group.


How are you approaching balancing the itemization in the game?


Kevin Martens . Itemization is part of a character’s expected damage output, so that’s already accounted for in the balance numbers. Runestones, however, add another layer of complexity, so we’re spending a lot of time with these. In fact, we’re treating each rune much like a unique skill because we want the player to think carefully about the advantages and drawbacks of each rune choice. For example, the wizard’s Electrocute attack can be modified with an Obsidian Runestone to give it a shorter, wider blast radius, much like a shotgun, or it can be modified with a Crimson Runestone which decreases overall damage, but can pass through multiple targets in a longer line, making it ideal for sniping ranks of enemies. The former is a good for Wizards who are built to wade into groups of enemies, and the latter is good for Wizards who are built to stay out of range of enemy attacks and deal damage from afar. Our challenge is to offer the player this kind of choice with each skill and runestone.


What advice do you have for players who want to get involved in the Diablo III beta test?


Kevin Martens . We want to encourage all of our players to download the system check utility to help us test the hardware and server/client infrastructure. For a chance to get in the beta, you’ll need a Battle. net account [so create one here if you don’t already have one], then -- from Battle. net account management -- click on Beta Profile Settings, download the system utility check and send us your system info for a chance to be entered in the beta. If you’ve been selected, we’ll send an email to your Battle. net account address. If you didn’t get in, don’t give up hope as you may be selected in a later wave.


Thanks for your time. Is there anything else you’d like to share before you go?


Kevin Martens . The game is shaping up nicely and everyone on the team is looking forward to sharing this labor of love!


Diablo III Beta Test Overview


After 10 years of anticipation following Blizzard Entertainment's Diablo II (2000) and its expansion, Diablo II: Lord of Destruction (2001), the iconic action-RPG gameplay of the Diablo series is back with a vengeance in Diablo III. In the upcoming Diablo III beta test, selected participants will be among the first in the world to rejoin the battle against the minions of the Burning Hells as they explore part of the game's foreboding first act.


Stay Awhile And Listen!


Meet up with Deckard Cain in New Tristram and get up to speed on what's been happening in Sanctuary since the events of Diablo II. Interact with the townspeople and introduce yourself to Leah to immerse yourself in the world and lore of Diablo.


Choose Your Hero Wisely


All 5 character classes will be playable in the beta test: the dual-wielding barbarian. the fearsome witch doctor. the elementally adept wizard. the dexterous monk. and the notoriously deadly demon hunter. Each character brings the pain to the demons and undead of Sanctuary in unique and spectacular ways.


Who’s Afraid Of The Big Bad Skeleton King?


Evil is alive once more in the bowels of the Tristram Cathedral as the once-vanquished Skeleton King returns to plague the tiny village with gruesome horrors. The beta will pit players against this returning Diablo villain as they battle to restore peace and tranquility to New Tristam -- and to finally put the tortured soul of King Leoric to rest.


Good Company In Bad Times


Players will be able to meet and interact with some of the Artisans and Followers of Sanctuary during the beta test. These characters will aid your hero in different ways along his or her journey, providing some valuable services and much-needed martial companionship.


Something Looks Different…


Each play-through of the beta test will feel like a new experience thanks to the randomized elements of Diablo III. Randomized maps, monster distribution, scripted events, and loot all make for highly replayable gameplay.


A (Treasure) Hunting We Will Go


Finding, collecting, enhancing, and trading items has always been a core component of the Diablo series, and like its predecessors, Diablo III was designed from the ground up to make the rewards as much fun as the challenges. During the beta test, players will experience the joy of anticipation and discovery with every enemy they lay waste to, ever-searching for that amazing upgrade that will take their character to a whole new realm of power.


Make It Your Own


Each character is brimming with possibilities. Which potent combination of skills, weapons, armor, and enhancements will you assemble? With countless ways to customize each hero, players will definitely get a taste of what it means to be unique in the Diablo III beta test.


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What is the Diablo III auction house system?


Acquiring epic new gear for your characters has always been a big part of the Diablo experience. Because of this, players have found a number of different ways to trade and otherwise obtain items both within and outside of the game. Many of these methods were inconvenient and either tedious (for example, repeatedly advertising for a desired trade in Battle. net chat channels and waiting for responses) or unsafe (e. g. giving credit card information to third-party trading sites). With Diablo III, we’re introducing a powerful auction house system that will provide a safe, fun, and easy-to-use way for players to buy and sell the loot they find in the game, such as weapons, armor, and runes. Two different versions of the auction house will be available in Diablo III: one based on in-game gold, which players acquire through their adventures, and one based on real-world currency.


What’s the difference between the gold-based auction house and the currency-based auction house?


The gold-based auction house uses in-game gold for purchases and sales. With the currency-based auction house, players will be able to conduct these transactions using actual currency from an authorized payment method or from funds that have been added to their Battle. net account. Players can choose to participate in whichever version of the auction house they prefer, on a per-transaction basis.


How does the auction house system work?


Players can open the auction house interface from anywhere in the game to make purchases or list items for sale. Items can be sold from the shared stash (storage shared among all the characters on your Battle. net account) or from any individual character’s inventory. When posting the item, the seller picks whether it will be sold in the gold-based auction house or the currency-based auction house. The item is then held by the auction house system until the listing expires or a purchase is made. Items that are not sold are returned to the seller’s shared stash, and items that are sold are delivered to the winning bidder’s shared stash. In either case, the auction house system will deduct a nominal fixed transaction fee from the seller, the amount of which is determined by whether or not the item was sold (see below). For the currency-based auction house, players will have a few different options for how to pay for item purchases and receive funds for item sales, as discussed elsewhere in this FAQ. There may be differences in how this system will work in different regions of the world. We’ll provide further details at a later date.


How is the transaction fee determined?


A nominal fixed transaction fee will be deducted from the seller for each item listed in the auction house. This fee consists of a fixed charge to list the item, which is assessed whether or not the item is successfully sold, and an additional fixed charge that is assessed only if the item is sold. Because the listing portion of the fee is charged even if the item doesn’t sell, it will be in the seller’s interest to list items he or she believes other players will be interested in, and to do so at a competitive price. Specific details related to the transaction fee for the currency-based auction house will vary by region and will be announced at a later date. Please note that we plan to waive the listing portion of the fee for a limited number of transactions per account. In other words, for these transactions, the seller will only pay a transaction fee if the item is successfully sold, and that fee will not include the listing charge. We’ll have further details on this as well at a later date.


Why are you creating a currency-based version of the auction house?


Our goal with all of our games is to ensure players have a highly enjoyable, rewarding, and secure experience. Acquiring items has always been an important part of the Diablo series, but the previous games have not had a robust, centralized system for facilitating trades, and as a result players have turned to inconvenient and potentially unsafe alternatives, such as third-party real-money-trading organizations. Many of the transactions between players and these organizations led to a poor player experience and countless customer-service issues involving scams and item/account theft, to name a few. To that end, we wanted to create a convenient, powerful, and fully integrated tool to meet the demand of players who wished to purchase or sell items for real-world currency, and who would likely have turned to a less-secure third-party service for this convenience.


How will the currency-based auction house work?


Players will be able to make purchases in the currency-based auction house using a registered form of payment attached to their Battle. net account. As with other popular online-purchase services, players will also have the option to charge up their Battle. net account with a balance of funds that can be drawn from for purchases of any digital product available through Battle. net -- this includes not only auction house items but also things like World of Warcraft subscription time and paid services, to name a few examples. On the flipside, when players sell an item in the currency-based auction house, the proceeds of the sale are deposited into their Battle. net account and can then be used as described above. Note that this process might be different for certain regions; we’ll provide further region-specific details as we get closer to launch.


Can players choose to get cash from currency-based auction house sales, instead of having the proceeds deposited into their Battle. net account?


Yes, as an advanced feature, players will have the option of attaching an account with an approved third-party payment service to their Battle. net account. Once this has been completed, proceeds from the sale of items in the currency-based auction house can be deposited into their third-party payment service account. “Cashing out” would then be handled through the third-party payment service. Note that this process will be subject to applicable fees charged by Blizzard and the third-party payment service. Also, any proceeds from the sale of items in the currency-based auction house that have been deposited into the Battle. net account will not be transferrable to the third-party payment service account. Not all regions will support this advanced feature at launch. Region-specific details, as well as details regarding which third-party payment services will be supported and the fee that Blizzard will charge for the cash-out process, will all be provided at a later date.


Is the currency-based version of the auction house optional?


Yes, the currency-based auction house is available as an option for players who wish to purchase or sell Diablo III items for real money. Players are also able to buy and sell items through the gold-based auction house, and they can trade items with each other as well through direct character-to-character in-game trading.


Why would I want to pay real money to buy or sell in-game items?


Acquiring items has always been a core part of the Diablo series' appeal. With the previous Diablo games, many players have shown a great interest in buying, selling, or exchanging items for their characters using real-world currency, turning to potentially unsafe avenues to accomplish this goal. The currency-based version of the auction house provides players with an easy-to-use, Blizzard-sanctioned way to collect money for items obtained while playing Diablo III. In addition, it helps protect players from scams and disreputable third-party sites by providing a secure, in-game method to search for and purchase items posted by other players that are a perfect fit for their character and play style. The currency-based auction house is completely optional. Players who aren't interested in paying real money for items will still be able to rely on items they acquire through their own adventures, and they'll also be able to trade with friends and use the full-featured gold-based auction house.


Can I play on a server without a currency-based version of the auction house?


We want to provide a secure, fun environment for our players to purchase and sell in-game items using gold or real money and have no plans to divide the community. Players are free to participate in the gold-based auction house or the currency-based auction house, or to opt out of using any of the auction houses at all, progressing through Diablo III using only the items they obtain through their own adventures or direct trade with other players.


Does Blizzard plan to post weapons, armor, and other such items for sale in the currency-based version of the auction house?


The currency-based auction house is a place for players to purchase or sell items they’ve obtained within the game. Blizzard does not plan to post items that affect gameplay, such as gear or character-enhancing runes, for sale in the auction house.


Will Blizzard sell anything directly through the auction house?


We don't have any plans at this time to post items for sale in the auction house.


Does the currency-based auction house signify a shift in Blizzard’s business and revenue model?


We’ve always tailored our business models to match what we’ve felt would be most appropriate and effective for each game and in each region, and that’s the case with Diablo III as well. The item-based nature of Diablo gameplay has always lent itself to an active trade-based ecosystem, and a significant part of this trade has been conducted through unsecure third-party organizations. This has led to numerous customer-service and game-experience issues that we’ve needed to account for. Our primary goal with the Diablo III auction house system is for it to serve as the foundation for a player-driven economy that’s safe, fun, and accessible for everyone.


What’s Blizzard’s cut?


As with other online auction sites and real-world auction houses, our fee structure will vary by region. However, we plan to collect a nominal fixed transaction fee for each item listed in the auction house. This fee consists of a fixed charge to list the item, which is assessed whether or not the item is successfully sold, and an additional fixed charge that is assessed only if the item is sold. The listing portion of the fee, which helps encourage sensible listing prices and discourage the mass posting of items that are very low quality or would be of little interest to other players, will be waived for a limited number of transactions per account. For players who opt to have the proceeds of their auction house sales go to their third-party payment service account instead of to their Battle. net account, Blizzard will collect a separate “cash-out” fee. Specific details regarding these fees will be announced at a later date.


Why would I even want to use the gold-based auction house?


We recognize that not all players would prefer or have the means to participate in the currency-based auction house, and it was important to us to provide these players with a full-featured alternative.


Can we buy gold from the currency-based auction house?


Players will be able to buy and sell gold through the currency-based auction house at whatever the current market price is, as established by the player community.


If I no longer need an item I bought in the auction house, can I relist it in the auction house?


Sí. Once you've purchased an item you can do anything with it that you could if you had acquired it through your own adventures, whether that be using it yourself, or, after a cool-down period, trading it to another character or relisting it on either the gold-based or currency-based auction house. In fact, you can generally do any combination of these things -- for example, you can purchase an item in the auction house, use it for a while, and then relist it or trade it to another character. Aside from certain quest items, there will be very few (if any) items that will be “soulbound” to your character and therefore untradable. Please note that the duration of the cool-down period mentioned above will be discussed at a later date.


What items can be traded in Diablo III?


Nearly everything that drops on the ground, including gold, can be traded with other players directly or through the auction house system. Aside from certain quest items, there will be very few (if any) items that will be “soulbound” to your character and therefore untradable. We are also planning to allow players to buy and sell characters in the auction house at some point in the future and will have more details to share on that at a later date.


What is "smart searching"?


When players launch the auction house interface, they’ll be able to select any Diablo III character associated with their Battle. net account. The "smart search" feature will assess which item slots have available upgrades and will sort items available in the auction house based on which upgrades would be most beneficial to the character. You can also search for specific stats to match the requirements of a particular character build.


How does bidding work?


Players will be able to place a current bid as well as a maximum bid if they wish to engage in automatic bidding. In addition, they’ll be able to check the status of their bids on the "Currently Winning" page and the "Outbid" page in the auction house interface.


Can I buyout items that I want to purchase immediately?


Yes, the Diablo III auction houses will support a buyout feature as well as standard bids.


How do I pay for items?


For the gold-based auction house, purchases will be made using in-game gold. For the currency-based auction house, players can make purchases using a registered form of payment attached to their Battle. net account. As with other popular online-purchase services, players will also have the option to charge up their Battle. net account with a balance of funds that can be drawn from for purchasing items in the currency-based auction house. Note that this process might be different for certain regions; we’ll provide further region-specific details as we get closer to launch.


How do I receive the items I’ve won?


After winning an auction, the item will be available to pick up through the built-in auction house interface in the Diablo III client. Players will then be able to immediately send that item to their shared stash (storage shared among all the characters on a Battle. net account) or repost the item in the auction house after a cool-down period. The duration of the cool-down period will be discussed at a later date.


How do I sell items?


From the auction house interface, players will be able to select items from their shared stash or from a specific character's inventory. They will then be able to post items for sale by listing a starting bid and buyout price.


How do I cash out from the currency-based auction house?


As an advanced feature, players will have the option of attaching an account with an approved third-party payment service to their Battle. net account. Once this has been completed, proceeds from the sale of items in the currency-based auction house can be deposited into their third-party payment service account. “Cashing out” would then be handled through the third-party payment service. Note that this process will be subject to applicable fees charged by Blizzard and the third-party payment service. Also, any proceeds from the sale of items in the currency-based auction house that have been deposited into the Battle. net account will not be transferrable to the third-party payment service account. Not all regions will support this advanced feature at launch. Region-specific details, as well as details regarding which third-party payment services will be supported and the fee that Blizzard will charge for the cash-out process, will all be provided at a later date.


Will buying or selling items in the auction house reveal my identity?


No. All player transactions in the gold-based and currency-based auction houses will be anonymous, and neither your real name nor your character name will be revealed to other players.


Will there be a mobile or Web-based auction house?


We're always on the lookout for opportunities to enhance the game experience and keep our community connected to our games through the Web or mobile devices. However, we do not have any plans to share along those lines at this time.


When will this be available for testing?


We'll share more information on our auction house testing plans as we get closer to launch.


Which regions will have currency-based auction house support?


We plan to roll out the currency-based version of the auction house in as many regions as possible with the launch of Diablo III. In regions where the currency-based auction house will not be available, players will still have access to a gold-based auction house. We'll share more details in the future.


Will there be separate auction houses in each region? Will I be allowed to bid on items from players outside my own region?


Due to various factors, including technology, language, and currency, there will be multiple separate auction houses serving different player communities around the world. We’ll share specific details on how the auction houses will work for each region as we get closer to launch.


If I live in Australia/New Zealand/Southeast Asia, what server will I play Diablo III on?


As with StarCraft II, players who purchase the Australia/New Zealand/Southeast Asia version of Diablo III will have their own regional servers, offering lower latency and more action during peak hours. While we encourage players to play on these servers, we recognize that many have longstanding friendships with North American players and would like to continue playing with them. Because of this, we're again giving Australia/New Zealand/ Southeast Asia gamers access to both regions' servers so they can choose where they'd prefer to play.


How does this impact the items I have purchased in the auction house?


Auction house purchases are bound to the servers in the region in which they're bought. Any items acquired on the Australia/New Zealand/Southeast Asia servers, in-game or otherwise, are bound to those servers and are not transferrable to the North American servers (and vice versa). Please keep this in mind when making purchases in the auction house.


What currencies will be available? What currency will items in the auction house be viewed in? Can players purchase items using local credit cards or bank accounts?


Our goal is to make the auction house experience in each region as seamless as possible for players, and we are currently exploring various currency and payment options to help achieve that goal. We’ll provide further details as we get closer to launch.


Will I be able to use third-party mods to track auction prices?


For a variety of gameplay and security reasons, we will not be supporting bots or mods in Diablo III, and they’ll be expressly prohibited by our terms of use for the game.


Can Hardcore-mode characters use the currency-based auction house?


No. Hardcore characters will only have the option to buy and sell items together with other Hardcore characters via a separate "Hardcore-only" gold-based auction house; they will not be able to use the currency-based auction house. Hardcore mode is designed as an optional experience for players who enjoy the sense of constant peril that comes with the possibility of permanent death for a character. All of a Hardcore character’s items are forever lost upon that character’s death, so to avoid the risk of a player spending real money on items that could then be permanently lost when the character dies, we decided restrict the use of the currency-based auction house in Hardcore mode. Also, Hardcore mode is intended to provide an additional level of challenge in which players try to keep their characters alive through a combination of skill and luck. Allowing players to access the currency-based auction house with their Hardcore characters would undermine the value of Hardcore-related achievements for everyone because the playing field would not be even. As with other aspects of Diablo III gameplay, we will continually monitor how this system plays out and make adjustments as necessary.


If my character dies in Hardcore mode, will I lose the items that I purchased in the "Hardcore-only" gold-based auction house for that character?


Sí. Again, Hardcore-mode characters will only have access to a "Hardcore-only" gold-based auction house, not the currency-based auction house, and will not be able to trade with non-Hardcore characters. Hardcore is an optional mode designed for players who enjoy playing with the risk of permanently losing their character if the character dies, and that includes the items they acquired with that character.


Will players be at a disadvantage in the game if they do not purchase items in the auction house?


All of the items available in the auction house can be obtained in the game. The auction house system is designed to facilitate the exchange of items (items can also be exchanged through character-to-character trades). Diablo III is primarily a cooperative game; while the game will offer some highly entertaining player-vs.-player options, we don't intend to balance items for player-vs.-player gameplay. We feel that a robust and powerful item-trading system will make the co-op experience more enjoyable.


Can I just buy the most powerful items and breeze through the game?


Items will be level-restricted, meaning your character won't be able to use an item until he or she is at the appropriate level for that item.


What happens if a player does not receive a purchased item?


The auction process is automated, but if a player purchases an item and for some reason does not receive it, he or she will be able to contact our customer service team to look into the issue.


What happens if there is a patch and the item I purchased is altered?


It's important for us to ensure that Diablo III remains balanced and fun for years after launch. To that end, it may be necessary to change stats or alter abilities of items from time to time. It’s very important to note that Blizzard will not be providing refunds or making other accommodations if a purchased item is later altered in a patch. Given this, it's up to players to determine whether they're comfortable purchasing items in the currency-based auction house.


Someone bought an item on my account without my permission. Can I get a refund?


Please note that account sharing will be forbidden in Diablo III's Terms of Use. In cases of compromise, our customer service team will look into the situation and determine the appropriate course of action.


I accidentally lost or dropped an item I just purchased -- can I get a refund?


No. After a purchase is made, players will be responsible for what they do with the item.


How will you address bots or cheaters?


We take cheating very seriously, and we've designed Diablo III and Battle. net to include measures to detect and prevent unfair play. In addition, we will have anti-cheating policies in place and will take action to address any issues as they arise.


Resumen de la Casa de Subastas de Diablo III


Agregaremos un sólido sistema de casa de subastas que proporcionará a los jugadores un modo seguro, divertido y fácil de usar para comprar y vender el botín que obtengan en el juego. Será posible efectuar la compraventa de objetos con oro del juego o dinero real.


Un modo más sencillo de comerciar


Ciertamente, matar monstruos, demonios y cultistas es un modo seguro de obtener una gran cantidad de botín aleatorio en Diablo III, sin embargo, gracias a la nueva casa de subastas, será mucho más fácil conseguir armamento para tu personaje; objetos exactos. Asimismo, podrás poner a la venta los objetos que no necesites para que los demás jugadores puedan adquirirlos.


¿No lo necesitas? ¡Subástalo!


Puedes intercambiar casi todo lo que encuentres en el juego, incluyendo oro, directamente con los demás jugadores; o hacer uso del sistema de la casa de subastas. Digamos que eres un santero y te acabas de encontrar un hacha muy poderosa que sólo los bárbaros pueden usar. En los títulos previos de Diablo, tu mejor opción hubiera sido vendérsela a alguno de los PNJs dentro del juego, no obstante, en Diablo III tienes la oportunidad de poner ese objeto en la casa de subastas para que los bárbaros puedan comprarla. Sabes bien que otro jugador apreciará el valor de esa hacha, mucho más que un vendedor desalmado que seguramente sólo va a fundirla…


Increíbles funciones de búsqueda


La función de “búsqueda inteligente” de la casa de subastas puede acomodar los objetos de manera automática y según lo benéficos que sean para tu personaje. Además, también puedes buscar el mejor armamento para múltiples personajes en la misma cuenta de Battle. net (a través de la misma interfaz y sin necesidad de desconectarte).


La elección es tuya


El uso de oro o dinero real en la casa de subastas es algo totalmente opcional y puedes tomar esa decisión objeto por objeto, ya que ambas versiones de la casa de subastas cuentan con las mismas funciones. Además, los jugadores también tienen la opción de vender sus objetos a los PNJs dentro del juego a cambio de oro, o intercambiarlos con otros jugadores por oro, otros objetos o gran cantidad de karma positivo a través del sistema de comercio personaje a personaje.


Sólo jugadores


Blizzard no tiene planes de poner objetos a la venta en la casa de subastas. Su propósito es que los jugadores tengan una opción adicional y divertida dentro del juego para canalizar los objetos que obtengan. Éstos serán subastados por jugadores y adquiridos por jugadores.


Seguro y santificado


La casa de subastas que emplea dinero real proporciona una forma segura, fácil de usar, y respaldada por Blizzard, de obtener dinero por los objetos que consigan mientras juegan Diablo III. También ayuda a proteger a los jugadores de las estafas y los robos asociados con sitios de terceros de reputación cuestionable, ya que constituye una forma segura dentro del juego para adquirir y obtener los objetos que desean para sus personajes.


Más rápido que un ataque por siete frentes


Los vendedores podrán subastar objetos desde cualquier personaje de Diablo III que tengan en sus cuentas de Battle. net, o su alijo compartido (espacio de inventario adicional al que sólo los personajes de la cuenta tienen acceso), sin necesidad de desconectarse. Una vez que algún comprador gane una subasta, el objeto estará disponible de inmediato y será posible equiparlo y ponerlo a buen uso en la continua lucha contra los Infiernos Ardientes.


Diablo III Casa de Subastas


PF del Beta de Diablo III


¿Qué objetivos tienen para este beta?


La razón principal detrás del beta de Diablo III es probar nuestro nuevo hardware, ver el desempeño de la infraestructura cliente-servidor, buscar bugs en el instalador y el actualizador, así como en el juego. Además, buscamos obtener sugerencias y comentarios sólidos con respecto a la experiencia inicial del juego y la forma en que se perciben las distintas clases. La prueba beta nos ayudará a asegurar que el juego sea estable y divertido al momento de su lanzamiento, para que al final seamos capaces de entregar la experiencia que queremos para Diablo III.


¿Cómo me registro en la prueba beta de Diablo III?


Para registrarte en la prueba beta de Diablo III, o en cualquier prueba beta futura de Blizzard Entertainment, deberás crear una cuenta de Battle. net. Después podrás entrar al proceso de inclusión de la prueba beta de Diablo III y de pruebas beta de títulos futuros de Blizzard Entertainment. Para comenzar, sólo haz clic en “Configuración del perfil beta ” desde la página de Gestión de Cuenta de Battle. net. Por favor ten en mente que este proceso de inclusión no te garantiza un lugar en la prueba beta.


Si participé en el proceso de inclusión del beta de Diablo III, ¿cómo sabré si fui seleccionado?


Si resultas seleccionado, recibirás un e-mail de Blizzard que te solicitará que accedas a tu cuenta de Battle. net en www. battle. net. Ahí podrás descargar el cliente beta desde la página de Gestión de Cuenta de Battle. net. Tenemos planeado invitar jugadores en tandas. Si no recibiste una invitación al principio del periodo de prueba, es posible que la recibas en una tanda futura.


En la BlizzCon prometieron 1,000 claves beta para Diablo III. ¿Cómo sé si gané?


Los ganadores recibirán e-mails con claves beta e instrucciones para acceder a la prueba beta. Quienes reciban una clave beta por e-mail, deberán crear una cuenta de Battle. net, hacer clic en “Agregar o actualizar un juego” en la página de Gestión de Cuenta, e ingresar la clave correspondiente. Posteriormente, el cliente beta estará disponible desde la página de Gestión de Cuenta de Battle. net.


¿Cuánto durará la prueba beta?


Todavía no hemos determinado la fecha exacta del fin de la prueba beta. Notificaremos a los participantes conforme ésta se acerque a su fin.


¿Cuántos jugadores tienen planeado invitar a la prueba beta?


La cantidad de jugadores que invitemos estará basada en nuestras necesidades de prueba. Si durante el periodo de prueba decidimos que necesitamos más jugadores, enviaremos más invitaciones.


¿Cómo seleccionan a los participantes de entre todos los que utilizaron el proceso de inclusión a la prueba beta?


Seleccionamos a los participantes del beta con base en sus especificaciones de sistema y otros factores, incluyendo la suerte. Nuestra meta es tener una amplia variedad de configuraciones de sistema para que podamos probar la compatibilidad de manera adecuada.


¿Qué regiones podrán participar en la prueba beta?


Todas las regiones podrán participar en la prueba beta de Diablo III, sin embargo, para que el proceso sea lo más eficiente posible — y que seamos capaces de lanzar el juego a la brevedad — desplegaremos el hardware para el beta en tandas; comenzando con Norteamérica. Esto significa que quienes tengan acceso al beta desde fuera de Norteamérica pueden tener problemas de latencia. Una vez que hayamos optimizado la nueva configuración de hardware, tenemos planeado desplegarlo en regiones adicionales. Esto debe proporcionar una conexión sólida para quienes prueben el beta en dichas regiones y se conecten a la nueva infraestructura de hardware.


¿Qué contenido del juego estará disponible en el beta?


Tendrás acceso a las 5 clases de personaje y podrás disfrutar de las primeras etapas de Diablo III; desde el inicio del juego hasta la batalla con el Rey Esqueleto. Podrás interactuar con personajes nuevos y conocidos en Nueva Tristram, así como luchar contra la maldad que ha despertado una vez más y surge de la Catedral maldita de Tristram. Además, disfrutarás de los elementos aleatorios de Diablo III, así como de muchos de los sistemas nuevos, los cuales llevan los elementos principales de diseño de Diablo a un nivel nunca antes visto.


¿Se trasladará mi progreso en la prueba beta a la versión final del juego?


No, el propósito de la prueba beta es asegurar que el juego y la infraestructura de hardware estén listos lo más pronto posible. El beneficio principal de tu participación es que serás de los primeros en jugarlo de manera extensa antes de su lanzamiento. No obstante, todos empezarán en el mismo nivel en la versión final del juego.


¿Estará disponible la Casa de Subastas de Diablo III en el beta?


Sí, tenemos planeado probar la funcionalidad de la casa de subastas (que emplea oro) de Diablo III durante la prueba beta.


¿Podrán participar los usuarios de Mac en el beta?


Sí, los usuarios de Mac podrán participar en el beta al mismo tiempo que los de Windows.


Entrevista Exclusiva de Diablo III


Con el próximo lanzamiento de la prueba beta de Diablo III, los ejércitos de los Infiernos Ardientes dejarán sus guaridas olvidadas para asediar nuevamente los reinos de los mortales. Como preparativo para esta renovada invasión demoníaca, el Blizzard Insider ha obtenido una entrevista exclusiva con Kevin Martens, el Diseñador Jefe de Contenido, mientras comparte sus pensamientos y perspectivas acerca de la prueba beta de Diablo III. Continúa leyendo y prepárate para el siguiente capítulo en la saga de Diablo.


Antes de hablar sobre la prueba beta, ¿puedes decirnos cómo se han desarrollado las pruebas internas?


Kevin Martens . Diablo III tuvo una importante prueba interna hace varias semanas y las sugerencias que recibimos de los demás equipos de Blizzard han sido muy valiosas. Muchos de los empleados de la empresa han terminado el juego varias veces y escrito comentarios paso a paso de casi todo. Hablaremos un poco más acerca de los cambios de balance en los próximos meses pero, con base en las sugerencias iniciales, te puedo decir que ya hicimos a los monstruos un poco más difíciles, agregamos un montón de contenido para el sistema de creación, implementamos un rediseño importante de la IU y comenzamos a refinar el ritmo de la historia.


Ahora que la prueba interna se encuentra cerca de concluir, ¿en qué aspectos del juego esperas poder concentrarte durante la prueba beta?


Kevin Martens . Pulir, pulir, pulir. Particularmente vamos a seguir refinando el modo en que abordamos la narrativa de acción del juego. Queremos que el jugador viva la historia y no que los PNJs se la cuenten, así que movimos una gran parte de los diálogos al juego y dejamos los centros de misiones con los detalles esenciales para mantener la trama en movimiento. Como ejemplo de este tipo de cambio tenemos el arribo del jugador a Nueva Tristram. Al llegar, encontrarán que el pueblo se encuentra bajo asedio por una horda de zombies; los guardias necesitan ayuda para rechazar el ataque antes de que puedan abrir las puertas. Una de las conversaciones entre el jugador y los guardias tenía lugar antes del ataque principal, sin embargo, ahora se desarrolla durante el ataque. Ese sutil cambio hilvanó una conversación breve en la acción del juego, lo que la transformó en algo más intenso y con mayor impacto. En última instancia, queremos que la historia esté ambientada y se sienta orgánica, no algo que sólo ocurre entre batallas.


Además de los elementos de la historia, ¿cómo están afinando los combates del juego?


Kevin Martens . Queremos que la dificultad del juego tenga varios “picos” y “valles” conforme el jugador avanza de batalla en batalla. Durante los “picos”, el nivel de desafío aumenta de manera exponencial y se pondrá a prueba a los jugadores hasta el límite. En los “valles”, la dificultad se vuelve más relajada y los jugadores podrán recuperar salud y energía. Desde una perspectiva del juego, los valles son importantes porque permiten a los jugadores aprender y probar sus habilidades sin mucho riesgo de fracasar o morir. Son las habilidades y técnicas desarrolladas durante los valles lo que permitirá a los jugadores sobrevivir a los picos, que son, por lo general, encuentros mucho más difíciles como emboscadas, grupos grandes, monstruos raros o incluso jefes. Los picos requerirán que el jugador piense rápido, utilice sus recursos de manera cuidadosa y se desplace por el campo de batalla para evitar que le rodeen.


¿Cómo se diseña un “pico” en la dificultad? ¿Puedes darnos un ejemplo?


Kevin Martens . Tenemos que asegurarnos que los picos sean desafiantes tanto para personajes melé como para aquellos que ataquen a distancia. En ocasiones esto es algo difícil porque esos dos tipos de personajes cuentan con ventajas y desventajas en oposición. Veamos al Rey Esqueleto, por ejemplo, un mini-jefe del Acto 1 que presenta el pico de dificultad más alto en la parte inicial del juego. Tiene una gran cantidad de puntos de vida, así que puede agarrarse al tú por tú con la mayoría de los personajes melé, pero también cuenta con un embate para perseguir a cualquier personaje que ataque a distancia y que intente mantenerse lejos (aunque dicho ataque está algo telegrafiado, así que el jugador tendrá una pequeña oportunidad de quitarse del camino). Además, invoca esbirros que absorben una buena parte del daño del jugador, pero que también tiran globos de salud; necesarios para sobrevivir el prolongado encuentro con el jefe. Los esbirros son abundantes y relativamente débiles, manteniendo alta la intensidad del encuentro, incluso cuando el jugador se recupera y el Rey Esqueleto prepara su siguiente embate.


¿Cómo abordan el balance de la dificultad promedio del juego?


Kevin Martens . En lo que respecta al balance de los números, hay cierta cantidad de daño que el jugador debe poder aguantar según su nivel y armamento. Sin embargo, no hay una referencia definitiva, ya que los jugadores habilidosos podrán causar más daño con velocidad, precisión y combos avanzados; mientras que los jugadores con menor experiencia causarán menos daño con ataques menos complicados. El daño esperado es un punto de partida para balancear las cosas y es necesario preservar el balance para ambos tipos de jugadores, así como todos los que se encuentran en rangos intermedios, lo que lo hace algo complejo. Al final del día, quedará en las dificultades más avanzadas del juego, Infernal e Infierno, llevar al límite a los mejores jugadores de Diablo III.


Al formar grupos, ¿qué roles cubrirán las cinco clases de personaje? ¿Cómo van a interactuar entre ellas?


Kevin Martens . Diablo III no se adhiere a roles definidos de manera rígida. Más bien queremos armar a cada clase con las herramientas necesarias para que puedan valerse por sí mismas. Dichas herramientas incluyen habilidades para daño contra objetivos individuales, daño de efecto de área, movimiento, defensa y control de masas. Claro que esto no significa que el modo de juego de todas las clases será idéntico, ni tampoco quiero implicar que formar grupos carecerá de beneficios. En su nivel más básico, los personajes melé con armadura pesada tienden a lanzarse al centro de la lucha y absorber ataques, mientras que los personajes que atacan a distancia flanquean al enemigo y aprovechan su velocidad y posicionamiento. La elección de runas, armamento y habilidades también puede afectar el estilo de juego de un personaje dado. Por ejemplo, un monje con la especialización adecuada puede aguantar gran cantidad de daño, permitiéndole entrar fácilmente a las líneas enemigas. Por otro lado, un bárbaro con cierta especialización puede convertirse en un atacante que controla masas; alguien que no enfrenta grupos de enemigos al tú por tú sino que carga rápidamente y separa a uno o dos miembros de un grupo grande.


¿Cómo están llevando a cabo el balance de los objetos en el juego?


Kevin Martens . Los objetos forman parte de la cantidad de daño esperada que causan los personajes, así que eso ya se toma en cuenta en las cifras de balance. Las piedras rúnicas, por otra parte, agregan otra capa de complejidad, así que estamos dedicándoles más tiempo. De hecho, tratamos cada runa como si fuera una habilidad única porque queremos que el jugador considere cuidadosamente los beneficios y efectos negativos que conlleva la elección de cada runa. Por ejemplo, el ataque de electrocución del arcanista puede modificarse con una piedra rúnica de obsidiana para darle un radio más corto y más amplio (como una escopeta), o con una piedra rúnica carmesí, que disminuye el daño total pero puede pasar a través de múltiples objetivos en una línea más larga; convirtiéndolo en algo ideal para eliminar filas de enemigos. La primera opción es útil para los magos que pueden luchar entre grupos de enemigos y la segunda para aquellos que prefieran mantenerse a distancia y causar daño desde lejos. El desafío es ofrecer al jugador este tipo de opciones con cada habilidad y piedra rúnica.


¿Qué aconsejas a los jugadores que deseen participar en la prueba beta de Diablo III?


Kevin Martens . Queremos exhortar a todos nuestros jugadores a descargar la utilidad de chequeo de sistema para ayudarnos a probar el hardware y la infraestructura cliente / servidor. Para tener la oportunidad de participar en el beta necesitarás una cuenta de Battle. net (crea una aquí ) si aún no tienes una). Luego, desde la sección de Gestión de Cuenta, haz clic en “configuración del perfil beta”, descarga la utilidad de chequeo de sistema y envíanos tu información de sistema para que puedas ser considerado para el beta. Si resultas seleccionado, enviaremos un mensaje a la dirección de e-mail bajo la que está registrada tu cuenta de Battle. net. En caso de que no recibas nada, no pierdas la esperanza, ya que es posible que resultes seleccionado en la siguiente tanda.


Gracias por tu tiempo. ¿Hay algo más que te gustaría compartir con nosotros antes de irte?


Kevin Martens . ¡El juego está tomando forma como debe y todo el equipo se encuentra ansioso de poder compartirlo con ustedes!


Generalidades de la Prueba Beta de Diablo III


Después de los 10 años de espera que siguieron a los títulos de Blizzard Entertainment Diablo II (2000) y su expansión Diablo II: Lord of Destruction (2001), la mezcla de acción y juego de rol que caracteriza a la serie de Diablo regresa para quedarse en Diablo III. En la prueba beta próxima, los participantes que resulten seleccionados se encontrarán entre los primeros en el mundo en retomar la lucha contra los esbirros de los Infiernos Ardientes mientras exploran el primer acto del juego.


¡Quédate un momento y escucha!


Reúnete con Deckard Cain en Nueva Tristram para enterarte de lo que ha estado ocurriendo en el mundo de Santuario a partir de los eventos de Diablo II. Interactúa con los pobladores, habla con Leah y sumérgete en el mundo y la historia de Diablo.


Escoge a tu héroe sabiamente


Podrás jugar con cualquiera de las cinco clases en la prueba beta: el bárbaro. que blande dos armas, el temible santero. el arcanista con facultades elementales, el hábil monje y el verdaderamente mortífero cazador de demonios. Cada personaje muestra el significado de la palabra dolor a los demonios y no muertos de Santuario de maneras únicas y espectaculares.


¿Quién le teme al grande y maligno Rey Esqueleto?


El mal vive una vez más en las profundidades de la Catedral de Tristram. El otrora derrotado Rey Esqueleto ha vuelto para asolar a la pequeña aldea con indecibles horrores. Durante el beta, los jugadores se enfrentarán a este villano mientras luchan por restaurar la paz y la tranquilidad en Nueva Tristram; para finalmente conceder reposo a la atormentada alma del Rey Leoric.


Buena compañía en malos tiempos


Los jugadores podrán interactuar con algunos de los artesanos y seguidores de Santuario durante la prueba beta. Estos personajes ayudarán a tu héroe de distintas maneras durante su viaje, ofreciendo valiosos servicios y asistencia marcial muy necesaria.


Algo es distinto aquí…


Cada sesión de juego en la prueba beta se sentirá como una experiencia nueva gracias a los elementos aleatorios de Diablo III como mapas, distribución de monstruos, sucesos predeterminados y botín; lo que genera una experiencia de juego distinta cada vez.


Vamos a cazar (tesoros)


Encontrar, coleccionar, mejorar e intercambiar objetos siempre ha sido un componente primario de la serie de Diablo. Al igual que sus predecesores, Diablo III fue diseñado desde cero para que las recompensas sean tan divertidas como los desafíos. Durante la prueba beta, los jugadores disfrutarán la emoción que conlleva el descubrimiento con cada enemigo que eliminen, siempre en busca de esa increíble mejora que llevará a sus personajes a un nuevo nivel de poder.


Házlo tuyo


Cada personaje tiene una miríada de posibilidades. ¿Qué poderosa combinación de habilidades, armas, armaduras y mejoras — incluyendo gemas, talismanes y piedras rúnicas — juntarás? Con diversas maneras de personalizar cada héroe, los jugadores recibirán una probada de lo que significa ser único en la prueba beta de Diablo III.


‘Diablo 3’ To Allow Trading Gold And Items For Real World Cash


Reporting by Kara Warner


Ever since “Diablo 2,” Blizzard has been warring with companies created to take control of their games’ economies. Back then people would trade valuable items for real-world through intermediaries like PayPal. The process got far more sophisticated with “World of WarCraft,” as infamous gold farmers sprung up and companies formed which allowing real-world money to be traded for in-game gold. Blizzard has attempted to stem the tide of these companies, with little success. Now it seems they’re following the old adage, “If you can’t beat ’em, join ’em.” Starting with “Diablo 3,” players will be able to buy, sell and trade in-game items for real-world cash right through the game’s auction house.


Blizzard revealed its plans at a press event for the “Diablo 3” beta, detailing just how this real world currency-based auction house will work.


As Blizzard’s Rob Pardo describes it, it functions identically to the “World of WarCraft” auction house:


“As a seller, you can put an item up for minimum bid, or set a buyout price option. So you could just put something up for buyout only, and now it’s more of a purchase site, but you have the option as the seller to do that. And on the buyer’s side, you can choose to bid and to set a maximum bid, so it will auto-bid up to it. So it works just like eBay basically.”


The key difference, obviously, is that instead of in-game gold, players will be bidding and buying with real world money. There is, however, another, separate auction house where players can buy, sell and trade for in-game gold instead. So, if you’re not interested in spending real cash on items, you have the option to stick with in-game money.


So what does Blizzard get out of all these real-world sales? A small portion of the profits. Every listing on the real-world currency auction house requires a fee (just like eBay), so a portion of just about every trade will go to Blizzard.


When asked, Pardo said that those precise fees are still to be determined. “I wish I could give you those numbers today,” he said, “but I think its more dangerous to give you ranges or speculation than other than just say hey here’s what these fees are intended to do and we want them to be reasonable, nominal and ultimately you know we want the players to benefit even more than we benefit from the sales in the auction house and that’s where we want to be.”


Pardo continued, saying that even if you don’t have cash, you’ll still be able to list a limited number of items. “What I want to do is give you a certain amount of free listings per week, so you as the seller can just put a certain number of items. The reason there is a listing fee is to guard the auction house and have a certain level of quality there. We want to make the entry really really low so the moment you want to try it out you don’t have to put any cash in there.”


So how do you get the cash after a transaction has been completed? That’s where things get complicated.


By default, any real-world money earned in the real-world currency auction house will be deposited into your Battle. net account. This money can be used to purchase more items in the auction house or pay for your “World of WarCraft” subscription. Basically it’s a Battle. net gift card. Once it’s in your Battle. net account, it can not be used anywhere else.


But there is another option. You can also set up a third-party payment service (like a bank) and attach it to your account. Once you do this, you can choose to deposit in-game sales directly into your bank account. Blizzard notes that “this process will be subject to applicable fees charged by Blizzard and the third-party payment service.”


So what if you want to ignore all of this real-world currency business and play on a server that doesn’t allow trading for real money? According to the official FAQ, you’re basically out of luck:


“We want to provide a secure, fun environment for our players to purchase and sell in-game items using gold or real money and have no plans to divide the community. Players are free to participate in the gold-based auction house or the currency-based auction house, or to opt out of using any of the auction houses at all, progressing through ’Diablo 3’ using only the items they obtain through their own adventures or direct trade with other players.”


The introduction of real-world money into “Diablo 3” makes sense from a business perspective for Blizzard. After all, why allow other companies to offer risky money-for-gold transactions when you can do it yourself? That being said, it is worrying that the best items will no longer require time and dedication to achieve. Until the “Diablo 3” beta launches, we won’t get a full sense of whether this system will improve the experience, but it’s definitely a big step for Blizzard and the “Diablo” franchise.


The New York Times


Diablo III From Blizzard - A Preview


By SETH SCHIESEL


April 26, 2011


IRVINE, Calif. — Writing about a game that hasn’t been released to the public can be risky. It might end up as vaporware or simply not live up to the awesome impression that publishers can gin up in a short, canned demonstration. But when it comes to a new game from Blizzard Entertainment, perhaps the world’s most accomplished and prestigious developer, an exception seems merited.


And if there is one game in the pipeline I can’t wait to play on my own time, it’s Blizzard’s Diablo III.


So on Monday I found myself within Blizzard’s gated, guarded headquarters complex here, navigating my witch doctor and his canine minions through the Torture Chambers of the Mad King. (I didn’t actually fly across the country to preview this game; I was visiting Orange County for a family function and stopped in at Blizzard.) For about an hour I explored the dungeon, hurling lightning bolts, summoning zombies and unleashing swarms of locusts to decimate the waves of bloodthirsty foes standing between me and the next treasure chest.


I don’t think an hour has ever passed so quickly.


And that, of course, is what Diablo is all about: drawing you in so pleasurably, almost hypnotically, that time becomes an abstraction. At that, it appears Diablo III may end up without peer (at least in the electronic realm).


The original Diablo, released in 1997, basically invented the genre of action role-playing video games. While traditional role-playing games can be enjoyably painstaking affairs that test players’ ability to master tactics, complex rule systems and dozens of skills and abilities, Diablo has always been an orgy of wanton slashing and hacking. In the universe of Diablo and its imitators, like Torchlight. you are truly a conquering hero, mowing down evil monsters and raking in loot.


The brilliant, fundamental roots of the Diablo game-play style are both psychological and neuromuscular.


Diablo’s main lure is randomization. Every time you step into a dungeon, it’s different. The layout has changed from the last time, and so have the monsters. Most important, though, each time you kill some slavering, otherworldly abomination, you never know what it may be carrying. Most likely, it will be garbage. But there is a slim chance that you’ll end up with an incredibly powerful relic that no other player in the world has seen. That’s because each piece of treasure is generated randomly.


Call it the slot-machine effect. Every time you pull that handle, you might, just might, hit the jackpot. You probably won’t, but the tantalizing possibility keeps you playing. (The human brain’s eager response to intermittent rewards is well known and explains much of the appeal of sports like golf, where the memory and feeling of one good shot maintains players’ interest even though they are hacking around dreadfully most of the time.)


Like a well-designed slot machine, a good action role-playing game also satisfies the brain’s craving for feedback by rewarding near-constant clicking of the mouse (or the pulling of the entirely cosmetic wooden handle) with a steady stream of little audio cues like chimes and bloops.


To the uncharitable or suspicious, this could all sound a bit manipulative. But every successful mass-market product or service reflects a sophisticated understanding of consumer psychology and behavior.


A scene from Diablo III.


Yet for all its power, the slot-machine effect is in many ways only a short-term hook. Diablo’s long-term draw is its online community and, particularly, its virtual economy.


Jay Wilson, Blizzard’s game director for Diablo III, has been working on the project full time for five years. (Others on the team have been at it even longer.) Mr. Wilson knows what keeps folks coming back.


“At its core, Diablo is about trading,” he said. Here’s why: in Diablo, the statistics and attributes of each item that drops from a fallen monster are generated on the fly. That means every item is potentially unique. So if you find, say, a halberd that inflicts extra damage to demons, increases your strength, leaches health from your foes and increases the amount of gold you discover (a potent combination), it is possible that no one else has ever found a halberd with that exact combination of goodies.


This is far different from a persistent online game like Blizzard’s World of Warcraft. where each item must be individually, meticulously designed and fixed in its attributes so that it is properly balanced for its location in the game universe and the difficulty of obtaining it. Players there want to know that if they get together with 10 or 20 people and spend four hours conquering a certain dungeon, they will certainly reap specific rewards.


Diablo, by contrast, is about jumping in and seeing what fate brings. But what if you uncover that great halberd, and you happen to be a physically feeble wizard who can’t use big, two-handed weapons at all? (The five classes in Diablo III are barbarian, wizard, demon hunter, monk and witch doctor — each with a distinctive style of play.)


That’s where the trading comes in. Now, out of millions of other players, you want to find a magic-fearing barbarian who has come across, say, an enchanted staff that inflicts extra damage to wilderness beasts, increases the bearer’s willpower, leaches magic from enemies and increases the holder’s chance of finding additional magic items (also a potent combination). But how do you find that guy and make the trade?


In Diablo II, released in 2000. you had to sit in any of hundreds of chat channels for hours, advertising the deal you sought. If your prospective partner was in another channel, you might never find him (or, far less likely, her).


Blizzard knows that just won’t cut it anymore. Today’s players will demand simple yet powerful tools to create their own bustling virtual economy without the tedium. Call it an advanced sort of auction house.


Once Diablo III arrives, millions of players will generate items of randomized treasure every day. That can make eBay look like a flea market. Keeping track of it all online and designing trading tools that can handle that kind of volume is a gargantuan programming and design challenge. It is one big reason Blizzard has been working on the game for so long. And it may also be why the company hasn’t detailed or demonstrated Diablo III’s trading systems yet.


It appears distinctly possible that Diablo could be the first Blizzard franchise to make the leap from PCs to consoles like the Xbox 360 and PlayStation 3, but Blizzard isn’t talking about that. Blizzard has also not announced a release date — or year — for Diablo III. But as Mr. Wilson put it: “We’re definitely in the home stretch. We’re crunching. This is when the magic happens.”


To my admittedly biased (and eager) ears, that sounds as if the Blizzard folks wanted to get the game out in 2011. What they’ve shown so far looks good. But I, and millions of others, can hardly wait to see the full package of what they come up with.


Show Full Article


Diablo 3 console review


By Oli Welsh Published 29/08/2017 Version tested Xbox 360


The last game Blizzard Entertainment made for consoles - not counting an outsourced Nintendo 64 version of StarCraft, a PlayStation port of Diablo (outsourced again) or the unreleased StarCraft: Ghost - was The Lost Vikings 2 for the Super Nintendo. That was in 1997, 16 years ago. The strange thing isn't that the titan of online PC gaming is back on consoles - that was always going to happen. The strange thing is that its return is marked with a release that is more like a classic PC game than the PC game it's based on.


Love it or hate it - and Diablo 3 has certainly proved divisive - you cannot fail to be impressed by how complete and insanely customisable the console version of this visceral action role-player is. Every update to the PC version in the last 15 months has made it across intact. Every feature is there too, save one, the unloved auction house for trading items with other players. And there are additions to make your eyes light up: offline play, system link support on Xbox 360 - yes, you can LAN it up like the good old days - and the coup de grвce . local multiplayer on a single console for up to four players.


About the only thing you can't do to console Diablo 3 is mod it. Everything you can think of is supported - right down to custom soundtracks and exporting your profile to USB - and it all works seamlessly, flawlessly. This lavish approach to fixtures and fittings is nothing new for Blizzard, of course, but it's notably unrestrained here by a corporate mandate for an internet connection, or by the need to protect a real-money trading market. Go nuts, break the game, see if they care. So console Diablo 3 feels like a return to the Blizzard of 1997 in more ways than one.


Blizzard's visual technique uses low-detail models with emphatic animation, colour and effects and a thick layer of gloss. It's a different approach, especially on console, and it's strikingly attractive.


It's a brutal, unsentimental revision of the action RPG template that the first two Diablos defined, which means there's still plenty here for purists to dislike


But let's not get carried away. Although this version sees a couple of gameplay tweaks and, naturally, an extensive overhaul of the controls and interface, this is still the same Diablo 3 that was released for PC and Mac last year: "a turbo-charged romp through the conventions of action, role-playing and online games that plays to the gallery but tears up the rulebook on the sly," as I wrote in my review. It's still a brutal, unsentimental revision of the action RPG template that the first two Diablos defined, which means there's still plenty here for purists to dislike. It's still, for my money, an intoxicating and savagely entertaining game, featuring five of the greatest character classes ever designed.


Wizard, Monk, Barbarian, Demon Hunter and Witch Doctor. Pick one - or better, grab some friends and pick one each - and start smashing up monsters and masonry, hoovering up gold and loot. Level up and start acquiring new skills in new categories: light primary and hard-hitting secondary attacks; defensive skills on cooldowns that let you save yourself or manipulate the battlefield; summons and illusions and last-gasp megaton bombs. Marvel at the coruscating lightshow and fabulously meaty soundtrack that accompany your slaughter.


Then start modifying your character with passive abilities and the runes you unlock that customise each individual skill, each of these three layers of customisation interacting with the others. If you don't like the results or you want to try something different, if you want to tailor your character to some new loot you've found, if you want to switch between builds ideal for co-operation or solo survivability, or if you just want to fool around and experiment: no problem. There are no skill trees and you can redesign your character for free at any time.


This is the aspect of the game that old-school role-players have the biggest problem with, but I find it deliciously liberating to be allowed free run of the peerless skill design - especially when it's all backed up with such potent audiovisual oomph. These toys are too good not to let you play around with them all.


One of the more disappointing aspects of the storyline is a focus on Leah, the blandly attractive niece of the old scholar Deckard Cain and a rather limp character.


Where the purists do have a point is that Diablo 3's weaknesses stem, in part, from this one tremendous strength. The rest of the game is almost overpowered by these five rock stars and their squealing-guitar-solo combat skills. Despite the manic focus on collecting loot - so much loot - equipping a new weapon or piece of armour never has the tangible impact of slotting a new skill or rune that changes how your hero feels to play. And though it's fun, in a compulsive sort of way, to optimise your stats and equipment by combing through your bulging inventory, shopping and crafting back at camp, when you're out on the battlefield the numbers game pales beside the fast-paced tactics of taming the skittish, sprawling mobs of monsters that rush you.


This is Diablo 3's character, and it can't be altered. However, a couple of changes do mitigate it. In part to make up for the lack of trading, loot drops have been rebalanced, with the PC game's tidal wave of useless trash stemmed somewhat. There's a little less loot and it's a lot better quality, as well as being more likely to be useful to the class that you're playing, making it more toothsome overall. (If anything, Blizzard has gone overboard here; I had three Legendary items equipped by level 20, and I found one of them in a pot in the sewers.)


Furthermore, the Monster Power setting added to the PC game after launch has been brought across as a Difficulty setting, separate from the four escalating modes you unlock with consecutive completions of the game. Difficulty can be changed from the quest select menu at any time and there are no less than eight settings that boost the health, damage and number of monsters you face. Once into the Master ranks, playing skill is not enough to answer the challenge and it effectively becomes a gear test - useful if you really want to feel that your equipment is making a difference.


Sometimes online


Although offline and system link play is available, console Diablo 3 is online by default. You can opt for a quick match or set your game to invite only, friends only or public, and let other players come to you. Although I've had little chance to test it ahead of release, matchmaking appears wonderfully customisable, with region and language filters, flexible preferences for which act or quest you would like to play, and 'tags' indicating your goals: straight co-op monster slaying, brawling with other players in the game's rather basic player-versus-player mode, or attempting key warden runs in the endgame.


Ultimately, however, Diablo 3 will always be the opposite of cerebral. It's a game of the moment, of improvisation and violent gratification, in which you do your thinking with your gut. That's one reason it has made the transition to console so well.


The PC game's excellent achievements are too extensive to replicate through Microsoft or Sony's own systems, but they're here in full as Challenges, which then feed into the 'official' trophy layer.


In some respects, this is obviously a port. The tiny font sizes will have you squinting at anything less than a huge TV, and it takes a few minutes to learn your way around a menu system that has been designed for flexibility and blinding speed rather than approachability (a very wise choice, by the way). But there are dozens of lovely touches to smooth the transition, like the at-a-glance icons that tell you how an item will affect your damage, armour and health if you equip it. This square peg has been lathed with painstaking care to fit its round hole.


The traditionally mouse-driven gameplay has transitioned unexpectedly well. With your six skills occupying the face buttons and two right triggers, holding one of these down and pushing the left stick in a direction selects the target for your attack. There's a generous auto-target, which is fine - Diablo's more about quick thinking and tactical skill use than pinpoint timing or accuracy with your attacks. Despite some surface similarities, console players coming in expecting the involved inputs of an action game will be disorientated. Diablo 3 exists on a different plane between action and role-playing, at once mindlessly visceral and with some of the detachment of real-time strategy.


If anything, with all your skills under the fingers of one hand and direct character control, you can now play more instinctively


If anything, with all your skills under the fingers of one hand and direct character control, you can now play more instinctively. An evade move on the right stick, which lets you change position while attacking - never possible in the PC game - is a massive boon. The biggest beneficiaries of the move from mouse to pad are the melee classes, the Monk and Barbarian. The latter feels especially right, unleashing his mighty slams as you drum the buttons, brawling away. But the ranged Wizard and Demon Hunter also play beautifully. It's only the indirect style of the Witch Doctor, with his summons and skills that do progressive damage over time, which feels like an awkward fit.


Despite being a game of the moment, Diablo 3 is structured for the very long haul, with your first run through the game on the rather easy Normal taking you less than halfway to the level cap of 60. The perfectly pitched Nightmare mode lies beyond, and Hell and Inferno beyond that, with special Key Warden bosses and the Paragon levelling system providing an endgame for those who hit 60, beat Inferno and still can't stop playing.


The dialogue is hoary as old boots, but the cinematic CG cut-scenes have to be seen to be believed and there's a richly evocative score. Blizzard's production values are off the charts.


It is, frankly, more than the content of the game can stand. Diablo 3's episodic storyline is pure hokum, made with an infinite budget, drawn with lurid glee by the masters of ludicrous fantasy overstatement, and delivered with scenery-chewing conviction by an entertaining voice cast. But it does bog down in its second half, the randomisation of the layouts is on the gentle side and - despite the strong pull of the other classes, of the high-level skills or of the permadeath Hardcore mode - it is questionable how many times you will want to see it through. Many were shocked that it was possible to lose interest in a game from the makers of World of Warcraft after a mere 50 or 100 hours, but accusing Diablo 3 of not offering value for money is insanity.


Diablo 3 is a big game with a complex context and a contentious history. But its appeal is profoundly simple, as was made clear to me while exploring the best feature of this console version: couch co-op.


It's a Lego game for loot-hungry grown-ups and it gets better with every player you add


The lion's share of playtime for this review was done with a co-op partner by my side, a console gamer with no experience of the series or of Blizzard games. She loved it, wolfing it down every bit as hungrily as I, who had played the PC version past boredom more than once. Going into this review, I'd been worried that I was too close to the game already to see it afresh. But then I realised that I was finally able to play Diablo 3 as I had always wanted to, but never had, not even online; glorying in its sensational, senseless pleasures in company.


Diablo 3 on console is one of the best co-op games money can buy. It swings smoothly from easygoing to intense, with perfectly paced pockets of downtime, and is capable of swallowing entire evenings in a single, voracious gulp. It's a Lego game for loot-hungry grown-ups and it gets better with every player you add. If you have co-op partners who would also enjoy it, this version is an essential purchase. If you don't, it's still easier to recommend than the PC game; almost as slick, even more flexible and usable and without that troublesome always online requirement.


Diablo 3 is a bold, bloody, opulent romp built around a ruthlessly simple distillation of action role-playing. It's perfectly comfortable in its new home on consoles, and so is Blizzard.


Read the Eurogamer. net reviews policy Diablo 3 console review Oli Welsh Suited and looted. 2017-08-29T08:01:00+01:00 9 10


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Diablo 3 (Console) Co-Op FAQ


The console version of Diablo 3 provides many new ways to play the game cooperatively. Here is our breakdown.


How many players can play Diablo 3 locally (couch co-op)?


How many players can play Diablo 3 via system link or LAN?


How many players can play Diablo 3 online?


How many players are supported in combo co-op?


Is a Gold Membership required for the second player in combo co-op on the 360?


How do I begin a co-op session in Diablo 3?


Can I drop into a game of Diablo 3 locally, or do I have to start from the menu?


How is game difficulty handled in Diablo 3? Can I join my friend in a different difficulty than what I've been playing on?


How does save game progress work for co-op play in Diablo 3?


Can I join a game if the host is further along than me in Diablo 3?


What happens in Diablo 3 when I bring up a menu or my inventory in local play? Can other players continue to play?


How are item drops handled in co-op?


Is there a real-money auction house in the 360/PS3 version of Diablo 3?


What communication options are supported in co-op play?


How many players can play Diablo 3 locally (couch co-op)?


Up to four players can play Diablo 3 locally in shared-screen. Diablo 3 can be played in local co-op offline.


How many players can play Diablo 3 via system link or LAN?


Up to four players can play Diablo 3 in LAN/system link. This can be set in the Network Settings either when creating a game or when already inside of a game.


How many players can play Diablo 3 online?


Up to four players can play Diablo 3 online together.


How many players are supported in combo co-op?


Diablo 3 supports up to four players in combo co-op, with any variation of local/online players.


Is a Gold Membership required for the second player in combo co-op on the 360?


Yes, if the player wants their character progress to be saved. Players 2-4 can sign in as guests to play online, but their game won't be saved. A Gold account is not required for saving character progress in local or LAN play - a silver account will work for offline purposes.


How do I begin a co-op session in Diablo 3?


All games in Diablo 3 can function as a co-op game. Players can join open games through a matchmaking system or join friends' games online. When in a personal game, players can change the network settings to make the game offline, friends-only, invitation-only, or public.


Can I drop into a game of Diablo 3 locally, or do I have to start from the menu?


Players can drop into a game that's already in progress locally simply by pressing start on the controller. From there players will be prompted to sign into an account and select a character. To leave a game in progress, players can hit "start" and use the "drop out" option in the menu.


How is game difficulty handled in Diablo 3? Can I join my friend in a different difficulty than what I've been playing on?


There are two types of difficulty in Diablo 3. "Mode" is progression or level difficulty (which is also supported in the PC version) and is denoted by the names "Normal," "Nightmare," "Hell," and "Inferno." Players must beat all acts of the campaign in order to unlock the next mode difficulty, then start from the beginning again. Enemies will be of a higher level and difficulty. "Difficulty" is game difficulty (new to the console versions of Diablo 3) and is denoted by the names "Easy," "Medium," "Hard," "Master I," and "Master II." On higher difficulties, enemies will hit harder and have higher health. On Master I and Master II difficulties, players will enjoy increased gold and magic find. These two difficulties are unlocked after a short time of play. There is no interaction between "Mode" and "Difficulty," other than players can set them to whatever combination they please.


How does save game progress work for co-op play in Diablo 3?


The tracking of quest progress is tied to characters. When a game is started, the host is in charge of which act and quest are currently active for the game, and can pick any that he or she has unlocked for that mode.


Can I join a game if the host is further along than me in Diablo 3?


As long as players have the current mode unlocked on their characters, they can join any game in that mode, even if it's further along. If players do not have the mode unlocked, they cannot join (e. g. characters that have not beaten "Normal" cannot join "Nightmare" games).


What happens in Diablo 3 when I bring up a menu or my inventory in local play? Can other players continue to play?


Only one player can be in the normal game/inventory menus at a time. Other local players cannot continue playing as the menu takes up most of the screen. Local players will have to wait their turn for inventory/skill management. Any players connecting online will receive no interruption of play. If there are no online players, the game will pause when any local player is in a menu. If there are online players, the game will not pause.


How are item drops handled in co-op?


In local play, item drops are shared. Online players will see their own set of drops. In combo co-op, online players will receive their own drops as usual and local players will continue to have shared drops. Players can freely trade items between each other by dropping an item from their inventories. They can also trade gold.


Is there a real-money auction house in the 360/PS3 version of Diablo 3?


No, the 360 and PS3 versions of Diablo 3 do not have an auction house, real or virtual money. As a result, the item drops have been tweaked to be of higher quality overall, so players can self-sustain themselves.


What communication options are supported in co-op play?


Voice chat is supported between party members. There is no in-game text chat.


Etiquetas


Diablo 3 Review


Fortune and glory.


by Carolyn Petit on March 18, 2017


Much has changed since we reviewed Diablo III at its launch in May of 2012, both in the game itself and in the PC gaming landscape. Now, those looking for great multiplayer hack-and-slash dungeon crawls have more options, like the colorful and appealing Torchlight II and the deep, grim, free-to-play Path of Exile. With these great games on the market that scratch the same itch, Diablo III is less essential. However, thanks largely to significant changes made in a recent patch in advance of the upcoming Reaper of Souls expansion, Diablo III is a better game now than it's ever been, and is a worthy contender for your time if you're looking to kill legions of monsters and score some sweet loot.


The recent changes to Diablo III are dramatic and immediately noticeable. After patch 2.0.1 was released on February 25, I took my level 44 witch doctor out for a spin for the first time in ages, and after playing for about an hour, I'd already collected rare and legendary weapons and armor that far outstripped anything I'd been using before. Gear is better now not only in terms of its base stats, but also in terms of its other characteristics. Whereas before, I tended to stick with the same few skills throughout the game, now, gear encourages me to switch things up periodically by offering hefty percentage bonuses to the damage done by a specific skill.


Some characteristics aren't about increasing an item's power but about doing other nifty things; a colleague of mine was able to equip a powerful level 60 weapon at level 47 because one of its attributes reduced its level requirement by 13. You find cool, useful stuff a lot more frequently now, which makes the whole process of collecting loot more exciting and rewarding, and the smart ways in which this loot sometimes encourages you to change up your build make for a more varied game. And with the controversial auction house now offline and with restrictions on trading legendary gear, you have to earn the best stuff yourself, which is the way it always should have been.


After advancing a few levels on the normal difficulty and never breaking a sweat, I upped things to hard to take advantage of the 75 percent bonus to experience and gold that comes with the increased challenge. This made for a more involving experience; on normal I could mindlessly slaughter most foes, but on hard I had to focus on what I was doing and use my skills in concert with each other to overcome some of the tougher encounters, marking enemies for death, setting up my sentry turret, and vaulting out of the way of enemy attacks. The difficulty system has been tweaked significantly since the game's release, with monsters now scaling to your character's level. As you get better at the game and improve your character's equipment, you're incentivized to up the difficulty to reap greater rewards in terms of gold, experience, and gear, and for the satisfaction of overcoming greater and greater challenges. I'm now facing the still-tougher enemies of the expert level.


After once again vanquishing Diablo and starting over from act one, I hit the current level cap of 60 (which Reaper of Souls will increase to 70) and started earning paragon experience. Though the paragon system was introduced way back in patch 1.0.4, this was my first experience with it. I'm not usually much of an endgame player; once I've completed the story in a game, there's not much appeal for me in continuing to play purely for the sake of earning better loot or increasing my character's power. But I can see the appeal in earning paragon levels. With each level you earn, you get a point to spend on one of four tiers: improving your core attributes, your offensive or defensive abilities, or matters of utility, like resource costs and the amount of gold you find. Though you can earn paragon experience with a character only once that character has hit level 60, the paragon points you earn are given to each of your characters. Previously, Diablo III offered little in the way of opportunities to continue improving your character after a certain point, but now paragon levels, along with the prospect of better and better loot on harder difficulties, give you concrete benefits for continued play.


Fundamentally, Diablo III is still the same experience it's always been. You click on monsters and press a few keys on your keyboard to unleash attacks to kill tons of monsters to collect heaps of gold and loot to become more effective at killing tons of monsters, and while the loot system has gotten a major overhaul, skills and runes work like they always have. The offensive skills of each class look powerful and feel empowering, movement is fluid, and the action is fast and responsive. Though its core mechanics are commonplace, Diablo III creates a sense of drama that helps it stand out. In the third act setting of Bastion's Keep, massive demons claw their way onto the battlements, and as towering statues crumble around you in the high heavens, the turmoil supports the aim of the halfhearted narrative to make you feel like an eternal conflict between the angels and the legions of hell is culminating and that you're right in the middle of it.


And of course, Diablo III is still at its best when you join forces with other players, combining close-quarters abilities and ranged attacks, crowd control abilities, and area-of-effect damage. Unfortunately, Diablo III still requires you to be online at all times, even if you're content to play by your lonesome, and this sometimes causes problems. I've run into severe latency issues on a few occasions when playing the game recently, and though my character hasn't perished, combat in these instances has been completely unmanageable.


But this has been a rare occurrence throughout the 20 hours or so that I've spent playing the game since picking it back up after the recent patch, and because loot is such a central part of the Diablo experience, the significant improvements to Diablo III's loot system have resulted in a significantly better game. If you played Diablo III when it was first released and haven't been back to it in a while, you'll immediately be pleased to find that the loot you're collecting is consistently better and consistently more suited to your chosen class. If you haven't played Diablo III before but you're thinking of diving in before the expansion is released, you're in luck: taking on the minions of hell has never been more rewarding.


Two years later, Reaper of Souls is the Diablo III we always wanted


Boss fights are just one of the areas that has been greatly improved.


Expansion Details


Developer: Blizzard Publisher: Activision/Blizzard Platforms . Windows, Mac, Xbox 360, PS3, PS4 Release Date: March 25, 2017 (console versions to come later) Price . $39.99 (requires base Diablo III ) Links: Official website The battle for the soul of Diablo III is over. “What kind of game is this?” was a question asked from its very start, thanks to the seemingly over-the-top, always-online infrastructure that marred the game's launch. This was exacerbated by the institution of in-game Auction Houses trading in both in-game gold and real money, a system loved by gold sellers but loathed by pretty much everyone else. Then there was the overly self-serious storyline. an odd fit for a game intended to be played and replayed at higher and higher difficulties. Now, after two years of play and patching, Diablo III has finally realized what it wants to be—and it's much better for it.


What Diablo III wants to be is a raid simulator. It's the feeling of taking a high-level character, making all your skills work in harmony, seeing a huge collision of enemies and allies, being able to read the situation and make order out of chaos and survive and thrive (even if it's by the skin of your teeth), and then hoping for some massively improved loot out of the whole experience. That feeling, familiar to high-level raiders in World Of Warcraft and its ilk, is what Diablo is about. But instead of the fight-chaos-loot loop taking place a couple of times per week with a couple dozen guildmates, the Diablo series managed to do it every five to 10 minutes with one to four characters, forming a motivating loop that works surprisingly well.


So how does Diablo III, with its new patches and the Reaper Of Souls expansion, accomplish this? First, it's taken the Auction House and burnt that sucker to the ground. Both the real-money and the gold Auction Houses were cynically conceived and disastrously implemented, severely damaging player motivation. As Craig Bamford wrote in a stellar piece on the feature's economics, the Auction House turned every stat in the game into gold-finding, and tough bosses became annoyances preventing further progression rather than pleasant challenges. “If you don’t buy the gear, you’ll feel like a sucker. If you do buy the gear (and sell the stuff you get), you’ll be alienated from what you made,” wrote Bamford, encompassing how a potentially great game turned unsatisfying as soon as it turned difficult.


The positive effects of eliminating the Auction House cannot be overstated: Diablo III is now fun to play on its own, without a terrible shopping metagame demanding attention. But the shutdown of the Auction House is only half of the issue. The wide diversity of potential loot drops in the original incarnation of Diablo III made having pure random loot difficult for straightforward character improvement.


Now, the random item generator is instead severely weighted to generate loot almost exclusively for whatever class the player is using. My Demon Hunter, for example, was overwhelmed by Dexterity and Vitality-boosting gear, while my Barbarian got Strength and Vitality. This makes every piece of loot that drops from every chest or off of every monster seem potentially useful, so it's always a rush to grab a drop and check the inventory to see if it's good. The moment-to-moment gameplay that was always there is now finally supported by Diablo III's progression system.


Secondly, that moment-to-moment play is still fantastic. This was always Diablo III's greatest strength, and it's only been accented by patch tweaks and the expansion's addition of the Crusader class, a smash-tastic delight that comes as a welcome addition, given the original game's lack of heavily armored knight-type classes. After spending all day doing the supposedly repetitive task of finding bounties in Reaper Of Souls' new Adventure mode, I started appreciating the clever tweaks Blizzard made to make massive chaotic battles seem comprehensible.


One of the most critical tweaks: Diablo III maintains your target for as long as you hold down the mouse button. No matter how much you vault all over the screen (or the enemy teleports itself, or the mouse cursor gets moved, or a swarm of demons gets in the way), that target remains. This allows finding bosses in all of those chaotic situations possible, and it almost always works the way that I want it to work, despite all the ways it could go wrong. Diablo III also has multiple complementary/redundant cushions that prevent player characters from dying too quickly. Class skills, enemy health drops, player potions, and equipment all keep health flowing, and they usually allow daring escapes from tough situation. at least once. These things were present in the game before the expansion and patches, of course, but they take on new value now that the expansion has refocused on the act of combat.


Emphasis on play


Enlarge / A chaotic, but still comprehensible, battle.


Two years on, Diablo III now knows that the act of playing is its best feature. Perhaps Torchlight II has it beat as an RPG, and Path Of Exile has it beat as a competitive gaming experience, but as far as the act of simple playing, Diablo III is currently unbeatable.


Reaper Of Souls' new Adventure mode is the final acknowledgment of that fact. It dispenses with the game's plot entirely and removes most geographical progression, instead encouraging players to hunt “bounties” by simply teleporting to different areas and killing bosses or doing local events. Adventure mode, and specifically the Nephalem Rifts at its heart, distill the game down to combat, combat, and more combat, with well-balanced, engaging battles.


Everything in Diablo III now channels players into this idea. Difficulty settings are no longer a simple progression of Normal-to-Nightmare-to-Hell-to-Inferno, but are now based on player choice. Once Normal is too easy, move up to Hard, then to Expert and Master and so on, no matter where you are in the story or Adventure mode. This can be awkward, in that you now have to decide when a game is too easy in order to re-create it, but it's probably the best Blizzard could do given the already existing structure of the game.


This tweak also makes early game progression a conveyor belt that takes players straight to high-level “raid” content instead of a means to its own end. Within two days of the expansion's launch, I had friends with level 70 Crusaders just from grinding Adventure mode (yes, they did sleep and log off occasionally). With almost any other role-playing game, this would be a problem, but in this case, it's Diablo III realizing its strengths and bypassing its weaknesses. Theoretically, I could find a problem with the lack of meaningful progression through in-game space or with character class loot simply being handed to me. But in practice? I can put my head down and play this game for hours because the metagame isn't what's important anymore.


Reaper Of Souls also includes a fifth act for Diablo III . focusing on the fallen angel Malthael. The Act itself is huge, and its locations—a medieval European city, a dangerous swamp, and Pandemonium (the battleground between heaven and hell)—all provide a welcome sense of variety in art style while remaining consistent in overall tone. The boss fights are also much better designed than those of the original game, encouraging paying attention beyond the occasional dodge.


The story. well, the story is still excessively self-serious without having earned it. But there aren't as many wince-inducing moments as in the original game, and that's an improvement. Many of the dangling threads from the original story are completed as well, but at least one major unresolved plotline leaves room for further expansions.


Blizzard has built its empire on video games that are playable and replayable; lifestyle games instead of single-serving playthroughs. Diablo III always fit awkwardly into that idea, like it was trying too hard to be all things to all people instead of being great on its own. It's taken two years, multiple patches, and a major expansion, but Diablo III has finally rediscovered the moment-to-moment gameplay that made the series great, and fixed—or removed—almost everything that got in the way of that greatness. Reaper Of Souls is the redemption of Diablo III .


The Good


Patches eliminate the terrible Auction House


Adventure mode eliminates the terrible story


Focus on combat enhances the best part of Diablo III


Setting and monsters of new Act V fit well


El malo


No strong sense of conventional RPG progression


The Ugly


It shouldn't have taken two years to get to this point


Virtual Markets in Everything


Diablo 3 Director Regrets Building an In-Game Market


I don't play many video games. But I do play Diablo, ever since those far away days around 1997 when a few coworkers and I used to play at night, using the office LAN. With Diablo III, my professional and recreational interests collided once again, because Diablo III included an auction house where players could trade items for either cash or game gold.


For those of you who do not choose to spend weekend hours clicking madly on demons so that you can collect an ever-expanding variety of virtual magic hats, let me explain that this is a big departure. In previous versions of the game, you could sell your stuff to in-game merchants (who would often turn around and sell you more magic hats). To sell items to another player, however, you had to go to eBay or another marketplace, and auction it off. Then once you'd paid up, the two of you would meet up in multiplayer mode, and you'd drop your magic hat so that they could pick it up.


Diablo III changed this. It created an auction house that was integrated with the game client, so that you could go sell your own magic items to other players. Transactions could happen in either cash or game gold. And Blizzard takes a 15% cut of the real-money transactions ; the commissions that used to flow to eBay now accrue to them. Meanwhile, the merchants in Diablo III seem to have been designed to steer you to the auction house. It used to be that they'd pay, say, 50 gold for a regular warhammer, and sell the thing for 200. Now they'll pay 12 and sell it for 312. The markup is so absurd that it's barely worth borrowing picking up anything except special magical items.


As with previous games that have experimented with trading systems, I expected this to offer a wealth of interesting new economic tidbits.


Well, here's the first: Jay Wilson, the director of Diablo III, regrets including the auction house feature. Somewhat to my surprise, he says the problem is not with the real-money auctions, but with the ones that trade for game gold.


Former Diablo 3 Game Director Jay Wilson admitted during a talk at GDC 2017 in San Francisco that both of Diablo 3's Auction Houses (both the real-money and the in-game gold item auction house) "really hurt the game." Wilson said that before Blizzard launched the game, the company had a few assumptions about how the Auction Houses would work: He thought they would help reduce fraud, that they'd provide a wanted service to players, that only a small percentage of players would use it and that the price of items would limit how many were listed and sold.


But he said that once the game went live, Blizzard realized it was completely wrong about those last two points. It turns out that nearly every one of the game's players (of which there are still about 1 million per day, and about 3 million per month, according to Wilson) made use of either house, and that over 50 percent of players used it regularly. That, said Wilson, made money a much higher motivator than the game's original motivation to simply kill Diablo, and "damaged item rewards" in the game. While a lot of the buzz around the game attacked the real money Auction House, "gold does much more damage than the other one does," according to Wilson, because more players use it and prices fluctuate much more.


It sounds like Diablo III is having a problem with its money supply. Again, to rehearse for those who are not Magic Hat Warriors, you get gold by finding it in chests or other hidey-holes, or by killing demons. The higher the difficulty you play on, the more gold you get. But the game's gold drops are not calibrated for a stable price level and reasonable pace of economic growth; they're set to help you survive, by enabling you to repair your armor and buy health potions or better weapons. And what do you get when monetary growth is not calibrated to underlying growth in the real economy? Wild fluctuations in the price level.


Diablo III wouldn't be the first to have these sorts of problems. In 2002, Everquest players found a way to almost literally mint money, and the resulting inflation nearly brought the virtual economy to its knees. The best solution that massively multi-player online role playing games have found is to create "money sinks": very expensive items that you can only buy from the game itself, not other players.


And what did I see when I logged in to check on some prices for this blog post? New "plans" for special items that I can have the blacksmith make. Those plans cost $1.5 million in game gold. For reference, I, now playing through the third act of the hardest difficulty level, have about 10,000 in game gold right now. That's on the low side, of course. But 1.5 million is very, very high.


So Diablo III may have found a way to control the price swings. At least, until people start using their expensive new plans to mint even more pricey armor for the auction house.


Auction House


The Auction House is a new trading system introduced in Diablo III which shares many features with similar systems found in other games. Accessed through Battle. net and not from in-game, the auction house allows all players within a region (US, EU etc.) to buy and sell items easily and conveniently between each other. Almost all items other than quest items can be sold between players, and everything is run by the players: Blizzard will not sell any items.


In addition to buying and selling items for in-game gold. the auction house uses real money, be it dollars or other region-specific currency.


Mechanics Edit


Browsing for items


The auction house will list all currently available auctions in a given region (Diablo III will be region locked, so no trade between different regions). By specifying parameters such as what item type and what stats the player would like, the auction house will search through all auctions currently posted and return the most desirable results to the player who can then bid on them. All auctions will be completely anonymous, there will be no way for a player to know who put up an auction.


Since auctions are handled through the Battle. net interface and not through the game client, a player can concurrently access all items across all characters when using the AH. Similarly, once an item is bought, it is sent to a player's shared stash, and can be used by any character (provided they meet the item requirements).


Real Money Auction House Edit


Diablo III has two separate Auction Houses. One uses Gold earned in-game while the second uses real-world currency. Sales and purchases from the Real Money Auction House (RMAH) can be funded by either the players Battle. net account balance or a separate e-commerce service such as Paypal.


In case something goes wrong, like the buyer not having any money yet still getting the item, Blizzard will fully reimburse the player. All transactions will be guaranteed by Blizzard so there is no way to get scammed in this system.


Buying Edit


The auction house interface


In order to buy items, all the player has to do is transfer over money to their B. net account, which will convert it into e-balance. A player can then go bid on items with that e-balance. If the auction is won, the bid is automatically subtracted from the player's e-balance and the item is delivered instantly. If a bid is placed on an item but someone else outbids it, it will cost the player nothing. This is true for both the gold and cash auction house systems, the only difference between them is that one will use actual money.


Selling Edit


Selling items is a little more complicated. If a player wants to put up an item for sale, a listing fee has to be paid to Blizzard. This fee will be subtracted whether the auction is successfully sold or not. In the gold AH, this fee is a gold sum (similar to how the World of Warcraft auction house works), and in the cash auction house it's an e-balance amount. This fee is set at a fixed nominal value (the exact amount has not been revealed at this time). If auction isn't sold, it will remain in the player's stash, but the fee will already have been extracted. If the auction is sold however, there is also a small selling fee applied, either gold or e-balance depending on what auction house is used. This fee is also paid to Blizzard. Both of these fees are undetermined at this time, but have been stated to be small. In addition, if a sale does go through, two things can happen.


By default, money that people buy items for will be added to the sellers e-balance or gold amount. However, it will also be possible to set up a Battle. net account so that incoming cash will be added a player's credit card. This will require adding a third party payment service to the account to handle the actual transaction. Blizzard is currently negotiating with potential companies at this point in regards to who will handle this service, so at this point we don't know who it will be or in what regions they will operate. However, it will be possible to make money selling items in Diablo III. What will not be possible, however, is to convert e-balance back into cash. So if a player sell an item and haven't set up their account to give them cash, it will increase their e-balance instead. That e-balance cannot later be withdrawn as cash, but it can be used to buy other items and anything in the Blizzard store, including games and World of Warcraft subscription time.


Blizzard has also stated that every player gets a number of auctions which allows them to put up cash auctions without paying the nominal fee. It's unclear whether this is a fixed amount for each account (x free auctions in a lifetime), a fixed amount concurrently (x free auctions at any one time) or a recharging value (x free auctions every week). In any case, using such a free waiver will give you the possibility of making money without risking a single cent. If an item is sold however, the selling fee will still be applied.


Galería Editar sección


Respawn: Diablo III's Anti-Social Changes


The best loot in Diablo III is now account bound, removing trading and a ton of social interaction, but at the same time giving players an incentive to play (and group). We take a look at this phenomenon in today's Respawn.


Big shout out to Lewis for the fresh and shiny banner up above. Be sure to visit his Wildstar columns and say thank you.


Diablo III is removing the auction house, has revamped the entire difficulty system (mobs scale with your level and, in addition, you can choose difficulties that also scale with your level and your gear), paragon now gives you something, and loot is revamped. The loot system is now the most anti-social loot system any game could ever have. No more auction house, no trading of gold, no trading of legendaries. As a matter of a fact, the best gear is now account bound. Certain crafting materials are now account bound as well. The only way to gear up is to play the game, which drastically improves the quality of the game because it gives you an incentive to, well, play.


I dare say, right now Diablo III is good.


Good and anti-social, in a way. It’s odd, it has removed a ton of the social components from the game, such as the need to trade or interact with your fellow man outside of grouping, but that in itself has made the game so good because it gives you not only a reason to play, but a reason to actually interact. Confusing, huh. Let me give you two different examples of how D3 played.


Before 2.0: You logged in, paid about $100 to $200, logged off, you have successfully completed D3. Oh and find the cookie cutter build so your character looks sweet on the armory.


After 2.0: You log in, play alone or with a group, farm legendaries, grind levels, get a wave of endless loot, constantly upgrade and tweak your build based on the loot you find. Trade legendaries with friends, and have fun.


Woah, night and day huh? D3 has turned itself around by removing trading and by removing currency trading. How in the world can this work? It just does. I don’t know. Maybe it’s going to be a uniquely D3 thing, but they’ve solved so many issues with the game by just removing some of the social interaction, which has boosted the rest of the social interaction by leaps and bounds.


Before there wasn’t a lot of reason to play with others or do anything at all in the game. Once you reached sixty you were pretty much set, just buy your gear and you’re done. Removing the ability to buy gear and replacing it with a crazy system where you constantly farm your own gear for yourself is just crazy crazy good.


I really wonder if that can translate over into regular MMOs. If there is a way to craft a system in an MMO where trading isn’t something that is done, everyone has to be self reliant for crafting materials, currency, and gear. No auction house and no trading beyond rudimentary items. Just complete self reliance. That would cure a lot of the issues with the gold farmers, with drama, with game economy, but it’s also heavy handed.


D3 is really good right now, but only because we all seen the desolate wasteland that was pre 2.0. When the game was all about the auction house and it was either farming gear to sell on the AH or buying gear off of the AH, with loot drops that rarely were ever good enough for you. Now most of the gear is good enough for you and farming is just so easy and organic that it’s crazy. However, in a perfect world, the previous method with the true RNG loot drops and the AH would have been awesome, if it didn’t evolve into the end all be all of the game. Is that a player problem or a mechanic problem? I don’t know.


Anyway, in summary, Diablo III is great even if there isn’t much reason to interact with others beyond co-op grinding. I don’t know if we’ll even get to a D2 like SOJ trading system since the best gear is now account bound. I’m totally okay with that though and honestly encourage you to give the game another try.


To read the latest guides, news, and features you can visit our Diablo III Game Page.


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Diablo III – Últimas noticias


Diablo III is an action role-playing video game released and developed by Blizzard Entertainment. It’s the third installation in the Diablo franchise and was launched on May 15, 2012 in the Americas, Europe, South Korea, and Taiwan, and Russia on June 3, 2012, for OS X. and Microsoft Windows in D3Sanc.


Diablo 3 Sanctuary received acclaim from critics, although its digital rights management which requires an internet connection whatsoever times was criticized .


The expansion pack Diablo III: Reaper of Souls was released for OS X versions and the Windows of the sport on March 24, 2017. Within the Diablo III Sanctuary: Ultimate Evil Edition variation the expansion pack content premiered for games consoles. It had been released on August 18, 2017 for the PlayStation 4, Xbox One, PlayStation 3, and Xbox 360. Diablo 3: Ultimate Evil Edition contains the first console version of Diablo III and Diablo III. Reaper of Souls expansion pack.


Like in Diablo II and Diablo, gear is randomized. Along with base stats (like damage and attack speed for weapon or armour points on armour), higher-quality things have additional properties, like extra damage, trait bonuses, bonuses to critical hit chance or outlets (which enable things to be updated and customized by adding stone for assorted stat bonuses). Higher grade creatures often drop amount or higher items, which tend to get bonuses and higher base stats.


Health Issues from over gaming


If you spend too much time playing Diablo, chances are you may have health issues and feel depressed or sad. We can help you with solutions and health benefits .


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Diablo III


Noticias. 'The Latest News About Diablo III R-M-A-H Commodity Auctions' Of cause, as long as Diablo III has been released, problems about commodities on the auction house are considered to become an unavoidable and important issue that needs immediate settlement. Blizzard Entertainment has regarded RMAH Commodity Auctions as their top priority among a set of updates and adjustments. According to their design thesis, their aim is to enable commodity trading inactive longer than anticipated with the purpose of creating a stable and secure game environment. So it has reduced the number of trades on a large scale during the whole system performance.


With the foundation of peaceful commodity trading, Diablo III players gain more freedom to buy and sell their ideal goods on the auction house at high efficiency. But the real-money auction house opens a door for Diablo III items trading, including different weapons, super armor, and other available gears. In order to create reliable and quick trading commodities on the auction house, a variety of innovations and significant changes will be made in public as followings:


Firstly, the numbers of price fluctuation will be reduced after struggles of frequent searches. Secondly, 'Diablo 3' Gold will be returned during the commodity purchase, while it appears to be less expensive on the auction house since its original search. The most important of all, error messages of commodity trading has turned out to become an unavoidable phenomenon before a buyout process makes confirmations. Most Diablo 3 fans are looking forward to see that the R-M-A-H will launch with item trading only and commodities would come online at a later date as well. Рlease write comment on my blog!


Wednesday, August 15, 2012


I Impact on the item drop rate Since Blizzard raised the equipment drop rate, there are a lot of players did a lot of experimental data, from N (N>108) group of elite set of drops to a description that the impact of MF equipment drop rate. For example there is a player of the MF +190 in the A2, but lvl66 of his yellow equipment drop rate is around 2%, but according to Blizzard's 1.0.5 update file, we can see that the lvl63 equipment drop rate is at about 9% in the A3. Such a large difference, so a lot of players are perplexed, some said, lower the MF, the yellow equipment lower drop rates, even players believe that the MF for item drop rate is just useless. In response to the above two categories of issues, personally think that MF from D2, Blizzard interpretation refers to the players that can appear more with the property equipment, but does not specify the rare equipment, legend, or a set equipment.


II Impact on the yellow equipment and legends According to the official data shows that in Inferno---A6, item drop rate of Lvl63 is 9.3%, item Lvl62 is 18.8%, item Lvl61 is 29.3%. From the data point, Blizzard released the data should be built on the 0MF. For example, there is a player play the Rainbow off after a week, says the MF completely useless and dress up previously in monster before dying, 0MF can still appear the legend now. However, some players said, after wearing MF and making small monsters are basically out of the yellow equipments. To this end, the MF with yellow equipment and legend is there any relationship? And the MF did not affect drops all items, that is to say, if you killed a elite monster before, you can get a ilvl63 and one of lvl61 items, while when you take 1000%MF to kill, it is the same of the same 2 items, but you can improve the chances and legend turns yellow equipment and legend, that's it noting more.


Again, Blizzard didn't announce to us what probability of the white equipment turned the yellow equipment. However, we can know the Blizzard this probability is modified from playing the Diablo 3. In addition, we know lvl63 yellow equipment also has 5-6 properties, general Acura are 6 properties. Day of the Blizzard change rate, I do not know if you have not found that mostly items drop with 6 properties, but mostly 5 properties now. So we can clearly feel that appear the Acura equipment rate much less than before now. Of course you can buy Diablo 3 Gold at our store to buy the lengendary items.


Therefore, we just to know that the MF with regard to items drop rate, just only improve the chance of the items turned the yellow equipment or the legend. Рlease write comment on my blog!


Diablo III


Diablo III is an installment in the Diablo series. After years of rumors, the game was officially announced on June 28, 2008 at 12.18 in the afternoon (CEST) at the Blizzard Worldwide Invitational in Paris (WWI08), France.


The game was launched on May 15, 2012.12:01 AM PST. Console releases followed the following year.


The PC version is only playable online and does not support mods. It does not possess controller support. [1]


The game received its first expansion pack, Reaper of Souls . in 2017.


Contenido


Visión de conjunto


Diablo III is a hack and slash action role-playing game (ARPG). It retains the isometric perspective from its predecessors.


Requisitos del sistema


PC


OS: Windows® XP/Windows Vista®/Windows® 7 (Latest Service Packs) with DirectX® 9.0c Processor: Intel Pentium® D 2.8 GHz or AMD AthlonTM 64 X2 4400+ Video: NVIDIA® GeForce® 7800 GT or ATI Radeon™ X1950 Pro or better


Mac


OS: Mac® OS X 10.6.8 or newer Processor: Intel® Core 2 Duo Video: NVIDIA® GeForce® 8600M GT or ATI Radeon™ HD 2600 or better


All Platforms


HD Space: 12 GB available HD space Memory: 1 GB RAM (1.5 GB required for Windows Vista®/Windows® 7 users, 2 GB for Mac® users) Drive: DVD-ROM drive Internet: Broadband Internet connection Display: 1024×768 minimum display resolution


(Note: Be advised that some wireless connections do not meet the minimums required to be a true Broadband Internet connection. Wireless results will always be terrible.)


RECOMMENDED SYSTEM SPECIFICATIONS


PC


OS: Windows Vista®/Windows® 7 (Latest Service Packs) Processor: Intel® Core 2 Duo 2.4 GHz or AMD AthlonTM 64 X2 5600+ 2.8 GHz Memory: 2 GB RAM Video: NVIDIA® GeForce® 260 or ATI Radeon™ HD 4870 or better


Mac


OS: Mac® OS X 10.7 or newer Processor: Intel® Core 2 Duo Memory: 2 GB RAM Video: NVIDIA® GeForce® GT 330M or ATI Radeon™ HD 4670 or better [2]


Console Version


The game has been ported to the Xbox 360 and PlayStation 3 home consoles, and will have a PlayStation 4 release at a later date. The port is based on the PC version, including recent upgrades such as Paragon leveling, new legendary weapons, and brawling. [3] Console differences/additions include:


Avatars: Diablo III - themed t-shirts are available for player avatars on Xbox Live and PlayStation Network. [4]


Buffs: The addition of power globes and the Nephalem Valor buff. [5] Nephalem Valor was later removed. [6]


Controls: The game is played through controllers [7]


Combat: A target lock and evade function have been added. [8]


Co-op: The game may be played cooperatively through Xbox Live/PlayStation Network, through LAN/System Link, or in offline couch co-op [9]


Items: The PlayStation 3 version gets five exclusive items—The Hero's Journey. Drake's Amulet. Leoric's Gauntlets. Crimson Angelic Wings. and Leah's Ring. [10]


Connectivity: The game does not require an online connection to play.


Plot


See also: Diablo III videos


The game takes place in Sanctuary. the dark fantasy world of the Diablo series. twenty years after the events of Diablo II . Deckard Cain and his niece Leah are in the Tristram Cathedral investigating ancient texts regarding an ominous prophecy. Suddenly, a mysterious star falling from the sky strikes the Cathedral, creating a deep crater into which Deckard Cain disappears.


The player character. known as the Nephalem. arrives in New Tristram to investigate the fallen star. The Nephalem rescues Cain upon Leah's request and discovers that the fallen object is actually a person. The stranger has no memories except that he lost his sword, which was shattered into three pieces. Although the Nephalem retrieves the pieces, the witch Maghda seizes the shards and attempts to capture Cain to force him to repair the sword for her own ends. However, with an uncontrolled display of power, Leah forces Maghda to flee, and she kidnaps the stranger instead. Cain, dying from Maghda's torture, uses the last of his strength to repair the sword and instructs the Nephalem to return it to the stranger. The Nephalem rescues the stranger and returns his sword, causing him to regain his memories. The stranger then reveals himself as the fallen angel Tyrael. Disgusted with his fellow angels' unwillingness to protect humanity from the forces of Hell, Tyrael cast aside his divinity to become a mortal and warn Sanctuary about the arrival of the demon lords Belial and Azmodan .


To avenge Cain's death, the Nephalem tracks Maghda to the city of Caldeum. which is controlled by her master, Belial. The Nephalem kills Maghda, and rescues Leah's mother, Adria. Adria tells Tyrael and the Nephalem that the key to stopping the demons is the Black Soulstone. which can trap the souls of the seven Lords of Hell and destroy them forever. In order to obtain the Black Soulstone, the Nephalem resurrects the mad Horadrim, Zoltun Kulle. Kulle reveals its hiding place and completes the unfinished Soulstone, but is killed by the Nephalem after he attempts to steal it for himself. The Nephalem kills Belial and traps his soul within the Black Soulstone, freeing Caldeum. As Leah studies in Caldeum's library to find more answers about the Black Soulstone and Azmodan, she receives a vision from Azmodan, who tells her that he is sending an army from the ruins of Mount Arreat to take the Black Soulstone for himself.


Tyrael, Adria, Leah and the Nephalem journey to Bastion's Keep. the only line of defense between Azmodan's forces and the rest of Sanctuary. With the others staying behind to protect the Black Soulstone, the Nephalem pushes out from the keep into Mount Arreat. The Nephalem kills Azmodan and traps his soul in the Black Soulstone. However, Adria betrays the Nephalem and takes the Black Soulstone with the seven Demon Lords' souls inside. She reveals that she has been Diablo 's agent from the beginning, and that Leah's father is the Dark Wanderer. who conceived her while being possessed by Diablo, making her the perfect vessel for the demon's physical form. Using Leah as a sacrifice, Adria resurrects Diablo. Having the souls of all the Lords of Hell within him, Diablo becomes the Prime Evil, the most powerful demon in existence, and begins his assault on the High Heavens. the defending angels being no match for him.


Tyrael and the Nephalem follow Diablo to the High Heavens, where the city is under attack. The defending Angels warn the Nephalem that Diablo is attempting to reach the Crystal Arch. which is the source of all of the angels' power. To prevent Diablo from corrupting the Crystal Arch and completing his victory over the High Heavens, The Nephalem confronts and defeats him. With Diablo's physical manifestation destroyed, the Black Soulstone is shown falling from the High Heavens, apparently still intact. After the battle, Tyrael decides to rejoin the High Heavens but remain as a mortal, dedicated to building a permanent alliance between angels and humans.


Gameplay


Diablo III incorporates the Havok physics engine and enables players to utilize the environment to help in their quest. For example, huge walls can be reduced to rubble to squash monsters by the Barbarian skill Seismic Slam. Even monsters use the environment (such as Ghouls scaling the walls to reach the player). Many more parts of what appear to be a seamless background environment are destructible. Some dilapidated areas will also collapse (without harming the player in most cases) automatically when the player gets too near or passes under part of a structure.


The UI, including character screen and inventory is functionally similar to its predecessor, besides the graphical upgrades and more details in expanding tabs, and will be very familiar to Diablo II players.


Some stats (and their UI bars) were removed, including Stamina (and therefore Walking ). The experience bar is now at the bottom of the screen spanning across the UI panel. Some other stats were changed or added, but overall, remain similar to what they used to be.


Stat allocation is changed to Paragon system, allowing players to allocate excessive stats after reaching maximum level (60 or 70 with expansion), but before that, core stats are distributed automatically. Paragon levels continue to increase without limit after reaching maximum level, and are shared among all characters of same type on account.


Potions have lesser importance because of the introduction Health Globes. dropped by slain monsters. These replenish lost Life when picked up, and cannot be stored. Only one (endless) potion can be equipped, usable every 30 seconds, but potions may grant special effects in addition to restoring Life.


In co-operative play, loot is dropped for individual players (player cannot see what the others get). This was done to encourage trading between players in a group and reducing thievery. Co-operative play remains as the core of multiplayer, with a drop-in, drop-out feature so one can share their items (only available 2 hours after they drop, and only to players who were in the same party when item dropped). Between characters of same type on same account, gear may be transferred at any time.


Prior to patch 2.0, Auction House allowed players to trade their items for gold or real money.


Hardcore mode appears in Diablo III, with similar functionality to its prior incarnation. As of RoS. another choice during character creation is Season participation, which replaces the Ladder.


Players now can only learn 6 active skills (+3 or 4 passive), but can change those at any time for free. Skill Trees are gone, replaced with free choice almost without limits (some skills are limited to one per category). To compensate, skills can be upgraded with skill runes to change their functionality, and gear offers new stats, which greatly improve functionality of skills (such as reducing cooldowns and resource costs, increasing their damage. etc) instead of plainly increasing skill levels. Sets also offer unique bonuses instead of simply increasing stats. Skill Points are also gone, players always have access to a number of skills based on their character level.


There are four slots for keyboard activated skills, associated with the 1-4 number keys, and two are the mouse skills (LMB and RMB).


Buffs and debuffs are now displayed on the UI. As of patch 2.4, they are grouped and incorporated into skill icons for better visualization.


There is now a mini-map displayed on the top of the right hand side of the screen, replacing the automap. A detailed map can be viewed at any time with M key.


Action Combat feature, originally exclusive to consoles, was implemented on PC in 2.4.


Acts


Like Diablo II, Diablo III has a four Act structure. Fifth Act is added with expansion.


Act I occurs in Khanduras. in and around New Tristram. It harkens to the first act of Diablo II geographically and aesthetically.


Act II occurs in Kehjistan. a location visited in Diablo II in its third act. However, in Diablo II, the events are centered in Caldeum and its surrounding desert, similar to Lut Gholein and Aranoch in the previous game's second act.


Act III occurs in the Dreadlands. This bears resemblance to Harrogath and its surrounding area in Diablo II's fifth act. which occurred in the same geographical region (then known as the Northern Steppes.


Act IV occurs in High Heavens. a location never visited in any previous Diablo series game, while in previous game, fourth act occurred in Burning Hells.


Artisans


Seguidores


Followers are an upgrade to Hirelings. who have expanded storyline, dialogue, and their own quests. They cannot permanently die, but fatal damage will put them out of combat for short time.


Diablo III includes three different followers. Kormac the Templar, Lyndon the Scoundrel, and Eirena the Enchantress. Followers are unlocked as the player progresses through the main storyline. While only one follower can accompany the player at a time, followers gain experience even when not in the player's party. In Multiplayer, followers are not available.


Followers can be equipped with a minimal set of items, and gain skill options at four periodic level-ups. Each time a new pair of skills is unlocked, the player must select one for the follower to learn. These skill choices can be reset and made again with no penalty. Followers may wear special items that give them unique properties unavailable to players.


Short-term followers also exist, as in, characters that follow the hero(es) for short sections of the story. These followers may not be equipped by the player.


Heroes


Diablo III has five classes, all of which have a choice of gender, and had a unique source of energy for their abilities. Expanded character customization features include choice of gender, dyes (for cosmetic appearance), banners and (as of expansion pack) Transmogrification. which allow players to build a unique way their character looks.


All classes have 3 types of Class-specific Items. No class-related quests are in game.


The Barbarian returns from Diablo II as the straightforward brute-force fighter, with some new abilities as well. The Champion's mechanics seem very similar to those in the last game, with most moves being very close range. Barbarians use Fury to power their attacks.


The Witch Doctor summons Undead monstrocities to do their bidding, along with possessing various spells, many of which resemble Curses. They can be considered to be a mix of the Necromancer and Druid classes from Diablo II. They use Mana to power their abilities.


The Wizard is the game's "glass cannon" class, bearing some similarities to the Sorceress. Their abilities are focused on damage dealing and evasion. They use Arcane Power as their energy source.


The Monk is a class with fast melee attacks, relying on fist-based weapons and daibos. along with Light - based abilities and mantras, similar to auras of the Paladin class. Similarities exist with the Assassin and Monk classes of previous games. Monks use Spirit as their energy source.


The Demon Hunter is a ranged class focused on the use of ranged weapons and traps, similar to the Amazon and Assassin. Demon Hunters use Hatred and Discipline as their energy source.


The Crusader class is available in the game through its expansion. closely resembling Paladin.


Blizzard also announced the Archivist class as an April Fools' joke, it appeared to die in a single hit and use spells based entirely on the usage of books and scrolls. Angels will not be playable classes due to them not being nephalem. [11]


NPCs


Diablo III features more NPCs per act than its predecessors. These NPCs, while found in town hubs, are also found outside, and may spawn randomly. Also in contrast, interaction with NPCs is based on dialogue, where the player character interacts with the NPC, rather than the monologues of previous games. NPC dialogue can also be heard in the background, reflecting recent developments in the story.


Difficulties


Blizzard does not intend to make the gameplay of Diablo III any easier than its predecessors, and wants the game to have the same level of difficulty as Diablo II . though is easy to progress through at the beginning. However, harder difficulty modes can be unlocked. In addition, the game can be played through entirely as a solo experience and no section of the game requires more than one player to complete. [12]


The game currently has numerous difficulty settings—Normal. Hard. Experto. Dominar. and Torment. Torment being adjustable from I to X if players wish for more challenge.


Items


Diablo III Inventory screen as of August 2010


Diablo III expands the player character's arsenal by leaps and bounds. Many Unique Items make a return in the form of legendary items, this new tier replacing the Unique ones. Sets also return. Normal Items. Magic Items and Rare Items also make a comeback.


Items may be crafted by Artisans in addition to dropping from monsters.


Armor


Armor slots in Diablo III include the following:


Gems


Gem breakdown for Diablo III.


Gems make a reappearance, and it appears that there is another type of categories of gems than their power levels (chipped, flawed, etc.): prefixes such as square and star have been spotted. What they signify in item value and function is currently unknown. Gems have 14 quality levels, but only the first 8 can be obtained as drops from monsters, the rest must be crafted by the Jeweler Artisan.


Inventario


After many iterations the latest style of inventory is grid-based, but to a smaller degree than the inventory in Diablo II. Small items take one space, while big items take two spaces. Potions and some other items (scraps and ingredients) are stackable.


Player will also have a similar grid-based stash in town for storage purposes, it is expandable with gold.


The Scroll of Identify has been replaced by the player simply right clicking an unidentified item. Magic and Rare items do not need to be identified.


The Scroll of Town Portal has also been replaced by a button on the player's toolbar, which transports you directly to town.


Monsters


Diablo III's enemies operate on the same variety principle as Diablo II, divided into undead. demons. animals. Etc.


Enemies' health bars appear at the top of the screen when a player attacks them and disappears if combat ceases or after the enemy dies. However, for Super Uniques and Bosses, is a separate health bar on top of the screen, staying there regardless of the location of the mouse until the enemy is destroyed.


Player vs Player (PvP)


Diablo III features a Battle Arena system, to allow players to show off and face off against other players. They made PVP separate to remove griefing and help keep the focus on player vs monster (PVM) gameplay. This also allows for balancing of PVP without changing the PVM experience. PVP will not be available at release, as Blizzard reiterates some core PVP concepts, PVP game play, and experience. The company stated the PVP experience for Diablo III is not up to their expectation or quality standards. [13]


Quests


Diablo III features a quest system to Diablo II, though with more quests per act. In addition, random events feature. These are shorter quests not part of the main storyline. dungeons are still randomized but the random map generator has undergone an overhaul. However, there are still hard borders to areas and players must go around some obstacles like crevasses and large fixed objects like trees and inaccessible buildings. Small amounts of experience can also be gained by destroying many destructible objects in a short period of time.


Checkpoints allow characters that have died to return to the fray quickly, without going through the hassle of returning from town, as was the case in Diablo II. However, in battle with bosses, players may not revive themselves in the boss chamber. While items lose durability after death, a hero retains the items all the same.


Development


This page contains obsolete content This article contains information that is no longer relevant to gameplay, but is kept here for informational purposes.


Origins


Pre-Development


"The Diablo writer's bible had a two paragraph section called "The Future," which had a brief plot summary of what appeared to be Diablo III, and a sentence before stating that the only way it should appear, if it appears at all, is in the context of a vision or prophecy. It wasn't named Diablo III explicitly, but it was pretty obvious what it was. The paragraphs outlined the Second Great Conflict between order and chaos, mentioning that powerful heroes would emerge (and it didn't really go beyond that - the writer's bible did not go beyond a general summary, and it didn't say who would win). Personally, I thought it sounded like a massively multiplayer game. So, when Blizzard started gathering people for World of Warcraft, I nodded sagely and told my friends that Diablo III was coming. let's just say when the actual announcement was made, it surprised the hell out of me."


An outline for Diablo III existed as early as 2000. [14] At this point in time, the Diablo Writer's Bible (a guide for authors who worked on tie-in novels) held a two paragraph section titled "The Future," which gave a brief plot summary on "what appeared to be Diablo III" (in the words of Robert B. Marks ). It stated that this material should not appear in any novel bar through means of vision or prophecy. The paragraphs outlined the Second Great Conflict between order and chaos, mentioning that powerful heroes would emerge, but not specifying who would win. [15]


Blizzard North Version


"The [first version of Diablo III] that I saw was trapped in the exact place that I was concerned about us not going; it didn't feel like much of an evolution from Diablo II. I think there was more concern about being 'true to Diablo' than there was about being fresh and interesting. There was a lot of really good stuff in it, though. A lot of it did go into the current Diablo III in one way or another. There was some great monster design. There was a boss fight in the old build that we've struggled to get as good as it was in that build. But it lacked that high-level feel of identity. People would look at it and say that it felt like Diablo 2.5. That's not the Blizzard way."


Heaven, as envisoned by Blizzard North


Blizzard North. the developers of the series's previous games, intended to work on a second expansion to Diablo II. The second expansion would have focused more on expanding Diablo II's multiplayer features. However, after a few brainstorming sessions, the team decided not to follow through on the expansion, and instead turn their attention to Diablo III. [16] Work began in 2002 [17] and by 2003, Blizzard North had created some monster models, such as the Flayed Hound and Immolated Warrior. There is evidence that the game was to have MMO elements. [18] The game would have used a 3D engine, but stay close to the visual tone of the previous entries. [19] However, this version of the game was canceled in 2005, and Blizzard North shut down [18] due to various personal and financial reasons. [20]


According to Chris Hartgraves (a former Blizzard North employee), the original version of the game was to take place primarily in Heaven. [20] Comments from an art director on the project corraberate this statement. Hartgraves further claimed that the storyline/gameplay would involve Hell trying to take over Heaven. Comparisons were made to World of Warcraft in terms of the game's size and playability. References to guild halls were made also. Every single item in the game was to have a "light" and "dark" version, but apart from a visual change, their stats remained the same. [21]


Screenshots released in 2011 showed the presence of an "Angelic Lands " zone within Heaven, and zone simply referred to as "Keep." The player would encounter archangels in Heaven, including Tyrael (these angels had a very different visual style from their Diablo II versions, said style being carried on to the current Diablo III game), and fight creatures similar to Winged Fiends. At least one class was available, an individual equipped with a sword and shield in a vein similar to the Paladin of Diablo II. The inventory tab was similar to previous games, with health and mana potions numerically assigned and located on the bottom of the screen. [19]


Blizzard Irvine Version


Blizzard Irvine took over development of the game in 2006, effectively rebooting it, [20] though the game wasn't officially announced until two years later. [17] possessing a development team of around 60-65 individuals. [22] The reason for the delay was that there was a lot of debate within Blizzard as to what kind of game Diablo III was going to be. In fact, several versions were scrapped and rumors link these difficulties to the dissolution of Blizzard North in 2005. [23] During development, Diablo III was codenamed "Hydra." [24] In 2007, Paul Sams reaffirmed Blizzard's dedication to the setting. [25]


In 2008, the game was officially announced. [17] In that same year, there were fifty people on the game's development team. [26]


Subsequent Development


Content is being generated in regards to the tech and game engine, which was indicated as "really solid" by August 2008. At that time, most of the design team was still on Act I, refining and improving the quests and flow and some of the big game systems that hadn't been announced yet. Blizzard was not moving through the acts in a linear fashion, and would often revisit previous ones. [27]


Despite compatible gameplay, Blizzard stated that it has no intention of releasing the game on a console. [28] However, Xbox 360 and PlayStation 3 version were eventually released. [29] The success of Hearthstone: Heroes of Warcraft gave Blizzard an impetus to release a console port after seeing the viability of gaming platforms outside the PC. [30]


The lead designer is Josh Mosqueira. who previously worked as design director on Company of Heroes at Relic. [29] The PC and console versions influence each other (in terms of development) and ideas from one version can be carried into another. [31]


Artwork


As soon as a direction for the game was chosen, the art style that would be used came under discussion. Initially the game as a whole was set to be dark and gritty, but it was found that monsters blended in too well with the background. [23] Additionally, the choice was not universally greeted with enthusiasm and a petition was created by players to force Blizzard Entertainment to change their art direction for the game. Blizzard underwent three art revisions, finding that a purely dark style was too drab. As the case was, the "sunny" art style was said to represent the early parts of the game. This was to establish contrast between the game's early and late stages, things "feeling worse" as the game moved on. [32]


An artwork divide existed between Diablo III and its predecessor in that they use(d) 3D and 2D art styles respectively. This required new technology and stylistic methods. To best demonstrate this, the decision was made to start the game in New Tristram, a familiar abode from previous games. That, and because the region is steped in Medieval fantasy, it would serve as good contrast to the more exotic locations found later in the game. [33]


Betas


The closed beta launched on September 20, 2011. [34] As it developed, a number of patches were written.


The open beta was launched April 20, 2012 at 12:01 p. m. (PDT) and ended Monday, April 23 at 10:00 AM (PDT).


The beta was intended to be a short demo of the game, in order to avoid story spoilers. [35]


Expansions


It was stated in 2008 that Diablo III would have a number of expansion packs. [36] In 2017, the first expansion pack, Reaper of Souls . was released.


In early March, 2017, it was stated that there was a "fairly decent list" that the Diablo III development team wanted to do with the property. This included dealing with the issue of Leah. and "the ultimate end to the saga of the humans, angels and demons." [37] It was stated later in the month however that the future of the franchise is "up in the air," and while Reaper of Souls will continue to be supported, Blizzard is evaluating whether the game will receive further expansions, [38] and has surveyed some players to gauge interest in a possible second expansion. [39] In 2017, Travis Day stated offhand that a "Diablo IV" will be made at some point in the future, predicting that Blizzard would be working on the game by 2018 (though also joking that its release date would come "twenty years from now" (2033). [40] As of May, 2017, Blizzard's development model is to release expansions and free patches rather than DLC. [31] At BlizzCon 2017. Josh Mosqueira refused to confirm or deny the existence of a second expansion. [41]


Gameplay


The combat design and physics engine of the game are most attributable to Jay Wilson. [31]


The Paragon system was added later to introduce extra leveling for those who had reached the level 60 cap. [43]


The game was designed to have a lot of randomness, and that drop rates would be low in order to encourage item searching. [35] The Auction House was removed in 2017. [44]


Competitive PvE is being looked into, even beyond Ladders and Tiered Rifts. [31]


As of February 2017, Blizzard is considering implementing microtransactions into the game. However, this model will not be used for European or North American regions. [45] [46]


In 2012, it was stated that PvP would be added in a later patch. [13] As of August, 2017, this is doubtful—the developers found that trying to balance PvP would adversely effect the PvE of the game, including item design. [47]


Heroes


The class abilities of the game were designed before their backgrounds. [31] There was a fair amount of debate in Blizzard as to whether each class should have both genders available, or whether to stick with the single-gendered classes from the previous games. Adding more genders meant having to create custom models, more weapon design, more art, etc. Despite the cost however, Blizzard decided to go ahead with the dual gender option, as in the knowledge that gamers come from both genders, they wanted to make a choice available. However, genders do not affect a class's available abilities. [48] Ultimately, both genders were made available for each class.


It was decided that the classes of Diablo III would be actual characters with backstories, rather than the classes of the previous games which were seen as archeatypes rather than actual individuals. [49] Initially, Blizzard did not intend to bring back any of the classes from the previous games, feeling that the other classes could not be improved on. With entirely new classes, Diablo III could stand on its own. The Barbarian was an exception to this, as it was felt that the class had a lot of room for development. As such, it is the only returning playable class from previous games. [50] Blizzard considered bringing back old classes for future expansions. [36]


It was initially intended that the classes have a 7 skill limit. This was reduced to 6 during development. [51] The class design intended that there be 3-5 iconic skills for each class. [52]


The game's classes are reguarly played by the developers in order to gauge the game's difficulty. This is cross-referenced with player feedback concerning balance, builds, and what monsters are killing them. [53]


Storyline


For Diablo III, it was deemed that explaining with mood is preferable to explaining with dialogue. The writers have to compromise when writing their story because it has to fit from a gameplay perspective and can't be too expensive, art-wise. [31] It was decided that Diablo III would employ dialogue rather than monologue for the conveyance of quest information. The backstories of the characters would be reflected through their art design, and the way they viewed the events of the story. [49] Chris Metzen worked on the plot. It was decided that the game would end the overall story that began in the first game, but not end the story of the setting itself. [54]


Elements of the storyline were altered based on imput from the art and design teams. At least one third of the game's story was rewritten at some point to account for these changes. [49]


Diablo III was going to have branching storylines. Leonard Boyarsky. the game's lead world designer and co-creator of the Fallout series, believes that this was one of the reasons why Blizzard brought him onboard. However, he came to believe that player choice couldn't be factored into an ARPG, partly due to how quickly its story moves, but mainly because of the multiplayer aspect. Players would have had branching conversation choices and a 'corruption' system would have seen players gain access to different conversation options as their characters fell from grace. However, the design team couldn't find a way to implement it due to the multiplayer issue.


In the end, Boyarsky and the team decided to strip the game's story down to a linear one, and one easily skippable at that. However, he reflected that the game "came down too hard" on players uninterested in the story, that the mechanics of the game's original complexity hadn't been removed from what was now a linear story. [55]


Skovos and Ureh were originally in the game but were cut due to their inability to "fit in." [31]


The original idea of Jay Wilson was to evolve the Diablo setting through Diablo III's story in such a manner that the series would be able to lead into an MMO game. This idea has since been dropped. [56]


Reception


Critical Reception


Diablo III had a positive reception from news sites, gaining normalized rankings of 87.64% and 88% on Metacritic and Gamesrankings. com respectively. [57] [58] Criticisms included the use of the game's DRM and the consequent server issues that stemmed from it, [59] along with the lack of a PvP mode. [60] The Auction House was a controversial addition. [61]


Scores


Player Reception


"Honestly, I think that they did a lot of the things the best they could, it was a very different game than I would have created, the team and personalities, the people, the talent and all the design philosophies of the people that worked on it in Irvine, we called them Blizzard South, those people have their own style and the their own way they like to design. It was very, very different from the Blizzard North."


Negative player reception to the game was noticable—news sites made note of a flurry of 0/10 and 1/5 scores on Metacritic and Amazon respectively. [69] Forbes argued that the scores should not be taken as objective feedback, but were still a valid protest vote against the game's DRM. [70] "Error 37" (a notice that stemmed from connectivity issues) became an Internet meme. [71]


David Brevik. the series's creator, expressed a dim view on the game. He expressed the idea that Blizzard South did not have the same experience with the ARPG genre that Blizzard North did, that they had concentrated on elements that they were more interested in (e. g. story) that were not shared by Blizzard North. He was also critical of the game's loot system, and reflected that "some of the decision they have made are not the decisions I would make." [72]


The poor player reception was noticed at Blizzard. Josh Mosqueira described Team 3's office as being "akin to a funeral home" due to the poor player feedback, even as the sales figures broke expectations. In a talk at the 2017 Game Developers' Conference, Mosqueira described the following issues as being key to the poor reception:


The beta had not gone on long enough to allow Blizzard to gain longterm feedback.


"Randomness is king" was a poor idea, and sacrificed too much fun.


They had tried too hard to make a sequel to Diablo II, rather than making Diablo III its own game.


The drop rates were too low—they had misjudged player psychology, beleiving that a hard search would be welcomed. [35]


Sales


Diablo III sold 6.6 million copies within 2 days of launch—figures that Blizzard's sales team had initially expected within a year. [73] As of May 2017, Diablo III had been played by 14.5 million unique players, according to Blizzard's released statistics. [74] As of June 2017, Diablo III and Reaper of Souls had combined sales worldwide of more than 20 million copies. [75]


Galería


Diablo III


Diablo III is the latest game in the Diablo series . After years of rumors, the game was officially announced on June 28, 2008 at 12:18pm (CEST) at the Blizzard Worldwide Invitational in Paris, France. Diablo III is a dark fantasy/horror-themed action role-playing game by Blizzard, making it the third installment in the Diablo franchise.


Plot Edit


The game takes place in Sanctuary. Sanctuary was saved twenty years prior by unnamed heroes in Diablo II. Having survived that onslaught, Tyrael rewarded the heroes by sending them to safety. It is up to a new generation of heroes to face the forces of evil threatening the world.


The Heroes arrive in New Tristram to investigate a fallen star. One of the townspeople, Leah. asks the Heroes to help find her uncle, Deckard Cain. who went missing in the Tristram Cathedral when the falling star struck it. The Heroes rescue Cain and finds that the fallen star is a person. This stranger has no memories except that he lost his sword, which was shattered into three pieces. The Heroes retrieve the pieces, but the witch Maghda captures Cain and the pieces, attempting to force him to repair the sword for herself. However, the Heroes force Maghda to flee, and she kidnaps the stranger instead. Cain, dying from Maghda's torture, uses the last of his strength to repair the sword and instructs the Heroes to return it to the stranger. The Heroes rescue the stranger and return his sword, causing him to regain his memories: he is fallen angel Tyrael. Tyrael reveals that he was disgusted with his fellow angels' unwillingness to protect humanity from the forces of Hell, so he cast aside his divinity to become a mortal, and came to warn Sanctuary about the arrival of the demon lords Belial and Azmodan.


To avenge Cain's death, the Heroes track Maghda to the city of Caldeum. which is controlled by her master, Belial. The Heroes kill Maghda, and rescue Leah's mother, Adria. Adria tells Tyrael and the Heroes that the key to stopping the demons is the Black Soulstone. which can trap the souls of the seven Lords of Hell and destroy them forever. In order to obtain the Black Soulstone, the Heroes resurrect the mad Horadric mage, Zoltun Kulle. Kulle reveals its hiding place and completes the unfinished Soulstone, but is killed by the Heroes after he attempts to steal it. The Heroes kill Belial and trap his soul within the Black Soulstone, freeing Caldeum. As Leah studied in Caldeum's library to find more answers about the Black Soulstone and Azmodan, she received a vision from Azmodan, who told her that he is sending an army from the ruins of Mount Arreat to take the Black Soulstone for himself.


Tyrael, Adria, Leah, and the Heroes journey to Bastion's Keep. the only line of defense between Azmodan's forces and the rest of Sanctuary. With Tyrael, Adria, and Leah staying behind to protect the Black Soulstone, the Heroes push out from the keep and into Mount Arreat. Azmodan is defeated and his soul trapped in the Black Soulstone. However, Adria betrays the group and takes the Black Soulstone with all the demonic souls inside. She reveals that she has been Diablo 's agent from the beginning, and that everything she had done up until this point was part of her plan to resurrect him. She also tells the group that Leah's father is Diablo, making her the perfect vessel for his physical form. Using Leah as a sacrifice, Adria resurrected Diablo. However, now having the souls of all the Lords of Hell within him, Diablo became the Prime Evil, the most powerful demon in existence. Diablo then began his assault on the High Heavens. the defending angels being no match for him.


Tyrael and the Heroes follow Diablo to the High Heavens, where the city is under attack. The defending Angels warn the Heroes that Diablo is attempting to reach the Crystal Arch. which is the source of all of the angels' power. If Diablo corrupted the Crystal Arch, his victory over the High Heavens would be complete. The Heroes encounter Diablo at the top of the Crystal Arch and eventually defeat Diablo, destroying his physical form. After the battle, Tyrael decides to rejoin the High Heavens but remain a mortal. Since Diablo was defeated, an Angel of Justice is no longer needed. Instead, he becomes the new aspect of Wisdom, dedicated to building an alliance between angels and humans to confront evil.


Speculation Edit


Caution: The following section contains content that has not been confirmed. At this point, it is pure speculation.


In the ending cinematic, Diablo's corpse is seen disintegrating as it is sent falling, but the Black Soulstone is still intact. It is left to wonder if Diablo's essence has merely been confined to it again, and the whereabouts of the Black Soulstone itself is now unknown.


Gameplay Edit


Diablo III's inventory and HUD retain a feel similar to that found in earlier games in the series, including a viewpoint reminiscent of the isometric view of Diablo III's predecessors. The inventory has sixty slots for items. Armor and weaponry each occupy two slots and all other items each occupy one slot. It can also be expanded to include details about the character's attributes.


Diablo III is similar in style to its predecessor, Diablo II . Blizzard's proprietary engine will use custom in-house physics, a change from the original usage of Havok's physics engine. [1] One of the features of the engine is that players are able to utilize the environment to help in their quest. For example, huge walls can be reduced to rubble to squash monsters. Even monsters use the environment, which was demonstrated by Ghouls scaling the walls to reach the Barbarian. The developers are aiming to make the game run on a wide range of systems, and have stated that DirectX 10 will not be required.


Diablo III's skills window depicting the abilities of the wizard class.


The entire quest system has been revamped. Along with the main storyline quests, there will be character specific quests as well as random adventures - mini quests generated randomly on the map. One of the very first quests in the game could be seen in the gameplay video, the rescuing of Deckard Cain.


Dungeons are still randomized, but the random map generator has undergone an overhaul.


Potions have lesser importance because of Health Globes. Slain monsters may drop a health globe, which when picked up will replenish the character's health similar to the healing potions. When playing multiplayer, nearby allies will also be replenished.


Similar to the characters, the NPCs are also more lively and will have interesting backstories. The gameplay video showed the Barbarian communicating to Deckard Cain in a new interface. The player characters have also been given more interactivity and are able to choose conversation options while conversing with NPCs. The characters have unique voices and will reveal their own back story in conversation. In turn, the player character will speak back to NPCs.


The mode of traveling will be similar to Diablo II . Four Acts are present, each roughly the same length as those featured in its predecessor. Not every act has a central town however. Differences have been made to the Waypoint system, a new checkpoint system having been added to supplement waypoints. Checkpoints allow characters that have died to return to the fray quickly, without going through the hassle of returning from town, as was the case in Diablo II .


Death animations also made an appearance in the Diablo III gameplay trailer. On the last boss fight of the trailer, the Siegebreaker Assault Beast picks up the male barbarian and bites his head off. They ended up not being implemented, but death animations could be done at a future date. [2]


In co-operative play, loot is dropped for individual players; one player cannot see what the other gets. This was done to encourage trading between players in a group and reducing thievery. Co-operative play remains as the core of multiplayer, with a drop-in, drop-out feature. [3]


Auction House Edit


The Diablo III auction house.


A major feature new in Diablo III is the Auction House, wherein a player can trade items using gold or real money. Blizzard focused on developing an auction house system for Diablo III, citing a desire to do a better job compared to the trading system of Diablo II. [4]


Smart search


Advanced Search


Stackable items


Oro


Gems


Crafting & Dyes


Tomes & Páginas


Character Classes Edit


The five character classes of Diablo III: Wizard, Witch Doctor, Demon Hunter, Barbarian, and Monk.


Character selection screen with the demon hunter selected.


A list of the classes is provided below: [5]


Witch Doctor : A new class that appears to be a mixture of the Necromancer, the Druid and an alchemist. The witch doctor can summon undead monsters -- without the need of dead bodies like the Necromancer -- along with some skills reminiscent of the Warlock from World of Warcraft, such as Terrify and Mass Confusion. While these are old Necromancer skills, they seem to be a bit more potent now.


Barbarian : This class makes a comeback from Diablo II as the straight-forward brute force fighter, with revamped abilities. The barbarian uses their physical prowess to gain victory, including cleaving through groups of monsters and leaping into the air to smash down upon enemies.


Wizard : A magic user in Diablo III, it is a more powerful form of the Sorceress. Only the female Wizard was playable at the 2008 Blizzcon, but the male Wizard has since been revealed with the closed beta.


Monk : A skilled warrior of unparalleled dexterity that is armed with speed, holy fervor, and a quest for physical and spiritual perfection. The monk strikes down enemies with a barrage of lightning-fast blows.


Demon Hunter : Combines elements of Diablo II's Amazon and Assassin classes. The demon hunter wields as her main weapon a crossbow and can also throw small bombs at enemies. Some of the skills have been revealed and among them are arrow skills such as Chain Arrow. The class is unique in that it utilizes a dual-resource system, the fast-regenerating Hatred and the slow-regenerating Discipline.


Back Story Edit


According to Blizzard, each character has a back story which will be revealed during the course of the game. Originally the male Barbarian was also to be the same one who defeated the Prime Evils in Diablo II and the Lord of Destruction, however this connection has since been removed.


Gender Edit


There was a fair amount of debate in Blizzard as to whether each class should have both genders available, or whether to stick with the single-gender classes from the previous games. Adding more genders meant having to create custom models, more weapon design, more art, etc. Despite the cost, Blizzard decided to go ahead with the dual gender option, as the knowledge that gamers come from both genders, they wanted to make a choice available. However, genders will not affect available abilities. [6]


Monsters Edit


Two unique monsters were shown as well, Thousand Pounder and Siegebreaker Assault Beast. A third super unique monster, the Mistress of Pain was revealed a few days later only as concept artwork. At in the 2008 Blizzcon, the Skeleton King was introduced as the first boss.


A new game mechanic has been created in the game that, after the end of each battle, there will be a number of corpses left behind to give a sense of aftermath. These will stay until the player moves off the screen. This change is likely brought about by the community's negative reaction to the disappearing corpses in the initial gameplay video.


Locations Edit


World map of Sanctuary.


Diablo III is still set in Sanctuary, but has a wide variety of locations to explore. This agrees with the trend in each game: Diablo I focused on only one town while Diablo II allowed players to explore five different environments (but still had only one town from each locale). Diablo III seems to let the player explore almost the entirety of Sanctuary. At the moment, many locations, most of them as yet unseen in-game, have been released as either concept art or as official lore.


The first is the town of Tristram. where Diablo I was set. It has been rebuilt as New Tristram. Old Tristram still has the Cathedral. which is the first dungeon to be explored in Act I.


The second and third ones seen were in the Diablo III cinematic trailer - Caldeum and Ureh. Caldeum is speculated to be present because of its importance in the game lore as the reason for the corruption in Aranoch. It may also be noted that Caldeum is the home of the, now supposedly deceased, author-turned-explorer, Abd al-Hazir.


The Lost City of Ureh is seen in the cinematic trailer exactly as it is described in the Sin War novels. This has led to much speculation regarding the player meeting Zayl the Necromancer. It was confirmed to be Ureh in a concept art released by Blizzard after a few weeks of the release of the cinematic trailer.


Other locations include the newly formed Arreat Crater which was where the Demonic Legion was supposed to start its invasion.


Items Edit


Diablo III expands the player character's arsenal by leaps and bounds. Many items make a return in the form of magic, rare and unique forms. It has been mentioned that some of the more popular Diablo I and II items may make a return, but they will be far less powerful than the new Legendary breed of items, the new name of unique items.


The item name colors have undergone a change, though normal and magic items are still white and turquoise respectively, there are purple colored items as seen in the gameplay video. The items also have a visual background color in the inventory depending on their type. Items with magical attributes will also give a visual effect when equipped by the character. This is a great improvement from the different color palettes that were used in Diablo II's magic items.


Armor Edit


Blizzard has stated that there will be no customization of characters outside of choosing your gender. However, the Diablo series is known more for its custom avatar looks through countless different pieces of armor. The first gameplay trailer has shown that they have kept all the old armor slots:


It also shows that they have added a slot for Shoulder and for Pants. It has also been stated that all of the parts will have an impact on the visuals of the character, an improvement from Diablo II.


Runes Edit


Like in Diablo II, Diablo III has Runes, but they are completely different from their Diablo II counterparts. They now give bonuses to skills instead of items.


Cinematics Edit


Diablo III will have at least the same number of cinematics as Diablo II . if not more. Two cinematics from the game, the Intro cinematic and Black Soulstone Cinematic have been revealed.


Expansions Edit


It has been confirmed that Diablo III will have a number of expansion packs.


Development Edit


Development on Diablo III began in 2001 when Blizzard North was still in operation. The original artistic design differed from that shown at Blizzard Worldwide Invitational 2008 demonstration, and had undergone three revisions before reaching the standards felt necessary by the team behind Diablo III. The game is being planned for a simultaneous release on both Windows and Mac OS X platforms. It was also revealed that the game would require a constant internet connection to play, even for single-player mode. [7]


Diablo III is the brainchild of a development team of around 60-65 individuals. The reason for the delay was that there was a lot of debate within Blizzard as to what kind of game Diablo III was going to be. As soon as a direction was chosen, the art style that would be used came under discussion. Initially the game as a whole was set to be dark and gritty, but it was found that monsters blended in too well with the background.


Even so, the choice was not universally greeted with enthusiasm. A petition was created by players to force Blizzard Entertainment to change their art direction for the game. Blizzard has said that they will not change the art direction no matter how many signatures the petition garners. This petition spawned several others that want the art direction to stay the same, thus causing a rift between Diablo fans.


However, the majority of feedback Blizzard received was positive. The game underwent three art revisions, with the game developer finding that a purely dark style was too drab. As the case was, the "sunny" art style represents the early parts of the game. This is to establish juxtaposition between the game's early and late stages, with things "feeling worse" as the game moves on.


In early May 2011, Blizzard started the company-wide alpha testing phase for Diablo III. At the 2nd quarter financial call on May 15th, 2011, Blizzard announced that the beta would start by the end of the third quarter (which ended on September 30th, 2011). On August 1st, they held a special reveal event at their headquarters in California. They showed the first preview of their beta build and a month later, they relaunched their community site. On September 6th, 2011 the Friends and Family beta started. The closed beta started on September 20th, 2011, and ended on May 1st, 2012. (During the beta, Blizzard held an Open Beta Weekend event from April 20-23, 2012. This was done to stress test the servers.)


References Edit


External links Edit


The How and Why of the Diablo 3 Auction House


By Oli Welsh Published 04/08/2011


Ahead of my visit to Blizzard's Californian base for a preview of the Diablo III beta. I was told that there was going to be a major announcement. The developer's press office seemed unusually anxious about how it would be received.


Only one thing makes games companies this nervous about messaging: asking players for more money. But when Rob Pardo, Blizzard's vice president of game design, announced Diablo III's real money auction house. all I could do was laugh to myself at the sheer audacity of the move.


Although trading game items for real-world cash is almost as old as online gaming itself, the practice carries a stigma - of cheating, scamming, spam, and the dodgy ethics and inhumane working practices of black-market 'gold farmers'. Diablo III's auction house will be the first major authorised real money trading market in games. As such, it's both historic and controversial.


The reaction has been pretty negative. Gamers feel that Blizzard is squeezing them for extra cash, introducing a 'pay to win' culture to Diablo and legitimising the gold farmers. There's merit to all these arguments, and indeed, Blizzard doesn't really refute any of them. It simply argues that the auction house is consistent with Diablo's game design, and consistent with the way people already play the previous games.


How did this come about? How will it work? And can it - just maybe - be a good thing?


The background


The Diablo role-playing game system has always focused heavily on loot. The items that drop from monsters are extremely plentiful, randomly generated, highly specialised, and rarely if ever awarded for specific quests or achievements. They also do not 'bind' to your character once picked up or equipped; unlike loot in World of Warcraft, say, almost all items in Diablo can be swapped between characters and players at will.


If you don't want to use smart search, you can search by specific stats.


What this means is that, in the rarefied air of high-level Diablo play, advancement and customisation are almost limitless. The time you can pour into searching for the perfect equipment for your character is equally limitless - and there's no guarantee you'll ever get it. This naturally created a market for trading between players as they pooled resources to equip each other.


But there was no trading function to speak of - players actually had to meet up in-game and drop items on the ground, like backstreet dealers - and cheating, griefing, item duping and stealing were rife. What's more, the games' economies were unstable, and players eventually turned to exchanging items for cash, sometimes resorting to unsafe transactions through third-party websites. Scams, including account theft, preyed on the unwary. It wasn't fun for players and it created customer service headaches for the developer.


That, Pardo says, is how Blizzard came to decide that Diablo III needed an integrated item-trading system - and why it had to include the option to trade for real money. "Players really want it. This is something that we know players are going to do either way. We can either provide them a really safe, awesome, fun experience - or they'll find ways of doing it elsewhere."


Diablo III Content Update: New Paragon System and Items


Blizzard Entertainment has released a content update for Diablo III. New items, a revised and updated Paragon system and tougher monsters are just part of the fun.


Blizzard Entertainment recently updated the content and game launcher for their popular MMORPG Diablo III . The changes the developers made are small, but significant, and should change the experience for gamers.


More Pools of Reflection


Diablo III players now gain a 25 percent experience bonus when visiting Pools of Reflection. This bonus persists until players reach a set level of bonus experience points. Gamers also gain extra bonus experience points by visiting up to ten different Pools of Reflection. This allows players to stack experience point bonuses from ten different pools, increasing the amount of experience points received, even more, and this bonus continues even after you log out.


Nephalem Glory awaits


Diablo III players can now do more damage in the form of golden lightning bolts and increase their speed by picking up Power Globes. Power Globes are dropped by monsters when damaged or killed. Players can now pickup three Power Globes and stack the extra lightning damage and speed bonus.


Resurrect in different locations


Players that die while playing Diablo III can now decide to resurrect at their body, in town, or at the last checkpoint passed. Gamers aren’t able to resurrect near their body during Boss fights, and can only resurrect a maximum of three times in a row.


Diablo III bosses retuned


The mechanics of many of the Boss monsters have been retuned and updated in Diablo III . The enrage timers for The Butcher, Zoltun Kulle, Belial, Ghom, Siegebreaker and Rakanoth, now only enable in Torment I and above.


New character class and updates


The developers of Diablo III updated the character classes, but no patch notes were available. The developers have indicated they’ll add notes on the changes later.


The developers have also added new character statistics, such as Toughness, Healing, Splash Damage, Cooldown Reduction and Resource Cost reduction.


New Crafting and Artisan updates


The Crafting System in Diablo III has received criticism for taking up to much space in character inventories. The developers have reduced the amount of inventory space needed to keep required crafting materials around by increasing the amount players can store in one inventory spot.


All crafted items will now be created with proper statistics for the character crafting them, using the 2.0 Smart Drop system.


Fighting your way to Diablo just got harder!


The difficulty system of Diablo III is completely changed. Monsters will now level up at the same time as characters. Fortunately, the developers adjusted the monster density across all acts to account for the changes, so gamers should also see more monsters on-screen.


There are now five difficulty levels in Diablo III to select from: Normal, Hard, Expert, Master and Torment . The developers also added a difficulty slider to the mix, which provides six more levels of difficulty to the game.


Cursed Chests Add Entertainment


Players can now find Cursed Chests or Shrines near Sanctuary, which start an event once found.


New Smart Drop system


Items Diablo III players find during play will now be bound to their account. Characters can trade legendary and set items, with other characters who were present at the drop, for two hours after finding the item.


Items characters find while playing Diablo III will now have a better chance of including bonuses more suitable and useful for their character class. New item bonuses, like Splash Damage, Cooldown Reduction, Resource Cost Reduction, and more bonuses specific to character class are now possible.


Item bonuses in Diablo III have also been separated into two categories: Primary and Secondary. This is to prevent statistics directly or indirectly increasing character power from competing with one another, according to the developers.


Updated Diablo III monsters


The developers have changed monster powers in Diablo III to offer a tougher battle. Arcane Enchanted spawn effect now indicates which direction it will rotate. Desecrator power starts low, but soon begins to do significant damage. The number of frozen orbs monsters can throw are greater and now they do area of effect damage to nearby characters over time before exploding.


Elite and champion monsters have new attacks, including Frozen Pulse, Orbiter, Poison, Thunderstorm and Wormhole.


New Paragon leveling system


The Paragon system in Diablo III has been totally changed. Players can now rise as high in the Paragon ranks as they wish. The developers have removed the cap on the number of levels a player can gain.


Characters no longer receive statistical bonuses upon leveling up to the next Paragon level. Players now earn Paragon points, upon moving up a level, which they can use in four different categories: Core, Offense, Defense and Utility.


New Diablo III Clans and Communities


Diablo III players can now create or join a Clan. Players can only join a clan by invitation, be part of one Clan at a time, and each clan can have up to 120 members.


Players can also start a gaming community on Diablo III . Communities are organized according to different categories, like the type of game, the geographical region and even character class. Community members have access to the member roster, a dedicated chat channel, and a news and information tab for sharing community news and stories.


Diablo III players can join as many communities as they want to and communities have no set limit on the number of members.


Diablo III communities are either private or public. Membership is by invitation only.


These are some of the changes Blizzard Entertainment has made to your favorite video game. You can take a look at all the updates here .


I will bring you a review on the Diablo III updates announced during the next few days. I need to play the game a little more to get an idea of what all the changes mean for players.


You can join me on the Diablo III game site. Just look for ‘Deathdealer’. I will be starting a new Clan, during the next few weeks, and I will be looking for a few good ‘killers’.


Originally Published Feb. 26th 2017


Diablo 3's Josh Mosqueria on launch failures, mistakes, and the road to redemption


Speaking at this year’s GDC, Diablo III game director Josh Mosqueira gave a post-mortem on the original Diablo III launch. In it, Mosqueira talked about how - even with estimate-smashing sale figures - the games initial design and systems, coupled with a disastrous launch, made for one of the “lowest point[s] for the team” during development. But nevertheless, the team pulled through.


“Even though we had the best of intentions, we know that we had let ourselves down, our teams down, and our players down.” said Mosqueira. “But the really special thing about the Diablo team, is that instead of fracturing, or bickering and losing faith with one another, we rallied around and told each other ‘we can do this’. And that’s exactly what we did.”


Josh Mosqueira’s first few weeks at Blizzard, and working in the Diablo team gave him plenty to be optimistic about, but caution quickly followed. “I’d only been there for a couple of weeks, and already I was really excited - something special was about to happen.” said Mosqueira. “But I could also see - as an outsider coming into this great team - that the spectre of Diablo II loomed large over the team. The pressure of trying to live up to the legacy of this incredible game, weighed down on the team, and impacted so many of the decisions.”


His excitement wasn’t unwarranted either. On Google alone, Diablo 3 was ranked 5th for 2012’s worldwide search trends.


Launch day, and at first, things were looking up. “The sales team had projected 6.666 million units to be sold in the first year; even our sales guys loved Diablo.” Mosqueira explained. “We got that in the first couple of days - we just didn’t know what to think, it was mind boggling.”


That incalculable popularity proved too much for Blizzard’s launch preparations however, and the launch of their most anticipated title slowly began to falter. “This is the really ugly side of it, the one that really stung” said Josh as he regaled the launch day server issues. “Even our most outlandish estimates for day one, ended up being massively conservative in reality. And it hurt - people had been waiting for ten years to play this game, and the worse fear of an always-online game, is not being able to play. That’s exactly what happened.


“The sales didn’t matter. The review scores didn’t matter. What mattered most to us was the player sentiment. We had let them down, and let me tell you - that felt shitty.”


The team took their hard learned lessons of the “Error 37” launch, and put them into practice with the games first expansion: Reaper of Souls - which was one of the “smoothest Blizzard launches in history” according to Josh.


The servers wasn’t the only issue with Diablo III at launch. Diablo III was abrupt and merciless in its difficulty, and it was causing players to adopt some very strange, and un-fun behaviours. “The game was so hard,” said Josh, “that instead of being these epic heroes, fighting against the forces of darkness, you were a Barbarian smashing pots. That’s right - the best heroes in Sanctuary were farming terra-cotta, because it was more efficient and less difficult than fighting monsters”


And when the game actually did give you loot, the chance at finding something worthwhile was miniscule. “When [you] were getting loot, getting bags full of yellows and legendaries, you would know as you clicked on every single one, that you weren’t going to get an upgrade.


“A true story: on my live character - my awesome Barbarian - it took me 104 hours before I found my first legendary. And do you know what it was? A quiver. Something was wrong there, and I remember that moment - what happened?”


Scarce loot drops only compounded the next real problem with Diablo III - the auction house. “When you weren’t getting any items in-game, where did we send you?” asked Josh to the audience. “To the medieval version of Ebay - because that’s what heroic heroes do right? Now the auction house was this great experiment - we had the best of intentions for it - but ultimately it ended up short-circuiting the core reward loop of the game.”


That intention was to provide players with a safe trading environment. Diablo 2 was plagued with account theft, item stealing and more when it came to item trading. “Even though it was their fault,” stated Josh, “we at Blizzard, felt it was our fault as well. So, we wanted to bring that experience under the Blizzard umbrella. We thought only around 10% of players will use it, so it’ll be ok. But again, with how hard the game was, and how stingy the loot was, we ended up shoving everyone into the auction house.”


As we now know, shortly after the console release of Diablo III, Mosqueira and the rest of Blizzard’s management held a meeting to discuss what to do with the auction house. It only took a mere 20 minutes for the entire room to be on board with one ultimate solution: removing the real money and gold auction house from Diablo III altogether.


And it worked too. Since then, with the help of Loot 2.0 and Adventure Mode, Diablo III has never been better since the release of its first expansion last year; you can read all about it in my Diablo III: Reaper of Souls review .


D3 was my first Diablo game, I managed to miss D and D2 completely. Perhaps because of this, I was immune to the hostility the title hit on release. D3 is in my top 5 all time favourite games, and given that I have been gaming since 1979, that's quite an accolade. I have only a few things on my wishlist for D3. 1) continued and expansive support - I want to see a graphics upgrade as well as new content 2) more expansions - RoS was awesome, not just because of loot 2.0 but the whole experience was darker, the story better and the campaign awesome. 3) open world areas - these work, look over the fence at what gazillion have done 4) micro-transactions and free-to-play models - be bold, micro transactions work - talk to the hearthstone team!


Diablo 3 is the single best game of its genre, for it to stay there and not see Marvel Heroes, Path of Exile or Umbra take its crown, it has to adapt and grow not just make new legendaries and change balance, but to give new areas to to the world, and a more open and interesting world. I belive Diablo 3 still has the potential to morph over time into the best MMO-ARPG in the world. it just needs a little more Ooomph from the developers.


Much can be learned from other titles in the genre, and marvel heroes goes from strength to strength with every passing quarter.


Keep it up guys, and invest into D3 more. you have the best product in the marketplace, now how about keeping it there.


I'm happy that they made the changes that they did. Looking back at diablo at their blizzcon presentation and staying transparent towards the crowd in the long term has certainly won my confidence back and I'm looking forward to what they'll bring next.


I just hope they can stretch the game out a bit again. Being on torment 4 after a single day of play in the new season is a little too quick if you ask me. Loot rolls are fine at the moment I could just use a little bit of stretch in the gear progression. Ancients are nice now but to me they feel too unreliable compared to the stretch I was hoping for. It's a bit uneven. My new character either gets a semi full set of gear in a few hours after 70 or after a few days. Also sets need more diversity as in which slot you can equip set items. A 6/6 or 5/6 set with 6 or 7 parts leaves little to no customization.


Yeah my biggest issue is that most of the legendaries are basically non viable despite some of them having interesting effects. Most classes have a couple of sets which are pretty much essential to be powerful and deviating from that sees a big hit to your character.


A genuine question to Diablo 3 fans: what is it that keeps you playing it for years? Do you play multiplayer? I ask because, as much as I enjoyed the first two games, I could only manage to complete them once. A second time would feel repetitive. Does D3 have something more to it, or is replaying the story part of the appeal?


I have played on and off since launch with most of my time in season 1/2 after the expansion, to be honest it isn't really the kind of game you can get into properly unless you enjoy grinding. If you didn't know, the endgame is centered around opening up special rifts which are on random maps with random mob sets and have bosses at the end, with harder timed 'greater rifts' in which the mobs get more difficult as you go into higher level rifts, and the highest rifts/best times get you a spot on the leaderboards


I play it pretty casually but most of my time is spent farming legendaries in rifts, I have friends boost me to max level in 30 mins on new chars I want to play. It's fun having a few different characters and going through that process of trying new builds and seeing them get stronger.


The leaderboards for fastest/highest rift times have appeal for a lot of people but really you need to sink a massive amount of time into grinding gear to get the builds/stats you need for them.


I just like wrecking stuff and hoping that next legendary drop will be something awesome for me.


If you want to hit max level playing story you need to complete the story then start again, alternatively you can go over to adventure mode at any time and just do bounties/kill stuff to level up.


"The sales didn’t matter. The review scores didn’t matter. What mattered most to us was the player sentiment. We had let them down, and let me tell you - that felt shitty."


It's too bad they felt that way because there were many, many players who were happy with Diablo 3 from day one (and I'm saying this as someone who has been a fan of this series since the first game). Unfortunately, our voices were drowned out by the vocal minority of forum trolls and 4chan members who spammed sites like Metacritic with negative reviews from hundreds of fake accounts.


That said, they have improved the game remarkably since release, so I guess it's a win/win for everybody.


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New Diablo 3 Loot System Detailed By Blizzard


Fans of Diablo 3 who are now patiently waiting for the launch of the new Reaper of Souls expansion for the popular game might also be interested in details of the new Diablo 3 loot system which has been explained by Diablo 3 lead content designer Kevin Martens.


The new Diablo 3 loot system will go live for all players via a free patch just before the Diablo 3 Reaper of Souls expansion launches and has been designed to lure players away from the trading post, and back towards the streets and corridors of gib-prone monsters, explains PC Gamer who interviewed Martens.


Blizzards Kevin Martens explained during the interview that :


“It is fun to go buy something instantly, the instant gratification feel, that sugar high,” he said, “however it’s not the core fantasy, it’s not the most fun and by the endgame, for a variety of reasons, they tend to check the auction house first and play the game second.”


That’s not what we intend, and we do want to address that, so the loot system and the enchanting and crafting systems are both intended to cut the legs out from the auction house; to make it unnecessary to go on it to some degree, where the most fun way to play the game becomes the best way to play the game.”


The new Diablo 3 loot system has now been redesigned to provide gamers with the most exciting and fun way of playing and obtaining gear at the same time.


“So we say ‘Oh, you want efficiency? How about efficiency, like Loot Runs, how about you definitely get the best gear from there. Mathematically, that’s the best.’ Then they can stop doing that Alkaizer run in act three that everyone does.”


Lead writer Brian Kindregan “we want the Auction House to be your last resort, right?”- “You play the game to have the fun, get the loot,” Kindregan said. “If you can’t find one particular thing, you craft it. If you can’t craft it, okay, then you go to the auction house.”


The new Diablo 3 Reaper of Souls expansion brings with it a new playable, mid-range melee class called The Crusader together with a higher level cap of 70 and is excepted to launch next year but a few rumours suggest that it might launch this year.


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​ Diablo III: Reaper of Souls . The TAY Review


Music


As is the case with most Blizzard titles, the soundtrack is absolutely phenomenal. While the music in Diablo III leaned so far towards being background music that it became unmemorable, the soundtrack for Reaper of Souls is much more lively and emotional. The city under undead siege feels mysterious and tense, the marshes feel lonely and helpless, and the boss fights feel like. well, like someone's butt is going to get kicked.


Item Improvements


Reaper of Souls . along with patch 2.0, almost completely changed the game as far as loot is concerned. To compensate for the removal of the Auction House, loot drops are now targeted specifically for the player's current class. In addition, while it was possible to go through the original Diablo III for many levels without ever running into an upgrade, the numeric ranges for attributes on gear have been increased across the board, making it much more likely for players to stumble upon upgrades through regular play.


At higher levels, two fantastic features were added: transmogrification and enchantments. The transmogrification system is borrowed from World of Warcraft and allows players to customize the physical appearance of their character's gear. As players level up their Mystic, the NPC that is in charge of handling both transmogrifications and enchantments, more and more possible armor and weapon skins open up. Alternatively, players can find legendary items scattered throughout the game, which unlock their respective skins for the customization of future items.


Enchantment, the other new system that is also handled by the Mystic, allows customization of gear's attributes. Players now have the option of picking one specific attribute on a piece of gear and either rerolling it to try to get the maximum possible bonus, or they can exchange it for something else entirely. This not only solved the problem of players becoming frustrated by being just one stat away from a perfect piece of gear, but it also made the loot game seem that much more entertaining. Every piece of gear is now filled with possibilities, and could be changed to work to the player's benefit.


Crusader


The expansion pack also added in one more class: the Crusader. The Crusader class fills in the gap left in the class system, adding a second strength-based melee class to the mix. The class is based largely on the Paladin class from Diablo II . even sharing some of the armor styles and skills. Luckily, the class seems to have something for everyone, but is still focused enough so that it doesn't lead to the class's detriment. While it's certainly possible to be a ranged or melee damage dealer, most of the emphasis on the class hangs around support and tanking.


While it could be argued that the Barbarian class already covered the Crusader's focus of melee tanking, the Crusader's overall aesthetic feels different enough to warrant its addition to the roster. The Crusader feels much more like the "traditional Paladin," in the sense that it blurs the lines between caster and melee. In addition, most of the skills that the Crusader uses are dependent on its shield, to the point where a new shield type, a "Crusader Shield," was added to the game.


Story


The story in Reaper of Souls is where the expansion begins to fall apart. While the plot in Diablo III left quite a low bar for the game's future story-telling, Reaper of Souls doesn't take the opportunity to better the overall plot arch. The question Tyrael poses to the Malthael, the game's antagonist, of "Malthael, why?" echoes throughout almost the entire game. The answer is glossed over at best, and turns out fall into the "good guy doing bad things with good intentions" cliché. While Blizzard has pulled this sort of cliché off fantastically before in other franchises, such as with Arthas or Illidan, the betrayal of Malthael is so unconvincing to the point where it's distracting.


Not all story elements in the expansion are bad, however. All of your companions get new and fantastic dialogue as well as small side-missions where you help them with their own personal quests throughout the city, both of which serve to deepen back-stories immensely. While the emotions evoked from these stories can be rather depressing, they all end on a satisfying note that both tidies up that arch of the companions' individual stories while also leaving the player invested and hungering for more.


Adventure Mode


After completing the new act for Reaper of Souls . players are allowed to enter Adventure Mode, the brand way to earn experience, money, and most importantly, items. Players can change which act of the campaign that they want to play in, and each act has five randomly generated objectives to complete. Once all five objectives are completed, players return to Tyrael to get a chest full of loot along with some Keystone Fragments, which are used to open up the second half of exploration: rifts.


Rifts are essentially a series of never-ending dungeon, spanning across multiple floors and dungeon types. Players are given a progress bar as soon as they enter which indicates the number of monsters they killed. Once the bar is filled completely, a large boss comes out that, when killed, drops a number of items, once of which is Blood Shards. These shards can be turned in for random items at a vendor back in town.


The problem with Adventure Mode is how quickly it becomes tedious. While exploring the maps can be fun, some of the objectives require players to repeat things that they've already done in the story mode—typically, this is in the form of story-related bosses. Rifts, on the other hand, have no direct theme, instead just choosing a random format from level to level. On the first level, players could be going through an ice temple, while on the next they're travelling through a volcano. In addition, the density of monsters is randomly generated as well, making the all-too-common scenario of "floor after floor of barely any monsters" possible. These two factors in combination are distracting enough that it can make the rifts feel like a hastily put together loot treadmill, and make the whole end-game feel cheapened.


Knee-Jerk Patching


Throughout the month since its launch, Reaper of Souls has undergone a series of patches aimed at fixing some of the various exploits that people have found in the game. While these have varied in intensity, all of these patches essentially had a knee-jerk reaction overtone to them.


As an example, people found out that going after white chests rather than rare chests, if done quickly, gave better loot. As a result, Blizzard reduced the number of spawning locations for non-rare chests—a decision which seems rather strange in a game all about finding treasure. Another example would be all but removing the loot table from one type of item entirely when people found out that they could get items marginally faster from that.


These decisions seem incredibly brash and poorly thought out. There are other massive changes, such as with class balance, that have come completely out of nowhere, and it seems like it takes Blizzard at least two patches to rectify a problem they caused by overreacting, by which time they've already overreacted in other places.


Comercio


There is no trading. The ability to trade in Diablo III is all but dead, with the exception of some very low-leveled, low-quality gear. Gold, gems, enchanting supplies, and generally most things needed for high level play cannot be traded. Even high quality items can't be traded to players who weren't present when the item dropped—and even then, there's only a two hour window to do so. The removal of the Auction House, for whatever reason, also meant that any ability to exchange equipment or currency also had to go. Again, this seems like another poorly thought out decision, and essentially ended one of the main social points that are so critical for this genre.


Diablo III: Reaper of Souls is a bit of a mixed bag. If you didn't like the design change from Diablo II that took place in the main title, this expansion pack has nothing worth your time. If you didn't mind Diablo III 's original gameplay and story, however, Reaper of Souls might be worth your attention. Just keep in mind that Blizzard has been incredibly fickle with their balancing changes, usually leading to some unsavory problems with the game.


How to Trade Gold Between Characters in Diablo 3


IMPORTANT: If you're looking to make a lot of gold, you can make thousands easily by reading my favorite gold guide.


Being used to playing games like World of Warcraft, a lot of players have questions about how to go about trading gold between characters. If you’ve played for a while you likely realize how to go about doing this because it’s very simple, but if you are just starting out you might still be questioning it.


So let’s put this easy question to rest. How to trade gold between characters? It’s easy! In Diablo III all your gold is jointly shared through all of your characters. Think of the stash and how it allows items to be shared across all of your characters, gold is the same way. So there isn’t any trading or mailing (there isn’t a mail system in Diablo III anyway but you get the point) items or gold to your other characters.


Some players find this system of gold sharing and item sharing to be extremely convenient and easy to use, they like the fact that they can load on one character and see all the gold they have available on the account as a whole and like the ease of use of the stash.


Other players find this system to be annoying and dislike the fact that everything is shared. They would like a larger stash and more space to store items on individual characters without having to spend a lot for more space in their stash. They also dislike the fact that gold is shared and that they can’t separate it between characters. This makes some sense in my eyes since some players like to create separate budgets or “accounts” for different characters.


But no matter which way you slice it, getting gold from one character to another in Diablo III is fast and easy since there’s nothing you need to do in order to do it!


IMPORTANT: If you're looking to make a lot of gold, you can make thousands easily by reading my favorite gold guide.


Auction House


With Diablo 3, Blizzard introduces the Auction House which allows players to sell unwanted items either for in-game currency (gold) or real-life money.


On March 18th, Blizzard permanently closed down the Diablo 3 Auction Houses.


What determines if I sell/buy in real money or in-game gold?


You do. Any item can be sold for either real money or in-game gold--the choice is yours. Whether you use real money or in-game gold to buy the item depends on the seller's choice.


What's the difference between the gold-based auction house and the currency-based auction house?


The gold-based auction house uses in-game gold for purchases and sales. With the currency-based auction house, players will be able to conduct these transactions using actual currency from an authorized payment method or from funds that have been added to their Battle. net account. Players can choose to participate in whichever version of the auction house they prefer, on a per-transaction basis.


How does the auction house system work?


Players can open the auction house interface from anywhere in the game to make purchases or list items for sale. Items can be sold from the shared stash (storage shared among all the characters on your Battle. net account) or from any individual character's inventory. When posting the item, the seller picks whether it will be sold in the gold-based auction house or the currency-based auction house. The item is then held by the auction house system until the listing expires or a purchase is made. Items that are not sold are returned to the seller's shared stash, and items that are sold are delivered to the winning bidder's shared stash. In either case, the auction house system will deduct a nominal fixed transaction fee from the seller, the amount of which is determined by whether or not the item was sold (see below). For the currency-based auction house, players will have a few different options for how to pay for item purchases and receive funds for item sales, as discussed elsewhere in this FAQ. There may be differences in how this system will work in different regions of the world. We'll provide further details at a later date.


How is the transaction fee determined?


In the gold-based auction house . a 15% transaction fee will be deducted from the final sale price of a successful auction.


In the real-money auction-house . for equipment such as weapons and armor, a fixed transaction fee will be deducted from the seller for each piece of equipment successfully sold. This fee is assessed only if the item is sold. For commodities such as crafting materials, gems, gold, and other “stackable” items, a 15% transaction fee will be deducted from the total sale price.


Please note that Blizzard plans to waive the listing portion of the fee for a limited number of transactions per account. In other words, for these transactions, the seller will only pay a transaction fee if the item is successfully sold, and that fee will not include the listing charge. We'll have further details on this as well at a later date.


Why are you creating a currency-based version of the auction house?


Blizzard's goal is to ensure players have a highly enjoyable, rewarding, and secure experience. Acquiring items has always been an important part of the Diablo series, but the previous games have not had a robust, centralized system for facilitating trades, and as a result players have turned to inconvenient and potentially unsafe alternatives, such as third-party real-money-trading organizations. Many of the transactions between players and these organizations led to a poor player experience and countless customer-service issues involving scams and item/account theft, to name a few. To that end, Blizzard wanted to create a convenient, powerful, and fully integrated tool to meet the demand of players who wished to purchase or sell items for real-world currency, and who would likely have turned to a less-secure third-party service for this convenience.


How will the currency-based auction house work?


Players will be able to make purchases in the currency-based auction house using a registered form of payment attached to their Battle. net account. As with other popular online-purchase services, players will also have the option to charge up their Battle. net account with a balance of funds that can be drawn from for purchases of any digital product available through Battle. net -- this includes not only auction house items but also things like World of Warcraft subscription time and paid services, to name a few examples. On the flipside, when players sell an item in the currency-based auction house, the proceeds of the sale are deposited into their Battle. net account and can then be used as described above. Note that this process might be different for certain regions; Blizzard will provide further region-specific details as Blizzard gets closer to launch.


Can players choose to get cash from currency-based auction house sales, instead of having the proceeds deposited into their Battle. net account?


Yes, as an advanced feature, players will have the option of attaching an account with an approved third-party payment service to their Battle. net account. Once this has been completed, proceeds from the sale of items in the currency-based auction house can be deposited into their third-party payment service account. "Cashing out" would then be handled through the third-party payment service. Note that this process will be subject to applicable fees charged by Blizzard and the third-party payment service. Also, any proceeds from the sale of items in the currency-based auction house that have been deposited into the Battle. net account will not be transferrable to the third-party payment service account. Not all regions will support this advanced feature at launch. Region-specific details, as well as details regarding which third-party payment services will be supported and the fee that Blizzard will charge for the cash-out process, will all be provided at a later date.


Is the currency-based version of the auction house optional?


Yes, the currency-based auction house is available as an option for players who wish to purchase or sell Diablo III items for real money. Players are also able to buy and sell items through the gold-based auction house, and they can trade items with each other as well through direct character-to-character in-game trading.


Why would I want to pay real money to buy or sell in-game items?


Acquiring items has always been a core part of the Diablo series' appeal. With the previous Diablo games, many players have shown a great interest in buying, selling, or exchanging items for their characters using real-world currency, turning to potentially unsafe avenues to accomplish this goal. The currency-based version of the auction house provides players with an easy-to-use, Blizzard-sanctioned way to collect money for items obtained while playing Diablo III. In addition, it helps protect players from scams and disreputable third-party sites by providing a secure, in-game method to search for and purchase items posted by other players that are a perfect fit for their character and play style.


The currency-based auction house is completely optional. Players who aren't interested in paying real money for items will still be able to rely on items they acquire through their own adventures, and they'll also be able to trade with friends and use the full-featured gold-based auction house.


Can I play on a server without a currency-based version of the auction house?


Blizzard wants to provide a secure, fun environment for their players to purchase and sell in-game items using gold or real money and have no plans to divide the community. Players are free to participate in the gold-based auction house or the currency-based auction house, or to opt out of using any of the auction houses at all, progressing through Diablo III using only the items they obtain through their own adventures or direct trade with other players.


Does Blizzard plan to post weapons, armor, and other such items for sale in the currency-based version of the auction house?


The currency-based auction house is a place for players to purchase or sell items they've obtained within the game. Blizzard does not plan to post items that affect gameplay, such as gear, for sale in the auction house.


Will Blizzard sell anything directly through the auction house?


Blizzard doesn't have any plans at this time to post items for sale in the auction house.


Does the currency-based auction house signify a shift in Blizzard's business and revenue model?


Blizzard has tailored the business model to match what is felt would be most appropriate and effective for each game and in each region, and that's the case with Diablo III as well. The item-based nature of Diablo gameplay has always lent itself to an active trade-based ecosystem, and a significant part of this trade has been conducted through unsecure third-party organizations. This has led to numerous customer-service and game-experience issues that we've needed to account for. Blizzard's primary goal with the Diablo III auction house system is for it to serve as the foundation for a player-driven economy that's safe, fun, and accessible for everyone.


What's Blizzard's cut?


As with other online auction sites and real-world auction houses, Blizzard's fee structure will vary by region. However, Blizzard plans to collect a nominal fixed transaction fee for each item listed in the auction house. This fee consists of a fixed charge to list the item, which is assessed whether or not the item is successfully sold, and an additional fixed charge that is assessed only if the item is sold. The listing portion of the fee, which helps encourage sensible listing prices and discourage the mass posting of items that are very low quality or would be of little interest to other players, will be waived for a limited number of transactions per account. For players who opt to have the proceeds of their auction house sales go to their third-party payment service account instead of to their Battle. net account, Blizzard will collect a separate "cash-out" fee. Specific details regarding these fees will be announced at a later date.


Why would I even want to use the gold-based auction house?


Blizzard recognizes that not all players would prefer or have the means to participate in the currency-based auction house, and it was important to us to provide these players with a full-featured alternative.


Can players buy gold from the currency-based auction house?


Players will be able to buy and sell gold through the currency-based auction house at whatever the current market price is, as established by the player community.


If I no longer need an item I bought in the auction house, can I relist it in the auction house?


Sí. Once you've purchased an item you can do anything with it that you could if you had acquired it through your own adventures, whether that be using it yourself, or, after a cool-down period, trading it to another character or relisting it on either the gold-based or currency-based auction house. In fact, you can generally do any combination of these things -- for example, you can purchase an item in the auction house, use it for a while, and then relist it or trade it to another character. Aside from certain quest items, there will be very few (if any) items that will be "soulbound" to your character and therefore untradable. Please note that the duration of the cool-down period mentioned above will be discussed at a later date.


Review By Steve Farrelly @ 01:43pm 20/09/13


The PC crowd might not like this, but Diablo III feels perfectly at home on console. But only in a handful of areas -- these being the social co-operative experience, ease of control and for trimming away a lot of the fat the desktop crowd has been up and down about since the game’s initial release. There’s more to it, with overhauls in the loot aspect and a higher bar as far as challenge goes, but for an identical product in terms of content and assets, Diablo III on console really takes the Diablo cake.


The team also did away with the Auction House, opting instead for the more traditional trading system of dropping loot from your Inventory so someone else can pick it up. This is probably the area of this update I feel wasn’t handled best, but I’ll expand on that a bit later, for now the positives any Diablo fan ought to be looking at as far as the console version goes is that it’s completely playable offline, it’s LAN-capable on Xbox 360 and every major feature update released on the PC since launch is applied to the foundation of this entry, with the console in mind, rather than being simply ported as required content.


For console owners who never picked up Diablo III on PC, you’re in for a treat. This is not a huge follow-on, as far as gameplay systems built from the original two games (II being the most defining), with DIII shredding its own design mantras in favour of a gaming landscape built more around streamlined customisation and player-choice. It’s part of what split this game down the middle as far as fans go, but it’s a facet I enjoyed on the PC version, and one that still feels at home here. There are no skill trees for you to lock yourself into and loot acts almost like a ghost-rolled secondary character with unique puzzle pieces only you can decide how to fit together. And the ability to spec your character (one of five) anyway you see fit (provided you’ve uncovered the goods) leaves options open for solo, specific team or recreational co-op investment. In short, Diablo III offers huge amounts of replayability beyond the driving loot force, for sheer gameplay differentiation.


Each class allows for a specific set of skills, though three are arguably the basis for core gameplay -- ranged and melee attacks, along with crowd-control options. The Barbarian and Monk, for example, are classic melee characters who you’ll build armour and weapons around for taking and dishing out large amounts of damage. The Monk, for the uninitiated, is particularly cool purely because the team based him off their favourite fighting games and characters. The Demon Hunter and Witch Doctor are both prolific at slowing enemies down with traps while the latter and the Wizard can both summon and execute powerful ranged abilities (as can the Demon Hunter, but it’s more weapons-based than magic).


As per most RPGs, you’ll run these avatars through their paces and earn XP along the way. This, of course, leads to levelling up which unlocks new abilities and Runes for said abilities. At any given time you can switch abilities and runes on-the-fly meaning you’re never really without recourse when facing a particularly tough mob or just facing down a hardened boss.


Loot, as alluded to earlier, is the backbone of the game though and without it, and expert application to your character, you’re just not going to get very far. The PC version dropped way too much useless loot -- obviously a tactic geared to bolster the real-money Auction House and promote the sale of rare items, but without that constraint here (and likely as part of a desire to clean up the mess anyway) things are far more rewarding and far less cluttered. Whites will effectively serve you only for the first two or three levels before they just become materials to break down (or be sold for gold), and you’ll start finding more rare items more often than not geared to your character. This doesn’t overtly affect the flow of the game or overpower you though, as the enemy challenge does feel tweaked and tightened in the console version making for an ever-rewarding bloodfest because you feel capable of stepping up to the challenge.


While going back to how loot was traded before DIII might have seemed like a good idea (and it is functional), I feel like there’s a missed opportunity to at least reach across to friends who you might not be playing with. Obviously an auction house wouldn’t work on console, but Vigil introduced a simple mailing system in Darksiders 2 that allowed you to basically send any loot you found off to friends on your friends list. Organising a game with someone who desperately needs an item you’ve got might be more difficult than Blizzard has accounted for, so a console-specific trading option really would have been a much-loved addition in my opinion, but alas, it’s left to dropping and hoping your buddy picks it up.


Visually the console version is obviously in lower company. It strikes me as odd that it doesn’t look as sharp as the PC version given it itself isn’t crunching machines anywhere, but it’s a noticeable difference (likely because of the capped resolution). It’ll be interesting to see how the inevitable next-gen release looks against this version (announced only for PS4 at this stage, but we reckon it’ll hit Xbox One also), and to also see whether Blizzard will follow suit with its company brother, Activision, by offering the updated game at a lower cost for anyone who bought a PS3 or Xbox 360 copy (for Call of Duty: Ghosts it’s a simple $10 investment to jump to next-gen).


The UI here remains relatively close to the PC version, which might not help console players too much, but once you delve into each layer once with the intention of changing an aspect of your gaming experience, you’ll become an old-hand at it quicksmart. Additions like a quick-glance differentiator between good and bad items is thoroughly helpful though, and being able to let the game know you’re happy to equip a found item with a few green stats over what you’re currently wearing, with the tap of a button, goes a long way on the battlefield. It just might not appeal to PC purists for its streamlined nature.


But that’s the rub here, because above all else, four players in the same room running off the same hardware is impossible to replicate in the current game on PC, and it’s here DIII on console really flexes its muscle. But not for any other reason than it just makes sense. If you ever remember being crowded around an arcade cabinet with four others grinding through Gauntlet, Diablo III is going to feel like nostalgia on steroids for you. The social co-op angle cannot go understated -- it’s why people still talk fondly of Goldeneye multiplayer bouts, only here you’re helping one another through an over-the-top dark and brooding fantasy world full of cliches, gore, humour and cheese. Honestly, how could you not want to share that with friends, on the couch, in the same room?


Diablo III adds just enough to the console experience to separate it from its older PC sibling without stripping away the core action RPG base. It’s a base that has caused a lot of controversy since release, and ironically it feels more at home here than anywhere else anyway, but it’s great to see Blizzard back behind console development. If the freshly-announced Reaper of Souls can win back some of the PC fanbase for its obvious updates based on more than a year of negative feedback (in certain areas), then we might soon see a unified experience catered for gamers of both ilk with just the right amount of common bond in between. Bring on the next-gen entries, Reaper of Souls and PvP.


Feels utterly at home on console


The couch co-op side is a perfect social experience


Controls translate beautifully


Loot drops are less annoying and much more rewarding


15 months of PC content carried over with the console in mind


What we didn't like


Doesn’t look as flash as on PC


UI and menus might be daunting to newcomers


Item trading feels like a missed opportunity


Diablo 3 vs Path of Exile


Diablo 3 vs Path of Exile: A Detailed Comparison


You should probably have put Diablo III. Reaper of Souls. solo digo.


I like the review. But one thing I didn’t like about it was that evidently you left your subjectivity regarding the “casual gamers” and “hardcore” gamers decided who “wins”. You must understand PoE was not meant for casual players, as Diablo III wasn’t meant for hardcore players as you find in PoE. Due to the nature of both games in this matter, it is unfair to compare them when this takes part.


Another thing you missed and left it to your subjectivity is that GGG has stated they won’t add an auction house system since they’re against the offline trading. However, they’re still working in something for the implementation of a trading system.


The Patch points are way too low considering this is an important matter in an online game, something that you even made clear when saying that Diablo is a game that’s focus on ending the current state of the game and then wait for the next update. This thought lead me to the think that at the end it seems like you managed the points to make look D3 as the winner, and this post you made in another review confirms it:


“As mentioned in the beginning of this review, Diablo 3 is one of the finest PC games ever created; however to truly appreciate the game you really must play it through multiple times and try the different classes. After a period of time you’ll start realizing the sheer volume of content and overall gameplay refinement which was required to bring this product to life. While the game can have its frustrating moments fighting bosses and such, the fun far outweighs the frustration. If you haven’t purchased Diablo 3, buy it. & # 8221; http://www. requnix. com/diablo-3-review


Anyway, I’d suggest to wait until May-Jun for the release of the Act 4 expansion in PoE, and make another review. I’m pretty sure you’ll like it.


No question GGG dominates D3 when it comes to patches and additional content, however I considered that category to carry less weight than the core gameplay and mechanics, etc. You’re right though – casual gamers prefer one style while hardcore players prefer another. But I also know a number of hardcore ARPGers in D3 who are running 50+ greater rifts, and that’s one hell of a challenge. Understood on GGG’s focus on “online trading” & # 8212; I think that’s a fine idea, but they could easily do this by creating an auction house that only allows instant transfers for online players. Relying on forums and 3rd party products is just ridiculous when they could control the system on their own terms IMO. Thanks a ton for the feedback though, good stuff!


“I also ran the category by a few other players (including hardcore 90+) and they also agreed that D3 beat out PoE in that category solely due to desync (and the frustrations associated with it).”


Nobody who is HC 90+ in POE will say D3 wins in ‘Endgame and Replayability’. I have rolled over 30 characters since beta, only playing HC. The endgame and replayability is literally infinite in POE. Game changing updates, maps, seasons, races, PVP…all reasons why POE undoubtedly wins this category. I also have over 500 hours in D3. D3 is the same thing over and over. I log in, yawn, log out. Haven’t touched it for more than a few hours since ROS came out. Remember when D3 tried to do PVP and how awful it was and still is? Races? Seasons? Rifts? They are all no fun at all in D3. Epic failures on every level.


Yes, desync is an issue, everyone is aware of that. Clearly this comparison, which does have some valid points, is very biased in categories that are big enough to change the outcome of the overall review. Shame on you.


Ryan, thank you for your response. First, I acknowledge I did not seek the input of any hardcore players. The review was not for hardcore players. Less than 10% of D3 players play in hardcore mode. I do not know what percentage of PoE players play in hardcore, my guess is the number is higher, perhaps 20%; but still it’s a minority. You say you haven’t played much D3 since RoS came out — it’s a very different game now, much better. I’ve played multiple 80+ characters in PoE and am near paragon 800 in D3, so I have a pretty good “player perspective” of both games. You’re right – the “features” of PoE far outweigh D3 and it SHOULD have beaten D3, but the simple fact is no matter how many cool features they add, the desync negatively impacts every aspect of the game — and I know many people who have quit PoE due to Desync. I don’t think my review is “biased” unless you take into account my experience with both games. My understanding is hardcore PoE players follow certain builds to avoid desync, which IMO removes the “diversity” that one is supposed to experience through the mechanics. The shame really goes to GGG whereas they have build a feature-superior game to D3, yet they refuse to re-architect their network infrastructure. And yes, it can be done, and yes, it can be as smooth as D3. When a game like PoE drives players away due to Desync, that directly impacts end-game and replayability, which is why it lost (and is stated as such in the explanation). The other interesting thing about the feedback on the compare is it clearly states PoE dominates a category, far surpassing D3. Nobody is talking about that; everyone is focused on the end-game and replayability and the final score. Strange. Especially given a game like PoE, made by a little indie company, almost beats out D3…


Can’t reply to you comment further down the tree, but GGG stated that the split between HC and SC players is actually at around 50% for PoE. Can’t find the source right now though, so you’ll have to trust me on this one.


You gave Progression and End Game & Replayability to D3? What is going on… This is coming from someone who has most recently played D3 as of Season 2 (hint: which started 9 days ago) and already had a full set of gear and farming T6 on hardcore… and am now done with the game. It took less than a week.


The rift and greater rift “end game” is very boring and repetitive, since there is no change. Also, comparing “Progression” would come down to gear (which both games have) and Paragon Points vs Skill Points… in which case PoE is significantly better.


Replayability is far better on PoE, since once you have every character maxed on D3 there is literally no point in ever leveling again. PoE encourages all different builds and playing classes multiple times, as well as continuing to push your character higher and higher in levels.


Also, the penalty for death on PoE isn’t “days of progression.” You are thinking of D2 at like 95+. In PoE it will set you back a few maps. It also makes sure people actually have good builds in softcore…


The rest of your points were fair, and D3 definitely has some better qualities than PoE (and were designed for completely different audiences), but the gameplay of PoE is much better and should be rated as such. I would much rather play a higher quality game than a game with good sound and voice acting.


Thanks for the feedback! The End-game & Replayability section was a bit of a struggle, and if PoE had come out on top, it would have won. The core issue is desync; no other ARPG has the desync issues PoE does, and it’s really unacceptable. As somebody who has built a number of characters into the 80’s (haven’t gotten into 90’s but I have friends who have) I can say desync impacts every aspect of the game, and my friends who have quit did so due to deaths tied to desync. This directly and negatively impacts end-game dramatically. And when I say days of progression, I mean for gamers who play a few hours a day. Once you hit 95+ you will lose days of progress if you’re playing


4 hours a day. 90 is very different from 95. But I agree the “gameplay” and “features” of PoE exceed D3. It’s just a problem when desync impacts all of these features, making the weight for comparison lesser than greater.


It’s not exactly clear it is even technologically possible to solve the desync problems, because to my knowledge, Path of Exile is the only modern ARPG for which the entire game is actually computed server-side, with the player’s client essentially only performing graphics calculations.


It is possible to solve the issue, but it requires a rewrite of the network infrastructure, encryption, and a blended method of client/server processing (like D3). I find it interesting how people think running full-server processing for PoE is a “smart” thing; it’s not – because it results in what we have seen. They can accomplish smooth play without any (or extremely limited) desync if they put the effort into rewriting their infrastructure code (both client and server). Another consideration is the point they make RE: PvP (as the basis of being server side to prevent hacking). One alternative is they could create two different methods of network processing; one for PvE and one for PvP. What it comes down to is they have an ad-hoc system they built years ago that “worked” but wasn’t refined. Until they replace the current system, the game will always feel and play like it’s in BETA.


“and if PoE had come out on top, it would have won. “… sorry I had to LOL at this insight to your bias.


As for. “… no other ARPG has the desync issues PoE does, and it’s really unacceptable.” no D3 just use to rubber band like a yo-yo. It made HC impossible, playing a melee monk impossible and yet was acceptable by Blizzard. Don’t act as though it hasn’t been an issue for Blizzard… even though they designed their game to be “desync-free”.


I completely disagree. I have a 70 of every class in D3 and am near paragon 800 (max GRift


45). D3 does not have any rubber banding issues at all compared to PoE. I admit I’ll get a hiccup, but it may be once a week for 2 seconds.


Concerning the ‘blended method of client/server processing’, I’m no expert on computer security, but I was under the impression that would leave open the possibility of manipulating the game’s memory in order to get a competitive advantage.


It does, but it can be controlled. Blizzard addresses this by monitoring the streams and hitfixing any manipulations players come up with, and soon the manipulations that can “hack” the game are prohibited and the client/server smoothness is solidified. I am unaware of any “hacks” that work with D3 anymore, and the last time I heard of one was less than a year after release. And the last one I did hear of (the speed jump teleport hack) was fixed within a day or two (if I recall).


The updated version covering 2.x has been adjusted to reflect the new lockstep system (e. g. no desync). Is there something in the latest version that still states PoE has Desync?


D3 wins a lot of categories because it’s easier / more shallow. If you’re going to include subjective stuff like that the conclusion should be game appeals to different people, not that one game is better than the other.


Well, the games have categories that are distinctly better than the other; items for example – PoE owns that category – same with crafting. D3 didn’t win due to being shallow, if you look through the categories and the weight of them (that’s the little stars) and add those up, the basic math shows where the weight is. However, your final point is absolutely correct; different gamers look for different things. A hardcore gamer will take something different away from this than a casual gamer. If PoE didn’t have the desync problem, it would have won the weight scale.


I noticed several instances, especially towards the end of your review, in which you criticize the near impossibility of reaching lvl 100 in PoE. Have you considered approaching that differently than the level cap in most other ARPGs? If the level cap in PoE isn’t thought about as a normal goal, and if a player can overcome completionist compulsions, then it isn’t really a weakness if the game. Just about any reasonable build guide or piece of advice to new players in the forums or reddit will say that


80 is a finished build, with everything over being like a chunk of D3 paragon lvls per single +80 PoE lvl. I think that approaching the level cap of PoE as if it functioned within the game the same way level caps tend to in other games doesn’t take fair account of GGG’s design philosophy when evaluating their work. Taking a build beyond lvl 85 is an *optional* form of end-game, but isn’t necessary to “beat” the game (as in, clear pretty much all the content), nor intended for every (or even most) character(s).


I agree; but the issue is if a player wants to stay with the same character, they encounter a brick wall (or an uphill mountain) where character progress essentially ends or is minimized. While one can focus on gathering items and currency, you’re right; after 85 it becomes fairly moot due to the requirements. What would be nice is a system that entices players to keep playing their favorite character beyond “farming”. But this also comes down to play style and the differences in expectations between the players. Almost every level-cap game out there (online at least) has some sort of alternate advancement system; D3’s is the paragon system. More in-depth games like EQ2 have a very extensive AA structure which players can pursue in tandem with leveling. I think PoE would be an even better game if they adopted some sort of AA system in conjunction with the excellent features the game currently has.


How many level 100 characters did you have in D2?


I think my main got to 98-99. Been so long though I cannot remember the details; but I remember abandoning her. If i recall she was the archer class and we regularly farmed bloody highlands


For starters… “Difficulty” and “Learning Curve” seems to be covering the same topic and your comments in both sections seem the same with both resulting in a D3 “victory point”. I mean in the “learning curve” section you even state “D3 allows excellent control of the game difficulty”. Personally, I think it is either article padding or you got confused in writing; perhaps “difficulty” should be “Challenge” as in how challenging is the game to play and then leave “Learning Curve” to the complexity of understanding the game.


Death system… It is amusing that you think repair bills and respawn timers aren’t annoying, at least in POE you can level, repeatedly try a difficult boss/encounter and die repeatedly without being sent broke whilst waiting to play the game. You also know that you can ALT+F4 out of the game to prevent death… game content is designed to be more dangerous with this in mind, otherwise GGG would disable ALT+F4 and tone down the content to boring levels. Plus, at level 90 you are well beyond the end-game and getting to level 100 is supposed to be difficult. Unlike in D3 where level 60 was a breeze, so they had to add Paragon Levels to give players something to do.


Next “End Game and Replayability” is a joke… you spend your entire summary going on about the amount of flexibility and customisation in POE (and unchallenging and repetitive side of D3) only to repeatedly refer to POE’s death penalty and desync as justifiable options for D3 to win. Mark replayability for what it is and that is POE’s map system is far superior than anything D3 has to offer.


Invetory & Stash… you know POE has a search function for your Stash, right?


Progression… I don’t think you quite understand the POE meta here. End game in POE is reaching maps (around level 66). There are a few ultimate challenges that are supposed to be very difficult for the extreme players, but these aren’t for everyone: reaching lvl 100, killing Atziri, killing Uber Atziri and killing Abaxoth. This is because POE is still a work in progress. GGG will be releasing up to 10 Acts in total and the level cap will always be 100. As new acts come in the difficulties will be removed and mapping will be pushed higher and higher. Your comments here suggest that you just don’t get it.


Guilds… so POE has a guild stash and D3 does not, so it is a “tie”… lol what. A shared stash is one of the most important, if not the most important, part of a guild.\


Parties… you state it is less distracting to “only see your drops”, but in POE you can trade, so seeing the other loot is valuable. An ideal piece of gear might drop for someone else, you see it and you can request it. You can also turn off the item labels, so that they are only visible on a key press. Do you even play the game?


Graphics… POE gets a bad rap for it’s graphics and somehow D3 seems to do no wrong. Some D3 players think POE is just like D2 style graphics, but I would suggest D3 is closer to D2 than POE, just consider the following, not only is the game art over POE superior to the washed out D3 graphics, but look carefully at the UI HUD, so much more detail in POE’s:


However, D3 animations are far superior and that is without question.


Bugs, desync, game design choices and atmosphere… sort of all related… something you never touch on is game design choices. Such as how POE has intentionally including evasion, dodge, stun and moving away from attacks/spells. AFAIK in D3 attacks always hit (it is their method of avoiding desync). Also areas in POE contain a lot more obstacles and tighter spaces to create more atmosphere. Compared to D3 whose areas are more wide open and fewer obstacles (another method of avoiding desync). POE encourages ALT+F4 use to save you from death, so it can contain more challenging content. POE’s use of tight spaces, music, lightning and shadows creates a more intimidating world than D3’s WoW inspired washed out colour palette. It took a year of negative feedback and RoS expansion for Blizzard to address the lacking atmosphere of D3.


In summary, I did enjoy your write-up, you obviously have your preference, but it is a good in depth comparison. I think the over score should be closer, if not POE should come out on top. POE does a lot of things well compared to D3 in the ARPG, conversely D3 does really GREAT things in a few key areas.


Thanks for a great response Kaysee. PoE would have come out on top if it didn’t have the desync issues. Desync is the #1 problem with PoE and will continue to be until it’s addressed (or resolved). But I think all of your points are valid.


Regarding your comment on guilds: neither PoE nor D3 does guilds well. If we merged the announcement/sharing details of leveling up, finding uniques and a shared stash with access rights, then we would have a winner. The first to implement a combination of these will have the heads up. A stash with no other announcement features IMO doesn’t equate to much as a guild is supposed to entice sharing and communication.


Regarding your comment on replayability, I believe there’s a core rule to making a good game – do not take from the player, only give, and limit/restrict/refine what you give based on the player’s progress and skill. While we can talk about 10 acts in the future, the simple fact is no acts have been added in roughly two years. Act IV comes out in a few months and you’re right; that will change a lot – but the current system ensures players hit a brick wall – and for those who want to keep playing a character they love, they are pushed into “hardcore” mode, ensuring suffrage with every death. This entices players to not be adventurous and try new things. There’s a difference between being difficult and losing hours (or days) of gameplay time. The PoE model is just too harsh except for the most hardcore players. Note I ran this section by a number of players, some level 90+. They agreed that PoE would have won in replayability and end-game if it didn’t have the desync issue. So while I do not endorse the current system, it’s current structure is degraded by the networking problems that have plagued PoE since day one. While I have multiple 80’s, right now I play a L80 tornado shot on fiber and 50-65ms ping and the monsters are out of sync around 50% of the time. This is unacceptable. If the game functioned without this problem, perhaps the perspective on the current leveling system could be experienced more clearly, but as it stands now, it’s blurry and full of noise. I get the game model; I’ve designed level-based game models similar to PoE. I just think it’s a poor design for what PoE “could” do in this area with potential AA.


Let’s be honest; even if the death penalty was removed (and GGG considered it until the community freaked out), very few players would ever make it to 100 – but at least they would see progress towards such.


“Regarding your comment on replayability, I believe there’s a core rule to making a good game – do not take from the player, only give, and limit/restrict/refine what you give based on the player’s progress and skill. While we can talk about 10 acts in the future, the simple fact is no acts have been added in roughly two years. Act IV comes out in a few months and you’re right; that will change a lot – but the current system ensures players hit a brick wall – and for those who want to keep playing a character they love, they are pushed into “hardcore” mode, ensuring suffrage with every death.”


Are you referring to “Replayability” or “Progression”? Your answer seems to be responding to my comments from 2 sections.


FTR you also left out one other important comparable… precio.


Look overall it is extremely obvious this was a “Top Down” written article: you already had a bias conclusion (D3 is the winner) and you then completed the segments to fit your conclusion, hence why you use the “bailout” desync and/or death penalty complaint.


But that’s cool, your site, your article… it was a good casual read.


You bring up a good point; I did leave out the price Paid model, but did so because I felt the price didn’t impact the “gameplay experience” & # 8211; although one could say it does given the breadth of purchasable options in PoE. Perhaps 2.0 will include it


I was referring to replayability. As I’ve mentioned, PoE would have won if it won Replayability and End-Game — but I just couldn’t give it credit for that because of the impact of desync. I also ran the category by a few other players (including hardcore 90+) and they also agreed that D3 beat out PoE in that category solely due to desync (and the frustrations associated with it). Heck, last night after posting the review, I was talking with a player who had multiple 90+ characters and they were telling me how desync is the bane of playing at end-game and they have to craft characters to “work around it” (thus avoiding certain builds because they are essentially unplayable at end-game due to desync).


I don’t think the review reflects any bias. I wrote each category independently and weighed them out based on importance of category and winner in excel, and the math (shown at the bottom) is what it came out to be. Also, I think a lack of bias is apparent given PoE wins category dominance more than D3; many times more.


It was interesting for me to read all article, because I have been playing both games for thousands hours. I agree almost every your opinion. You have deep understanding for both games which is nice. However one thing I need to say is D3 is support up to 4 not 5 (thats too little imo).


Best D3 vs PoE comparison I have ever seen.


Pretty good review. Some of the categories are more subjective and based on preference, but overall not bad.


Not really sure about the rationale behind making D3 the winner in replayability. Desync is a problem in PoE for sure, but despite this it doesn’t change the scope of the end-game, the number of build variations, the varying race events, and 3-month leagues. That’s not including the constant updates, new skills, and new uniques added to the game. You made the comment about asking other player’s opinions on this category while referencing their character accolades, but seem to neglect that such accolades suggest replayability regardless of their opinion.


Of course then there is the obvious fact that PoE’s success as a F2P game has been predicated on continuous community support, which isn’t going to happen had the game not had the level of replayability it has. D3’s biggest success was being a long awaited and massively hyped/marketed successor to D2.


Thanks for the feedback! A key issue is most people quit PoE because of Desync (I’ve known numerous people who have done so). I think that has a huge impact on replayability and carries serious weight even considering the valid points you make about the “mechanics” of PoE being stronger than D3 for end-game and replayability. Unfortunately, the real application of the “Beta-like feel” of PoE due to desync negatively impacts all aspects of the game, regardless of how cool a set of features are. But the face PoE nearly beat out D3 in a weighted metric is a monumental accomplishment for such a small team out of New Zealand. Here’s hoping that 1.4 includes a technical overhaul that addresses this core problem! What I find interesting is the reddit posting with the numerous comments (all ragging on this point) failed to mention retention issues tied to end-game. Simply put if a game has retention issues due to a technical design (and desync is probably the #1 reason players quit), that’s a serious replayability and end-game issue that cannot be overlooked.


It is very clear that a great deal of time went into this review and comparison of both games. Although I am personally a Diablo fan, I can appreciate the virtues of PoE. Diablo for me is a fun and engaging way to waste time and have fun with friends. I usually walk away from a play-through feeling like I have accomplished something. That said, I am a fan of Dark Souls and Day Z, so anyone familiar with those titles should know that I am also very much a fan of punishing game systems. Diablo Fills a niche for me and is the game I have clocked more hours on than any other title i have owned. That said, I think this was a fair comparison and want to tell Mr. Allen that the overall presentation and information provided here are worth the read (even if you don’t agree with all the points made). Thanks for posting this.


Im surprised at D3 winning the connectivity/downtime and bugs categories. I mean come one does the writer even seriously play D3? High latency spiking, desyncing, and disconnects have been plaguing the game for quite some time. And you put in the bug free section “no desync” as the reason when that has nothing to do with “bugs” because that is part of the above connectivity issues. It seems as though you are avoiding. D3 in fact has quite the bug issue and in fact its worse off in some ways because devs tend to sit on fixes until major patches come around where as PoE will at least fix things regularly.


David, where are you located? I’ve had no connectivity issues at all from San Diego or Seattle (


35-45ms ping) nor have I witnessed any real desync with D3. Nobody else I play with has complained about connection issues either. PoE on the other hand literally has desync built into its infrastructure. I’ve also never seen any major bugs in D3, only minor quirks that are rare. There’s really no comparison. One could say I’ve played a bit of D3 as I’m close to Paragon 800


@David Allen I am from Louisiana. You really only have to visit the tech support forums for D3 to realize that it happens there too. Primary reason is likely the shared data center for WoW, D3, and Hearthstone on the already congested ATT lines. In D3 if you desync, which is very possible with things like tempest rush still but even just running around as normal too, then you get either A) a very long delay sometimes ending up with you dieing (probably the D3 server booted you) or B) you get snapped way back also called “rubberbanding”. I agree that PoE has it as a very common problem but they have “/oos” to help you work around it where you just have to deal with it in D3.


Wow, I can’t imagine playing D3 with desync. It’s always run flawlessly for me. I’d say since its initial release I’ve had “desync” less than a dozen times. And that’s playing all classes to 70 and paragon to near 800. Just tonight, playing PoE for an hour or so, I’d get some form of desync every minute or so. Not major, but monsters popping, etc.


Version 2.0 of the comparison has been posted.


Well GGG said they trying to fix dsync now. “as Diablo III wasn’t meant for hardcore players ” are u stupid bro or what? Blizzard said before d3 realese that Inferno will SO HARD that u cant imagine, it obviously was focused as hardcore game. But after 2 weeks when ppl starts to whine they totally nerfed hardcore. 1 more word about dsync – as David said some of his friends quiet coz of dsync. I have played poe for 2.5k-3k hours totall only hardcore leagues made another 95 lvl at bloodlines and most of my chars was lvls 90-95, because its just boring endgame to get lvl 100. So i wanna say dsync N E V E R was problem for me or for another skilled player, for whole time i died mb 2 times to dsync. Dsync is problem for new(casual) player, but when u become experienced u can easly prevent death to dsync. Great post POE is great game, cant wait for A4


I agree; once you learn about desync, an experienced player can avoid it – but the downside is some of the skills are therefore avoided (e. g. cyclone freeze). This is unfortunate as desync causes players to avoid alternative builds that could be fun. My current 86 build has little to no desync, unlike my 82 Tornado Shot. Here’s hoping 1.4 removes the issue entirely!


Sry, english is not my native language, thx for great work.


Oye. I just sign up to tell you that you forgot to list PVP for the comparison. Poe has pvp rewards as in points for micro-transactions and amongst other things. Which motivate people to play and lead the curious to try it out. Which impresses me that they have low leveling (More even max level is 28) And high level battles level 70+


From my experience the PVP duel reminds me of diablo 2. But so far i’ve some really friendly people while dueling. Players respect one another and usually say hello first. There a timer letting you know its ready to battle. or you could simply say “Ready” After the battle is done we go our separate ways and its a good way to communicate with other people with certain builds. from my experience i asked the players who defeated me, letting me know some tips. Interesting interaction with people. Every style melee vs range is different.


A new master name “Leo” You can complete his mission to get special PVP crafting


Only problem i find with pvping. That is difficult to find the right match up with people. it takes awhile. On the positive side. they have a PVP ladder system along with gaining points for your master leo… The more points you have the more items you unlocked and crafting abilities. Alot of improvement is still needed for Poe PVP. An idea i would think of would be battle hordes of monsters for “Vaal souls” then fight your opponent. New pvp mode has been implemented. i haven’t tried it yet but there is “Capture the flag” in a 3 vs 3 fight.


I agree there should be a category for the PvP.


Thank you for the very VERY comprehensive and detail explanation on the differences of both games. Some of my friends asked why I liked POE more that D3, and most of the times, I don’t know how to explain to them seems both games are so different from each other, while still being in the same genre.


Now I can just link this to them and let them read and learn by themselves. And I agree with most of the thing you wrote. POE is generally better for me too. The build diversity, the constant update, responsive developers, new leagues with new mechanics every few months. They just keep making reason for me to return to the game over and over again. Now Im more on playing Destiny, but I always come back to POE once in a while, but never D3. GGG deserves all the support they got from the community. If there is a “Best indie game developer” award, Im sure GGG will be nominated. They can even win that award easily.


Good job on the comparison, and keep up the good work. Peace


Grinding Gear Games wins the best indie developers indeed.


They cannot fix desync if you want to keep the complexity they have at the moment stuff like Stuns & Accuracy are both something that have to be commuted between the client and server if those where removed there would be less desync (especially Stun) but that would remove a lot of builds as well. Blizzard removed stuns and accuracy because of this issue, they never actually fixed it. You can often see this with melee hits that are impossible to avoid getting hit by in D3 even if you are out of range when the hit is actually being shown on the client and that is actually a lot worse in my opinion.


As someone else stated Desync only really matters to new players if you played PoE for a while you know when you are proned to getting desynced and know how to avoid it + having /oos bind on mouse 4/5 is usually a good option.


D3 has its own issues instead of desync you will hit an ability and nothing will happen far more often then PoE its very noticeable when going between the game’s responsiveness is a big deal for me cant tell you the number of deaths i’ve had in grifts 40+ because I hit an ability and it just doesn’t do anything the only fix is to spam every button while after you play PoE awhile and understand desync its very minimal I would rather have responsiveness. Now from a new players standpoint I can really see it being a turnoff.


Strange, I’ve never really had an issue like that with D3. It’s always been very responsive.


Diablo 3 is a game that was made with the purpose of being a financial successful, and to achieve that, Blizzard were willing to make decisions to betray the true spirit of the Diablo franchise, and not only by making it a casual game. For example, Diablo has always intended to be dark and gritty; but for Diablo III they went for a colorful and cartoonish graphics, and that’s something you don’t point out in your review; instead, you praise it. Furthermore, another fact that you don’t point out in your review, is that the set of gears system in Diablo III totally breaks the build diversity of the game, because it promotes the creation of meta builds.


By the other hand, I personally think you should add a category to analyze both Staff Support 😉


I have played both of these games a lot. I do prefer POE and am very excited about their new expansion. I thought your analysis was very fair.


Diablo 3 has no desync issues. Lo siento. But it doesn’t. I’ve even played it while being tethered through my iPhone LTE connection. I’ve never experienced rubber banding or any of that. I think people are bashing it to protect their preferred game.


Itemization and character progression is better in PoE, but graphics and animations, polish, etc. In D3 really blow it away.


I dint think end game and difficulty should be about arbitrary death penalties and progressively slower leveling.


I also think designing a game with the intent of getting players to play a second character due to limited respecs is a good idea and I quit the game for that reason.


PoE is a better product in theory, but D3 is a better product in reality. Most players don’t care about the Holy War of old D2 players. They just want a fun game that runs well and is enjoyable to play. D3 is a lot more immersive.


I like POE’s low system requirements. But I think D3’s OS X compatibility matters more.


I think Diablo doest CoOp better as well and its superior in the way you can change the difficulty on the fly, with a lot more difficulties to choose from.


& Gt; & gt; PoE is a better product in theory, but D3 is a better product in reality. Most players don’t care about the Holy War of old D2 players. They just want a fun game that runs well and is enjoyable to play. D3 is a lot more immersive. & Lt; & lt;


You're right. D3 is more a spinoff, than continuation of the diablo series. You could say throwing out all complexity of its predecessor, the devs have shaped D3 into a perfect shortterm fun experience: Well polished and highly accessible Hack'n'Slay popcorn, with the downsides of being rather shallow, using simple tactical choices instead of real character development decisions and lacking in longterm fun due to the devs seemingly missing the vision to have planned for more than adding further variations of the same candied popcorn in different coatings. That's exactly what most players want. Indeed. Because else one would have to actually use one his imagination and put on his thinking cap. Thinking hurts enjoyment and immersion: The casual attitude plain out in the open as it is… And man…: Does Blizzard still know how to make tasty popcorn, or what?!


PoE, on the other hand, is more like the full arpg meal; better said more like having a barbecue, while having a six course meal and a full buffet on the side: A rather deep design of visionary, still growing complexity that entices the players to imagine, plan and play out their own ideas, though it's lacking on both D2s gradual increase in complexity and, to a degree, its logical coherence, while still having quite a good amount of room free for polishing yet to be done. Not a game for anyone. Clearly. And immersion only happens by actively using ones own braincells and imagination. You must be really hardcore to play that one, don't you think?


You should also take in consideration PvP.


PvP in ARPG’s in an awful, awful idea. Complete waste of time and resources in development.


Pretty good comparison. I agree with most but not all, just my personal take though. I have to agree about the lost time due to dying at high levels. A death at 90+ can literally cost 1-2 days of playtime for a casual gamer who doesn’t have much time to play due to work, and from experience I can say that only a tiny fraction have been my fault. Almost always due to desync. I have a character with 7500hp and he still has ridiculous deaths on occasion due to horrible gameplay mechanics. In any case, higher level maps will solve the issue of the death penalty being too great at high levels. Once you get to the upper 80’s, the death penalty starts to become unreasonable. 10% at level 80 is not much time lost. 10% at level 90 is LOTS of time lost. Shouldn’t be so much of a difference.


It’s also funny to note that in 500 hours of gameplay I’ve only seen 6 high level maps drop, EVER. I’ve gotten more exalts than I have level 77+78 maps combined. That’s awful. There’s RNG, and then there’s GGG’s bad algorithm RNG (since hopefully you all know that there is no such thing as true randomness with computers). The RNG in this game is beyond atrocious. I can get a unique out of a grey strongbox, but only white items out of a yellow strongbox with 1800% rarity increase. That should NEVER happen, not in anyone’s version of RNG, and yet it happens OFTEN.


PoE is a terrible game that still manages to be quite fun somehow. It’s the strangest thing. My friends and I that play only do so because there’s no other ARPG worth playing at the moment. We played D3 but aren’t on board with the idea of spending another 40 dollars for the expansion. 80 dollars for the whole game is obscene in today’s PC game market. I’ve spent 30 on PoE for stash tabs and gotten more time out of it than I did the base game of D3.


Also my friends and I think the loot system in PoE is bad. They want to encourage trading + crafting to the point that 99.9999999% of self found items one will ever find in the game are atrocious. And honestly, the trading in this game is so bad it’s not worth the time. And frankly, so is the crafting for that matter. The crafting is just, bad. Really bad. I’ve heard many people describe PoE as a crafting and trading simulator with some light ARPG elements mixed in, and I can’t completely disagree with that.


PoE is most definitely designed for the ultra-nerdy or wealthy person that can spend hours playing this game without having to work for a living. I’ve had some fun with the game, but the longer I play it, the more I see just how bad of a game it really is. ARPG’s are all about the loot to me, and this game gives the worst loot I’ve ever seen.


Great feedback AbraC. I agree with your representations, although I would restate “PoE is a terrible game that still manages to be quite fun somehow” to “PoE can be very difficult and frustrating yet somehow manages to make the experience fun”. I played a ton of D3 and PoE, and am now playing Marvel Heroes 2017 (I wrote a review here: http://www. requnix. com/marvel-heroes-2017-review ). I have to say MH is one of the best ARPGs I’ve ever played; I highly recommend it. I’m also in the PoE BETA and can say the changes paired with the new lockstep code (which removes desync) really makes the game a ton better. I’m excited about the official 2.0 launch of PoE in July (plus Chris Wilson is one of the nicest devs I’ve ever met). Sadly they still won’t do anything about the death penalty, which is unnecessary and drives people away. The loot system in PoE isn’t the issue; it’s the lack of a solidified trading system. Bartering becomes tedious after awhile. I hope after 2.0 they investigate building some sort of auction/trade system.


To wrap up; if you want fun, try Marvel Heroes 2017. It’s amazing.


To start off, thanks for this!


Now….please update this to reflect the changes made with POE 2.0!


Diablo 3 real-money auction house now allows gold trading, prices crash to 27p per 100,000g


Having gone live yesterday in America. gold is now available to buy on Diablo 3's real money auction house in Europe. For a mere 27 real pennies you can buy the lowest bulk unit of 100,000 virtual gold. That's 27 pence to unlock a small, game-breaking fortune in Diablo 3. Legitimising cheating, it seems, has made it damn cheap to do.


The update to the real money auction house follows last week's unlocking of the remaining commodities. your gems and your crafting materials. The minimum spend on the RMAH remains set at £1, meaning that at current prices you must purchase at least 400,000 gold. Blizzard take a cut of 15% of the sale price on all real-money transactions, as well as 15% of any amounts being transferred out of your Battle. net wallet. That is to say that, if you sold one million gold at the current going rate of £1.08, Blizzard would make a cool 16p on the transaction (and a further 13p when you remove your gold-selling gains from your wallet).


The rock bottom price of gold at the moment is likely due to the Scrooge McDuck style pools of gold coins hoarded by players waiting for the opportunity to sell, which are now flooding the real money auction house and pulling prices down. I'm no economist. but I'm guessing it can only go up from here.


Diablo 3: Reaper of Souls review: human shield


Reaper of Souls is the latest example of developer Blizzard's willingness to change everything.


It's not like the developer has been ignoring Diablo 3 since the controversy of its launch in 2012, or its subsequent massive sales success. Just a few months later, Blizzard added the Paragon experience system and new player selectable difficulty tweaks along with regular patches. But Blizzard has been saving the biggest changes for Reaper of Souls . Diablo 3's first expansion.


Blizzard has a history of making major changes to their games in the wake of extensive player feedback, and Reaper of Souls is no exception. The much-maligned auction house? Ido. Difficulties? Completely changed. The Paragon system? Reset and applied account-wide to every character. There's hardly an aspect of Diablo 3 that Reaper of Souls doesn't change, all in the name of player satisfaction.


In fact Reaper of Souls adds so much content and so many changes to the existing game — much of which you don't actually have to pay for — that I found myself wondering if there might be such a thing as too much good stuff.


NEW EXPERIENCE


Diablo 3 's post-cap experience system has been rebooted for Loot 2.0 and Reaper of Souls . The Paragon system now applies account wide — meaning every character regardless of their base level reaps the benefits of paragon experience. As you gain paragon levels, you assign a point in one of four categories. This adds small bonuses to higher level characters, but the real change can be felt with lower-level alts — the changed system makes it much easier to play new characters and level them up faster, and play more challenging difficulties sooner.


A major portion of Reaper of Souls ' additions to Diablo 3 came in late February for free in the form of "Loot 2.0," a significant retooling of the game's underlying mechanics and systems. That patch was so-named for changes in Diablo 3 's "drop-rate" — the rate at which items spawn in the world, and what kinds of items players will find. While Blizzard has previously tweaked Diablo 3 's item drops in response to player input, Loot 2.0 dramatically increases the amount of magic, rare and the most-coveted legendary and set items found in chests and through conquering monsters in-game.


Players will also more often find items specifically tailored to the character class they're using when they find that gear — demon hunters will find weapons and accessories that often has bonuses to their unique skills, as will barbarians, witch doctors and the rest.


This change alone adds a more consistent reward loop, and players who have invested dozens of hours in search of powerful weapons and armor pre - Reaper of Souls won't be able to hide behind their existing tools. Mirroring Blizzard's moves in World of Warcraft and its many expansions over the last ten years, all pre-patch gear is now obsolete. Within an hour of play, my level sixty demon hunter was dealing — without exaggeration — a thousand percent more damage per second than I had been previously.


This drastic renovation of Diablo 3 's item economy pairs with a complete revising of every character class's skill tree. Several skills have been replaced entirely. Others have been moved from secondary, limited use to so-called primary skills that serve as main attacks that can be used endlessly. The rune modifiers you unlock to tweak your skills have also seen considerable changes and rebalancing.


On Diablo 3


From a thousand feet up, Diablo 3 resembles Diablo Past, more or less. It's still a game defined almost entirely by clicking on things — you click on the ground to move your character to that point, you click on items to pick them up, you click on enemies to make them dead. Enemies yield randomly generated loot. Loot, more than levels or character progression, remains the beating heart of Diablo 3.


While all of this is familiar, Diablo 3 quickly makes scandalous departures from previous games. Skill points and attributes are out. Instead, each class's attributes increase automatically when a new level is gained, and new skills unlock over time at specific levels.


Potions are a thing of the past — replaced by one-time health globe pickups dropped by downed enemies. Town portal scrolls? Ido. Magic weapons already have their properties laid bare. Rare and unique items merely require casting time to identify, rather than a depletable resource.


In some ways, these moves are reminiscent of the basic philosophies that seemed to drive Diablo 3 back in 2012 — to make for a more active game, with less trips back and forth to sell items, less potion management, more combat etc. But Reaper of Souls ' changes to the basics of Diablo 3 make for a more accelerated arms race.


The other side of Diablo's eternal conflict hasn't gone unchanged either — elite mobs and boss characters have seen a change in the ways that they do damage and the minions they appear with, and the tendency of bosses toward one-shot kill attacks and combinations seems less prevalent than they once were. At least, that is, until Act 5.


While all that I've just discussed is now a part of Diablo 3 with or without buying Reaper of Souls . Blizzard isn't giving away everything.


Reaper of Souls continues Diablo 3 's story with a new act set in Westmarch, as the angel Malthael enacts a plan to permanently end the war of souls that's acted as a fictional backdrop for the series as a whole. The story here is a little less cliched than the main game, and also manages to work in a good amount of new backstory and character development for major characters and every player selectable class.


This includes the Crusader, a new class capable of dealing huge amounts of damage and taking even more. But every class gets more cool stuff via Reaper of Souls . with an increased level cap at 70 and new active and passive abilities. There's a consistent theme in these new abilities, almost all of which are focused on damage, and lots of it.


The result of all these system changes and tweaks is a more immediately gratifying game. Where Diablo 3 's fights and progression were a great modernization of the action RPG formula, Reaper of Souls makes it looks measured and austere in comparison. It's all about more: more gold, more loot, more action, more monsters, and all right now.


BIDDING CLOSED


The auction house — real-money and otherwise — is gone from Diablo 3 entirely. But Blizzard hasn't stopped there. The entire in-game economy has been sealed more tightly as legendary and set items are now account-bound, preventing ad-hoc item selling and trading between players almost entirely. The loophole? You can trade legendaries and set items for a short time with players who were in your game when you found them. Along with the increased amounts of gold and items that drop in co-op, this incentivizes multiplayer in Reaper of Souls and Diablo 3 even more.


THE MYSTIC


Reaper of Souls focus on near-instant gratification is most obvious in its new craftsperson, the Mystic. The mystic allows you to "re-roll" a specific attribute of any item, assuming you've got the necessary materials. For more particular players, the mystic will also change the appearance of any item, transmogrifying its appearance to that of another item of the same type that you've found — again, assuming you can pay the price.


The new Adventure mode is the purest distillation of this idea. In adventure mode, the story and narrative objectives are gone, replaced by bounties spread across the world of Sanctuary. Unlocked once you complete act five, adventure mode takes the unofficial end-game idea of boss rushes, mission runs, and loot grinds that players have applied to Diablo 3 since release and codifies it.


In particular, adventure mode is a great mode for co-op players — it's easy to pick the kind of missions you want to run without waiting to get to specific parts in the main campaign. And the Nephalem Rifts you earn the right to open by completing bounties are the ultimate combat crucibles for larger groups. In this way, Reaper of Souls seems even more tailored to cooperative play than it was before, which is aided by the redone difficulty system. Normal, Nightmare, Hell and Inferno have been replaced by Normal, Hard, Expert, Master and six tiers of Torment difficulty — each of which scale to the character levels in a game.


All of this adds up to a game that feels newly, relentlessly playable, even after I clocked 100 hours plus in the game before between platforms. Where I had previously had my fill of the game for a while, Reaper of Souls has successfully pulled me in, making me interested in playing every class for the first time since the pre-release beta.


My only concern after spending an additional 30 hours with Reaper of Souls is fatigue. It's easier to lose hours and hours of time in Reaper of Souls ' loop, but I found I needed longer breaks between sessions than I did in Diablo 3 back in 2012. There's so much going on at all times now, so many explosions and flashing lights, so many magic items, so many crafting decisions, so many different objectives that I sometimes felt a little overwhelmed. The experience can sometimes feel too rich, like eating dessert for dinner — and that makes me wonder how Blizzard's desire to give players everything they've always said they wanted will pan out a hundred hours of playtime from now.


Wrap Up:


Reaper of Souls reinvigorates an already great game


Of course, most developers would commit crimes to have players ask that kind of question of their games. Reaper of Souls is a Blizzard expansion through and through, an example of the developer's willingness to re-examine every decision to make a game that old players can find new again, and new players can get into just as easily. Even after giving away big pieces of its best changes for free, Reaper of Souls demonstrates the kind of add-on that makes other expansions seem stingy by comparison, reinvigorating an already great game.


Reaper of Souls was reviewed using a retail code purchased by Polygon staff. You can find more information about Polygon's ethics policy here .


How to Trade Gold Between Characters in Diablo 3


Important: Click Here to get a FREE Diablo 3 Reaper of Souls Strategy Guide.


Trading Gold Between Your Own Characters


Trading or accessing gold between the characters on your own account is extremely easy. All of the gold you have on all characters is accessible through your stash. Basically your gold is shared on all characters so that the amount you have on one character is the amount you have on all, meaning it’s all the same. This means that there really isn’t a way to trade gold between your characters because they all have access to the same gold. This makes it easy to buy things and to do things across your account but some players might find it annoying that there is no separation because characters like there is in other games such as World of Warcraft.


If you want to trade items between your characters look no further than your stash. Any items you’d like to share with all the other characters on your account can be shared simply by placing them in the stash. When you login on any other character and check the stash you will find any and all items placed there by any and all characters on your account. Again, some players find this extremely convenient and easy to use, it means that you don’t need to do any time consuming trades or mail (Diablo 3 doesn’t have a mail system so this is hypothetical) items across various accounts. On the other hand, other players wish for a mail system or separate stashes so that they had more space without having to pay for more tabs of space.


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Diablo 3


Diablo 3 Overview


Diablo 3 is an action RPG that sends players through hell and heaven to kill Diablo and his demon-spawn. Six character classes offer unique playstyles that complement each other in parties of four players. Learn your character's talents and customize your skill layout to slaughter endless waves of hell’s minions. Items possess random stat bonuses that further refine your characters build, such as critical hit bonuses, elemental bonuses, and random properties. Elite enemies challenge players with specialized skill combinations and must be tactfully combated to successfully defeat them. A random level generator and random encounter generator ensures that each dungeon crawl is a different experience. Diablo 3 promotes player cooperation, allowing players to partner with up to three other players. And players are able to test their skills against other players in the PvP arena, in a mode called Brawling.


Diablo 3 Key Features


Easy to swap skill sets that add up to an innumerable number of builds and playstyles for every class.


Competitive ladder system


Level generator changes dungeon layout and monster encounters for every game.


Equipment drops have random stats so that no two gear pieces are exactly the same.


Special Elite mobs possess up to 5 special abilities and challenge players to fight tactically.


Diablo 3 Screenshots


Diablo 3 Featured Video


Diablo 3 Classes


Witch Doctor: A ble to communicate with spirits, the Witch Doctor summons the souls of the dead to fight for him. Surrounded by rotting flesh and vermin, the Witch Doctor defeats demons by chanting curses, hurtling poisons, and crippling enemies from afar.


Barbarian . Strong as stone and as immense as giants, the Barbarian slaughters the onslaught of hell’s minions with brute force. The Barbarian prefers close combat, using mighty weapons and becoming stronger with every subsequent strike.


Demon Hunter: Swearing vengeance on demonspawn, the Demon Hunter reigns destruction by fast-firing their crossbow, and is adept enough to dual-wield the ranged weapon. They employ traps, grenades, and hand-thrown weapons to cut down hordes of minions.


Monk: Honing their minds and bodies, the Monk channels divine powers through sheer will. Their knuckles harbor waves of destruction, and crescent kicks along with elemental attacks shatter any demon unfortunate enough to be in their way.


Wizard: Channeling arcane energy, Wizards manipulate the forces of nature to freeze, burn, trick, and deflect hellspawn. They make up for their weak defenses by turning demons to ash through powerful destructive spells.


Crusader: Holy warriors trained to channel sacred powers, the Crusader uses flails and immense shields to slaughter the demons of hell. They can cast destructive, divine spells and draw enemies towards them while buffing allies.


Diablo 3 Review


I was awake until the sun rose the night Diablo 3 released, clogging the server queue with friends by impatiently pressing “Login” until the game finally accepted my credentials. For the next two months I lived in Sanctuary, traversing heaven and hell, and spending hours grinding for loot with. My friends and I ran through every difficulty level with joy. And when the paragon system was released, we raced to see who could break level 100 first. Eventually, my Monk was clad in legendary gear, dishing out over 100,000 damage with each knuckle (I was proud at the time). Today, Diablo 3 is as fun as it ever was. It’s one of the best top-down dungeon crawlers to eat up my hard drive.


The Nephalem Awakens


Diablo 3 lets you pick from one of six classes (the sixth added with the Reaper of Souls Expansion)—Barbarian, Crusader, Demon Hunter, Monk, Witch Doctor, and Wizard. Some are better suited for survivability, like the Barbarian, while others specialize as a glass cannon, like the Wizard. You’re not going to find deep character customization upon creation. Although, unlike Diablo 2, you’re not gender-locked by what class you choose. I chose to play a female Wizard named “JamesRandi,” and entered the world on Normal difficulty.


Looking Good While Killing Demons


The isometric visual style of Diablo 3 is one of my favorites in any video-game. It’s almost cartoon-like in its presentation, with smoothed edging and colorful environments. But any childish-apsect is undermined by the its serious tone. Overturned wagons coruscate scattered corpses, human and undead alike. The haunting fog of New Tristram is contrasted with the gleaming desert surrounding Caldeum. Skill animations look fantastic, each skill imbued with a distinct flavor that pops out on your screen.


Rag-doll physics makes killing waves of enemies an entertaining bloodbath, as defeated enemies fling through the air. Even cut-down bodies flop if your skills hit them. Meticulous attention has been paid to the world of Diablo 3. Scattered voice-acting adds a narrative element for players wishing to immerse themselves into Diablo’s deep lore. Consdiering Leonar Boyarsky was one of the lead designers, previously one of the key designers of Fallout, it should come as no surprise that Sanctuary is a finely polished world. I sent JamesRandi into town to investigate the sick smell in the air.


After one-shotting a couple of reanimated corpses you’ll start to unlock skills. By default, you’re first two skills are bound to the left and right mouse buttons respectively. Additional skills are bound to 1-4, adding up to a 6-skill build. You can swap the keybinds around when not in combat. It’s a simple system that makes combat smooth and easy to navigate, particularly when you’re dodging and attacking legions of the undead.


So you have six slots for skills, and each slot corresponds to a skill category. Within each skill category there are 3-4 skills to choose from. And then each skill is further refined by skill runes. So my Demon Hunter’s secondary skill is Rapid Fire, and the skill rune I’ve attached is Fire Support, launching homing rockets instead of the default arrow bombardment. I could switch it out for the Bombardment skill rune, turning Rapid Fire into a barrage of grenades. And every skill rune changes the skills animation, making them both distinct and attractive.


Every character has 4 passive skill slots, with


16 passive skills to choose from by the end of the game (the number varies by class). There are a ludicrous number of possible builds for your character. It can be a daunting task, but Diablo 3 makes it easy to test your skill set; switch them out when not in combat. You’ll need to find the right build to survive the higher difficulties. At the end-game you’ll inevitably be engaging the community and learning what works best.


Barring the story, Diablo 3 is a game where you traverse fields, deserts, forts, dungeons, hell, and heaven, slaughtering monsters and killing demons embodying sin. The story is broken into five acts (the fifth being the expansion), and completing each act unlock the next game difficulty. When you start the game you’ll be playing on Normal mode. Monsters are easy to kill and beating the game takes about six hours, on average. And it’s meant to. Diablo 3, like its predecessors, is a game you’re meant to beat over and over again, increasing your level with each subsequent completion. When you play, you play for the games combat mechanics and the allure of being lucky enough to receive the perfect piece of loot. Because as monsters become more difficult the chance of receiving legendary items increases as well. The game's loot system is a bit odd, in that players can only trade items with those in the same game as them when a piece of loot originally dropped. Blizzard likely made item trading super restrictive to combat hacking, as there's no point in hacking someone's account if you can't clean out their characters.


Elite Loot Hunter


Diablo 3 could change its name to “Loot Hunter” and it would be an apt title. But, whereas in Diablo 2 you spent hours killing Mephisto, in Diablo 3 you’ll spend hours killing Elites with random attack patterns. At the higher difficulty levels Elite Monster have four affix skills, combinations of specialized attacks that will kill players more often than Azmodan, the Lord of Sin. Sometimes they have a fifth additional skill. Some of these Elites are almost unfair in their affix combos. As a Monk I have to be up close to enemies to dish out a fury of punches. But one group of Fallen Prophets was Plagued, meaning venomous pools spawn under them to drain my health. They were also Jailers, locking me in place momentarily—sometimes trapping me in their noxious acid. To top it off they had the Arcane affix—a skill my friends and I dubbed “clock lasers.” Purple arcane balls spawn and spin nonchalantly. So, while I’m trying to dodge plagued pools and becoming chained, I’m running into burning lasers. While at times frustrating, higher difficulty level Elites are immensely satisfying to kill. Especially when they seem overwhelming in the tight corridors of dungeons. More than once my allies and I felt ready to give up, but that last attempt saw us killing the Elite, to watch a glowing orange item clang the ground.


Hitting level 70 does not signify the end of the game. After reaching the level cap you begin to gain Paragon levels, an infinite number of levels that allot specialized skill points. Paragon levels are shared across all characters, so long as they’re not part of a ladder season. By opening your character sheet and pressing “Paragon” you can increase passive skills in four categories: Core, Offense, Defense, and Utility. On my Demon Hunter I’ve allotted 28 points into attack speed and 28 points into Movement Speed. You can reset Paragon skill points any time outside of combat. And they are infinite. The world’s first level 1000 Paragon leveled up in February 2017. The game's paragon system ensures there's a TON of replay/grind value in Diablo 3.


And then there's Adventure Mode, a game mode that exists outside of the story. Players are able to freely travel to each Act where bounty quests can be completed for rewards. One sees you taking down waves of enemies to purify a shrine. Another might have you meet an NPC in a dungeon to complete a quest normally available in the story. Completing 5 bounties in one Act grants you a Horadic Cache, with the chance to drop items—including legendary items. While playing for this review I managed to find a set piece legendary—Eight-Demon boots, part of the Raiment of the Thousand Storms.


Diablo 3's PvP is an afterthought, a lackluster system that may never become more than it is now. It’s called Brawling, and was added to the game in Patch 1.0.7. An NPC named Nek the Brawler can be found in each town hub. Talk to him and he’ll transport you to a sealed off Scorched Chapel where you can fight other players in your game. It’s a free-for-all for the 2-4 players present.


The task of balancing classes to create a competitive PvP scene is a daunting task, if not impossible given the current layout of skills. The only solution I can forsee is creating a secondary skill set for each class, exclusive to PvP. But I don’t imagine Blizzard wants Diablo 3 to have a PvP aspect. After the disaster that was the Auction House, the developers will likely play it safe and stick to creating more PvE content, and leave PvP to Heroes of the Storm.


Reaper of Souls


The first expansion, titled Diablo 3: Reaper of Souls, adds a new act, new class, Paragon levels, and a max level of 70. The story is simple, former Archangel Matlhael thinks he’s Big Boss, and seeks to destroy Sanctuary. But the Crusader is the most appealing aspect, and worth the buy if you’re nostalgic for a Paladin-like class. The expansion is not necessary for the Diablo experience. You can get a complete game out of the vanilla package. If you truly love to grind, killing Elites over and over again, after playing vanilla then I recommend picking up the expansion.


Final Verdict - Excellent


Diablo 3 is one of the best top-down action RPG’s, throwing hundreds of enemies at you for a chaotic dance of blood and rag-dolls. The in-depth skill system offers more possibilities than one brain can comprehend, creating nearly limitless ways to slaughter demons. It's a game built for people who can grind for hours. Experiencing Diablo 3 with friends is the best way to play, as you grind through gritty and beautiful environments until finally beheading Diablo. No other game makes going to hell look this good.


Diablo 3 Screenshots


Diablo 3 Requirements


Operating System: Windows XP 32 bit CPU: Pentium D 820 2.8GHz or Athlon 64 X2 Dual Core 4400+ RAM: 1 GB GB RAM Video Card: GeForce 315 512MB or Radeon HD 4550 Hard Disk Space: 12 GB Free Space


Operating System: Windows Vista 32 bit CPU: Core 2 Duo E6600 2.4GHz or Athlon 64 X2 Dual Core 5600+ RAM: 2 GB RAM Video Card: GeForce GTX 260 or Radeon HD 4870 Hard Disk Space: 12 GB Free Space


Diablo 3 is Mac OS X compatible.


Diablo 3 Music


Diablo 3 Additional Information


Developer(s): Blizzard Entertainment Publisher(s): Blizzard Entertainment, Square Enix (JP)


Designer(s): Russell Brower, Derek Duke, Glenn Stafford


Composer(s): Russell Brower, Derek Duke, Glenn Stafford, Joseph Lawerence, Neal Acree


Release Date: May 15, 2012 Reaper of Souls Release Date: March 25, 2017


PS3/Xbox 360 Release Date: September 3, 2017 PS4/Xbox One Release Date: August 19, 2017


Closed Beta Date: September 20, 2011 Closed Beta End Date: May 01, 2012


Open Beta: April 19, 2012 Open Beta End Date: April 23, 2012


Other Platforms: Mac OS X, PS3, Xbox 360, PS4, Xbox One


Update History: Diablo 3 is regularly updated by Blizzard Entertainment. Updates rectify bugs and expand upon game content. Below are listed some updates that significantly effected Diablo 3's gameplay.


Patch 1.0.4: Introduction of the paragon leveling system that allowed players to continue leveling after max level was reached, but capping at paragon level 100.


Patch 1.0.5: Difficulty settings expanded, allowing players to increase Monster Power level from 0 to 10, increasing monster stats and increasing rewards with each subsequent Monster Power level.


Patch 1.0.7: First introduction of PvP system, "Brawling," and introduction of several new crafting items.


Patch 2.0.1: Introduction of multiple changes to prepare the game for the release of the Reaper of Souls expansion.


Diablo 3 was developed and published by Blizzard Entertainment, and released on May 15, 2012. At the time of release it sold over 3.5 million copies in the first 24 hours, setting a new record for fastest selling PC game of 2012. Development began in 2001 while Blizzard North was still operating. But Diablo 3 was not announced until June 28, 2008 at the Blizzard Worldwide Invitational in Paris, France. Diablo 3 runs on Blizzard's proprietary game engine, that incorporates a custom in-house physics engine and features destructible environments. A limited form of PvP combat was added to the game in February 2017. Beyond being a local free-for-all, Blizzard has not announced any plans for expanding Diablo 3's PvP system. The game originally featured a real-money auction house, where players could buy and sell virtual items with real money. Due to several issues the feature was removed on March 18, 2017. Several Diablo 3 characters are available for play in Heroes of the Storm, including Diablo, Azmodan, and Johanna the Crusader.


Diablo 3 - PC


Game Description: Diablo III picks up the story twenty years after the events of Diablo II. Mephisto, Diablo, and Baal have been defeated, but the Worldstone, which once shielded the inhabitants of the world of Sanctuary from the forces of both Heaven and Hell, has been destroyed, and evil once again stirs in Tristram. Playing as a hero from one of five distinct character classes, players will acquire powerful item s, spells, and abilities as they explore new and familiar areas of Sanctuary and battle hordes of demons to safeguard the world from the horrors that have arisen.


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After getting some hands-on time with Diablo III . including the recently revealed Monk class, I was able to sit down with game director Jay Wilson to talk about the Monk, itemization & player economies, and why you probably won’t be doing endless boss runs in the end game of Diablo III .


G4: What is the development process focused on right now?


Jay Wilson, Diablo III Game Director : What we’re focused on right now is production. We’re in a stage that we call a “hardcore production stage.” Most of our big scary questions have been answered. Most of the questions that are remaining are not questions that we consider to be especially hard. We just have to make these decisions at some point. For example, itemization. Itemization is not a big looming worry for us, it’s just something that has got to be done. That’s where the project is at. We’ve got a whole bunch of things to do and everything seems like it is on a very good track, but it’s just a lot of content to make.


G4: Yesterday, at BlizzCon 2009. the Monk class was revealed. What do you see the Monk’s combat role as?


Wilson . With the Monk, we really wanted another melee class, but we wanted him to be the polar opposite of the Barbarian. Somebody who focused on speed over toughness, who could use magic where the Barbarian really doesn’t, and who had a combat style that required a little bit more finesse. He’s kind of the opposite of the, “I’m going to run in and try to overwhelm all my enemies with my sheer ferocity.”


For the Monk, we really were inspired by fighting game characters and games like God of War . where we wanted a character that could do really cool moves in rapid succession. So, we decided to do a combo system for him where many of his combat skills have different stages to them so as you use them, you move from stage 1 to stage 2 to stage 3. You can mix and match abilities as well and put them together.


So with the other classes [in multiplayer], the Monk moves forward because he’s faster than everyone else, and gets in front of the fight. He tends to disable enemies a lot. He can blind them. He can debuff them. If he stays, however, he could be in trouble because he’s a lot more fragile than the Barbarian. So, then he’ll step back and then all of his friends can come in. He can certainly do a lot of damage. If used right, he’s ridiculously powerful. We have a lot of skills that focus on placing something on a monster. For example, we have the Exploding Palm skill where the third stage will place a bleed damage-over-time (DoT) effect on the monster. If the monster dies while this DoT is on him, and there’s a high chance that he will, the monster explodes and does damage to everyone around him. So it really supports this idea of, “He runs in. He does something and then he backs off or goes after another monster because he knows the first monster is already dead.”


G4: In my playtime, I noticed a lot more area-of-effect abilities in the game than compared to Diablo II. Why is that?


Wilson: It’s because we like them. Diablo II was most fun when you were laying down these massive area-of-effect abilities. Really, every class came down to how it deals with multiple enemies so that has become a big focus for us: a lot of big attacks that hit in an area-of-effect. Or, fast attacks. That’s our other side. If you don’t attack a lot of enemies at once, you attack very quickly.


G4: I noticed after leveling up in the demo, you are just required to make a skill selection. The stat progression is handled for you. What was the design decision behind this change?


Wilson: Stat progression as a system is very difficult for a lot of players to understand because you get these 5 points, but you don’t exactly know where to put them or what benefit you’re getting with them. You might make some obvious choices, for example, with Diablo II ’s Sorceress, you might put all of your points into energy because that’s the obvious choice, right? Except that for almost every build out there, you’ve just made the wrong choice.


Any system where you have to go up onto the Internet to figure out what the right answer is, is not a good customization system. Any system where there’s a “right” answer is not a good system for customization. The truth is, with stat point systems, they are simple math. It’s not hard to figure out what the absolute best choice is so we decided we didn’t want that as a customization system. With that being said, we do have another system we’re working on. The specifics intent of it is to capture the imagination of what stat point spending was supposed to do, which is, “I want to be stronger. I want to be tougher.” These kind of simple ideas are not contextualized well within a skill system. The skill system is about what the player is doing, not higher ideals about what their character is. So, we’re going to work on a system that really satisfies that feeling, but is way easier to understand and also has some true customization to it.


G4: On multiplayer, how much thought at this stage of development is being put into the player economy that will be created online, as far as item bartering and the value of gold goes?


Wilson: So, player economy and itemization are two of the last things you do. Mostly because nothing waits for them, but they wait for everything. Until you have vendors in working the way you want, until you have a lot of progression through your game, all your support systems and different items that you find - until you have all of those things - there’s really not a lot of go hpoint to doing any in-depth economy or item math. Most of the items that we’ve done so far are so there are actually items in the game. So, that being said, the key to doing a good economy is pulling out money at roughly the same rate that you’re putting it in. I say roughly because a little bit of inflation is okay, but deflation is generally bad.


As long as you’ve got a way to get it under control, you know, with DLC or an expansion, make an adjustment. So, having a lot of things for people to spend gold on is really important. Every system that we design, we go, “Oh, how can we spend gold here?” People have asked about a respec system, for example. We will have one. We haven’t designed it yet, but I guarantee you that you’ll have to spend a lot of gold. I can guarantee that because that’s one of the places we’d look at to try and balance the economy. There are a whole bunch of systems like that that we haven’t announced or are in progress. “Will you be able to remove gems from items?” Yes, you will able to and I guarantee you it will cost a lot of gold. Those are part of the ways that you handle and make gold valuable.


G4: Will any items be, to borrow a World of WarCraft term, “Soulbound” or is everything freely tradeable?


Wilson: We have no “Soulbound” or bind-on-pickup, except for quest items. We do have bind-on-equip for the highest end items in the game. We targeted, roughly, any item above level 85. These we will do as bind-on-equip. The reason for this is that we want people to be able to trade them, but we also want to remove the high-end items from the economy. One of the greatest ways that you can do that is with bind-on-equip. What we don’t want is to have a situation where you find something on the ground like, “Oh, man. This would be a perfect weapon for my Monk. Oh, but I just picked it up and now it’s on the wrong character.” We don’t want that at all. Most of our focus on Diablo is as a trading game. So, if you take trading out of the item space, you ruin the core of the game. Finding a really great item that is not for you is still a great event because it means you have a bartering tool to get the item that you do want. We definitely want to make sure that that still exists.


G4: To that end, are there plans for any type of auction house functionality to allow for bartering and trading outside of game sessions?


Wilson: We haven’t made a decision about something like an auction house, but we want a better trading system than the one in Diablo II . It could take the form of an auction house or it could take the form of a new trade system that is easier, facilitating trades through Battle. net. That could be another way that players could trade items without having to actually go into the game. We haven’t made a decision on any of that, but we are going to do something to that end. We consider it really critical to the game.


G4: With Battle. net 2.0 and the Real ID system that will be used for StarCraft II . will there still be Realm and Open characters in Diablo III ?


Wilson: I don’t think we’re far enough along in development to say. We haven’t done a ton of Battle. net work so we haven’t gotten to the in-depth conversations about what it’s going to mean for Diablo III . Other than, I work with them to make sure that they’re not going on a tangent that is completely contrary to us.


G4: Diablo II generally didn’t have unique items that could stack up with some of the randomly generated rare items in the game. For Diablo III . what is the philosophy behind balancing uniques and rares?


Wilson: We’d like to get a mix. We would like uniques to be valuable for some builds and rares to be valuable for some builds. Ideally, we’d love to look at an in-game character and see a mix of uniques and rares. There are a couple of ways we can accomplish that. One is to look at the constraints of what a rare item could be and create some space for those items to exist that it makes them superior to uniques. Then, look at uniques and give them some specific attributes that are very hard or almost impossible to show up on rares, but then keep those item bases separate. So you go, “This unique item is really awesome for this, but there’s no belt, for example, that goes with it and so I’m going to look for a rare item to fill that slot, whatever it might be.” The other way is to really focus on unique items having a very specific roll and filling a very specific function.


G4: On item bonuses, themselves, how creative is the team getting with new bonuses on items?


Wilson: We’re trying to get as creative as we can. Again, itemization happens later, but we have a list of something like 300 affixes that we could do. A lot of them are pretty out there and probably not doable. It behooves us to have a broad item space that doesn’t have a right answer of, “You want these two attributes.” It’s also kind of cool to get an item that has all the attributes that you want plus this other crazy thing down here.


G4: The UI has taken a lot of improvements from the MMO space, particularly from World of WarCraft . How do you think Diablo II players will feel about the UI versus players that are going to come from World of WarCraft or other MMOs?


Wilson: I think Diablo II players will like it because I think it pays enough homage to the previous game, but it actually improves a lot of elements of it. We’ve gone back and forth on a lot of things. Originally, we had the full - Tetris Diablo II inventory, for example. We got rid of that for a simpler system, more like World of WarCraft ’s: one slot per item. What we found was that items didn’t feel important enough to us. So we really wanted to make the item’s icons larger. If we did that, it made the inventory really small and so we did go for a compromise. There are two sizes of items, but there are only two sizes. They don’t take that long to manage and they don’t seem to irritate the people who really didn’t like Diablo II ’s inventory.


In a lot of areas we feel like the improvements are pretty evident. The hotbar is a really good example. Having four buttons that basically do the same thing in Diablo II ( Ed. Note: Jay is referring to the belt slots for potions ) was essentially not the most efficient design. Potions were so redundant. Every class did the same thing to get out of the same problem and they did it over and over again. In Diablo III . to get out of a problem you have a series of skills that help you out. They’re different, not only depending on your class, but also your build. That, we think, make the game play a lot better.


G4: In your vision for Diablo III . is the endgame going to be a lot like Diablo II . where players are doing Pindle runs and just repeating the same content over and over or will it explore a greater variety of content?


Wilson: It’s definitely better if the players explore more of the game. It will be a lot more fun for them, but players will gravitate toward the route that is fastest for what they want. Even if that route makes them crazy… even if that route is not fun at all. It’s not their fault. It’s our fault as designers. It’s our job to make sure that the path of least resistance is also the path of most fun.


We do have specific systems planned for the late game and our goal for those systems is to make sure that players are experiencing as much of the content over again as possible.


The best example of where we feel we do this well in our other games, in World of WarCraft . is the quest system, which really gets you to move all over the world and do lots and lots of different things. The basic, core actions of the game are very repetitive. It’s not that they’re not fun, but the boredom with anything comes with repeating the same thing in the same way. If you could repeat the same thing in a different way it stays interesting a lot longer and that’s definitely going to be a goal for us.


G4: There’s one more class to be revealed. I see some space for an Amazon-type, ranged non-magical fighter. Any hints?


Um Diablo 2 was never my favorite game of all time because of the awsome 3D cinematics or a stable trading platform or its fair and balanced chars. Its the lack of these things that makes it fun the fact that you can switch trade someone or steal their drops is what makes it competative still today. There is a reason you can still find this game in Every Wal-Mart accross America and those are as fallows: 1. Free to play 2. No philtering thats for Wow emo lil kids 3. No BoE or BoPU items who wants to xp for hours looking for items because you cant trade for them or take them off and trade them. 4. It doesn't take 9 months to get to lvl 90 usually about 3-4 days for casual player who knows what he is doing. The pres of Bliz recently sited that 70% of new members in Wow never make it past level 10. 5. Equipment dependency people continue to run the same 5 games not because the graphics happen to be awsome but because they love the satisfaction of the first time they get to equip that Enigma and teleport around in front of their friends and competion.


The people at Blizz should be proud of a game that has a 15 year following and continue its tradition not transform it into Wow and pass it off as a Diablo product. Almost every announcement they have made has dissapointed fans of the game. i cant believe i am saying this but i hope they scrap the game and make it the way it should be even if it takes another 5 years


Posted: March 3, 2010 9:50 PM


This game looks horrible. WOW i can't believe im actually saying diablo 3 looks horrible. im so angry. I've been waiting for so long. even before it was ever anounced that they were bringing this game out I was telling people that the new diablo was going to be amazing. I just new it was coming back. I loved the 2nd diablo. You know whats funny diablo fans, Blizzard will say "this isn't a finished copy" and the so called game pros would say "typical fanboys complaining about something that isnt even finished, They don't even know how the gaming industy works". Well what im saying is the core of the game looks like trash. I want to make 2 comments right now, the first is from the first video on this page. The in game cinema is terrible and if your going to make it look like world of war craft/ dawn of war 2 (which is a RTS!!) then make it CG. The other thing i wanted to mention was on the 2nd video. at 00:34 seconds into the vid hes fighting some lizard looking creature, if you don't think that looks terrible then your just brainwashed by the hype.


Posted: September 14, 2009 8:38 AM


You are correct, however, it is impossible to stop such things from happening without completely ruining the game. There is not a single online game that allows trading that has successfully stopped RWT. Runescape tried the hardest and went complete communism and still failed because people pay to have chinese go on their account and make them rich. Either you let Chinese sweat shops get rich off your product or you get rich off it yourself or you ruin you game with restrictions. What choice sounds the best to you?


Posted: August 25, 2009 4:18 PM


I don't think that that is a good idea. Injecting real life money into a game economy wrecks it. People unwilling to spend real money will be at a serious disadvantage as others will have heaps of gold to spend on items, which will drive up the prices of items. Real money should have no place in the in-game economy


Posted: August 25, 2009 2:55 PM


the only thing i like about this game so far is the sorcerer/ess class. the cheap voodoo necromancer class looks cartoony. Nothing new with Barb/animations look slow and boring. This game is just gonna blow. and i dont want it to cause i love diablo :(


Posted: August 25, 2009 1:59 PM


MONK ROCKS, I AM SO EXCITING ABOUT THIS NEW CLASS, LOOKS AWESOME


Posted: August 25, 2009 12:25 PM


"It could take the form of an auction house or it could take the form of a new trade system that is easier," ^Wouldn't it be ironic and awesome if diablo 3 had its own trading forum like d2jsp where you can buy forum gold with real life money and trade it for items that other players are selling on the forum? That is the perfect system because it puts all game gold sites out of business and the developers are gaining the profit. This is the best system because it also doesn't ruin the economy since the developer isn't creating items out of thin air to sell to people for real life money, but instead players are trading their forum gold for items actually dropped by monsters in game that their fellow players are willing to sell.


I am tired of the nazi economies of the new generation of games. Let's go back to the good days, but with a smarter business philosophy.


Posted: August 25, 2009 11:38 AM


Sounds like alot of great stuff. I'm hoping they do something a little more interesting with the ranged class, a bow an arrow user is natural choice, but when it comes to ranged weapons I could think of something more devastating, instead of just having to focus on multishop to shoot 20 arrows in a fan to produce AOE damamge.


But making suggestions is pretty pointless at this point, their probably just holding it back for now since it's probably already finished. I'd hope that they make their ranged class a mix between Palidin, Druid and Amazon, because Auras are best when you have additional units, and it makes more sense to have pets and auras when you can stand back and shoot instead of rush in and fight. If they do have another familiar class, I hope they have the sense to add some pet unit depth so they have more substance and diversity than the fodder necromancer raises.


Posted: August 25, 2009 10:54 AM


Wait there's only one more class to be revealed? I sure do LOOOVE the way Blizzard has shamelessly started setting up their games for expansion content before they even release. I'm so disgrunlted with it that I refuse to purchase SC2 (if the big draw of the Episodic content for that is the SP Campaign, I can just pirate it, can't I Blizzard?).


Those things aside. Diablo III looks amazing, the way they're implementing a similar feel and functionality to D2 placates my nerdy, nostalgic inner child. I do hope there is some Boss grinding still. It was fun to get some friends on and wipe out the entire game for two or three hours and have tons of loot between you all.


Also, some random crazy item bonuses should be fun. That was my favorite part about non-Blizzard titles like Warhammer Online. Crazy stat bonuses similar to set bonuses on Tier gear in WoW, but on single items.


Posted: August 25, 2009 7:51 AM


Diablo 3 Gets Real Money Trading


Early this morning, at 12:01am, the embargo on Blizzard recent media day for Diablo 3 was lifted and a bombshell was dropped. Diablo 3 will feature an Auction House where you are able to sell in-game items for real money.


Naturally Blizzard will take a cut when or if you decide to cash out. Blizzard won’t be issuing you your money either, as you’ll be going through a currently unnamed provider to receive what you earned from your auctions. If you wish, you can keep the money in the system and use it to purchase items from Blizzard’s online store.


This announcement split the prospective Diablo III playerbase right down the middle, with some people saying they won’t buy the game now. Where do you stand?


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The Price of World of Warcraft RMTs in the Auction House


Diablo 3 looks like it will have a Real-Money-Trade system placed in for the buying and selling of in-game items but could this feature somehow make its way to World of Warcraft ?


Okay, so here’s the deal. In Diablo 3 you can list items up in the auction house for sale for real world cash, USD, YEN, whatever floats your boat. If another player buys it then Blizzard takes an eBay™ transaction fee out of it and then you’re given the money directly in your PayPal™ account. You can sell anything from items and dyes all the way to characters. The big question many players have is will we see people able to buy in-game items for real life cash in our favorite online game: World of Warcraft ?


The truth is, I honestly don’t know and I’m placing bets that there is a small chance we will. Normally I’d say that Blizzard wouldn’t dare cross that line but here is the thing: it happens anyway. Don’t say it doesn’t, in all likelihood you’re guilty in some way of buying something inside of the game for real world currency. Look at eBay or forums designed to allow players to buy, sell, and trade in-game items and characters. There isn’t any stopping it, the Chinese gold farmers to this day still exist and are bartering their wares of hundreds of different websites.


Now, before you get your pitchforks, let’s do a quick apple and orange shaped apples comparison. Diablo 2 had a particular website where you could buy/sell/trade items and characters for points on that website which were bought for real life money. Not only that, eBaying™ things in D2 was easy as pie and honestly, it had no effect on anything since you weren’t going to end up paying real life money to “win” the ladder, so no one cared.


In World of Warcraft items are like magic (and, strangely enough, are filled with magic) and are used persistently in a persistent world. Having a better item or a full set of something is super important and has a big impact on gameplay for you, your guild, and the server. So paying $20 for the best shield in the game from the uber elite raider may be considered by many to be unfair, at the same time, it’s already achievable by simply buying gold then buying the item off of the auction house.


Which is better? Supplying the illegal gold farming companies with gold or just giving the money directly to the player with the item? Both, right now, are in illegal in the game but I can tell you one thing: I’d rather see the money go straight to a real actual WoW player if someone was going to do it then I would like to see it go to gold farmers.


One neat quirk about something like this is that I’m sure, right now, you’re saying couldn’t the gold farmers just use WoW to peddle their ill-gotten gains? Well, we’re looking at a few things here. First, to sell an item that would fetch anything more than a shiny dime we’re looking at items that are either rare (companion pets and the such) or come from end-game instances. So they aren’t going to be getting their hands on those types of things in bulk (and if they could, oh they would be selling them like mad).


Will you see players in mass farming zones to try and find rare drops to put on the AH? Quién sabe.


Second, I’m sure that with D3 Blizzard will make sure you have to actually link your PayPal™ account to them and will have a huge fraud detection system online to stop it. First, it’s for your local currency, so you’re not going to link your Chinese WoW account into the North American servers. Second, you can’t make new verified PayPal™ accounts with ease. Games like Second Life have strict rules about where Lindens go to and come out of, and if a company like Linden Labs can keep things secure then I’m sure Blizzard could.


So, let’s look at the facts. Are we going to be seeing real life money prices in the auction house soon? I doubt it. Would it be a horrible idea? By Doomhammer no! It would simply circumvent an already existing (and illegal) process that many players exploit currently to bring it more into legal territory. Not only that, it’d provide an excellent way for WoW players to produce a bit of extra income from their constant farmings or guilds to come up with a way to foot guild hosting (or even better, a way to snag a bit of money to hook yourself up with a Ten Ton Hammer Premium Membership for our awesome PlayerScore perks).


At the end of the day, I feel that this move with Diablo 3 is a step in the right direction and would love to see something similar in WoW, although with a few caveats. Disagree? Come bring your thoughts to our comments section below. Love the idea? I’d still love to hear your thoughts!


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Diablo 3 Gets Real Currency Auction House


This news is downright frightening. Blizzard has revealed that Diablo 3 will sport two kinds of item auction houses for player-to-player trading -- in-game currency ones like we’ve been accustomed to in World of Warcraft . and ones where you can spend real world money to get virtual items. While this might seem like the standard microtransaction system that a lot of online game’s now integrate, there is one major difference: this is player-to-player transactions where gamers can turn a real world profit for the in-game items they find and auction. Theoretically, you could make quite a mint by playing Diablo 3 .


However, Blizzard isn’t stupid. They will get a piece of the pie as well, as small, yet undetermined fees will be applied to auctions when they are put up and finalized, as is the case with real world sites like eBay. From a business standpoint, this move is diabolically genius on Blizzard’s part. But for gamers, it might not be all sunshine and rainbows.


Take World of Warcraft . por ejemplo. That game is already plagued with gold farmers who are constantly spamming players with opportunities to buy their in-game items with real money from external websites like eBay, for instance. With Diablo 3 . Blizzard is trying to control that black market system by incorporating it legally right into the game. That’s the driving force for this new brand of auction house, as stated in Blizzard’s official press statement.


“The item-based nature of Diablo game play has always lent itself to an active trade-based ecosystem, and a significant part of this trade has been conducted through unsecure third-party organisations.”


“This has led to numerous customer-service and game-experience issues that we’ve needed to account for. Our primary goal with the Diablo III auction house system is for it to serve as the foundation for a player-driven economy that’s safe, fun, and accessible for everyone.”


Blizzard as a point, sure. But I feel like this new system is going to open a whole new can of worms. I can already picture new spammers and phishers lining up around the block to try to get people to spend their actual money on virtual items. Just picture the auction house surrounded by sellers constantly shouting that they have the best weapons and armor available right now for “the lowest rates.” Because there is a real world profit to be made, the auction houses are going to be 24/7 infomercials where every person with an item up for sale will be pimping it as obnoxiously as they can. Man, that’s something I can’t wait for.


Pero yo divago. What do you guys think of the new, real world currency auction houses in Diablo 3 . Sound off below!


Diablo III: Reaper of Souls beta impressions: in-depth analysis


Diablo III: Reaper of Souls has been in closed beta for just over a week, and I’ve been playing it. Playing it a lot . Copying my characters over from my live account, I’ve chosen to focus solely on the Demon Hunter class: a personal favourite of mine that never really shined in the current metagame.


With the combination of the all new Rifts and Bounties, Diablo III has never been more subtle about its repetitive nature. Nestled inside is the new Loot 2.0 system that hands you positive reinforcement on a silver platter, awarding you with loot that can change the way you play in an instant.


Beta or not, there is still plenty of criticism to be had. Things such as the returning crushing blow stat, elite affix changes and item/class balances take away more than they give. However with no release date in sight, Blizzard have all the time they need to iron out the kinks and give us the Diablo experience we so sorely desire.


Reaper of Souls is pretty much all I’ve played in the past week. Getting from 60-70, gearing myself up and then attempting to go head to head with the hardest difficulties. Below I’ve separated my analysis into the key components that make up Reaper of Souls.


Loot 2.0


By far the most over-reaching difference between Diablo III and Reaper of Souls is the combination of Loot 2.0 and the removal of the auction house. Even trading has had some restrictions put in place: loot is only tradable to the players who were present at the time of the drop, and even that has a time limit of two hours.


The result is a pure self-found progression of your characters. Gone are the days where you can use buy your way into a powerful build. This is reinforced with what’s called a ‘smart drop’ system. The majority legendaries that drop will have stats rolled specifically to your current class, which is required to make this new self-found focused progression work. You can still get the occasional loot that’s for a different class than your own, but you can always trade it away to party members or put it in the stash to make use of it on your other classes.


Legendaries themselves have had their power increased even further thanks to a slew of new unique affixes. It’s not only about getting the best stats anymore, but supplementing your build with these powerful items that can change the way you play:


An example was when I found the K’mar Tenclip, a one-handed crossbow with the affix ‘Strafe no longer costs Hatred’. Suddenly I could use a powerful, high upkeep ability with impunity, but it didn’t stop there. Later I found another one-handed crossbow, Calamity. This one tagged every monster I hit with Marked for Death - an ability that increases all damage taken by 20% - further improving my new found build.


This new system has the most profound effects in hardcore, where a constant and consistent progression can be the difference between life and death. There’s even some new legendaries which are obviously aimed specifically for the hardcore crowd. The ‘Barter Town Pads’ makes your town portal uninterruptable while also giving you a 50% damage reduction for the channel duration. Another is an amulet which, upon receiving fatal damage, destroys the item while restoring you to full life.


Bounties and Rifts


Alkaizer, Scorpion and Crypt runs are the bread and butter of Diablo III right now. These pre-meditated routes - made up by the most seasoned Diablo III players - will net you the most efficient loot and xp there is to offer. The downside is that they get old, stale and boring pretty quickly. Reaper of Souls answer comes in cross-act Bounties, and Nephalem Rifts in all their RNG glory.


Bounties are scattered throughout five acts, taking advantage of pre-existing settings to create random tasks for players to complete. You could be tasked to killing one of the many bosses, completing an event or vanquishing an entire area of its evil denizens. Completing these will reward you with experience and a new currency: Blood Shards. If you complete all the bounties in an act, you will be rewarded with additional Blood Shards and a Horadric Cache.


Let’s talk about these two rewards. Blood Shards are a brand new currency that you can exchange for goodies. One vendor will give you more Horadric Caches, while another allows you to gamble your shards on specific item types of a random rarity. The Horadric Caches themselves are bags packed full of loot. When opened, they shower the screen with their contents, while having the chance the give you that satisfactory ding when a legendary drops. From my experience, gambling my items never yielded a legendary item, whereas the bags seem to drop them frequently. The bags also allow you to horde a bunch of them before splurging their contents all over town.


Rifts are the best use of Diablo III’s randomly generated dungeons yet. After finding a Rift Keystone on your excursions you can use it to open a Nephalem Rift. These portals take you into a random environment from the game which is then populated with equally random foes. The aim is to kill enemies while filling up a progress bar until it hits 100%, at which point a random boss will spawn for you to defeat. Depending on your Rift it can also feature multiple levels, each one a different area populated with different monsters.


Inside the Rifts are some hidden surprises. Instead of shrines, players can activate pylons for a huge short-term buff. Conduit pylons electrify any enemies and objects around you, speed pylons grant you maximum movement speed, power pylons give you 400% damage increase, shield pylons make you impervious to damage and finally channeling pylon removes all resource costs and cooldowns.


There are also rare spawns which can really reap you some nice rewards. Finding a treasure goblin is always fun, but finding multiple packs of them is sometimes just overwhelming. If you don’t accidently set them all off, you really have to plan ahead to make sure you can cull them all before they escape, and your potential legendaries with them.


The Mystic


Reaper of Souls also introduces a new NPC: the Mystic. This NPC can alter the stats and the looks of your items. For a fee and some crafting materials, you can pick one stat on any item and re roll it to another. There are two groups of stats: primary and secondary. These groups are independent from each other as to try and keep players from easily stacking core stats. When you re roll a stat, you get three randomly generated stats. If you don’t like any of the stats you roll, you can re roll again, but the gold cost will rise exponentially. If you’re unlucky enough, the cost of re-rolling an item can become far too expensive to maintain.


The other side of the Mystic is transmogrification. Making its debut in Blizzard’s mammoth MMO: World of Warcraft, transmogrification allows you to swap the appearance of one item for another you’ve found, for a fee. The higher the item rarity, the higher the cost. This enables players to choose a preferred look and try and appear unique from their fellow clones of the same class.


Demon Hunters


Demon Hunters have always been my preferred class in any Diablo game. This was first challenged in Diablo III, after a slew of nerfs made them painfully slow to play on higher difficulties, resulting in me switching to Wizard. With the Reaper of Souls beta, I wanted to see how my beloved class had fared.


I’ve tried to push the class to its limits. While there has been some interesting changes to the class, there are some glaring holes in the classes functionality with some of the additions in Reaper of Souls:


Unavoidable damage and dodge: Reaper of Souls introduces some new elite affixes to the world. These affixes grant elite monsters powerful abilities. Most of these abilities - including the reworked Vortex and Jailer - deal unavoidable damage which cannot be dodged. Why is this a problem? Well Demon Hunters rely on three things to stay alive: dodge, defensive skills and positioning. Unfortunately all of these have no effect on the the aforementioned affixes, which often than not results in your quick demise.


Our new passives make no sense: Demon Hunters, like every other class, received three new passives with Reaper of Souls. Ambush grants you 30% additional damage to enemies above 80% health. Awareness grants you 4% dodge every second, resetting once you successfully dodge. Single Out grants you a 20% increased critical strike chance to enemies who are more than 20 yards away from other enemies. Ambush has such little uptime, it isn’t worth taking. Considering I already have a 50%+ chance to dodge from my dexterity alone and the aforementioned ineffectiveness of dodge in the first place, Awareness has little use. Finally Single Out is little more than a boss killer due to the nature of monster packs, and even bosses regularly spawn extra mobs.


Some skills still feel redundant: It’s painful to see whole skills and archetypes be completely ignored in any class. For me the biggest example with Demon Hunters is their pets, specifically sentries and companions. Blizzard have said that they want Demon Hunters to set up a ‘nest’ of sorts to lure enemies into. The reality however is that Diablo III is a very fluid experience, and creating such a thing would be a waste of time compared to other builds. Example: by equipping certain legendaries and passives I can have a maximum of five sentries out at one time, but I would never use them. ¿Por qué? Because they have a six second cooldown between each sentry placement, equating to a 30 second wait to get all of them up and firing. In 99% of my experience I am never in the same place for that period of time, it just doesn’t happen. A simple solution would be to have the skill place your maximum number of sentries all at once, with a slightly increased cooldown. Companions are another issue. In higher difficulties they melt to the enemies in seconds while dealing negligible damage. This is further exacerbated with their huge cooldown between summons.


Naturally this is a beta, and things can and will change all the time. Blizzard have already displayed their hawk-eye with the removal of Crushing Blow, a returning stat from Diablo II that didn’t go down well with the testers. For the uninitiated, Crushing Blow gave you a percentage chance to deal 25% of the monsters current health as damage. Naturally with a decent percentage and attack speed you could drop enemies below half health in a couple of hits. It was far too powerful and independent to be a healthy addition, and I hope it never comes back. But this is a perfect example that Blizzard are watching, willing to change or completely remove features that just don’t work.


Reaper of Souls is excellent. While I haven’t touched the new story, the other additions have kept me entertained indefinitely. Hiding the superficial fact that you’re grinding gear for more gear is a hard feat to pull off, and Blizzard have a PHD in it. Some areas of the game such as hardcore are still yet to be exploited for their potential (ladders are already confirmed) but I’m sure that will come in due time. For now, I can see myself playing the game all the way up until release, and then some. If that doesn’t say anything for its newfound longevity, I don’t know what will.


Shortly after writing this, Blizzard announced their first friends and family beta patch. Accounts will be completely wiped of all characters, items and progression. If you want to see Nick explore what this new mysterious patch has to offer, you can check out our Twitch channel . A big thank you to all of our fab viewers over the course of the beta, your theorycrafting and feedback has been wonderful.


Diablo 3 (Console) Co-Op Review


Let’s just skip right to the chase here: Diablo 3 ( D3 ) on the console is, in my opinion, superior in just about every way to the PC version. It’s necessary that I emphasize the weight behind that statement, as someone who still considers herself a PC gamer and has a long history with Diablo 2 .


Playing D3 on the console takes me back to some classic console ARPGs like Gauntlet . Baldur’s Gate: Dark Alliance . and Champions of Norrath - all games that have been heralded as great couch co-op games. Like all of those games, D3 supports local (yes, optionally offline!) shared-screen co-op with up to four players, but it also supports online and combo co-op as well! While shared-screen can be pretty hit-or-miss in ARPGs, D3 has implemented it fantastically. When players start to split up, the camera slowly begins to zoom out. Eventually it won’t be able to zoom out anymore, and players are stuck on that screen, but it hardly ever feels super restrictive. Furthermore, if someone puts down their controller to grab a snack, his or her character will follow around the other party members automatically or teleport to them if he or she gets too far away. Players connecting to the game online are not tethered to shared-screen whatsoever.


I played a good amount of Diablo 3 on the PC launch, and while I can safely say that the game’s the same as far as story, classes, etc. the console version has completely redesigned many aspects from the ground up. Most apparent is the interface. We all know that a poorly designed console interface for an ARPG can be an absolute nightmare; happily, D3 ’s interface (utilizing radial menus as well as lists) is easy to navigate and use. The console version ditched the whole “size” concept of items to help accomplish this. Polearms now take up exactly the same space in your inventory as rings. I know. Your mind has been blown.


Speaking of items, the item drop system has been completely redesigned as well for the console version. Less items drop, but the items that do drop are of higher quality and more tailored to the classes in the party. My party was getting 2-3 legendary items an hour and almost all of them were immediately useful (or duplicates, which were immediately sequestered for alts). Let me pause for a second while you pick up little pieces of your brain from the floor. Since there’s no auction house in the console version (please, keep your cheering down for a moment), players have to be able to get by on the drops they get in their own games. For players on the same console, drops are shared so anyone can pick them up and trade as needed. Players connecting into the same game over the internet won’t see those drops and will instead receive their own set of drops.


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R. I.P. Diablo 3 Auction House, and May You Never Return


After today, any items left on Diablo 3's auction block will be gone forever.


You have to respect Blizzard for knowing when to fold ’em: the Diablo 3 auction house will today disappear from the game for good, after a long drawing down period that saw it shift from developer mea culpa to functional cessation to its visual (and final) removal from the game today, June 24 .


Diablo 3 ‘s auction house was supposed to be about reducing fraud, stamping out illicit item-trading by effectively legitimizing it under Blizzard’s auspices. But in the end, it became a stultifying gameplay-bypass tool. Blizzard obviously wants Diablo 3 to be a game about taking down Diablo, a game of skill steeped in assimilating and vamping on its design principles. But like any game that incentivizes players to kit out characters with ridiculously high-spec, hard-to-find items, the real game in Diablo 3 is about the loot hunt: about finding that kit, then extrapolating to multiple character builds and executing variations on a theme.


The trouble with systems that let you arbitrarily cut in line — and there’s probably a crude economic metaphor here — is that we know with all but scientific certainty that many of us will do whatever we can get away with in a game, and why should the ones “getting away with it” see that as a problematic? Diablo 3 ‘s auction house allowed players to spend as well as make real money playing the game. When the potential — some would argue of necessity, given how rare legendary items were in the beginning — to buy past gameplay (and eventually make money doing so) by a substantial population conflicts with everyone else’s sense of gameplay fairness, what do you think’s going to win: wishes or cash?


There were no momentous player-led rallies to oust Diablo 3 moneymaking. No mass boycotts of the auction house occurred. In the end, it took Blizzard’s not-so-invisible hand reaching down of its own volition to excise the auction house from the game, turning Diablo 3 back into something that now, finally, feels more like a game worth thinking about competitively.


I’m sure “illicit” external trading’s already going on, and so be it. No one’s yet built an exploit-proof game. But the lesson here — and this has implications for free-to-play apologists — may be that trying to corral and formalize a system fundamentally at odds with the game’s own design principles doesn’t make it any less of a problem. I’m surprised Blizzard didn’t see that coming a mile off, and I just hope the lessons learned pay their way forward in all the company’s games to come.


‘Diablo 3’ Auction House Fees Detailed


The production of the third game in Blizzard’s epic role-playing series Diablo 3 has definitely been long and drawn out, with numerous delays and changes to core gameplay elements. but Blizzard is still maintaining that the game will be a Blizzard-quality production . The game is launching in just two weeks on May 15. and gives its players a completely new approach to selling excess inventory items — allowing them to sell their items to other players for in-game gold or actual real-world currency.


Diablo 2 featured numerous third-party methods of obtaining items, some free and some that were not, but there was no official oversight by the developers. This meant that players often took a financial risk when purchasing items from other players, never truly knowing if the other user was scamming them. Blizzard’s new method for Diablo 3 will be to institue an auction house that is supported within the game itself, determined by region — the Americas, Europe, and Asia, with the latter not supporting a real-money auction house at launch. Thankfully, we’ve got new details on exactly what charges and costs will be implemented at the game’s launch.


Buying items takes place in a fairly user-friendly interface, with players being able to set search parameters for specific items or commodities they’re looking for, or setting a price range. Once the player finds an item they wish to buy, they can enter a bid value or purchase the item outright (if it was set up with this option by the seller), very similar to how eBay auctions work. Have a look:


Those familiar with on-line auction will find selling items is very similar: players find the item they wish to sell, set a minimum bid amount and possibly an optional buyout price, and wait for someone to buy the item. All real-money transactions are linked to the player’s Battle. net account and, if desired, can be transferred to a third-party payment service such as PayPal.


The fees, however, get a little complicated. They are as follows:


For Equipment (weapons, armor, accessories, and other unique items)


Transaction Fee (Gold Auction House): 15% of final sale price


Transaction Fee (Real-Money Auction House): $1.00 USD per item / $1.00 AUD per item


Transfer Fee (when sending proceeds to PayPal or other authorized payment-service provider): 15% of amount being transferred


For Commodities (gems, materials, dyes, pages, recipes, and other non-unique items)


Transaction Fee (Gold Auction House): 15% of final sale price


Transaction Fee (Real-Money Auction House): 15% of final sale price


Transfer Fee (when sending proceeds to PayPal or other authorized payment-service provider): 15% of amount being transferred


Ranters, it’s time for some basic math. You want to sell me magical sword for $5. I have to pay $5, but you will receive only $4.00 into your account. If you then choose to move those funds to PayPal, only $3.40 will be transferred. If the sale was for 500 in-game gold, I again would be forced to pay the total amount, but your in-game account would only be credited with 425 gold.


Blizzard states in their FAQ for the auction house that there will be no separate servers for players based upon the auction house — essentially meaning gold-only players will be competing with players who might be flush with cash (or not anymore) and look to get ahead in the game by paying actual money. The only exception will be Hardcore characters, having access to a server that supports a gold-only auction house. There are also no plans at this time for Blizzard to sell items directly to players via gold or real cash.


The full list of FAQs for the Auction House can be found here.


As a frequent player of Diablo 2 . I can appreciate a legitimate trading system where players and interact with other players within the community and trade items. That being said, the inclusion of real-money trading has the potential to skew the Diablo 3 economy, where some greedy players will surely be unwilling to part with their wares unless players fork over cash instead of in-game gold. As nervous as it makes me feel about cash-spending players having an advantage, it will be hard to not give the system a chance.


Ranters, what is your take on the Diablo 3 auction house?


Diablo 3 will launch May 15 for PC and Mac.


Diablo 3 Cheats on PS3 & Xbox 360


How to Duplicate Weapons, Crafting Materials & Oro


This Diablo 3 for consoles video guide will show you how to how to duplicate Weapons and Crafting Materials, which you can sell to essentially get Unlimited Gold!


Here’s The Step by Step Overview:


STEP #1: Go into a friends game.


STEP #2: Now drop the items and weapons you want to duplicate.


STEP #3: When you’re done dropping the items. Don’t leave your inventory! Instead, hit the middle button on your controller, then go back to dashboard by pressing the Y button on Xbox 360 or the Triangle button on PlayStation 3.


STEP #4: Go back into the game. Repeat the process until you are satisfied with your inventory. This can be done both online and via system link.


Warning: Sometimes the game will auto save if you drop too many items, so keep an eye on the top right corner of the screen to see if it tries to auto save on you! If it does, just pick up your items and finish a mission to get the game to auto save with your inventory. Then try the above cheat steps again.


Note that this exploit can of course get patched by Blizzard at any time.


Unlockable DLC Items


Players who pre-order the PS3 version of Diablo III will receive an exclusive in-game items. Check your stash for these extra Legendary Items:


& # 8211; The Infernal Helm, which grants an experience point boost to any character who wears it, accelerating their progression as they rise in power. & # 8211; Drake’s Amulet. & # 8211; Leah’s Ring. & # 8211; The Hero’s Journey (shoulders).


Certain retailers will also offer limited-edition pre-order bonuses, check with your local retailer for further information. The console version of Diablo III will be available fully localized in English, German, French, Spanish, Russian, Italian, Polish, and Brazilian Portuguese.


Additionally, we made the handy Diablo 3 guides listed above to help you with tips & tricks for the game!


Do you know of any Diablo 3 cheats or unlockables? Let us know in the comments, you’ll get credit for finding out. & # 8211; ¡Gracias por su visita!


Diablo III is going live, but is Diablo still relevant?


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Diablo III is going live, but is Diablo still relevant?


For a PC-only game built on well-trod swords-and-sorcery territory, Diablo III is generating a surprising amount of buzz from not only serious PC gamers, but also more mainstream and casual gamers. That's good for PC gaming, as this may be the biggest thing to happen to that field since Minecraft.


But will Diablo III be able to capture hearts and minds the way its two predecessors did, starting back in 1996? PC gamers Dan Ackerman and Rich Brown debate the relevance of this action RPG.


Dan: This is an important question to ask, as having played the Diablo III beta. it's clear that the basic gameplay ideas have not changed much since those earlier games. Despite the new (and quite fancy-looking) 3D graphics, the game has the same isometric view, and the same click-to-attack combat system. There's nothing inherently wrong with that -- it's been in service, in a broad sense, going all the way back to Gauntlet. But I have to wonder if Diablo III has evolved enough from previous incarnations.


Therein lies the problem. What responsibility does a big-budget, high-profile project such as Diablo III have to move the needle in terms of new ideas? There are a few to be found, but ones that operate mostly behind the scenes. A new auction house system for trading found items with other players, using real-life currency, is being generally welcomed, while onerous online-connectivity requirements, even for single-player games, have been less warmly received.


That real-currency auction house is probably the most interesting new development. Similar to the gold-farming problems that have plagued MMOs for years, third parties buying and selling in-game items in an unregulated way can ruin the economy of a game world, make online gaming a spam-filled hassle, and expose players to potential fraud.


By fully embracing the fact that players will want to combine real-life cash and virtual transactions, even in a non-MMO game, Blizzard becomes among the most forward-thinking of game companies. The brilliant part is the real-life transaction fee attached to every transaction, plus the additional fee if you ever want to withdraw money from your in-game account. Put one way, it's the gamification of the online auction experience. Put more cynically, it's Blizzard taking a Vegas-style vig off the top.


That commerce engine -- Sanctuary Tycoon, anyone? -- is something I'm looking forward to exploring. My concern comes from the rest of the experience. Of course, pointing and clicking in an isometric view to kill monsters and collect loot is fun -- always has been. But is it still enough for a major blockbuster game?


In the more than 10 years since Diablo II, that style of gameplay has been distilled and arguably perfected in games such as Torchlight, Titan Quest, Dungeon Siege III, and even games from other genres, such as Marvel: Ultimate Alliance. [Rich: "I'd call very little about Dungeon Siege III perfected." Dan: "Point taken." ]


It feels at this point in the evolution of interactive entertainment that this gameplay style may be better served by bite-size games such as Torchlight or Dungeon Hunter, boiling the hack-and-slash dynamic down and serving it up as an experience that can be enjoyed on the go, or in easily digestible bursts of action.


Of course, there are just as many arguments one could make about why gamers should skip buying a new copy of Madden NFL or Call of Duty every year, but that doesn't happen. Similarly, I've heard from friends and acquaintances who I would never think of as gamers, much less hard-core PC gamers, who are coming out of the woodwork to buy and play Diablo III. So, if you measure relevance in terms of consumer hype, in another 10 years or so we may be back here talking about Diablo IV.


Rich: Here's Jay Wilson, game director for Diablo III, in a video interview with Games On Net. addressing whether Diablo III's isometric camera is modern enough:


"A camera is not a technology choice, and [there are] more than enough first - and third-person games out there. Camera has such a huge impact on gameplay that I consider it a gameplay choice."


With a first - or third-person camera, all of a sudden you have a different view of the gameplay world. Monsters and game environments must then appear larger, demanding more PC performance and likely minimizing the number of enemies on screen at once. Technology plays a role here, but the camera choice ultimately dictates gameplay. A Diablo game without swarms of enemies? Unthinkable.


The isometric camera also makes the game more tactical. If you can see enemies coming at you from all directions, you can react with more strategy in mind than you can through a more limited first-person or third-person point of view.


What Blizzard does best, though, is design games that satisfy both casual and dedicated players. Anyone can pick up a Blizzard game and progress through it, but if you have the patience to dig deeper you typically find complex, difficult-to-master gameplay mechanics.


Here's how I'll be judging Diablo III: Does each character class offer a distinct gameplay experience? Do the different character skills, weapons, and abilities complement each other well, and do I get to make meaningful decisions about how to use them? Do the monsters and boss fights require me to think and use different tactics? Are the interface and in-game information systems accessible? Has Blizzard minimized the pain of joining and playing in a multiplayer session?


I don't think any game has handled all of those facets perfectly. Until that happens, there's room to advance the action role-playing genre.


As for the real-money auction house, yes, it gives Blizzard a new source of revenue. It also gives players the opportunity to earn money, as well as the chance to track down hard-to-find items without endless grinding. You don't need to participate in the auction house, and it offers no new narrative content. It might complicate the game's multiplayer aspect, but I can think of more odious strategies for monetizing a player base.


Dan and Rich have both played the Diablo III beta and preinstalled the final version of the game. Activation servers, required for even single-player games, will go online at 12:00 am PT / 3:00 am ET on May 15. Check back for our hands-on analysis of the game next week.


Diablo 3 is the fastest selling PC game and there is a good reason why in the first week, there were 6.3 million registered Diablo 3 players. The title continues the story told in the previous installment and provides a conclusion to the eternal conflict between Demons and Angels. The dark-themed game is based on a complex and captivating story. While the user interface and gameplay itself seems simple, things begin to get complicated but mistakes can be avoided with a few tips.


8 Tips for Diablo 3 Beginners:


Choose the right character class . There are two main paths to be taken: melee or ranged combat. If you enjoy melee combat you can choose between the Barbarian or the Monk . For ranged combat we have the Witch Doctor . Demon Hunter and the Wizard . Remember that the class should reflect your gameplay style. You might also want to spend 10 minutes playing each class to get a better picture.


Choose the right kind of follower . Co-op gameplay is optional. Sometimes players prefer to complete a Diablo 3 quest alone. To make it easier chose a follower that fits your character class. Ranged classes should always get the Templar. He is a melee follower and he can keep the mobs away from the player. Melee classes can choose between the Enchantress and Scoundrel. Both of them are ranged and have a few defensive and tactical abilities that help melee classes.


Posted by Bobby


The World of Sanctuary faces destruction once more as the lord of Hell begins his vengeance quest to bring down the High Heavens and burn the land of men. The former Diablo 2 players will have to clean the dust of their swords and shields to face the Lord of Terror once more. This time, the Diablo 3 game comes with a lot of changes to the game mechanics and even with prior experience veterans will find that there are a lot of new things to learn. If you are a new Diablo 3 player you’ll need a little help to enhance your gameplay experience. Here are some essential things that some beginners fail to discover right from the start of their adventure in the World of Sanctuary:


10 Diablo 3 Tips For Beginners:


Posted by Bobby


Diablo III has recently released patch 1.0.4 which includes the addition of a new system called the Paragon system. This new system allows players who have reached level 60 to further progress in the game. The Paragon system gives players an extra 100 levels to progress. For each level that the player gains, an increase in gold find(+3), magic find(+3), core stats (str, dex, int, and vit) and a different border surrounding the character picture will change for every 10 paragon levels. These bonuses give an incentive for players to continue leveling and invest more time into the game. This will also serve as one of the solutions to “gear swapping”, which is when players continuously swap gear to increase magic find or gold find. Magic find is also capped at 300%, meaning players who get to level 100 paragon level will no longer have any use for magic find items. This does not include nephalem valor which stacks with the paragon magic find system.


The World of Sanctuary hides many secrets. At first glance, the dark themed game leave no room for fun and games but there are some hidden easter eggs that can bring smile on the face even on the most grim player.


In the Diablo 3 beta, Black Mushrooms were first seen near Adria’s hut in Act 1. Just like now, the mushrooms were clickable and when triggered they dropped the mysterious item. Since the players were limited to level 13 and progression stopped at the Skeleton King, nobody have even the slightest idea of what good those mushrooms will do.


The full version of the game changed the spawn location of the Black Mushroom. It is now a random spawn in the Cathedral level 1. As the game revealed, this special item is part of the Staff of Herding recipe used to craft the special staff used to enter a secret level. In Diablo 2, players were able to go to a hidden map and slay hundreds of vicious cows equipped with huge axes. This time, the Staff of Herding opens the gate for Whimsyshire . a special level filled with rainbows, unicorns, flowers and teddy bears. Every moving thing in this hidden place will try to kill the player. However, in order to get there, the Black Mushroom is not enough. The player will need to find the recipe for the staff first that is a random drop from the Act 4 boss called Izual.


Once the recipe is obtained, the items required will need to be farmed. Here is a quick break down of the needed items and where to get them:


Posted by Bobby


Most games that come out are the same as many others. They might have a different name or storyline, but they have been done before and they’ll be done again. Sometimes you find one that’s truly unique. It’s like something you have never seen before in your life. Even if the games aren’t the greatest in the world they usually do so well because it’s nice to play something different. Here’s a list of some weird and unique games we’ve had the pleasure of playing over the years.


6 Unique Video Games You Have To Try Out Now:


Jewelcrafting And Jeweler: In Diablo 3 . gems are no longer a trading coin as they were in the previous installment of the game. This time, they can be upgraded up 13 times and the Jeweler can recover them from the gear. The new mechanic brings a greater value to these gems but it can become expensive for the superior levels.


Unlocking The Jeweler:


Covetous Shen is our Diablo 3 Jeweler . He becomes available after the player completes a quest chain in Act 2 . Once completed, all his other characters, present and future, will gain access to it. It is a shared resource and the player will have to level it only on one character. Newly created characters will have access to is starting with Act 1, without completing the quest chain again.


Jeweler Levels:


The Jeweler has four progression levels. Each level of difficulty allows the character to level one progression level. Without unlocking a difficulty level, the character will not be able to progress and upgrade the jeweler. Here are the costs for taking the Jeweler from level 1 and up to the max:


Posted by Bobby


Diablo 3 Gems: In Diablo 2, gems did not have the same effect over the character as they do in Diablo 3. This time around, the most powerful gear setups include several items with sockets. There are a lot of mechanics that can be altered or tempered with the aid of gems but let’s begin by looking at the levels of the gems and how they can be obtained.


The Diablo 3 Jewels/Gems:


Each gem has 14 levels of quality starting with Chipped as level 1 and Radiant Star as the highest available and there are four different types in total. They can be used to insert head . chest . wrists . waist . amulets . shields and weapons can be socketed with gems. The biggest turnaround since Diablo 2 is the fact that gems can be recovered with the aid of the Jeweler. He will also combine gems together to upgrade their level.


The 14 Gem Levels:


Posted by Bobby


Here is the complete list of achievements you can get in Diablo 3. But at first let’s take a quick look on the types of achievements.


The Types Of Achievements:


Exploration Achievements


Conversation Achievements


General Campaign Achievements:


Act 1 Achievements


Act 2 Achievements


Act 3 Achievements


Act 4 Achievements


General Cooperative Achievements:


Act 1 Cooperative Achievements


Act 2 Cooperative Achievements


Act 3 Cooperative Achievements


Act 4 Cooperative Achievements


General Hardcore Achievements:


Act 1 Hardcore Achievements


Act 2 Hardcore Achievements


Act 3 Hardcore Achievements


Act 4 Hardcore Achievements


General Class Achievements:


Barbarian Class Achievements


Demon Hunter Class Achievements


Monk Class Achievements


Witch Doctor Class Achievements


Wizard Class Achievements


General Crafting Achievements:


Blacksmith Crafting Achievements


Jeweler Crafting Achievements


General Challenge Achievements:


Act 1 Challenge Achievements


Act 2 Challenge Achievements


Act 3 Challenge Achievements


Act 4 Challenge Achievements


The Complete Achievements List:


General Achievements:


Blizzard loves to add easter eggs in their games. We have seen a lot of them in World of Warcraft and Diablo 2. In Diablo 3, easter eggs can be found starting with the first act of the game and all the way through the end. Blizzard included all types of interesting hidden objects, monsters and levels including their developer names, ponies, teddy bears and many others.


Let’s have a look at 15 Diablo 3 easter eggs:


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Diablo III's 2.0.1 update might as well be a sequel to Diablo III


Games reporter, PCWorld


Let's pretend for a second that Diablo III never came out. It's early May, 2012—a sunny day with just a hint of summer in the air. You're so excited for Diablo III . You don't know yet that the always-online is going to melt the servers into ash for the first few weeks after launch, rendering the game unplayable. And you certainly don't know that the end-game is going to be a tedious grind, with loot doled out at a painfully slow pace.


Yeah, let's pretend none of that ever happened.


As Blizzard preps to release its Diablo III expansion, Reaper of Souls . it's putting out patch 2.0.1 for the original game. With this patch comes the new Loot 2.0 system, a total overhaul of Diablo's loot system that Blizzard claims will fix the endgame grind and bring the game more in line with players' expectations.


Loot 2.0 gives Legendary weapons a much-needed boost, making them the all-powerful demon-wreckers they were meant to be from the start.


That process will be somewhat-complete on March 18, when the auction houses shut down (another factor that diminished player enjoyment of the game by making it easier to buy rare weapons than grind for them), though it still appears the PC version will never get an offline mode.


Loot 2.0 gives Legendary weapons a much-needed boost, making them the all-powerful demon-wreckers they were meant to be from the start. They're also tied to accounts now, with only a two-hour window to trade weapons to other party members.


2.0.1 also makes it more likely you'll find weapons that are actually useful, transforming the old "true random" stat generating system into one tailored on a class-to-class basis—for instance, making it so that the Witch Doctor finds weapons that boost Intelligence instead of something fairly useless, like strength.


The patch also gets rid of the original tiered difficulty system (Nightmare, Hell, and Inferno), replacing it with a dynamic system that adjusts difficulty and scales enemies to your level. There are also five static difficulty levels.


It's a big move for Blizzard, though we'll see whether it can turn around the tide of bad publicity surrounding Diablo III before the expansion launches March 25. You can read the full patch notes here.


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Hayden Dingman Games reporter


Hayden writes about games for PCWorld and doubles as the resident Zork enthusiast. More by Hayden Dingman


Diablo 3 Will Let You Auction Your Loot For Real Money


In detailing the list of improvements and changes that Diablo 3 brings to Battle. net (persistent friends list, cross-game chat, PVP matchmaking, etc.), the ability to auction off items for real-world money stands out the most. Essentially, Blizzard has taken the seedy world of third-party gold and items or characters for money trading, and institutionalized the practice.


Executive vice president of game design Rob Pardo describes the currency-based auction house as a solution to a multitude of economy-related problems from previous Diablo installments. People used to have to drop items on the floor and click with blind faith that they were getting what they expected. Websites that were basically nothing but fronts for scammers would prop up to capitalize on the exploitable (through duplication and manipulation of client-side characters) economy. Even trying to make the transaction was annoying, as you'd have to put up with players constantly spamming the chat channels with item listings.


Hence, the new currency-based auction; a quick rundown of its features below:


Like you'd expect, it features both an auto-bidding and an instant buyout price. Players are kept anonymous during the process, and there will be one regional auction house per currency type.


Nearly everything can be sold. Items, gold, and later on, even characters, can be sold through this auction house. Only quest-related or very specific items will be soulbound to players; everything else that drops on the ground can be auctioned.


The auction house interface can be pulled up anywhere, and items can be sold from either your current character's inventory or from the shared stash. Transactions happen pretty much instantly (and securely), and if you successfully bid on an item, it then shows up in your shared stash.


There will be a smart-search mode that can automatically loot for suitable items based on your current equipment and what would work best upgrade-wise. You can also specify certain parameters for your build, or search for items by class (since everything works in and out of your shared stash).


Blizzard will charge a listing fee and a sale fee. The former you pay no matter what, while the latter only comes up if you make a sale. No specific figures have been given, but Pardo describes these fees as "nominal. He also believes that since there is a listing fee, this will help the auction house self-correct into only listing noteworthy items, as people would be discouraged to pay a listing fee to sell trash or vendor loot.


On the flipside, to help seed the auction house and to let players get a feel for the auction house without investing too much money, Blizzard plans to let players have a number of free listings per week.


The auction house is designed to facilitate player trading; Blizzard has no plans to officially post items for sale through the auction house themselves. Nor will the company put up gameplay enhancing additions in the auction house.


Players have two choices for proceeds from their sales: The default option puts the funds into their Battle. net e-balance. That e-balance can be used for goods/services offered by Blizzard, ranging from purchasing items from the auction house to World of Warcraft subscription time or other paid services (such as character transfers). The other option is to "cash-out" the sale to a third-party payment provider (Pardo comments that the contract hasn't been finalized, so he couldn't name the service just yet -- we're assuming PayPal or somesuch). Though, the cash-out option could be subject to transaction fees from both Blizzard and the third-party provider.


The currency-based auction house is completely optional. Player-to-player trading still exists, and there will be an auction house that uses in-game gold as well. Also note that the auction house is the only method of using real-world currency (i. e. no using cash for player-to-player trades).


Hardcore characters (a special difficulty mode that features permadeath for characters) cannot used the currency-based auction house, only the in-game gold one. "We're protecting players from themselves -- we don't want a situation where someone spent a lot of money and then that character --along with the items -- gets deleted due to combat or PVP soon afterwards," notes Pardo.


Interestingly, Blizzard's official position is that if an item gets altered in a patch down the line, Blizzard will not provide a refund or any other accommodations if this happens. So buyer beware: your new loot could get nerfed.


Finally, the gold-based auction house will be featured in the D3 beta. The currency-based auction house won't be live until launch. "It'd be mean to have that running since we wipe all the beta characters at the end," quips Pardo.


This is quite an interesting development -- Pardo commented that the team has looked at freemium and microtransaction-based business models, and decided that this one fits the game the best and is something that players already want. He points to how some already treat WOW's auction-house as a metagame of sorts to reinforce that last point.


If you're wondering whether Blizzard could take transition this currency-based auction house to WOW, consider the following: Pardo commented that WOW uses a deterministic item system -- one where items are handcrafted, and where users can figure out where they tend to drop. WOW caters to "achievers" who seek to build a particular item set. Diablo's randomly generated items and loot drops makes it better suited to this merchant economy -- Pardo says you can go up against Diablo 10,000 times, and not get any of the same drops again like in WOW. With him taking the time to explain why this auction house works for Diablo rather than WOW, it seems safe to conclude that it won't migrate over to WOW either.


Click through for some more screenshots of the auction interface -- you can also click on each image for the full-sized version.


Ver también


I see potential issues.


Posted: Aug 01, 2011 12:00AM PST by chasewystone


Aside from being completely upset that Blizzard seems to be destroying the single-player game mechanic that I enjoy the most from the Diablo franchise, I haven't heard anything regarding security precautions. How does someone go about being able to post onto the AH for real-world currency, and how would they go about buying an item from the AH? If they don't find some iron-clad method of securing this process, I can easily see the number one problem becoming parents wondering why their phone bills are suddenly so inflated ("Hmmmm. I thought I was only paying $14.99 a month for my child's WoW account. why is this bill for $100. ").


Dinero


Posted: Aug 01, 2011 12:00AM PST by KrazeeDD


The rich always seems to win out over me.


This can be good for a stable, mostly inclusive diablo 3 economy.


Posted: Aug 01, 2011 12:00AM PST by Pumpkin-Song


Hopping on D2 now is just an onslaught of bots trying to sell you items over the internet. Admittedly, there always has been a market there for Diablo 2 items, Trading powerhouse such as d2jsp makes it evident. It could be a useful way to help keep diablo 3's economy in check.


Cant agree more


Posted: Aug 02, 2011 12:00AM PST by TurnRiver


most people dont realize how bad D2 got because blizzard let everyone run free for the most part. Lots of dupes, hacks, exploits, and an unchecked economic system that let the scammers roam free. These new measures seem to be addressing everything that was wrong in D2. too bad most people cant realize that


bleh


Posted: Aug 01, 2011 12:00AM PST by estmaddog


Blizzard is collecting a listing fee, a sale fee, and a cash out fee (if you decide to take your money out of your Bnet account). This is not a feature for players, this is a way for Blizzard to jack up revenues. It's not a bad thing, but it does pretty much kill immersion for me. This game is sounding more and more like a gritty farmville. I'm not interested anymore.


Agreed


Posted: Aug 01, 2011 12:00AM PST by chasewystone


The Auction House combined with the need to be constantly online feels like it's intruding on the story-driven experience I look for in the Diablo games. I love the lore of the world, but I'm finding myself becoming very detached from this game.


I'm cool with it


Posted: Aug 01, 2011 12:00AM PST by Grimbear13


Though I probably won't ever utilize it for buying, and I'm not much of one to magic find (my luck sucks lol) I like the idea of Blizzard incorporating it to add a level of security for their players who are willing to pay $$ for items.


Crafting materials for Diablo 3’s patch 2.3.0


One of the big categories of improvement coming in patch 2.3.0 is the revamp to the crafting system in Diablo 3 . The Jeweler is self-contained as he uses only gems for the most part to make other gems and rare quality jewelry. The only non-gem materials you’ll need for the Jeweler to craft something are the legendary materials you’ll need for the Hellfire Ring and Amulet. Everything else has been revamped and slimmed down.


Parts, Dust, and Crystals


Just like World of Warcraft’s enchanting profession has dust, essences, shards, and crystals stepping up in quality, Diablo 3 has a set of base materials used for almost everything. Reusable Parts are the white or normal quality material, Arcane Dust is the blue or magic quality material, and Veiled Crystal is the yellow or rare quality material. Each of these materials can stack to 5000 before you need another slot of inventory space. All three materials are used in everything — crafting items at the Blacksmith, enchanting items at the Mystic, and re-rolling items at the Cube.


You can get all three from various drops throughout all gameplay modes. The Odious Collector treasure goblin particularly loves to collect and drop the base three crafting materials as you chase it to its death. Regular and elite monsters will drop materials at chance, but your main sources of the three base materials will be from salvaging items and from bounty caches. All three materials salvage from not only their quality type of item but also from crafted legendaries.


You can convert 100 Parts, Dust, or Crystals into 100 of the other two types by using Kanai’s Cube. You just need to put in 100 of the material you have too much of, one Death’s Breath, and an item of the quality material you want (like a rare item if you want the blue Arcane Dust).


What happens to your old level 60 materials? They convert into the level 70 materials to be used across the whole game whether you have the Reaper of Souls expansion or not. Each vanilla material converts to its similar Reaper of Souls material:


Common Debris become Reusable Parts


Exquisite Essences become Arcane Dust


Iridescent Tears become Veiled Crystals


Fiery Brimstones become Forgotten Souls


Demonic Essences become Death’s Breath


Soul and Breath of tinkering with items


Forgotten Soul is the basic legendary crafting material. You can only get it from a drop itself (like from bounty caches or from completing rifts) or from salvaging a dropped legendary. A new change in patch 2.3.0 is that salvaging a crafted legendary will only return Reusable Parts, Arcane Dust, and Veiled Crystals. You must go out and slay things in the world to receive Forgotten Souls.


Although Forgotten Souls are only used for four things in the patch 2.3.0 game, you’ll probably need a couple hundred if you wish to roll a legendary item multiple times at a shot for your best item stats. Even a casual endgame player will use Forgotten Souls often enough to need them:


1 Soul for every legendary or set piece you enchant (or reroll one stat on).


10 Souls to convert a set item.


10 Souls for crafting a Hellfire Amulet, in addition to the four demonic body parts.


50 Souls for reforging (or entirely rerolling) a legendary.


Death’s Breath are the special endgame material that you get at maximum level. Typically they drop off elite packs. as well as being dropped rewards from completing bounties and rifts. Death’s Breath are used in the tinkering type of crafting — enchanting and Cube mechanics — where you take an existing item and reroll part of whole of it.


Shards, Keystones, and Machines


These items aren’t crafting materials technically, but you’ll want to collect them in pursuit of better gear and more crafting materials.


Blood Shards are like gold: Technically a dropped item, but it’s a currency rather than an inventory-using item. You’ll find them most often in bounty caches, at the end of rifts, and when chasing the Blood Thief version of a treasure goblin. Blood Shards are capped by how high you can run a Greater Rift, and you can increase the cap by completing higher Greater Rifts in time. Shards are shared across your account on a similar core, so you can use your decked-out Rift runner to help gear up your latest alt project. Kadala, who stands near the rift summoning stone in town, will trade your Blood Shards for random gear in the inventory slot you want.


The way rifts work and level up has been revamped in patch 2.3.0. Currently, you have to do an awkward series of events to get into a Greater Rift appropriate for your gear level:


Do a set of bounties for a Rift Fragment Keystone.


Do a regular Nephalem Rift using the Rift Fragment Keystone.


Complete the Nephalem Rift in time to get a Keystone of Trials.


Complete a Realm of Trials to sorta maybe guess at your perceived Greater Rift level. This is often way below what you can actually run.


Complete the Greater Rift that the Realm of Trials gives you, and upgrade your stone at the end.


Finally do the Greater Rift you intended all along.


In patch 2.3.0, the system is still recognizable but is completely slimmed down to “choose your content.”


Run a Nephalem Rift to get a Greater Rift Keystone when you complete it quickly enough. Greater Rifts can only be done at level 70.


With a Greater Rift Keystone in your inventory, select the Greater Rift difficulty level in the rift summoning stone that you wish to run.


Do the Greater Rift you intended to do.


You may run a Nephalem Rift at any time without needing a keystone — so all those Rift Fragment Keystones just become trash items that vendor for about 500k gold per 100 stack. The Nephalem Rift adjusts to both your character level and your chosen game difficulty, much like the questing and bounty modes do. Old trial keystones and old Greater Rift ranked keystones all convert to the single Greater Rift Keystone that you’ll use in patch 2.3.0.


The Uber system of making a Hellfire Amulet or Hellfire Ring is getting slightly slimmed down as well. Keywardens will keep their name but actually become Machinewardens, dropping the Infernal Machines of the same name as the Keys they used to drop. Any Keys you have in your inventory or stash will convert to the appropriate Machines.


Old level 60 Infernal Machines will not convert to level 70 Machines, but will stay level 60 Infernal Machines. Level 60 Infernal Machines will still create a random portal to a Realm inside the Heretic’s Abode that will drop different legendary materials needed to make the old 3-part Hellfire Rings of Dexterity, Intelligence, Strength, and Vitality. Level 70 Hellfire Rings — 4-part rings — will still require parts from the level 70 Infernal Machines.


New legendary materials


You’ve read about them through Kanai’s Cube and the artisan updates, because you’ll use them when crafting level 70 legendaries at the blacksmith or rerolling items with Kanai’s Cube. Finally, let’s look at the new five legendary crafting materials to use in patch 2.3.0:


Act I: Khanduran Rune


Act II: Caldeum Nightshade


Act III: Arreat War Tapestry


Act IV: Corrupted Angel Flesh


Act V: Westmarch Holy Water


They’re listed by Act because you can only gather these materials by completing a specific Act’s set of bounties. With this introduction of new materials, bounties have been revamped. Previously, players would start a game, do the day’s randomly selected two bonus bounties for extra Blood Shards and rift fragments, then exit game and restart game to refresh the bounties.


In patch 2.3.0, only one set of bounties will reward a bonus cache, but the bonus Act will rotate among the available uncompleted Acts as you complete the bonus bounty. For example, if you start the game and the bonus bounty is in Act V, when you complete Act V first, the bonus bounty will move to another uncompleted bounty without you needing to restart the game. This way, you can hit all five Acts’ worth of bounties without ever leaving your game. You can still choose to do a non-bonus Act’s bounties first, but you won’t get the bonus cache and you can’t redo the bounties later in that game for a bonus cache.


The initial bonus bounty does appear to change on game restart as of writing, but this is the PTR and that can change before patch 2.3.0 hits. However, crafting legendaries requires two different Act legendary materials, and the Cube recipes require all five at a time, so it’s probably more beneficial to do whatever Act bonus bounty order you get rather than trying to fish a certain first Act out of restarting games.


Check back next week for a guide to bounties so you can collect these new materials!


Join the Discussion


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Thread: Diablo 3 Trading Post: Show us your Legendary


Picked this up today :D


how much you guys think I could get for this? Similar stats seem to go for 400k


500k or so, but none of those have any MF on it, which I assume would make this a little bit better? All other high dex armors w/ MF on it seem to be going for at least 1mil, and barely any of them have any VIT at all


(AH adding gem value to stat searches is ANNOYING AS FUCK)


Lol, sold for 3mil overnight. Thanks for the tip :D


(yay im rich! time to buy gear worth more than 20k a piece)


Relic Shield Join Date Nov 2005 Posts 1,937 BG Level 6 WoW Realm Akama


huahuahuahuehua so poor now :[


2600klub i herd u liek to fite NO NAME Join Date Jan 2005 Posts 14,076 BG Level 9


Diablo3 News and Events and Guides


The Transactions System of Diablo 3 Gold


In Diablo3. it is very wonderful to get new epic-level equipment. For this reason, the players try their best to obtain the equipment whether outside the game or in the game. Players tap out a variety of transactions and the way to obtain equipment. In these ways, some are very easy, and some are very boring. For example, non-stop advertising in the chat channel and the endless waiting for a reply. It may be unsafe.


In the Diablo 3, we introduce a powerful auction system to give players a safe, fun and easy way to trade game trophies. Such as weapons, armor and character aragoniteapproach. Diablo 3 Items will have two auction houses: one is based on the gold that the players obtain during the game, (Diablo3 Gold )while the other is based on real-world money.


Players can open auction interface to buy or sell items anywhere within the game. Shared storage box and column items are used items for sale. When players are in the auction house, the seller can choose the Gold auction house or the money auction house. After the success of the auction, the auction system will take custody of the items. The items that are not successfully sold will be returned to the shared storage boxes of sellers, and the successfully sold items will be sent to the share storage box of the winning buyer. In any case, the auction system will be a nominal charge to the seller a fixed fee. The specific amount to be determined whether the items are successfully sold or not. Whenever an item is linked to the auction transaction, the seller will be charged a nominal fee. Transaction fees are charged, including whether the fixed costs and the success of the transaction was charged an additional fixed costs. Since the transaction will take fee from the sellers, it is recommended that the seller should do research on the market and price before the sale of goods. This site can provide Diablo 3 Power Leveling for all of you and let you the wonderful game!


'Diablo 3: Reaper of Souls' revisión


The highly anticipated expansion to Diablo 3 is finally live. Players scrambled to enter act 5 and finally get to experience the new content that they could only experience previously through streams and youtube videos. The question on everyone's mind was whether they would be able to log in or be locked out by errors like Diablo 3's original launch fiasco. To everyone's delight the launch was flawless, players who were logged into the game prior to release weren't even forced to log out, they simply received a message explaining the expansion was live.


Reaper of Souls still aims to scratch the same itches every Diablo game satisfies; the thrill of loot and the ability to continually progress onto new and harder content. The biggest difference is that Blizzard is trying to make you earn your gear through playing the game exclusively, which throws some of the concepts players are familiar with out the window.


Trading has always been synonymous with Diablo since the original and it only intensified with Diablo 2. Diablo 3 became know by many people as a 'buy to win' game as players could simply use real money to buy in game items and become much more powerful than the average player aiming to better themselves through playing the game. Blizzard's removal of the auction house and binding legendary loot to your character eliminates any chances of buying your way to victory. The problem Blizzard faces with this change is that many players considered trading the biggest reason they had to keep playing, whether it was to amass gold, make real money, or trade their way to a perfect character.


Blizzard's answer to the void created by trading's absence was to fill the game with new content and give players satisfying loot they can enchant to eventually achieve the perfect character without the need for trading. Loot 2.0 is designed to make viable gear drop for you. This doesn't mean that every drop is going to be an upgrade but that Wizard's shouldn't be getting gear with Strength and Dexterity on them and the legendary items that drop for them should be able to be equipped by their class. It isn't perfect but it does greatly increase your chance of getting a useful drop.


Outside of better drops the perfect item is more feasible than ever with the introduction of enchanting through the Mystic. The Mystic allows you to remove one of the stats from an item and replace it with a different one. This makes that perfect weapon you found that just didn't have a socket still perfect if you can get the Mystic to roll a socket into it. To gain a primary stat like a socket, you must give up a primary stat so don't think you can give up pick up radius for a socket. You also have to pay for each re-roll with materials and gold, so making that nearly perfect item perfect might not be easy.


The Mystic also allows you to perform transmogrification on your gear, which allows the pieces you are wearing to have the appearance of other legendary items you have found. This makes those worthless but awesome looking items that drop, finally useful instead of heartbreaking.


The expansion packs an entire new act to explore and conquer. Act five takes place in a new land that helps shed light on the lore of the original game. It ties up loose ends left after Diablo 3's conclusion while pushing the player forward in the pursuit of power. The new zones are fun to explore, and have great replay-ability through their dynamic design which makes them feel significantly different with every trip through them. The zones also look great and make you excited to see where the game is going to take you next. In terms of difficulty, the act starts out gentle but can quickly make you second guess your difficulty choice.


After you have completed the entirety of the campaign, you unlock Adventure Mode which allows you to revisit parts of the game with different objectives and goals. It is a great way for Blizzard to recycle content while keeping it feeling fresh and appealing, as you may be in the same zone you played before but have a new reason to be there. One of these bounties asked the player to explore a tunnel and survive a gauntlet of flame turrets while killing monsters and an eventual boss. It was a refreshing change of pace that makes you want to see what the next bounty has to offer. For doing these bounties you are awarded with blood shards and rift shards. Blood shards are handed in for randomized loot while rift shards are handed in to open Nephalem Rifts. Nephalem Rifts are randomized dungeons that require you to fill a bar by killing monsters which will then unlock a boss that you can kill.


The Crusader is Blizzard's new hero and it fills a role that was missed in the game. The Crusader is a melee oriented caster who can be played at nearly any ranged and help other players excel at their roles. Fans of Diablo 2's Paladin will feel right at home with this character as they have similar capabilities without being as overpowered as the Paladin felt in Diablo 2. The Crusader also brings use to shields which were primarily unused as every other class had a superior item in their offhand. Despite wearing a shield and being able to absorb a good amount of damage, Crusaders will likely be more optimal running with at least one other durable character as they do not seem to have as much sustain as other classes offer and due to the synergy they bring to another person who can absorb hits.


The initial play-through of act 5 is a blast and diving into Adventure mode after is exhilarating and brings you back to old content from the original game, you thought you would never find fun again, and manages to make you enjoy it. Playing with transmogrification choices and the new crafting helps make your character feel personalized. All in all the expansion packs a lot of fun in where it matters and tries to keep you on your toes with surprising difficulty that doesn't feel as unfair as the original release of Inferno in Diablo 3.


Blizzard had lofty goals for this expansion and succeeded in most of the things they set out to do. Gear is satisfying to earn and there is something to be said about hand crafting your character with gear you found completely on your own. The new act is their best act yet and promises a large amount of replay-ability. The lack of PVP content is still disappointing as the original game had promised it and Blizzard's silence on the subject doesn't help the matter. Without PVP or trading, the end game appeal is questionable. For the foreseeable future creating a character that can kill the uber bosses of the game and down the hardest content will be enough to keep most people's interest and that is fair for a game that doesn't demand a monthly fee or have content gated with micro-transactions.


There has never been a better time to play Diablo 3 and despite a few shortcomings, it's still an incredibly fun game to play. The only question is how long it can hold your attention.


Great new content


Manages to make old content fun


Much Improved replay-ability


Vastly superior loot system


New ways to personalize your character


Lack of new PVP content


Questionable sustained end game content


Only one new ability for classic characters


Please share your thoughts and experiences of the expansion below


You can follow Jordan on Twitter @JordanMBrill and keep up to date with his articles by subscribing above


Diablo III to have online auction house


Blizzard has been slowly revealing tidbits about Diablo III, with the most recent being a lore book to be released together with the title. The company now has introduced a new feature that focuses on the action role-playing game's new auction house system.


Players will be able to either use in-game gold or real money to purchase, trade, and bid for items with the respective currency; there will be separate auction houses for in-game currency bidding and real-world money transactions. Players can open up the interface within the game, in which they can sell items from a shared stash (essentially a storage shared among all a player's character classes on his or her Battle. net account) or from a single character's inventory. A seller will be charged a fixed transaction fee for each item listed in the auction house. The auction house will also feature a "smart search" functionality to automatically sort out items based on upgrades to tailor a player's in-game character.


Blizzard has said it will not plan to post items for sale in the auction house, as it is meant to be a player-driven system. While a concrete decision has yet to be made, the auction house will only be available to players once they reach level 10, according to producer Jay Wilson. Players using Hardcore mode will not be able to access the real-world currency-based auction house; instead they will use the "Hardcore-only" gold-based auction house.


The real money auction house will be split into different regions, each representing a specific currency. For example, if a player wishes to trade on a Singapore server, they will trade in Singapore dollars in that specific auction house. At this point in time, the auction house is expected to be available in North America, Europe, Asia, and Southeast Asia.


In other Diablo III news, the game will also require a constant Internet connection, even in single-player mode. Wilson said it was a decision the company made to offer persistent characters, the ability to play multiplayer with in-game characters that can be stored online forever, and enhanced security.


When asked about the justification of the decision, Wilson stated that 99.9 percent of gamers have an Internet connection. He added that if a player's connection drops, a player could die but the in-game penalty wouldn't be harsh (specifically a 10 percent decrease in durability for equipped weapons and items) unless the player is on Hardcore mode, in which case he or she loses the character permanently. He also said that piracy was a factor in this decision, but it wasn't "a deciding factor."


Blizzard also announced a banner system for the game, by which players will get to show off their achievements for Diablo III through an actual banner with symbols representing which parts of the game a player has completed.


Much like StarCraft II's server choices, players in Australia, New Zealand, and Southeast Asia will have access to both local and US servers. Further region-specific details about the auction house and Battle. net will be announced later. For more information on a recent build of the game, check out GameSpot's in-depth hands-on preview.


Diablo 3: Reaper of Souls Review


Only a couple of things could potentially ruin Diablo 3’s reputation – a lousy launch and poor end-game content that turns the game into a loot-oriented grind-fest. Bien. Umm. Launch day cock-ups were resolved. However, Blizzard themselves admitted that Diablo 3 had poor end-game content. It turned out to be a problem because Diablo is no longer just single-player, as was the case with Diablo and Diablo 2. The inclusion of multiplayer forced Blizzard to go back and improve key elements of the game. They seem to have done so -- very effectively I might add -- by launching the 2.0 loot patch and the Reaper of Souls expansion pack.


Thus goes my little Barbarian horde.


Set is green. Orange is Legendary. Dijo Nuff.


Act V, The Reaper of Souls, continues the story of the Nephalem and events that occurred after Diablo’s fall in the battle of the High Heavens. The hero who defeated the Lord Terror now has to face the ghostly armies of Malthael. Archangel Tyrael, who still clings to his human form, meets with the hero in Westmarch where Malthael is already strengthening his undead forces. Although he calls himself the “Angel of Death” Malthael was once the Archangel of Wisdom and considered to be the greatest member of the Angiris Council. After the destruction of the Worldstone and its corruption (back in Diablo 2: Lord of Destruction), Malthael vanished. He has now returned to claim the Black Soulstone, which contains the power Diablo.


Blizzard’s long-awaited add-on has brought some changes. The level cap has now been raised to 70 (from 60). The additional 10 levels paved the way for new skills and ruins. As you reach level 70, you’ll unlock a fourth passive ability. Act V brings many hours worth of content. Completing this new part of the Diablo storyline took us almost 20 hours, with a thorough exploration of the new areas and sub-levels (can’t guarantee that we’ve seen every single side-quest tho). Anyway, once you’re done with the Act V, you can jump into the all-new adventure mode, which allows you to revisit familiar locations, gather more experience, collect bounties in specific areas and eventually unlock dungeons called Nephalem Rifts. Clearing out these Rifts and collecting bounties for each world awards players with Horadric caches, which pack some pretty cool items.


Also, the revised loot system now sees better and more useful drops. You no longer have to worry about picking up magic, rare or legendary items for different classes. Drops are now class-specific, so if you’re playing as a Wizard you’ll seldom see an item for, say, a Barbarian. However, most items are account-bound and therefore cannot be traded with other players. The player-to-player trade system is rather vague so I tried it the old-fashioned way – just dropping items and taking them off the ground (and yes they’ve also killed the Auction House, if you recall). Players can exchange items such as weapons that are rare and magic. Legendary items can also be swapped, but those have a 2-hour time limit. Once that limit expires, the legendary item is bound to your account. Items and ingredients that are used for crafting cannot be traded because they are also account bound. It’s hard to see this as a flaw. To tell you the truth, I’ve been playing the game for well over a week and I never once felt the need to trade with anyone. The variety of unique and useful drops is staggering. Also, there’s more than enough gold and crafting material to gather from fallen enemies. Once again, this doesn’t seem like a bad thing to us. The Auction House sucked tremendously bloated goat cock anyway.


All of these features signify Blizzard’s effort to improve upon its already excellent action RPG. While some may argue against the game’s $40 price tag, it seems like a fine investment to us, especially if you’re a fan of the original. Each new addition somehow streamlines the game, so that players will have a great time while amassing their riches and weapons. The tale of Malthael was well told via scrolls and diaries, so there’s enough to keep you interested if you’re in for more story-related content.


Unleash the mighty steeds of my Crusader.


Be gone spawns of Malthael!


We’ve completed Act V with a high-level Barbarian and are now plowing through the main campaign once again with the new Crusader class (currently at lvl 45). At the beginning of Act I, the Crusader may not seem like a particularly appealing. However, as soon as you unlock better abilities and indeed more powerful equipment, the Crusader easily becomes one of the best. It’s a class that uses a well-balanced combo of ranged magic skills and close combat fighting abilities. Of course, in addition to those, he wields and assortment of spells to aid companions in battle.


Reaper of Souls successfully lures you into battle you’ll surely want to experience with friends. As a single-player game it’s equally fun. On an overall note, the past week of my life has been devoted to the Reaper of Souls and I have to say it wasn’t easy getting out of the game. The damn thing had me hooked so bad I had to explain my mysterious absence to all my friends and family.


Anyway, away with such idle talk. The promise of riches and delicious loot hangs in the air.


Apr 02 2017, 04:32 am EDT


i used to be fervently against Diablo 3 but after seeing the updates and the new content with this expansion, im now willing to put aside money and buy the original this summer and the expansion in the future when it will cost less than illegal organs.


i still say that for a single-player game, having to be constantly online is against my principles as a consumer. ive been playing Diablo 2 recently WITHOUT an internet connection. and the game is fucking old.


will i be able to do the same in 10 years time. i currently doubt it.


Vader . Oh just get over the always-online thing. RenegadeCZ . That sounds a bit funny coming from you Vader. Alr… Vader . Well, I was the one who was the most against it and I…


Apr 02 2017, 04:52 am EDT


30$ so i can gain 10 more levels and then have nothing to do--again?


has it been improved? yes. has the loot drops got better? sí


is there much else to do besides run the same shit over and over and over? Nope.


Sorry blizz every other game out there in the genre still makes you look like a pussy. torchlight, path of exile, grim dawn. the list could go on, of stuff that costs less and has 5x more content


With that said. if the xpack hits the 25$ price range sure ill bite.


Apr 02 2017, 05:22 am EDT


is it the patch or the expansion that makes the game better?


Vader . Both man. Ambos. One goes with the other. Killer Klown . Yeah, the patch helps, the expansion helps. The Crus…


Diablo 3 Auction House FAQ and Information


Blizzard has released this Diablo 3 auction house FAQ to introduce you to all the ins-and-outs of the system. Read on for the full details about Diablo 3's auction house system and let us know what questions you still have burning in your virtual wallets. We'll do our best to get the straight info from Blizzard.


AUCTION HOUSE - GENERAL INFO


What is the Diablo III auction house system?


Acquiring epic new gear for your characters has always been a big part of the Diablo experience. Because of this, players found numerous ways to trade and otherwise obtain items both within and outside of the game. Many of these methods were inconvenient and either tedious (e. g. advertising for a desired trade in Battle. net chat channels and waiting for responses) or unsafe (e. g. giving credit card information to third-party trading sites). With Diablo III, we’re introducing a powerful auction house system that will provide a safe, fun, and easy-to-use way for players to buy and sell the loot they find in the game. Two different versions of the auction house will be available in Diablo III: one based on in-game gold, which players acquire through their adventures, and one basedon real-world currency.


What’s the difference between the gold-based auction house and the real-money auction house?


The gold-based auction house uses in-game gold for purchases and sales. With the real-money auction house, players will be able to conduct these transactions using actual currency from an authorized payment method or using their Battle. net Balance. Players can choose to participate in whichever version of the auction house they prefer, on a per-transaction basis. Note that the real-money auction house will not be available in all regions at launch. See the Regional section of this FAQ for more information.


How does the auction house system work?


Players can open the auction house interface prior to entering a game by clicking the “Auction House” button on the character screen. Items can be sold from the shared stash (storage shared among all the Diablo III characters in a game region on your Battle. net account) or from any individual character’s inventory. When posting the item, the seller picks whether it will be sold in the gold-based auction house or the real-money auction house. The item is then held by the auction house system until the listing expires(all listings last for a maximum of 48 hours) or a purchase is made. Items that are not sold are returned to the seller, and items that are sold are delivered to the winning bidder. In each case, the item appears on the player’s ”Completed” page in the auction house interface, where the item can then be moved to the player’s shared stash.


The auction house system will deduct a nominal transaction fee from the seller if the item was sold. For the real-money auction house, players will have a few different options for how to pay for item purchases and receive funds for item sales, as discussed elsewhere in this FAQ. Additionally, there are differences in how this system will work in different regions of the world -- see the Regional section of the FAQ for more information.


How is the transaction fee determined?


In the gold-based auction house, a 15% transaction fee will be deducted from the final sale price of a successful auction.


In the real-money auction-house, for equipment such as weapons and armor, a fixed transaction fee will be deducted from the seller for each piece of equipment successfully sold. This fee is assessed only if the item is sold. For commodities such as crafting materials, gems, gold, and other “stackable” items, a 15% transaction fee will be deducted from the total sale price. Specific details related to the transaction fee for each real-money auction house are as follows:


Auction House (Currency)


Transaction Fee (Equipment)


Note that additional fees apply for players who choose to receive the proceeds of their successful auction via PayPal™ (in regions where this option is available). See the Functionality section of this FAQ for further details.


Why is the transaction fee for commodities in the real-money auction house percentage-based rather than fixed, as it is for equipment?


Unlike equipment, which is bought and sold on a single-item basis, commodities can be listed in bulk amounts within a single listing, and it’s likely that that listing will be divided up and sold to multiple different buyers. Because of this difference, a fixed per-transaction fee for commodities could have resulted in scenarios where a seller was paying the flat-rate fee multiple times within a single listing. Ultimately, our goal was to come up with a fee structure that was both fair and straightforward, and a percentage-based fee made the most sense for commodities.


Is there a limit on how many active auctions I can have at a time?


Accounts can have a maximum of 10 active auctions per gold - and real-money auction house. (Note that each available currency has its own independent auction house, so this limit applies separately to each -- see the Regional section of this FAQ for further details.) Items that have expired and been returned to the seller will count toward this limit until the player moves the items to his or her stash.


Why are you creating a real-money version of the auction house?


Our goal with all of our games is to ensure players have a highly enjoyable, rewarding, and secure experience. Acquiring items has always been an important part of the Diablo series, but the previous games have not had a robust, centralized system for facilitating trades, and as a result players have turned to inconvenient and potentially unsafe alternatives, such as third-party real-money-trading organizations. Many of the transactions between players and these organizations led to a poor player experience and countless customer service issues involving scams and item/account theft, to name a few. To that end, we wanted to create a convenient, powerful, and fully integrated tool to meet the demand of players who wished to purchase or sell items for real-world currency, and who would likely have turned to a less-secure third-party service for this convenience.


How will the real-money auction house work?


Players will be able to make purchases in the real-money auction house using a registered form of payment attached to their Battle. net account. (Note that not all Battle. net payment methods are supported by the auction house.)In addition to these payment options, players will also have the option to use their Battle. net Balance to make auction house purchases. Battle. net Balance can also be used to purchase a range of digital products available directly through Battle. net, including digital Blizzard Entertainment games and paid services, to name a few examples.


When players place an item up for sale in the real-money auction house, they must first choose whether to receive the proceeds of the sale in their Battle. net Balance or through an approved third-party payment service such as PayPal (in regions where available). Players must decide which method to use at the time the auction is posted, and cannot switch methods after an item goes on sale.


Note that if receiving the proceeds of a sale into a player’s Battle. net Balance would put that player’s balance over the maximum permitted balance, the player must receive the proceeds through an approved third-party payment service such as PayPal (in regions where available). In regions where an approved third-party payment service is not available, once a player’s Battle. net Balance reaches the maximum permitted balance, the player cannot make further sales on the real-money auction house.


How do players get “cash” from real-money auction house sales, instead of having the proceeds go into their Battle. net Balance?


In certain regions, players will have the option of attaching an account with an approved third-party payment service such as PayPal to their Battle. net account. Once this has been completed, proceeds from the sale of items in the real-money auction house can be deposited into their third-party payment service account. “Cashing out” would then be handled through the third-party payment service. Note that sending proceeds to PayPal will be subject toan additional 15% transfer fee if the auction succeeds, calculated based on the amount being transferred. Note that additional fees from PayPal may apply. Also, any proceeds from the sale of items in the real-money auction house that have been sent to your Battle. net Balance will not be transferable to the third-party payment service account. Not all regions will support this advanced feature at launch. For more information on cash-out availability and methods, see the Functionality section of this FAQ.


Is the real-money version of the auction house optional?


Yes, the real-money auction house is available as an option for players who wish to purchase or sell Diablo III items for real money. Players are also able to buy and sell items through the gold-based auction house, and they can trade items with each other as well through direct character-to-character in-game trading.


Why would I want to pay real money to buy or sell in-game items?


Acquiring items has always been a core part of the Diablo series. With the previous Diablo games, many players have shown a great interest in selling items they’ve acquired in the game or buying them for their characters using real-world currency, turning to potentially unsafe avenues to accomplish this goal. The currency-based version of the auction house provides players with an easy-to-use, Blizzard-sanctioned way to collect money for items obtained while playing Diablo III. And, it helps protect players from scams and disreputable third-party sites by providing a secure, in-game method to search for and purchase items posted by other players that are a perfect fit for their character and play style.


The real-money auction house is completely optional. Players who aren't interested in paying real money for items will still be able to rely on items they acquire through their own adventures, and they'll also be able to trade with friends and use the full-featured gold-based auction house.


Can I play on a server without a real-money version of the auction house?


We want to provide a secure, fun environment for our players to purchase and sell in-game items using gold or real money and have no plans to divide the community. Players are free to participate in the gold-based auction house or the real-money auction house, or to opt out of using any of the auction houses at all, progressing through Diablo III using only the items they obtain through their own adventures or direct trade with other players. Note that Hardcore characters will have access to an exclusive gold-only auction house that can only be accessed by other Hardcore characters. Does Blizzard plan to post weapons, armor, and other such items for sale in the real-money version of the auction house?


The currency-based auction house is a place for players to purchase or sell items they’ve obtained within the game. Blizzard does not plan to post items that affect gameplay in the auction house directly. Will Blizzard sell anything directly through the gold - or real-money auction house?


All items in the gold - and real-money auction house are placed up for sale by other players. We don't have any plans at this time to post items for salein the gold - or real-money auction house directly.


Does the real-money auction house signify a shift in Blizzard’s business and revenue model?


We’ve always tailored our business models to match what we’ve felt would be most appropriate and effective for each game and in each region, and that’s the case with Diablo III as well. The item-based nature of Diablo gameplay has always lent itself to an active trade-based ecosystem, and a significant part of this trade has been conducted through insecure third-party organizations. This has led to numerous customer-service and game-experience issues that we’ve needed to account for. Our primary goal with the Diablo III auction house system is for it to serve as the foundation for a player-driven economy that’s safe, fun, and accessible to everyone.


What’s Blizzard’s cut?


As with other online auction sites and real-world auction houses, our fee structure varies by region. We collect a fixed transaction fee for each piece of equipment sold in the real-money auction house, as well as a percentage-based transaction fee for commodities sold in the real-money auction house. These fees are only assessed if the items are sold. For players who opt to have the proceeds of their auction house sales go to their third-party payment service account (such as PayPal) instead of to their Battle. net Balance, or for those who have exceeded their maximum permitted Battle. net Balance and are required to use a third-party payment service, Blizzard will collect a separate transfer fee. See above for details on the transaction fee in each region; refer to the Functionality section for more information on transfer fees and maximum Battle. net Balance. Why would I even want to use the gold-based auction house?


We recognize that not all players would prefer or have the means to participate in the real-money auction house, and it was important to us to provide these players with a full-featured alternative.


Can we buy gold from the real-money auction house?


Players will be able to buy and sell gold through the real-money auction house at whatever the current market price is, as established by the player community. If I no longer need an item I bought in the auction house, can I relist it in the auction house?


Sí. Once you've purchased an item and sent it to your stash, you can do anything with it that you could if you had acquired it through your own adventures. You’re free to use it yourself, or trade it to another character or relist it in either the gold-based or real-money auction house. In fact, you can generally do any combination of these things -- for example, you can purchase an item in the auction house, use it for a while, and then relist it or trade it to another character. Aside from certain quest items, there will be very few (if any) items that will be “soulbound” to your character and therefore untradable.


AUCTION HOUSE - FUNCTIONALITY


What items can be bought and sold on the auction house in Diablo III?


Nearly everything that drops on the ground, including gold, can be traded with other players directly or bought and sold through the auction-house system. Aside from certain quest items, there will be very few (if any) items that will be “soulbound” to your character and therefore untradable. We are also planning to allow players to buy and sell characters in the auction house at some point in the future and will have more details to share on that at a later date.


What’s the difference between equipment and commodities?


Equipment is anything a player would equip on a character, such as weapons and armor, and which does not “stack” in the character’s inventory. Commodities are any non-unique or “stackable” goods that players find, including gems, crafting materials, gold, and other types of functionally identical goods that exist in large quantities. The auction house handles equipment (and other unique items)a bit differently from commodities -- read on for more information.


What are recommended items and "smart searching"?


When players launch the auction house interface, they’ll be able to select any Diablo III character associated with their Battle. net account. Before you perform a search, you’ll see a list of “recommended” available equipment that the system has determined would be suited to your character, based on which item slots have available upgrades and which upgrades would be most beneficial to the character. You can also search for specific equipment slots, level ranges, stats, and other criteria to match the requirements of a particular character build.


How does bidding work?


For equipment such as weapons and armor, players are able to set a maximum bid to engage in automatic bidding; the system will automatically place a bid at the lowest possible winning price, in 5% increments (but no lower than 10 gold / $0.10 USD or equivalent), up to the maximum the player sets. If you want to purchase an item immediately, you can also choose to buy out the auction for the listed buyout price (if the seller offers one).Players are able to check the status of their bids on the "Auctions" tab of the auction house interface.


For commodities such as crafting materials, gems, gold, and other stackable items, players simply search for the commodity they wish to purchase and enter the quantity they’d like to buy. (Players can’t bid on commodities, only buy them out.) The auction house system will automatically present the player with an estimated cost based on the best prices it could find on the market. The player can then choose to proceed with the transaction, at which point the auction house system will re-scan the marketplace for updated pricing. If the updated price is the same or lower than the quoted price, the transaction will go through at the updated price. If the updated price is higher than the estimated price, the transaction will not go through, and the player can opt to search again.


Our goal with the commodities system is to eliminate “search spam” for many commonly auctioned items, making it so players do not have to flip through dozens of pages of listings to ensure they’re getting the best value.


How do I pay for items?


For the gold-based auction house, purchases will be made using in-game gold. For the real-money auction house, players can make purchases using a supported payment method attached to their Battle. net account, such as a major credit card or an attached PayPal account. Players will also have the option to use their Battle. net Balance to pay for purchases in the real-money auction house.


How do I receive the items I’ve won?


After winning an auction, the item will be available to pick up through the Completed tab in the built-in auction house interface in the Diablo III client. Players will then be able to immediately send that item to their shared stash (storage shared among all the Diablo III characters on a Battle. net account) or repost the item in the auction house.


How do I sell items?


From the auction house interface, players will be able to select items from their shared stash or from a specific character's inventory. They will then be able to post items for sale by listing a starting bid (for equipment only) and/or buyout price (optional for equipment; required for commodities). The item is removed from the seller’s inventory immediately upon posting the auction, so you are unable to list the same item in multiple auction houses. All auctions last for 48 hours or until the item is sold. Auctions can also be cancelled within a specific time frame -- see below.


How does selling commodities differ from selling equipment?


When you sell a commodity such as crafting materials or gold, you select a stack size and a buyout price, and the auction house automatically adds the items to a unified marketplace pool. When a potential buyer searches for that item, the auction house system automatically tries to find the best prices on the market. If your items are priced lowest at the time, the system will draw from your listing to fulfill the buyer’s request. Because of the way the system works, it’s possible only part of your stack will be included in a purchase; in that case, the rest will remain in the auction house until another player buys the rest, the auction expires, or you cancel the auction.


Is there a limit on the number of items I can sell in real-money and gold auction houses?


To ensure that players focus on listing high-quality items that have a good chance of being purchased, there is a limit on how many active auctions a player can have at one time. Players can have up to 10 active auctions in the gold-based auction house, and 10 active auctions per currency-based auction house. Note that depending on the country of residence registered to your Battle. net account, you may have access to the auction houses for multiple different currencies – see the Regional section for more information.


Note that a stack of commodities placed up for sale in one transaction counts as one active auction until all of the items in the stack are sold. Expired auction items listed in your “Completed” tab count as active auctions until you move them to your stash.


What happens if an auction I posted does not sell?


If an auction you posted does not sell after 48 hours, the item will be returned to you via the “Completed” tab in the auction house interface. From there, you must claim the item and send it back to your shared stash before you can use it in the game. You can have a maximum of 50 items in your Completed tab, including a mix of successful bids and expired/unsuccessful auctions, so be sure to move items to your stash regularly.


Can I cancel an auction I posted?


You will have 5 minutes to cancel auctions for equipment (weapons and armor) that you put up in the auction house, after which point the auction is permanently committed until it sells or the 48-hour auction period expires. Auctions for commodities can be cancelled at any time. There are no fees for cancelling an auction in either case.


How do I “cash out” from the real-money auction house?


As an advanced feature, players in certain regions will have the option of attaching an account with an approved third-party payment service such as PayPal to their Battle. net account. Once this has been completed, proceeds from the sale of items in the real-money auction house can be deposited into their third-party payment service account. “Cashing out” is then handled through the third-party payment service. Players must decide whether to use this method before posting an auction. Note, however, that if receiving the proceeds of a sale into a player’s Battle. net Balance would put that player’s balance over the maximum permitted balance, the player must receive the proceeds through an approved third-party payment service (in regions where available).In regions where an approved third-party payment service is not available, once a player’s Battle. net Balance reaches the maximum permitted balance, the player cannot make further sales on the real-money auction house.


Note that the process of sending proceeds to a third-party payment service will be subject to applicable fees charged by Blizzard and the third-party payment service. Also, any proceeds from the sale of items in the real-money auction house that have been sent to the player’s Battle. net Balance will not be transferrable to the third-party payment service account.


What are the region-specific details for claiming my auction house earnings? Which regions have a “cash-out” option?


Every real-money auction house will offer players the ability to store auction earnings in their Battle. net Balance up to the maximum permitted Battle. net Balance. As an advanced feature, players in certain regions will have the additional option to have the proceeds paid to their PayPal account instead of storing the earnings in their Battle. net Balance. Players must choose which method they wish to use prior to posting an auction, on a per-auction basis.


Note that if receiving the proceeds of a sale into a player’s Battle. net Balance would put that player over the maximum permitted balance, the player must receive the proceeds through PayPal or another approved third-party payment service (in regions where available). In these cases, the player will be instructed to contact customer service for further assistance. In regions where PayPal is not available, once a player’s Battle. net Balance reaches the maximum permitted balance, the player cannot make further sales on the real-money auction house.


The following options are available in each game region and real-money auction house:


The Americas Game Region


USD Auction House – Battle. net Balance and PayPal


MXN Auction House – Battle. net Balance and PayPal


AUD Auction House - Battle. net Balance and PayPal


BRL Auction House - Battle. net Balance only


CLP Auction House - Battle. net Balance only


ARS Auction House - Battle. net Balance only


Europe Game Region


EUR Auction House - Battle. net Balance and PayPal


GBP Auction House - Battle. net Balance and PayPal


RUB Auction House - Battle. net Balance only


Asia Game Region


Real-money auction house not available at launch


Real-money auction house access is determined by the country of residence registered to your Battle. net account.


Can I use Battle. net Balance I have in one currency to make purchases on the real-money auction house for a different currency?


Battle. net Balances for different currencies are separate and cannot be used interchangeably. For example, you cannot use USD-based Battle. net Balance in a non-USD-based auction house. In addition, you are not able to transfer Battle. net Balance based in one currency to or from Battle. net Balance based in a different currency. For more information, see the Battle. net Balance FAQ.


My auction sold! When will I receive the proceeds of my sale?


In the gold auction house, you will receive the gold from your sale (minus the transaction fee) immediately. In the real-money auction house, the proceeds of a successful sale (minus the transaction fee and transfer fee, if applicable) will be reflected in your Battle. net Balance or approved third-party payment service account after a minimum 24-hour processing window. In most cases, the auction proceeds will appear within 72 hours, although in rare cases this could take up to 5 days.


Are there any account-security measures tied to the real-money auction house?


Players will be required to attach a Battle. net Authenticator, free Battle. net Mobile Authenticator, or Dial-In Authenticator (where available)in order to carry a Battle. net Balance over $100 USD (or equivalent local currency). For more information about how to obtain an Authenticator, please visit this page.


Players who wish to use PayPal to charge up their Battle. net Balance or to “cash out” funds earned in the real-money auction house will be required to sign up for our Mobile Alerts SMS authentication service in Battle. net. When you sign up for the Mobile Alerts service, you will receive a text message on your mobile phone containing a code that you must enter on Battle. net to verify your identity. Once verification is complete, you can then move forward with your transaction. After this initial verification, you will be prompted to enter anew SMS code from time to time when accessing a feature that uses PayPal. Note that standard SMS messaging rates apply -- check with your cell phone carrier for details.


Is there a cap on how much I can have in my Battle. net Balance?


If you choose to receive your auction proceeds in the form of Battle. net Balance, there are a few limits you should be aware of. Once your Battle. net Balance reaches $250 USD or above (or equivalent local currency), you will not be able to post new Battle. net Balance auctions until you bring your balance below that amount. In certain cases where your Battle. net Balance significantly exceeds this maximum(as the result of a series of especially high bids for items you posted, for example),you will need to create a PayPal account in order to receive proceeds (in regions where available), and will be instructed to contact customer service for further assistance. What’s the minimum and maximum bid I can set for an item?


In the gold-based auction house, the minimum you can list an item for is 100 gold, and the maximum is 100,000,000,000 gold.


In the real-money auction house, the minimum you can list an item for is $1.25 USD (or equivalent local currency). The maximum you can set is $250 USD.


I won a bid for an item in the real-money auction house -- why is it showing up as “Pending” in my Completed tab?


We expect the vast majority of real-money auction house purchases to be delivered to buyers immediately; however, in some rare circumstances, we may need to hold items for delivery while we conduct a review of the transaction. Held items will show as “Pending” until the review is complete.


Will buying or selling items in the auction house reveal my identity?


No. All player transactions in the gold-based and real-money auction houses will be anonymous. The auction house will not display your real name, your character name, or yourBattleTag.


Will there be a mobile or Web-based auction house?


We're always on the lookout for opportunities to enhance the game experience and keep our community connected to our games through the Web or mobile devices. However, we do not have any plans to share along those lines at this time.


Will the auction houses be available as soon as the game launches?


The gold auction house will be available at launch, and we plan to bring the real-money auction house online approximately one week after the game’s U. S. launch. This is a new service that includes lots of complex elements, so we are going to take some extra time to ensure the game gets off to a good start before we open the real-money auction house for business.


Will there be a delay in accessing the auction house after I purchase Diablo III, as there is with digitally upgrading from the World of Warcraft Starter Edition?


The gold-based auction house will be available for use immediately. For security reasons and to ensure the integrity of the real-money auction house service, players who purchase the digital version of Diablo III may have to wait up to three days after buying the game to access the real-money auction house.


Please note that players who purchased the game digitally three or more days prior to the launch of the real-money auction house (see above) will not be affected by this requirement, as the three-day access delay will have already been accounted for within the one-week launch delay of the real-money auction house noted above.


AUCTION HOUSE - REGIONAL


Which regions will have real-money auction house support?


Diablo III’s servers are divided into three game regions -- The Americas, Europe, and Asia -- and each game region has its own set of separate real-money auction houses as follows:


The Americas: USD (U. S. Dollar), AUD (Australian Dollars), MXN (Mexican Pesos), BRL (Brazilian Real), CLP (Chilean Peso), ARS (Argentine Peso) Europe: EUR (Euro), GBP (Pound Sterling), RUB (Ruble) Asia: No real-money auction houses at launch


The auction houses for each currency are completely independent, meaning items posted for sale in one will not appear in another. For example, an item listed in the USD auction house will not appear in the AUD auction house, and vice versa.


Which real-money auction houses will I have access to?


Players have access to real-money auction houses in their “home” game region only, as determined by the country of residence registered to the player’s Battle. net account. In addition, players in certain countries may only have access to a subset of the real-money auction houses in their home game region. Players in all three game regions will have access to the gold-based auction house for the region in which they’re playing.


By default, the Diablo III auction house system will automatically determine the most appropriate real-money auction house for you and display that in the auction-house selection interface. Players interested in participating in auction houses for other currenciesavailable to them (as determined by the country of residence register to their Battle. net account) can do so via an advanced featurein the game’s option menu.


To determine which real-money auction houses you have access to, refer to the table for your home regionlinked below.


The Americas - home game region for players in North America, Latin America, Australia, New Zealand, and Southeast Asia


Europe - home game region for players in the European Union, Eastern Europe, Russia, Africa, and Middle Eastern countries such as Israel and the United Arab Emirates


Will I be allowed to bid on items from players outside my own region?


Due to various factors, including technology, currency, and regional regulations, the auction house for each currency is completely independent, and serves different player communities around the world. You will only be able to bid on items in the auction houses you have access to as described above, and items cannot be transferred or posted across game regions.


If I live in Australia/New Zealand/Southeast Asia, what server will I play Diablo III on?


Diablo III players in Australia, New Zealand, and Southeast Asia will, by default, connect to the Americas region. By connecting to this region, players will have a wider pool of people to play with and access to a more vibrant and active auction house marketplace.


How does this impact the items I have purchased in the auction house?


Auction house purchases are bound to the servers in the region in which they're bought. Any items acquired on game servers in the Americas region are bound to those servers and are not transferrable to the servers in Europe or Asia (and vice versa). Please keep this in mind when making purchases in the auction house.


Can players purchase items using local credit cards or bank accounts?


The real-money auction house will support the following regional payment methods at launch:


The Americas: Battle. net Balance, PayPal, Visa, MasterCard, American Express, Discover Europe: Battle. net Balance, PayPal, Visa, MasterCard, American Express, JCB, Visa, Electron, Virtual Visa, Visa Delta


What options are available for receiving the proceeds of auctionhouse sales in each region?


Players who have access to anyreal-money auction house will have the ability to store auction earnings in their Battle. net Balance (up to the maximum permitted Battle. net Balance). As an advanced feature, players in certain regions will have the additional option to have the proceeds sent to their PayPal account instead of storing the earnings in their Battle. net Balance. The process of transferring proceeds to PayPal will be subject to a 15% transfer fee, calculated based on the amount being transferred. Players must choose which method they wish to use prior to posting an auction, on a per-auction basis.


Note that if receiving the proceeds of a sale into a player’s Battle. net Balance would put that playerover the maximum permitted balance, the player must receive the proceeds through PayPal or other approved third-party payment service (in regions where available). In these cases, the player will be instructed to contact customer service for further assistance. In regions where an approved third-party payment service is not available, once a player’s Battle. net Balance reaches the maximum permitted balance, the player cannot make further sales on the real-money auction house.


The following options are available in each game region and real-money auction house:


The Americas Game Region


USD Auction House – Battle. net Balance and PayPal


MXN Auction House – Battle. net Balance and PayPal


AUD Auction House - Battle. net Balance and PayPal


BRL Auction House - Battle. net Balance only


CLP Auction House - Battle. net Balance only


ARS Auction House - Battle. net Balance only


Europe Game Region


EUR Auction House - Battle. net Balance and PayPal


GBP Auction House - Battle. net Balance and PayPal


RUB Auction House - Battle. net Balance only


Asia Game Region


No real-money auction house at launch


Are real-money auction house purchases and sales taxable?


Tax laws vary by region, and it's possible that you may be required to pay tax on income you collect from real-money auction house sales. Certain states also impose a sales tax on all digital purchases, which is collected at the time a player purchases an item from the real-money auction house. Check your local tax regulations or consult a tax advisor for more information.


Can I access a different region’s real-money auction house if I use a different language-version of the game? Will I lose access to my own region’s real-money auction house if I do so?


Real-money auction house access is determined by the country of residence registered to your Battle. net account, so in general, you will have access to the same auction houses no matter what language client you play in. The only exception at launch will be the Korean-language client, which does not contain the interface for the real-money auction house.


AUCTION HOUSE - GAMEPLAY ISSUES


Will I be able to use third-party mods to track auction prices?


For a variety of gameplay and security reasons, we will not be supporting bots or mods in Diablo III, and they’ll be expressly prohibited by our Terms of Use.


Can Hardcore-mode characters use the real-money auction house?


No. Hardcore characters will only have the option to buy and sell items together with other Hardcore characters via a separate "Hardcore-only" gold-based auction house; they will not be able to use the real-money auction house. Hardcore mode is designed as an optional experience for players who enjoy the sense of constant peril that comes with the possibility of permanent death for a character. All of a Hardcore character’s items are forever lost upon that character’s death, so to avoid the risk of a player spending real money on items that could then be permanently lost when the character dies, we decided to restrict the use of the realm-money auction house in Hardcore mode.


If my character dies in Hardcore mode, will I lose the items that I purchased in the "Hardcore-only" gold-based auction house for that character?


Sí. Again, Hardcore-mode characters will only have access to a "Hardcore-only" gold-based auction house, not the real-money auction house, and will not be able to trade with non-Hardcore characters. Hardcore is an optional mode designed for players who enjoy playing with the risk of permanently losing their character if the character dies, and that includes the items they acquired with that character.


Can I just buy the most powerful items and breeze through the game?


Items will be level-restricted, meaning your character won't be able to use an item until he or she is at the appropriate level for that item.


AUCTION HOUSE - CUSTOMER SUPPORT


What happens if there is a patch and the item I purchased is altered?


It's important for us to ensure that Diablo III remains balanced and fun for years after launch. To that end, it may be necessary to change stats or alter abilities of items from time to time. It’s very important to note that Blizzard will not be providing refunds or making other accommodations if a purchased item is later altered in a patch. Given this, it's up to players to determine whether they're comfortable purchasing items in the real-money auction house.


Someone bought an item on my account without my permission. Can I get a refund?


Please note that account sharing isa violation of the Battle. net Terms of Use, and we will not be providing refunds for issues resulting from account sharing. In cases of compromise, our customer service team will look into the situation and determine the appropriate course of action.


I accidentally lost or dropped an item I just purchased -- can I get a refund?


No. After a purchase is made, players will be responsible for what they do with the item.


How will you address bots or cheaters? We take cheating very seriously, and we've designed Diablo III and Battle. net to include measures to detect and prevent unfair play. In addition, we will have anti-cheating policies in place and will take action to address anyissues as they arise.


Diablo III: Gameplay Systems and Crusader Panel


A live blog of the BlizzCon 2017 Diablo III panel digging into the new and updated systems coming for the game


By Matthew Bramblet on November-9-2017 (2 years ago)


More coverage of Diablo III at BlizzCon 2017, with the Diablo III: Gameplay Systems + Crusader panel. We are expecting more details of the many gameplay systems that will be updated with the Loot 2.0 patch, or added entirely in the Reaper of Souls expansion.


The description of this panel: The Diablo III team presents an overview of new gameplay features and systems, with a special focus on the new playable class: the Crusader.


The many people on this panel:


Andrew Chambers, Senior Game Designer


Wyatt Cheng, Senior Technical Game Designer


Nicholas Chilano, Lead Animator


Paul David, Senior Artist


Travis Day, Game Designer


Nicholas Eberle, Senior Technical Artist


Josh Mosqueira, Game Director


Steve Shimizu, Lead Gameplay Programmer


Update: Here's a video of nearly the full panel, with the live blog below.


11:06 AM PDT - The panel starts in 7 minutes, and we'll have it all!


11:16 - And we're off, Josh is out, saying he brought the whole game team with him today. Today is about the deep dive into a few systems. Starting out with the Crusader, the star of the Reaper of Souls. All classes are getting brand new skills, Wyatt will cover that; we'll learn which class is Wyatt's favorite. Why do we play Diablo III? Loot! A big focus on the expansion has been Loot 2.0, more on that. Kevin Martens starts to talk about the Crusader.


11:17 - Nothing is more complex than designing a class, in the game. The Crusader is a great choice to balance against someone like Malthael. Who is the Crusader? Starting out, they had the vague idea that they liked the idea of a Paladin, with the vague idea that often are the start of a class design. Matching that against the villain of Malthael, they went with a dark Paladin idea.


11:19 - Talking about the basic overview of the history of the Crusader order. It is the proper hero for humanity in this darkest hour. The idea is a knight in battle-scarred armor. Another idea is "Righteous Wrath", and that idea shows up again and again in the skills and background of the Crusader. The core tactical concept: War machine made human. They wanted a heavily armored character, but they wanted them to stand out from the Barbarian and the Monk. That lead to a mid-range melee character.


11:21 - Paul David comes up to talk about the art concepts that lead to the Crusader we see today. First in the design, they brainstorm to come up with the idea of what the class represents. First off is shape languages, the idea for the Crusader is "blocky", including the skill concept of the shield being used as a melee weapon.


11:22 - A huge range of armor set ideas, including some with cloth elements. Those ideas are taken into concepting, to really figure out what the character should look like. An early idea includes the cloth as a tabard. Iterations include the tabard, the flail, and the big bulky shield. After many weeks of work and countless drawing, they came down to the one image that really fit what they were looking for.


11:24 - Moving on to modeling: they block out the movement of the class, and how it looks. And now a sneak peak of some of the final armor sets for the Crusader.


11:25 - Now talking about the animation for the class. They start with the idle pose, that captures the feel of the character. They started with an old stoic idle, but when he went into dynamic action it didn't move well between the basic pose and the action for skills. So they shifted to more of a square for the final idle animation, with the Crusader leaning forward a little.


11:27 - Creating the signature weapon. They knew they wanted the big weapon with a shield, but the flail itself became a big part of it. The physics for the flail at first looked odd, so they shifted it so that it is more about how the flail shifts after the move, not just during the move itself.


11:29 - Moving on to the meat and potatoes for the animators: the skills. The Crusader has a bit of a build up for his animations. The Crusader builds up, holds back a little at the start of the skill, and then unleashes it into a skill that feels really good and looks really awesome. Up next, Andrew Chambers to talk about the skill design.


11:29 - Chambers interacts with the crowd a bit, tells people to come up and give him a hug if they see him on the show floor. On the design side, it comes down to: how does the class play? They knew straight away that he had to be a melee character; this is someone who likes to be up close and personal with his enemies. But there are already 2 strong classes with the Barbarian and Monk, so for the Crusader, they gave him a strong ranged component; a lot of skills can slay from afar. Part of the key to that is having him being powered by Righteous Wrath.


11:31 - Wrath is this mystical power he has inside of him, and he can choose to unleash it in any shape and form. It's generated by combat, too. So how do they create that in the skills? Showing now Slash and Shield Bash, how they interact. The Crusader often is wearing a shield, so he won't be able to duel-wield; but a lot of skills are AOE oriented, so they can hit a lot of monsters at a time. Moving on to ranged, with skills Justice and Blessed Shield; the Crusader hurls a hammer, slamming into enemies, charging up the shield and throwing it at them.


11:33 - Skills have a fantastic physical component to them, even the ranged skills have a great sense of strength behind them. After figuring out the ideas, then it moves on to creating the skill kit. They have to create 24 classes for a class, and some of them are a lot easier to design than others. Showing a skill called Crushing Resolve, based on the original Resolve skill from Paladins in Diablo II. It didn't work out too well. In Diablo II you had 2 skill buttons, and in Diablo III there are 6. When there is one skill that does as many things as Zeal does in that context, it becomes a little sad; that becomes all you need to press, and it gets boring. So, they didn't keep that skill in for the Crusader. But they learned a lot, and that skill became Slash, which has a rune called Zeal.


11:35 - Sometimes, lightning strikes. showing the skill Fist of the Heavens, raining lightning from afar. When the Crusader commands, the heavens respond, and give him that. The designers call that an epiphany skill; they haven't changed it since they tried out the initial design, they just kept it and haven't had to iterate on it. Mechanically, it comes from the sky; as a Crusader, I want to be surrounded by a lot of enemies. So when surrounded by enemies and you want to kill the Treasure Goblin farther away, this is the sort of skill that drops death from the sky. Up next, Nick Eberle to talk about technical iterations on the skills.


11:37 - The first big question when designing a class: what is the fantasy for the character? First up is the skill Heaven's Fury, the hand of god reaching out to destroy the Crusader's enemies. Showing the first version they tried; mechanically you right click and drag a line, and the beams come down and rain destruction on the battlefield. It had some problems; it was really loud, bad in multiplayer. Showing version 2, where the beam chased the mouse cursor around. It felt powerful and didn't take up a lot of space on the screen. But it was a channeled skill and they didn't like that for a Crusader, who isn't a full ranged class. In the final iteration they gave the skill it's own AI, and the beam goes out and chases down monsters automatically, so the Crusader can keep fighting while it goes off.


11:38 - Every class needs a movement skill; what's a knight without his horse? Steed Charge allows the Crusader to move around the battlefield really fast, with some awesome runes.


11:40 - What if the Crusader was an artillery shell himself? Showing the skill Falling Sword, as the Crusader jumps up into the air, crashes down and doing massive falling damage.


11:40 - The Crusader is descended from Paladins. There was one skill they had to bring forward: Blessed Hammer is swirling hammers, laying waste on the battlefield. And a little video of the Crusader, with a bunch of different skills in action.


11:42 - Up next is Wyatt Cheng, to talk about the rest of the classes. He says that Crusader will be his new favorite class. They also wanted to revisit the 5 original classes, and he'll go over the changes they're making for them.


11:33 - Barbarian has multiple features like his physical strength, and earthen might. Avalanche is a new Barbarian skill that brings down a massive pile of rocks. It has a 30 second cooldown by default, but the more Fury you spend, the lower the cooldown.


11:34 - On to the Wizard. A lot of people want to play the wizard as a glass cannon. In the live game, there are elements like Fire, Lightning, Cold and Arcane, which gets the most attention so far. On of their focuses is to bring the elementalist Wizard for Fire, Lightning, and Cold forward more, since the focus has mainly been on Arcane so far. Magic Missile is getting a rune variant that allows it to do Cold damage. Looking at Arcane Orb. they decided to pay homage to the original Frozen Orb skill, with a new rune that does a massive frozen orb. The Wizard's new skill is called Black Hole . which pulls in all the monsters and crowd controls them, and does a huge amount of damage in that targeted area. Nothing sets up the perfect Meteor better than Black Hole!


11:36 - Up next, the Monk. The Monk's core fantasy is to be fast and elemental. Monk is an elemental bender, bringing in fire and lightning damage. The Monk should be the fastest character in the battlefield; in the expansion they're making changes to help with that. Right now in the most popular Monk builds the Fists of Thunder - Thunderclap rune is extremely popular, because of the teleport it provides. They want to open that up more, so now all runes of Fists of Thunder will teleport to the opponent. They're also looking at Dashing Strike. wasn't used as much as they'd like. The mechanics for it will be reworked; even though you can't teleport indefinitely, you should be able to click on a an empty location and go there. Seven-Sided Strike will get more movement too. The new Monk skill is Epiphany ; once activated, all skill attacks will take the Monk to his target.


11:48 - Demon Hunters up next. Their fantasies involve Traps, which weren't being played up as much as the developers wanted. So skills like Spike Trap and Sentry are being looked at; a Demon Hunter should be able to make a little nest around her, to lure enemies to come in and mercilessly die. But at the end of the day, a Demon Hunter is a ranged class. Their new skill is called Vengeance . It allows every attack the Demon Hunter does to fire off even more ranged weaponry. Once it's used, every attack done fires additional shots; rail guns, rockets, it's pew pew pew all over!


11:50 - For Witch Doctor, the aesthetic plays out really well on live, but the mechanics aren't all there. One of the fantasies is to be a dot and pet class; but the dots aren't worth using. They are making huge improvements to DoTs, and one of the new passives make DoTs last for 5 minutes. They wanted the new skill like Amplify Magic to fit into many different play styles. Thinking about all the cool creatures that can be summoned like bats and frogs, they wondered, how far can we go this? What about. Piranhas! The new Piranhas skill causes enemies effected to take more damage from all sources. And out of the pool of piranhas, a Bogadile that leaps out from the water!


11:52 - Moving on to items, delving into the Mystic. Transmogrify allows you to change the look of items, and Enchanting allows you to choose any property on an item, and reroll it. There are 3 new randomly generated properties to choose from, which acts as an effective gold and item sink for the end game. You can do the enchanting process as many times as you want. To talk more about items, it's Travis Day.


11:55 - So on to Loot 2.0! Three big philosophy changes around items moving into the expansion:


Less is More


Items Support Builds


Rarity = Power


For "Less is More", they want to drop less things, and most of them should be better. "Items Support Builds" means items should change the game and the way you play. There are a lot of new affixes and to support that. "Rarity = Power" is the idea that rarely seen items should be actually powerful.


11:50 - The Smart Drop system means that the periodically in a drop, the item type, item stats, and skill affixes are chosen based on your class. The random range of values is now smaller, instead of for example 1-100 Strength, it's narrowed down to 75-100 Strength that can roll. One other change to help with Less is More is that they talked about a lot of the stats, and changed them up. They are now doing Stat Grouping, and splitting the stats into Primary and Secondary stats. Primary stats are things that directly increase your power, and Secondary stats are other effects that do things for your character but not necessarily give it direct power. So stats are broken out; stats like Bonus Experience and Magic Find don't take the place of Critical Hit and other direct power stats. All items will have a fixed amount of both Primary and Secondary stats.


11:59 - "Items Support Builds" means that there are a lot of new affixes so players can find things that suit their playstyle, and try out skills they wouldn't have thought of. "Rarity = Power" creates a clear progression in item power, so that legendary items are actually powerful. The harder it is to find something, the better it should be. To talk about that, is Steve Shimizu.


12:00 - When talking about legendaries, a lot of people may think that this doesn't matter for them, since they never see legendary items drop! They are changing it to an "end game for everyone", so everyone has a reasonable chance to find these items. That being said, legendary and set items are by far the rarest; so they should be the most powerful items as well. They didn't deliver on that for the launch of D3, but they are looking to fix it for the expansion. So to do that, they are going to first improve some of the classical legendaries in the game. There will be new versions of the current legendary items. They can drop at higher levels, with stats that are appropriate for that level, since the power of a legendary will be based on the level of the monster that dropped it. They are doing a stats pass is on all legendary and set items, to make them viable. They are adding new powers to many of the legendaries; to make them unique from a utility point of view, to give them powers you don't see anywhere else in the game. Frostburn Gauntlets is an example of this: showing a level 70 version, with much better stats, and secondary effects. The new effect on the gauntlets: "Your chill effects have a 50% chance to Freeze instead of Slow." There are also grey numbers that come up when you hold down Control, showing for each stat, the possible range that you can roll. They want to show more of this sort of info in the game.


12:05 - Legendary affixes have been added that can change the way you play the game. An example shown are the bracers Haroutunian Arm Guards with the effect: "Every time you destroy a wreckable object, you gain a short burst of speed." Another example are Illusory Boots with the effect: "You may move unhindered through enemies." Those could be a great hardcore item to keep from being surrounded, maybe you don't need an escape skill anymore with a legendary like that. Some of the legendaries change specific skills, like the Witch Doctor helm Tiklandian Visage that has the effect: " Horrify causes you to Fear and Root enemies around you for 8 seconds."


12:07 - Now a legendary (that gets a big cheer from the crowd) Thunderfury! Some items they do, just because they're cool to do! It has a lightning affect much like the World of Warcraft version, that shoots out and damages enemies around the target.


Finally, a set item example for Demon Hunters, although it has placeholder graphics and names. Some of the better powers are on set items this time around. The 2-piece bonus is, "Your Spike Traps lead enemies to them." so traps taunt enemies around to them. The 4-piece bonus is "Automatically cast Smoke Screen when you fall below 25% life. This effect may occur every 30 seconds."


12:09 - Back to Josh, who is recapping everything. We really feel we're on the eve of a new era of Diablo. Now on to a little Q&A.


12:05 - Q: Any concern about stat inflation, if the numbers are going to get too large at some point, like they have in WoW? A: Wyatt says, it's a tricky balance, but he's not worried about it yet. Maybe in 8-9 years it'll be an issue.


Q: A thanks for all the work the D3 team is doing. Arcane Sanctuary level in D2 was a favorite, he's looking for that in D3. A: We're not going back to Arcane Sanctuary, but we did like that level too; Pandemonium has a lot of levels inspired by that.


Q: In D2 when you had every set item your appearance changed, any idea to do that in D3? A: We haven't talked about anything like yet, it's not a bad idea, it could happen. We're trying right now to make set items feel worth getting on their own, so trying to get set bonuses good. Maybe they wouldn't want to apply that to every set in the game, but appearance changes could happen. Everything's a trade-off in development time; a tech artist's time to do that, could also be spent making a new item power.


And that's the end of the Q&A and the panel. There will be a full Diablo III Open Q&A panel in another 3 hours, and we will have a live blog of that, as well!


Update . More from the live stream with the anchors, some Q&A about the PS4 version of Diablo III.


Q: So it's 1080p, 60fps on the PS4? A: It is, and we improved the render tech as well compared to the PS3. It looks really great.


Q: What about Remote Play on the PS4, with the Vita? A: We have no plans for that at this time.


Q: Will Reaper of Souls be on the PS3 as well? A: Right now we're focusing on the PS4. It's such a powerful platform, we're taking advantage of that. Once it is out on the PS4, then we'll look at taking that package and moving it back to the current-generation consoles. We really believe at supporting our platforms, so we'll look at the big picture again after it's out on the PS4.


Q: What about using the controller in the PC version of Diablo III? A: All of that changes the game, it's not just plugging in the controller. You have Evade, we bring the camera in closer to make it work. So we'll keep the mouse and keyboard on the PC, and the controller for the console.


Q: The PS4 touch controller, how does that work? A: The item control shortcut can be done via the touchpad. As far as having to switch between each person to handle loot, when doing multiplayer co-op on the consoles: We feel your pain, and we're working on that.


Q: How has the response been, regarding the lack of AH on console? A: It feels great, nobody is asking for us to bring the AH to the console! A lot of the changes we made on the console for Loot 1.5, are what we're using to take the game forward to Loot 2.0.


Q: Will there be any better way to do trading to find specific pieces on the console? A: We are in discussions about that, can't get into the details right now.


And that's the end of the Q&A there on the live stream, too!


See the BlizzCon 2017 News section for the latest live blogs and other Diablo III news from BlizzCon! Follow us on Facebook or Twitter for all the breaking Diablo III news, as it happens.


Diablo3 News & Events & Guides


The Transactions System of Diablo 3 Gold


In Diablo3. it is very wonderful to get new epic-level equipment. For this reason, the players try their best to obtain the equipment whether outside the game or in the game. Players tap out a variety of transactions and the way to obtain equipment. In these ways, some are very easy, and some are very boring. For example, non-stop advertising in the chat channel and the endless waiting for a reply. It may be unsafe.


In the Diablo 3, we introduce a powerful auction system to give players a safe, fun and easy way to trade game trophies. Such as weapons, armor and character aragoniteapproach. Diablo 3 Items will have two auction houses: one is based on the gold that the players obtain during the game, (Diablo3 Gold )while the other is based on real-world money.


Players can open auction interface to buy or sell items anywhere within the game. Shared storage box and column items are used items for sale. When players are in the auction house, the seller can choose the Gold auction house or the money auction house. After the success of the auction, the auction system will take custody of the items. The items that are not successfully sold will be returned to the shared storage boxes of sellers, and the successfully sold items will be sent to the share storage box of the winning buyer. In any case, the auction system will be a nominal charge to the seller a fixed fee. The specific amount to be determined whether the items are successfully sold or not. Whenever an item is linked to the auction transaction, the seller will be charged a nominal fee. Transaction fees are charged, including whether the fixed costs and the success of the transaction was charged an additional fixed costs. Since the transaction will take fee from the sellers, it is recommended that the seller should do research on the market and price before the sale of goods. This site can provide Diablo 3 Power Leveling for all of you and let you the wonderful game!


The Music of Diablo 3


Diablo 3 Auction House – RMAH


Diablo 3 has an Auction House system, offering the players an easy access to the whole in-game market. This ensures that no time will be wasted when buying, selling or trading in-game items. More so, there is the RMAH – Real Money Auction House – the option that many are deeply interested in – the way to turn your in-game items and gold into real-world currency. This new, cutting edge development decision made by Blizzard, presents tons of options to the players. For example if a player is good at making quick decisions and has good knowledge about the game, he can make lots of money, simply by spending some of his time buying and trading equipment and items with others. Also, is the option of purchasing Diablo 3 equipment via real life money means that even if you do not have as much time to play as some may have, you can stay on par with other players. But when you do that, how will you make up for the money spent, one might ask himself. Well, the answer is pretty simple, actually. All that you need to do is read the Auction House section of our guide. It will present you with the most cunning strategies, which you will need if you desire to conquer the RMAH. Once you gain the knowledge, contained within the pages of our in-depth guide, you will easily know which deals are worth pursing and which are just a waste of time. You will quickly amass piles of gold and expensive items that you can then turn into real-life currency, if you so desire. Our Auction House guide focuses both on the normal, in-game part of the auctioning system and the RMAH element, thus making sure that our customers will be satisfied with their trading experiences. It is written by auctioning experts that have been on the top of the Auction House systems in every single game that they have played as well as some real-life experience. Once you purchase our guide, you will quickly feel the huge impact that successful trading has on your character’s power. Fights that were tough and nearly impossible before, will now be a breeze. In Diablo 3, just like in real life, money is power. And all that you need, to achieve this power is a little help from our professionals. Purchase our guide now and let the money flow in your pockets!


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Today is a Diablo 3 special news posts for obvious reasons (see the news below). For a complete coverage of the Diablo 3 Press Tour and more information on the upcoming beta, check out Diablofans. com


Diablo 3 Auction House Announced - Spend and Earn Real Life Money! The Diablo 3 Auction House was announced during last week's press tour and I'm sure that news will be very interesting for most of the readers of this site, because most of us wonder if it will have any effect on the evolution of WoW in the long run.


Diablo 3's Auction House will feature two currencies, the first one will be in-game gold and the 2nd one will be real life money . Yep, you read it right, Diablo 3 will let you buy items with either gold or real life money! It's also worth noting that you will also be able to sell loot for money, and transfer that money outside the game. I guess gold farming just got interesting.


See the screenshots and official FAQ below for more information.


Originally Posted by Blizzard Entertainment


We’re introducing a powerful auction house system that will provide a safe, fun, and easy-to-use way for players to buy and sell the loot they obtain in the game. Items can be sold and purchased using real-world money or in-game gold.


An Easier Way To Trade Sure, slaying monsters, demons, and cultists is a surefire way to obtain a ton of random new loot in Diablo III, but with the new auction house feature, it’ll be easier than ever to gear up your character with the exact items you’re looking for. You can also post the items you don’t need for players who are desperately searching for what you’ve got!


Don’t Need It? Put It Up For Auction! Nearly everything found in the game, including gold, can be exchanged with other players directly or through the auction house system. So say you’re a witch doctor and you’ve just found an incredibly rare, incredibly powerful axe that only barbarians can use. In the previous Diablo games your best option might have been to sell the axe to an in-game vendor, but in Diablo III, you now have the ability to list that axe in the auction house for your fellow barbarian players to bid on. And you know another player will probably appreciate the true value of that axe more than some heartless vendor who’ll likely just melt it down for scrap….


Amazing Search Functionality The auction house’s "smart search" functionality can automatically sort items in the auction house based on which upgrades would be most beneficial to your character. Also, searching for the best gear for multiple characters on the same Battle. net account can be done all from the same interface without having to log out.


The Choice Is Yours Use of either the real-money or gold-based auction house is completely optional -- that decision can be made on a per-item basis, and both versions of the auction house are functionally the same. In addition, players have the option to simply sell the items they obtain to in-game vendors for gold. They can also trade items to other players through a direct character-to-character trading system in the game in exchange for gold, other items, or just an overwhelming sense of goodwill.


Players Only Blizzard does not plan to post items for sale in the auction house. The driving purpose of the auction house is to provide players with a fun additional in-game option for what they do with the items they obtain in the game. Items sold in the auction house will be posted by players and purchased by players.


Safe and Sanctified The real-money auction house provides players with an easy-to-use, Blizzard-sanctioned way to collect money for items they obtain while playing Diablo III. It also helps protect players from the scams and theft often associated with questionable third-party sites by providing a secure, completely in-game method for purchasing and obtaining the items they want for their characters.


Faster Than A Seven-Sided Strike Sellers can post items for auction from any of the Diablo III characters on their Battle. net account, or from their shared stash (extra inventory space accessible with any of the characters on their account), without logging out. And after a buyer has won an auction, the item will become immediately available to be equipped and put to good use in the ongoing struggle against the forces of the Burning Hells.


Diablo 3 Auction House - FAQ


Originally Posted by Blizzard Entertainment


What is the Diablo III auction house system? Acquiring epic new gear for your characters has always been a big part of the Diablo experience. Because of this, players have found a number of different ways to trade and otherwise obtain items both within and outside of the game. Many of these methods were inconvenient and either tedious (for example, repeatedly advertising for a desired trade in Battle. net chat channels and waiting for responses) or unsafe (e. g. giving credit card information to third-party trading sites). With Diablo III, we’re introducing a powerful auction house system that will provide a safe, fun, and easy-to-use way for players to buy and sell the loot they find in the game, such as weapons, armor, and runestones. Two different versions of the auction house will be available in Diablo III: one based on in-game gold, which players acquire through their adventures, and one based on real-world currency.


What’s the difference between the gold-based auction house and the currency-based auction house? The gold-based auction house uses in-game gold for purchases and sales. With the currency-based auction house, players will be able to conduct these transactions using actual currency from an authorized payment method or from funds that have been added to their Battle. net account. Players can choose to participate in whichever version of the auction house they prefer, on a per-transaction basis.


How does the auction house system work? Players can open the auction house interface from anywhere in the game to make purchases or list items for sale. Items can be sold from the shared stash (storage shared among all the characters on your Battle. net account) or from any individual character’s inventory. When posting the item, the seller picks whether it will be sold in the gold-based auction house or the currency-based auction house. The item is then held by the auction house system until the listing expires or a purchase is made. Items that are not sold are returned to the seller’s shared stash, and items that are sold are delivered to the winning bidder’s shared stash. In either case, the auction house system will deduct a nominal fixed transaction fee from the seller, the amount of which is determined by whether or not the item was sold (see below). For the currency-based auction house, players will have a few different options for how to pay for item purchases and receive funds for item sales, as discussed elsewhere in this FAQ. There may be differences in how this system will work in different regions of the world. We’ll provide further details at a later date.


How is the transaction fee determined? A nominal fixed transaction fee will be deducted from the seller for each item listed in the auction house. This fee consists of a fixed charge to list the item, which is assessed whether or not the item is successfully sold, and an additional fixed charge that is assessed only if the item is sold. Because the listing portion of the fee is charged even if the item doesn’t sell, it will be in the seller’s interest to list items he or she believes other players will be interested in, and to do so at a competitive price. Specific details related to the transaction fee for the currency-based auction house will vary by region and will be announced at a later date.


Please note that we plan to waive the listing portion of the fee for a limited number of transactions per account. In other words, for these transactions, the seller will only pay a transaction fee if the item is successfully sold, and that fee will not include the listing charge. We’ll have further details on this as well at a later date.


Why are you creating a currency-based version of the auction house? Our goal with all of our games is to ensure players have a highly enjoyable, rewarding, and secure experience. Acquiring items has always been an important part of the Diablo series, but the previous games have not had a robust, centralized system for facilitating trades, and as a result players have turned to inconvenient and potentially unsafe alternatives, such as third-party real-money-trading organizations. Many of the transactions between players and these organizations led to a poor player experience and countless customer-service issues involving scams and item/account theft, to name a few. To that end, we wanted to create a convenient, powerful, and fully integrated tool to meet the demand of players who wished to purchase or sell items for real-world currency, and who would likely have turned to a less-secure third-party service for this convenience.


How will the currency-based auction house work? Players will be able to make purchases in the currency-based auction house using a registered form of payment attached to their Battle. net account. As with other popular online-purchase services, players will also have the option to charge up their Battle. net account with a balance of funds that can be drawn from for purchases of any digital product available through Battle. net -- this includes not only auction house items but also things like World of Warcraft subscription time and paid services, to name a few examples. On the flipside, when players sell an item in the currency-based auction house, the proceeds of the sale are deposited into their Battle. net account and can then be used as described above. Note that this process might be different for certain regions; we’ll provide further region-specific details as we get closer to launch.


Can players choose to get cash from currency-based auction house sales, instead of having the proceeds deposited into their Battle. net account? Yes, as an advanced feature, players will have the option of attaching an account with an approved third-party payment service to their Battle. net account. Once this has been completed, proceeds from the sale of items in the currency-based auction house can be deposited into their third-party payment service account. “Cashing out” would then be handled through the third-party payment service. Note that this process will be subject to applicable fees charged by Blizzard and the third-party payment service. Also, any proceeds from the sale of items in the currency-based auction house that have been deposited into the Battle. net account will not be transferrable to the third-party payment service account. Not all regions will support this advanced feature at launch. Region-specific details, as well as details regarding which third-party payment services will be supported and the fee that Blizzard will charge for the cash-out process, will all be provided at a later date.


Is the currency-based version of the auction house optional? Yes, the currency-based auction house is available as an option for players who wish to purchase or sell Diablo III items for real money. Players are also able to buy and sell items through the gold-based auction house, and they can trade items with each other as well through direct character-to-character in-game trading.


Why would I want to pay real money to buy or sell in-game items? Acquiring items has always been a core part of the Diablo series' appeal. With the previous Diablo games, many players have shown a great interest in buying, selling, or exchanging items for their characters using real-world currency, turning to potentially unsafe avenues to accomplish this goal. The currency-based version of the auction house provides players with an easy-to-use, Blizzard-sanctioned way to collect money for items obtained while playing Diablo III. In addition, it helps protect players from scams and disreputable third-party sites by providing a secure, in-game method to search for and purchase items posted by other players that are a perfect fit for their character and play style.


The currency-based auction house is completely optional. Players who aren't interested in paying real money for items will still be able to rely on items they acquire through their own adventures, and they'll also be able to trade with friends and use the full-featured gold-based auction house.


Can I play on a server without a currency-based version of the auction house? We want to provide a secure, fun environment for our players to purchase and sell in-game items using gold or real money and have no plans to divide the community. Players are free to participate in the gold-based auction house or the currency-based auction house, or to opt out of using any of the auction houses at all, progressing through Diablo III using only the items they obtain through their own adventures or direct trade with other players.


Does Blizzard plan to post weapons, armor, and other such items for sale in the currency-based version of the auction house? The currency-based auction house is a place for players to purchase or sell items they’ve obtained within the game. Blizzard does not plan to post items that affect gameplay, such as gear or character-enhancing runestones, for sale in the auction house.


Will Blizzard sell anything directly through the auction house? We don't have any plans at this time to post items for sale in the auction house.


Does the currency-based auction house signify a shift in Blizzard’s business and revenue model? We’ve always tailored our business models to match what we’ve felt would be most appropriate and effective for each game and in each region, and that’s the case with Diablo III as well. The item-based nature of Diablo gameplay has always lent itself to an active trade-based ecosystem, and a significant part of this trade has been conducted through unsecure third-party organizations. This has led to numerous customer-service and game-experience issues that we’ve needed to account for. Our primary goal with the Diablo III auction house system is for it to serve as the foundation for a player-driven economy that’s safe, fun, and accessible for everyone.


What’s Blizzard’s cut? As with other online auction sites and real-world auction houses, our fee structure will vary by region. However, we plan to collect a nominal fixed transaction fee for each item listed in the auction house. This fee consists of a fixed charge to list the item, which is assessed whether or not the item is successfully sold, and an additional fixed charge that is assessed only if the item is sold. The listing portion of the fee, which helps encourage sensible listing prices and discourage the mass posting of items that are very low quality or would be of little interest to other players, will be waived for a limited number of transactions per account. For players who opt to have the proceeds of their auction house sales go to their third-party payment service account instead of to their Battle. net account, Blizzard will collect a separate “cash-out” fee. Specific details regarding these fees will be announced at a later date.


Why would I even want to use the gold-based auction house? We recognize that not all players would prefer or have the means to participate in the currency-based auction house, and it was important to us to provide these players with a full-featured alternative.


Can we buy gold from the currency-based auction house? Players will be able to buy and sell gold through the currency-based auction house at whatever the current market price is, as established by the player community.


If I no longer need an item I bought in the auction house, can I relist it in the auction house? Sí. Once you've purchased an item you can do anything with it that you could if you had acquired it through your own adventures, whether that be using it yourself, or, after a cool-down period, trading it to another character or relisting it on either the gold-based or currency-based auction house. In fact, you can generally do any combination of these things -- for example, you can purchase an item in the auction house, use it for a while, and then relist it or trade it to another character. Aside from certain quest items, there will be very few (if any) items that will be “soulbound” to your character and therefore untradable. Please note that the duration of the cool-down period mentioned above will be discussed at a later date.


AUCTION HOUSE FUNCTIONALITY


What items can be traded in Diablo III? Nearly everything that drops on the ground, including gold, can be traded with other players directly or through the auction house system. Aside from certain quest items, there will be very few (if any) items that will be “soulbound” to your character and therefore untradable. We are also planning to allow players to buy and sell characters in the auction house at some point in the future and will have more details to share on that at a later date.


What is "smart searching"? When players launch the auction house interface, they’ll be able to select any Diablo III character associated with their Battle. net account. The "smart search" feature will assess which item slots have available upgrades and will sort items available in the auction house based on which upgrades would be most beneficial to the character. You can also search for specific stats to match the requirements of a particular character build.


How does bidding work? Players will be able to place a current bid as well as a maximum bid if they wish to engage in automatic bidding. In addition, they’ll be able to check the status of their bids on the "Currently Winning" page and the "Outbid" page in the auction house interface.


Can I buyout items that I want to purchase immediately? Yes, the Diablo III auction houses will support a buyout feature as well as standard bids.


How do I pay for items? For the gold-based auction house, purchases will be made using in-game gold. For the currency-based auction house, players can make purchases using a registered form of payment attached to their Battle. net account. As with other popular online-purchase services, players will also have the option to charge up their Battle. net account with a balance of funds that can be drawn from for purchasing items in the currency-based auction house. Note that this process might be different for certain regions; we’ll provide further region-specific details as we get closer to launch.


How do I receive the items I’ve won? After winning an auction, the item will be available to pick up through the built-in auction house interface in the Diablo III client. Players will then be able to immediately send that item to their shared stash (storage shared among all the characters on a Battle. net account) or repost the item in the auction house after a cool-down period. The duration of the cool-down period will be discussed at a later date.


How do I sell items? From the auction house interface, players will be able to select items from their shared stash or from a specific character's inventory. They will then be able to post items for sale by listing a starting bid and buyout price.


How do I cash out from the currency-based auction house? As an advanced feature, players will have the option of attaching an account with an approved third-party payment service to their Battle. net account. Once this has been completed, proceeds from the sale of items in the currency-based auction house can be deposited into their third-party payment service account. “Cashing out” would then be handled through the third-party payment service. Note that this process will be subject to applicable fees charged by Blizzard and the third-party payment service. Also, any proceeds from the sale of items in the currency-based auction house that have been deposited into the Battle. net account will not be transferrable to the third-party payment service account. Not all regions will support this advanced feature at launch. Region-specific details, as well as details regarding which third-party payment services will be supported and the fee that Blizzard will charge for the cash-out process, will all be provided at a later date.


Will buying or selling items in the auction house reveal my identity? No. All player transactions in the gold-based and currency-based auction houses will be anonymous, and neither your real name nor your character name will be revealed to other players.


Will there be a mobile or Web-based auction house? We're always on the lookout for opportunities to enhance the game experience and keep our community connected to our games through the Web or mobile devices. However, we do not have any plans to share along those lines at this time.


When will this be available for testing? We'll share more information on our auction house testing plans as we get closer to launch.


REGIONAL AUCTION HOUSE DETAILS


Which regions will have currency-based auction house support? We plan to roll out the currency-based version of the auction house in as many regions as possible with the launch of Diablo III. In regions where the currency-based auction house will not be available, players will still have access to a gold-based auction house. We'll share more details in the future.


Will there be separate auction houses in each region? Will I be allowed to bid on items from players outside my own region? Due to various factors, including technology, language, and currency, there will be multiple separate auction houses serving different player communities around the world. We’ll share specific details on how the auction houses will work for each region as we get closer to launch.


If I live in Australia/New Zealand/Southeast Asia, what server will I play Diablo III on? As with StarCraft II, players who purchase the Australia/New Zealand/Southeast Asia version of Diablo III will have their own regional servers, offering lower latency and more action during peak hours. While we encourage players to play on these servers, we recognize that many have longstanding friendships with North American players and would like to continue playing with them. Because of this, we're again giving Australia/New Zealand/ Southeast Asia gamers access to both regions' servers so they can choose where they'd prefer to play.


How does this impact the items I have purchased in the auction house? Auction house purchases are bound to the servers in the region in which they're bought. Any items acquired on the Australia/New Zealand/Southeast Asia servers, in-game or otherwise, are bound to those servers and are not transferrable to the North American servers (and vice versa). Please keep this in mind when making purchases in the auction house.


What currencies will be available? What currency will items in the auction house be viewed in? Can players purchase items using local credit cards or bank accounts? Our goal is to make the auction house experience in each region as seamless as possible for players, and we are currently exploring various currency and payment options to help achieve that goal. We’ll provide further details as we get closer to launch.


AUCTION HOUSE GAMEPLAY ISSUES


Will I be able to use third-party mods to track auction prices? For a variety of gameplay and security reasons, we will not be supporting bots or mods in Diablo III, and they’ll be expressly prohibited by our terms of use for the game.


Can Hardcore-mode characters use the currency-based auction house? No. Hardcore characters will only have the option to buy and sell items together with other Hardcore characters via a separate "Hardcore-only" gold-based auction house; they will not be able to use the currency-based auction house. Hardcore mode is designed as an optional experience for players who enjoy the sense of constant peril that comes with the possibility of permanent death for a character. All of a Hardcore character’s items are forever lost upon that character’s death, so to avoid the risk of a player spending real money on items that could then be permanently lost when the character dies, we decided restrict the use of the currency-based auction house in Hardcore mode.


If my character dies in Hardcore mode, will I lose the items that I purchased in the "Hardcore-only" gold-based auction house for that character? Sí. Again, Hardcore-mode characters will only have access to a "Hardcore-only" gold-based auction house, not the currency-based auction house, and will not be able to trade with non-Hardcore characters. Hardcore is an optional mode designed for players who enjoy playing with the risk of permanently losing their character if the character dies, and that includes the items they acquired with that character.


Can I just buy the most powerful items and breeze through the game? Items will be level-restricted, meaning your character won't be able to use an item until he or she is at the appropriate level for that item.


AUCTION HOUSE CUSTOMER SUPPORT


What happens if a player does not receive a purchased item? The auction process is automated, but if a player purchases an item and for some reason does not receive it, he or she will be able to contact our customer service team to look into the issue.


What happens if there is a patch and the item I purchased is altered? It's important for us to ensure that Diablo III remains balanced and fun for years after launch. To that end, it may be necessary to change stats or alter abilities of items from time to time. It’s very important to note that Blizzard will not be providing refunds or making other accommodations if a purchased item is later altered in a patch. Given this, it's up to players to determine whether they're comfortable purchasing items in the currency-based auction house.


Someone bought an item on my account without my permission. Can I get a refund? Please note that account sharing will be forbidden in Diablo III's Terms of Use. In cases of compromise, our customer service team will look into the situation and determine the appropriate course of action.


I accidentally lost or dropped an item I just purchased -- can I get a refund? No. After a purchase is made, players will be responsible for what they do with the item.


How will you address bots or cheaters? We take cheating very seriously, and we've designed Diablo III and Battle. net to include measures to detect and prevent unfair play. In addition, we will have anti-cheating policies in place and will take action to address any issues as they arise.


Patch Features New System: Monster Power


Similar to the "Players X" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they'll receive scaling bonuses to experience as well as boosts to Magic Find and Gold Find which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties.


New Event: Infernal Machine


The Infernal Machine is a device that will allow level 60 players to battle "uber" versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring.


In Diablo III, Blizzard has this story to new heights (and depths), exploring parts of Sanctuary they\\\'ve only hinted at in the past.


Diablo 3 Tyrael screensaver version 2 with splash intro.


The patch includes many class changes, battle. net changes, bug fixes and item changes.


The 1.07 update includes changes to game features, character skills, bug fixes and the introduction of PvP in the form of brawling. For those who wish to test their mettle against fellow Nephalem, your time has come. Players will now be able to battle one another in a new zone designed specifically for this style of combat called "The Scorched Chapel." This zone can be accessed by speaking with Nek the Brawler in any of the four Act hubs, and supports 2 to 4 players in a Free-For-All format.


The 1.07 update includes changes to game features, character skills, bug fixes and the introduction of PvP in the form of brawling. For those who wish to test their mettle against fellow Nephalem, your time has come. Players will now be able to battle one another in a new zone designed specifically for this style of combat called "The Scorched Chapel." This zone can be accessed by speaking with Nek the Brawler in any of the four Act hubs, and supports 2 to 4 players in a Free-For-All format.


The 1.07 update includes changes to game features, character skills, bug fixes and the introduction of PvP in the form of brawling. For those who wish to test their mettle against fellow Nephalem, your time has come. Players will now be able to battle one another in a new zone designed specifically for this style of combat called "The Scorched Chapel." This zone can be accessed by speaking with Nek the Brawler in any of the four Act hubs, and supports 2 to 4 players in a Free-For-All format.


The 1.07 update includes changes to game features, character skills, bug fixes and the introduction of PvP in the form of brawling. For those who wish to test their mettle against fellow Nephalem, your time has come. Players will now be able to battle one another in a new zone designed specifically for this style of combat called "The Scorched Chapel." This zone can be accessed by speaking with Nek the Brawler in any of the four Act hubs, and supports 2 to 4 players in a Free-For-All format.


We will soon begin limited testing on minor updates to Battle. net's communication and login functionality. Patch 1.0.6 includes some of the data for this testing, but please note that the changes will not be visible to players or impact your play experience in any way. For more information, please see this blog post.


Fixed an issue that allowed players to bypass the one-second trade timer when exchanging items via the Trade window Fixed an issue that caused the same item to occasionally drop for players using Threatening Shout with the Grim Harvest rune


We will soon begin limited testing on minor updates to Battle. net's communication and login functionality. Patch 1.0.6 includes some of the data for this testing, but please note that the changes will not be visible to players or impact your play experience in any way. For more information, please see this blog post.


Fixed an issue that allowed players to bypass the one-second trade timer when exchanging items via the Trade window Fixed an issue that caused the same item to occasionally drop for players using Threatening Shout with the Grim Harvest rune


Patch Features New System: Monster Power


Similar to the "Players X" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they'll receive scaling bonuses to experience as well as boosts to Magic Find and Gold Find which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties.


New Event: Infernal Machine


The Infernal Machine is a device that will allow level 60 players to battle "uber" versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring.


Patch 1.0.4 introduces a new max-level progression system called Paragon. When a hero reaches level 60, experience earned will begin to count toward Paragon levels. There are 100 Paragon levels in total, and each level will reward players with a permanent bonus to Gold Find and Magic Find as well as core stat increases (Strength, Dexterity, Intelligence, and Vitality). For every 10 Paragon levels, players will also earn a new hero portrait border which will display in the in-game party frame. This border will not only become more impressive as you level up, it will also display your Paragon level in any place where your normal hero level is shown.


Patch 1.0.4 introduces a new max-level progression system called Paragon. When a hero reaches level 60, experience earned will begin to count toward Paragon levels. There are 100 Paragon levels in total, and each level will reward players with a permanent bonus to Gold Find and Magic Find as well as core stat increases (Strength, Dexterity, Intelligence, and Vitality). For every 10 Paragon levels, players will also earn a new hero portrait border which will display in the in-game party frame. This border will not only become more impressive as you level up, it will also display your Paragon level in any place where your normal hero level is shown.


The following commodities are now available for trading in the real-money auction house (gold commodity trading is coming soon):


Gems Dyes Crafting materials Blacksmithing Plans and Jeweler Designs Pages of Training


The \"Bid\" and \"Buyout\" buttons will now be correctly grayed-out in the confirmation window when attempting to purchase an item with insufficient gold


Fixed a bug where leaving a heavily-populated General chat channel would prevent players from rejoining any General chat channel until they logged out and logged back in Fixed several tooltip-related bugs that were occurring when viewing items with 2 or more sockets in the auction house and profile pages Fixed a rare crash with tutorials on item pickup


The following commodities are now available for trading in the real-money auction house (gold commodity trading is coming soon):


Gems Dyes Crafting materials Blacksmithing Plans and Jeweler Designs Pages of Training


The \"Bid\" and \"Buyout\" buttons will now be correctly grayed-out in the confirmation window when attempting to purchase an item with insufficient gold


Fixed a bug where leaving a heavily-populated General chat channel would prevent players from rejoining any General chat channel until they logged out and logged back in Fixed several tooltip-related bugs that were occurring when viewing items with 2 or more sockets in the auction house and profile pages Fixed a rare crash with tutorials on item pickup


Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second


Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum.


General Players should no longer receive an \"Error 14009\" when logging in The \"Select a Hero\" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive \"Till Death Do Us Part\" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it\'s launched a Firebomb but before it\'s reached its target Auction House The auction log in the Completed tab will now display a player\'s activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: \"Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?\" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The \"Physical Damage\" Preferred Stats option for rings has been renamed to \"Bonus Minimum Physical Damage\" The \"All Damage\" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle. net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment


Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second


Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum.


General Players should no longer receive an \"Error 14009\" when logging in The \"Select a Hero\" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive \"Till Death Do Us Part\" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it\'s launched a Firebomb but before it\'s reached its target Auction House The auction log in the Completed tab will now display a player\'s activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: \"Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?\" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The \"Physical Damage\" Preferred Stats option for rings has been renamed to \"Bonus Minimum Physical Damage\" The \"All Damage\" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle. net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment


Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second


Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum.


General Players should no longer receive an \"Error 14009\" when logging in The \"Select a Hero\" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive \"Till Death Do Us Part\" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it\'s launched a Firebomb but before it\'s reached its target Auction House The auction log in the Completed tab will now display a player\'s activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: \"Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?\" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The \"Physical Damage\" Preferred Stats option for rings has been renamed to \"Bonus Minimum Physical Damage\" The \"All Damage\" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle. net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment


Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second


Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum.


General Players should no longer receive an \\\"Error 14009\\\" when logging in The \\\"Select a Hero\\\" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive \\\"Till Death Do Us Part\\\" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it\\\'s launched a Firebomb but before it\\\'s reached its target Auction House The auction log in the Completed tab will now display a player\\\'s activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: \\\"Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?\\\" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The \\\"Physical Damage\\\" Preferred Stats option for rings has been renamed to \\\"Bonus Minimum Physical Damage\\\" The \\\"All Damage\\\" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle. net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment


Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second


Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum.


General Players should no longer receive an \"Error 14009\" when logging in The \"Select a Hero\" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive \"Till Death Do Us Part\" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it\'s launched a Firebomb but before it\'s reached its target Auction House The auction log in the Completed tab will now display a player\'s activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: \"Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?\" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The \"Physical Damage\" Preferred Stats option for rings has been renamed to \"Bonus Minimum Physical Damage\" The \"All Damage\" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle. net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment


Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second


Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum.


General Players should no longer receive an \"Error 14009\" when logging in The \"Select a Hero\" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive \"Till Death Do Us Part\" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it\'s launched a Firebomb but before it\'s reached its target Auction House The auction log in the Completed tab will now display a player\'s activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: \"Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?\" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The \"Physical Damage\" Preferred Stats option for rings has been renamed to \"Bonus Minimum Physical Damage\" The \"All Damage\" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle. net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment


Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second


Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum.


General Players should no longer receive an \"Error 14009\" when logging in The \"Select a Hero\" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive \"Till Death Do Us Part\" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it\'s launched a Firebomb but before it\'s reached its target Auction House The auction log in the Completed tab will now display a player\'s activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: \"Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?\" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The \"Physical Damage\" Preferred Stats option for rings has been renamed to \"Bonus Minimum Physical Damage\" The \"All Damage\" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle. net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment


Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second


Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum.


General Players should no longer receive an \"Error 14009\" when logging in The \"Select a Hero\" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive \"Till Death Do Us Part\" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it\'s launched a Firebomb but before it\'s reached its target Auction House The auction log in the Completed tab will now display a player\'s activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: \"Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?\" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The \"Physical Damage\" Preferred Stats option for rings has been renamed to \"Bonus Minimum Physical Damage\" The \"All Damage\" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle. net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment


Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second


Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum.


General Players should no longer receive an \"Error 14009\" when logging in The \"Select a Hero\" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive \"Till Death Do Us Part\" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it\'s launched a Firebomb but before it\'s reached its target Auction House The auction log in the Completed tab will now display a player\'s activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: \"Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?\" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The \"Physical Damage\" Preferred Stats option for rings has been renamed to \"Bonus Minimum Physical Damage\" The \"All Damage\" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle. net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment


Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second


Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum.


General Players should no longer receive an \"Error 14009\" when logging in The \"Select a Hero\" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive \"Till Death Do Us Part\" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it\'s launched a Firebomb but before it\'s reached its target Auction House The auction log in the Completed tab will now display a player\'s activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: \"Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?\" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The \"Physical Damage\" Preferred Stats option for rings has been renamed to \"Bonus Minimum Physical Damage\" The \"All Damage\" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle. net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment


Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second


Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum.


General Players should no longer receive an \"Error 14009\" when logging in The \"Select a Hero\" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive \"Till Death Do Us Part\" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it\'s launched a Firebomb but before it\'s reached its target Auction House The auction log in the Completed tab will now display a player\'s activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: \"Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?\" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The \"Physical Damage\" Preferred Stats option for rings has been renamed to \"Bonus Minimum Physical Damage\" The \"All Damage\" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle. net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment


Monk Active Skills Serenity Skill Rune - Tranquility Duration of immunity granted to nearby allies from crowd control effects reduced from 2 seconds to 1 second


Bug Fixes For a full list of documented game and service bugs, please review the Known Issues sticky located in the Bug Report forum.


General Players should no longer receive an \"Error 14009\" when logging in The \"Select a Hero\" menu will now also display the difficulty level for each character Several speed improvements have been made to the streaming downloader Achievements All players in a party should now receive \"Till Death Do Us Part\" even if they don’t have Haedrig Eamon as their active follower Acts Act IV Witch Doctors should no longer receive an error if they kill a Shadow Clone with a Damage-Over-Time (DoT) skill after it\'s launched a Firebomb but before it\'s reached its target Auction House The auction log in the Completed tab will now display a player\'s activity (bids, buyouts, sales, etc) in the proper order When placing a new bid over a previous bid on the same auction, players will now be provided with the correct warning message: \"Raising your maximum bid on an Auction you are already winning raises your current bid to just above your previous maximum bid. Are you sure you want to continue?\" Players will now receive an error message if they attempt to purchase an item after the 50 item limit has been reached in the Completed tab The \"Physical Damage\" Preferred Stats option for rings has been renamed to \"Bonus Minimum Physical Damage\" The \"All Damage\" Preferred Stats option for weapons and armor has been removed and replaced with bonuses of specific damage types Items which have been purchased from a vendor and equipped by the player can now be sold on the Auction House Listing items on the Auction House from a different character than the one currently selected should no longer cause item display issues Battle. net The public chat list will now sort alphabetically Classes Witch Doctor Spirit Vessel (Passive) no longer clears debuffs when using waypoints or changing equipment


Patch 2.0.1 live on Diablo 3: Gold no longer tradeable, Legendaries and Set Bind on Account


Gold can no longer be traded


ITEMIZATION (LOOT 2.0)


Itemization has undergone a major overhaul: Legendary and Set items are now Bind on Account Players in multiplayer games may trade Legendaries and Set Items they find with others who were present for the drop for up to 2 hours after the item is acquired


Diablo III patch 2.0.1 is now live in the Americas. Check out the full patch notes below to learn all about the latest changes.


Important: Please note that you will not be prompted to download patch 2.0.1 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is in the Americas, you will be unable to log into Europe or Asia using Global Play after patch 2.0.1 is live until those regions have also patched.


Diablo III Patch 2.0.1 – v.2.0.1.22044


The latest client patch notes can be found here. Visit our Bug Report forum for a list of known issues. Tabla de contenido


General Bosses Classes Crafting and Artisans Difficulty Events Cursed Chests Infernal Machines Itemization Monsters Paragon Social Features Clans Communities User Interface


Pools of Reflection have been added to the game Pools of Reflection provide a 25% bonus to experience This bonus persists until you reach a set amount of bonus experience (equal to approximately 10% of the current amount of Paragon experience needed to reach the next Paragon level) or your character dies Gathering additional Pools of Reflection bonuses increases the amount of total experience bonus a character can receive until character death, stacking up to 10 times This experience bonus persists on logout Nephalem Glory has been added to the game Occasionally during battle, monsters will drop Power Globes when damaged or killed Power Globes grant the Nephalem Glory buff, which causes players to deal additional damage in the form of golden lightning bolts and increases their movement speed for a short time This buff can stack up to three times New hero stats have been added to the game These include Toughness, Healing, Splash Damage, Cooldown Reduction, and Resource Cost Reduction Life Steal has been redesigned and is now less effective at higher character levels At level 60, Life Steal is reduced to 10% effectiveness Players now have the ability to resurrect in multiple places when they die in Normal (non-Hardcore) games You may choose to either resurrect at your body, in town, or at the last checkpoint you encountered Players may not resurrect at their body during a Boss encounter Players may only resurrect at their body a maximum of three times in a row Player hit boxes have been adjusted to more closely represent character models Both male and female models of the same class share the same size hit box Followers now automatically level with characters Quests now occasionally grant item rewards when completed during the leveling process Gold can no longer be traded Nephalem Valor has been removed from the game Graphics engine has been updated to support reflections Reflections can be turned on in the Options > Video menu Note: This setting is not recommended for players running minimum system specifications


Many bosses have had their mechanics revisted and retuned The following bosses have received the largest changes to their encounters: Maghda Siegebreaker Azmodan Iskatu In addition, the enrage timers for the following Bosses will only be enabled in Torment I and above: The Butcher Zoltun Kulle Belial Ghom Siegebreaker Rakanoth


All classes have undergone significant revision. Additional details and patch notes will be available in the near future. In the meantime, we encourage you to log in and explore the new changes for yourself!


CRAFTING AND ARTISANS


Crafting has received several quality of life changes Crafting materials have been condensed into two item level tiers: 1-60 and 60-70 This change is to reduce the amount of stash space consumed by crafting materials and simply older crafting recipes All crafting materials currently in character inventories and stash have been converted accordingly All crafted items will now roll with stats appropriate to the character crafting them, using the Loot 2.0 Smart Drop system Please note that items designed to roll specific stats, such as the Archon Armor patterns, are exempt from this system Items purchased from vendors are now flagged as such, and cannot be salvaged


The difficulty system has been completely revised Nightmare, Hell, and Inferno modes have been removed Difficulty is now dynamic and monsters will level up with your characters There are now five difficulty settings to choose from: Normal, Hard, Expert, Master, and Torment (1-6) Normal, Hard, and Expert are immediately available Master unlocks upon completing Act IV Torment unlocks upon reaching level 60 Torment level also includes a difficulty slider, offering an additional six adjustments with increasing rewards and more powerful monsters Each level offers new bonuses and rewards, visible in the difficulty selection menu You can now lower your difficulty setting in-game However, increasing your difficulty still requires exiting your current game This option is disabled in Hardcore mode To account for these changes, monster density has been adjusted across all Acts


Cursed Objects Chests and Shrines around Sanctuary now have a chance to be cursed, starting an event once they are inspected Like other events, completing a Cursed Chest or Shrine provides a small gold and experience reward, as well as either a Radiant Chest or a random Shrine buff These events offer a variety of challenges, including endless monster waves and timed events Infernal Machines Torment level difficulty is now required to use Infernal Machines


ITEMIZATION (LOOT 2.0)


Itemization has undergone a major overhaul: Legendary and Set items are now Bind on Account Players in multiplayer games may trade Legendaries and Set Items they find with others who were present for the drop for up to 2 hours after the item is acquired The Smart Drop system has been implemented All items that drop have a chance to roll as “Smart Loot” Smart Loot items roll intelligently based on the character being played (example: A Wizard is more likely to find items with Intelligence or bonuses to Wizard skills than a Barbarian) Class specific items will no longer roll stats inappropriate to their class (example: Intelligence will no longer appear on Mighty Weapons or Belts) New item affixes have been added to the game This include Splash Damage, Cooldown Reduction, Resource Cost Reduction, +% damage to Physical damage skills, and specific Class Skill Bonuses Item properties have been separated into two categories: Primary and Secondary Primary Stats include: Strength, Dexterity, Intelligence, Vitality, Critical Hit Damage, Critical Hit Chance, Attack Speed, Life per Second, Armor, +% Life, Bonus Damage to Elites, Bleed Damage, All Resistance, Sockets, and all new affixes listed above Secondary Stats include: Gold Find, Thorns, Bonus Experience per Monster Kill, Chance for (Fear, Stun, Blind, Freeze, Chill, Slow, Immobilize and Knockback), Ignore Durability Loss, Bonus Healing to Health Globes and Potions, Bonus Pickup Radius, Single Resist, Life After Kill, and Level Requirement Reduction This is to prevent stats that directly and indirectly increase character power from competing with one another Stat ranges on items have been narrowed significantly (example: instead of an item having a stat range of 1-200 Strength, its range might now be something like 140-200) Legendary powers now roll in a range, instead of a static amount Example: The Legendary Spirit Stone “The Laws of Seph” has the legendary affix “Using Blinding Flash restores [75-100] spirit” Players can now view the stat ranges of items by pressing and holding CTRL while an item’s tooltip is open All Legendary items have been reworked with one or all of the above points in mind Please note that all of these changes will only affect new items that drop after the patch is live. Existing items will not be affected. Potions have been condensed to a single type; they now provide 60% of your total health when consumed All Potions currently in character inventories or stashes will be converted to the new Potion type


Monster affixes have been revisited and retuned Arcane Enchanted Spawn effect now shows which direction it will start rotating Desecrator Damage now begins low, but quickly ramps up to its maximum damage Frozen Increased the number of Frozen crystals spawned by monsters with this affix Frozen no longer increases how many crystals are spawned based on the number of players in the game Frozen crystals now deal area of effect damage over time to players as they build up to their explosion Jailer Now does a small amount of damage when applied to the player Vortex Now does a small amount of damage when applied to the player Mortar Now has an outer impact area that does less damage than the center of impact Now detonates if they vertically hit a wall Plagued Monsters with this affix now sometimes drop a pool under players as well as under themselves Reflects Damage No longer reflects a portion of incoming damage Now reflects a fixed amount of damage per attack Elite and Champion monsters now have five new possible affixes Frozen Pulse: A shard of ice follows targets around before freezing in place and pulsing cold damage in a small area Orbiter: A nexus of electrical energy appears, surrounded by additional balls of lightning that orbit in a large area Poison Enchanted: Summons globules of poison matter that spread in a cross pattern, dealing damage to those caught in their wake Thunderstorm: A powerful bolt of lightning strikes the ground, emanating a small wave of electrical energy Wormhole: A pair of portals appears, dealing damage as it tears unfortunate targets from their location and transports them elsewhere Monster density has been revisited Density has been retuned around the new difficulty system Elite and Champion packs can now spawn in a larger variation of pack sizes Wasp projectiles can now be dodged and blocked


PARAGON (PARAGON 2.0)


The Paragon leveling system has been completely revamped There is no longer a cap on the number of Paragon levels a player can gain Paragon levels are now account-wide and shared across all characters Note that Paragon levels are tracked independently between Hardcore and Normal modes Players no longer gain static bonuses upon achieving Paragon Levels and bonuses currently earned by players have been removed Players now earn Paragon points each level to spend in one of four separate categories: Core, Offense, Defense, and Utility Players with existing Paragon levels have been granted the appropriate number of points to distribute amongst these categories With these changes in mind, the Paragon leveling curve has been updated Note that all Paragon experience earned across all characters prior to this patch has been totaled and recalculated into your new account-wide Paragon level Paragon points can be allocated by clicking the Paragon button in the Character Paper Doll and Inventory screen (Default Hotkey C)


Clans and Communities have been added to the game Clans Anyone may create a Clan, and doing so gives access to the Clan window (default hotkey N) Joining or creating a clan displays your clan tag next to your name Clan members can view the Members Roster, a private chat channel, and a News & Info tab for Clan affairs and information in the Clan window Clans support up to 120 members and require an invitation to join Players may only be a member of one Clan at a time Communities Anyone may create a Community, and can view their Community details in the Social tab (default hotkey SHIFT + O) Community members have access to their Members Roster, a dedicated chat channel, and a News & Info tab for sharing stories and Community information Players may join any number of Communities they wish Communities do not have a membership limit; however, if the number of members exceeds 100, only Officers and above will be displayed in the Members Roster Communities can be designated as Private or Public; Private Communities require invitation to join Communities are organized by categories, including but not limited to Classes, Regional, and Game Type


Several quality of life changes have been applied to the User Interface The Difficulty and Game Creation menus have been completely redone The in-game Menu has been revised The waypoint list has been replaced with a waypoint map Skill tooltips now show damage type if Advanced Tooltips are enabled Several new social options have been added to support Clans and Communities These can be accessed in the Options > Gameplay menu New chat colors associated with Clans and Communities have been added There is now an option to enable icons for dropped items instead of text This can be enabled in the Options > Gameplay menu There is now an option to automatically skip all cut scenes This can be enabled in the Options > Gameplay menu Item labels for Gold piles are no longer displayed This is to reduce visual clutter; values are still displayed when gold is picked up


Diablo III


Diablo 3 Ultimate Evil Edition Item Trading Rules


Last week we newsed up a good interview about the Diablo 3 Ultimate Evil Edition coming to next-gen consoles on August 19th, and one of the main pull quotes was about how much legendary item trading would be allowed. Here’s the quote from the interview with AusGamers. “On console there are very few restrictions on what you can give other players, very few things are account bound,” Matthew reveals. There are also mailboxes in the game that remind you to interact with your friends and allow you to share items, but like with everything else already mentioned, this just wasn’t enough, and so mail is also a renewed system. These are built to send items to your friends by way of gifts and Julia explains that when a Legendary item drops, there’s a chance another item will drop that is tagged for your friend. It’ll actually have his or her name on it and you can then go ahead and mail that to your friend and whichever character they open that gift with, it’ll either roll a Legendary or Rare item for that class. Read More & Comment >>


Samenvatting


A CM offered a clarification on this today, explaining the Diablo 3 Ultimate Evil Edition Item Trading Rules:


Jumping in to lend a bit of clarification.


Last week we newsed up a good interview about the Diablo 3 Ultimate Evil Edition coming to next-gen consoles on August 19th, and one of the main pull quotes was about how much legendary item trading would be allowed.


The Player Gift will be targeted (i. e. it’ll roll as smart loot) to the character your friend chooses to open the Player Gift on.


These are built to send items to your friends by way of gifts and Julia explains that when a Legendary item drops, there’s a chance another item will drop that is tagged for your friend.


When playing in a local co-op game, loot will be flagged when it drops for specific players in the group.


This guy made €100,000 with Diablo 3 bots last year


Diablo 3 no longer has a real money auction house, but while it was active it was providing a very nice living for those willing to exploit the system.


Diablo 3’s real money auction house helped a Bulgarian going by the psuedonym Cherokee Brook make over $100,000 in 2017, apparently.


In a blog called A Diablo 3 Story. Brook outlines his experience going from a player to a botter, learning to program and work economic systems while building on a free bot distributed by a friend.


Capitalising appetite for rare items, Brook’s bot would automatically purchase likely gear that was selling under value, mainly due to player ignorance of what they had. Brook leveraged his impressive knowledge of the game to create searches for specific, much-sought items, and even bought extra, more powerful PCs to help run multiple lightning-fast searches across multiple Diablo 3 accounts.


“It turns out that in a game like Diablo 3 that has millions of players in each region (Europe, Americas and Asia) there are so many players that have no idea what they’re doing that good and expensive items are being put for sale on the Auction House for ridiculous prices all the time,” he wrote.


“In fact, even mind-bogglingly dumb trades are not uncommon when you have a sample size of millions. It seems that most players in Diablo 3 just had no idea what they were doing when it came to item trading and the Auction House.”


At the peak of his botting career, Brook was earning approximately €370 (about $495) per day .


“You have to realize that in Bulgaria, where the average wage is a little over 700 leva (€360) per month, this was a big deal. I was making more than what most of the football players playing for the country’s top clubs were,” he wrote.


Now that the auction house has closed Brook’s Diablo 3 career is over, but the full post notes that making money got harder and harder as the Diablo 3 economy was ruined. Brook maintains it wasn’t auction house botters like him who ruined the economy but farmings botters, who caused so much inflation that it made it impossible for genuine players to compete.


“From late May 2012 to July 2017, in a little over a year, the price of gold in Diablo 3 managed to decrease more than 1000 times,” he wrote.


“This of course led to the real price of items decreasing in a similar manner. The result of that was that players felt that they were never finding anything valuable while playing, nor were they finding any valuable amount of gold with which to buy the more expensive items in the AH.”


Brook criticised Blizzard for letting this situation come about. First, he said, the game doesn’t provide enough uses for gold to keep the economy healthy by having it vanish forever. But more importantly, Blizzard didn’t do enough to control farmers, he argued.


“Blizzard’s policy in Diablo 3 was (and still is) to ban in waves or so called banwaves, meaning that even if a botter is caught after a few days of botting he is only flagged and will be banned on a later date as selected by Blizzard along with many other flagged botters,” Brook wrote.


“Later in 2017 there was a period of time in which there was no banwave for more than 3 months. This is very important because something even worse happened with regards to the farming bots. The banwaves for them were even fewer. In the beginning of 2017, there was actually a period of more than 4 months in which there was no banwave for farming bots.


“Rampant gold/item farming bots (the ones running around in the game collecting stuff) left unchecked for months plus a severe lack of meaningful gold sinks ruined Diablo 3’s economy.”


The full post is highly detailed and well worth a read, and if you’re a Diablo 3 fan there are some amazing auction sales detailed.


Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission. For more information, go here .


If you own Hotline Miami on PS3 or Vita, you'll also have it on PS4 next week Lasers and bass abound in first Call of Duty: Advanced Warfare multiplayer trailer and footage


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News Round Up: Diablo III Auction House News, BlizzCon Contests, and More


Finally, some news on Diablo III was posted overnight from Blizzard on their official website. The biggest news was that there will be an auction house that functions with real life money in addition to another auction house that is in-game currency only. They've posted FAQs about both features which tell you everything you need to know and we've included them below.


It's worth mentioning that this bombshell--real life money for items in Diablo III--has been received both extremely positively and extremely negatively. It's created a lot of debate and people are very divided about this. Personally, as a WoW fansite, we think this feature can potentially work for the Diablo series but should stay far away from World of Warcraft. However, that's just our personal opinion, and we welcome yours. We can see both sides of the debate clearly and understand people will have different view points.


Diablo III News


Diablo III Beta FAQ


What are your goals for this beta?


The primary reason for the Diablo III beta test is for us to test out our new hardware, see how the server–client infrastructure holds up, and look for bugs in the installer and patcher as well as the game. We’re also looking to get some quality feedback about the beginning game experience and how the different classes feel. The beta test will help us ensure that the release is stable and fun, and that we’re ultimately able to deliver the experience we intend with Diablo III.


How do I sign up for the Diablo III beta test?


To sign up for the Diablo III beta test or future Blizzard Entertainment beta tests, you first need to create a Battle. net account. You can then opt-in to the beta test for Diablo III, as well as beta tests for future Blizzard Entertainment games, through the beta opt-in process. To get started, simply click Beta Profile Settings in Battle. net Account Management. Please note that opting in to a beta test through this method does not guarantee that you will be selected.


If I opted in to the Diablo III beta, how will I know if I’ve been selected to participate?


If you are selected, you will receive an email from Blizzard instructing you to log in to your Battle. net account at www. battle. net if you don’t already have one. You’ll then be able to download the beta client directly from within Battle. net Account Management. We plan on inviting players in waves, so if you do not receive an invitation in the beginning of the testing period, there’s a chance you might receive one in a later wave.


1,000 Diablo III beta keys were promised at BlizzCon; how do I know if I am a winner?


We will be sending out emails with beta keys to winners along with detailed instructions on how to access the beta test. Players who receive a beta key via email will need to create a Battle. net account, click “Add or Upgrade a Game” in Account Management, and enter the key there. The beta client will then be available for download from within Battle. net Account Management.


How long will the beta test last?


We have not determined an exact date for the end of the beta test. We will notify participants when the beta test is nearing completion.


How many players do you plan to invite to the beta test?


The number of players we invite will be based on our testing needs. If during the course of testing we determine we need more players to participate, we’ll invite more. How are beta test participants selected from the opt-in pool?


Beta testers are chosen according to their system specs and other factors, including luck. Our goal is to have a good variety of system types to best test compatibility. Which regions will be able to participate in the beta test?


All regions will be able to participate in the Diablo III beta test; however, to keep the process as efficient as possible, and ultimately to release the game as soon as possible, we plan to roll out the beta hardware in waves, starting with North America. This means that players outside of North America who are granted access to the beta test may experience some latency issues. Once the new hardware setup has been optimized, we plan to roll it out in additional regions. This should provide a solid connection experience for beta testers in those regions who are connecting to the new local hardware infrastructure. What game content will be available in the beta? You’ll be able to try out all 5 character classes and experience the early stages of Diablo III from the start of the game through the Skeleton King encounter. You’ll be able to interact with new and returning characters in New Tristram and fight the reawakened evils emanating from the cursed Tristram Cathedral. You’ll also experience the randomized elements of Diablo III as well many of the new system designs that take many of the core Diablo design elements to a whole new level. Will the progress I make during the beta test carry over when the game launches?


No, the purpose of the beta test is to ensure that the game and hardware infrastructure are ready to go as soon as possible. The main benefit of participating is being able to be among the first to play the game extensively prior to release. However, everyone will start on equal footing once the game is launched.


Will the Diablo III Auction House be available in the beta?


Yes, we plan on testing the functionality of the Diablo III gold-based auction house during the beta phase.


Will Mac users be able to participate in the beta?


Yes, Mac users will be able to participate in the beta at the same time as Windows-based users.


Diablo III Auction House FAQ


What is the Diablo III auction house system?


Acquiring epic new gear for your characters has always been a big part of the Diablo experience. Because of this, players have found a number of different ways to trade and otherwise obtain items both within and outside of the game. Many of these methods were inconvenient and either tedious (for example, repeatedly advertising for a desired trade in Battle. net chat channels and waiting for responses) or unsafe (e. g. giving credit card information to third-party trading sites). With Diablo III, we’re introducing a powerful auction house system that will provide a safe, fun, and easy-to-use way for players to buy and sell the loot they find in the game, such as weapons, armor, and runes. Two different versions of the auction house will be available in Diablo III: one based on in-game gold, which players acquire through their adventures, and one based on real-world currency.


What’s the difference between the gold-based auction house and the currency-based auction house?


The gold-based auction house uses in-game gold for purchases and sales. With the currency-based auction house, players will be able to conduct these transactions using actual currency from an authorized payment method or from funds that have been added to their Battle. net account. Players can choose to participate in whichever version of the auction house they prefer, on a per-transaction basis.


How does the auction house system work?


Players can open the auction house interface from anywhere in the game to make purchases or list items for sale. Items can be sold from the shared stash (storage shared among all the characters on your Battle. net account) or from any individual character’s inventory. When posting the item, the seller picks whether it will be sold in the gold-based auction house or the currency-based auction house. The item is then held by the auction house system until the listing expires or a purchase is made. Items that are not sold are returned to the seller’s shared stash, and items that are sold are delivered to the winning bidder’s shared stash. In either case, the auction house system will deduct a nominal fixed transaction fee from the seller, the amount of which is determined by whether or not the item was sold (see below). For the currency-based auction house, players will have a few different options for how to pay for item purchases and receive funds for item sales, as discussed elsewhere in this FAQ. There may be differences in how this system will work in different regions of the world. We’ll provide further details at a later date.


How is the transaction fee determined?


A nominal fixed transaction fee will be deducted from the seller for each item listed in the auction house. This fee consists of a fixed charge to list the item, which is assessed whether or not the item is successfully sold, and an additional fixed charge that is assessed only if the item is sold. Because the listing portion of the fee is charged even if the item doesn’t sell, it will be in the seller’s interest to list items he or she believes other players will be interested in, and to do so at a competitive price. Specific details related to the transaction fee for the currency-based auction house will vary by region and will be announced at a later date.


Please note that we plan to waive the listing portion of the fee for a limited number of transactions per account. In other words, for these transactions, the seller will only pay a transaction fee if the item is successfully sold, and that fee will not include the listing charge. We’ll have further details on this as well at a later date. Why are you creating a currency-based version of the auction house?


Our goal with all of our games is to ensure players have a highly enjoyable, rewarding, and secure experience. Acquiring items has always been an important part of the Diablo series, but the previous games have not had a robust, centralized system for facilitating trades, and as a result players have turned to inconvenient and potentially unsafe alternatives, such as third-party real-money-trading organizations. Many of the transactions between players and these organizations led to a poor player experience and countless customer-service issues involving scams and item/account theft, to name a few. To that end, we wanted to create a convenient, powerful, and fully integrated tool to meet the demand of players who wished to purchase or sell items for real-world currency, and who would likely have turned to a less-secure third-party service for this convenience. How will the currency-based auction house work?


Players will be able to make purchases in the currency-based auction house using a registered form of payment attached to their Battle. net account. As with other popular online-purchase services, players will also have the option to charge up their Battle. net account with a balance of funds that can be drawn from for purchases of any digital product available through Battle. net -- this includes not only auction house items but also things like World of Warcraft subscription time and paid services, to name a few examples. On the flipside, when players sell an item in the currency-based auction house, the proceeds of the sale are deposited into their Battle. net account and can then be used as described above. Note that this process might be different for certain regions; we’ll provide further region-specific details as we get closer to launch.


Can players choose to get cash from currency-based auction house sales, instead of having the proceeds deposited into their Battle. net account?


Yes, as an advanced feature, players will have the option of attaching an account with an approved third-party payment service to their Battle. net account. Once this has been completed, proceeds from the sale of items in the currency-based auction house can be deposited into their third-party payment service account. “Cashing out” would then be handled through the third-party payment service. Note that this process will be subject to applicable fees charged by Blizzard and the third-party payment service. Also, any proceeds from the sale of items in the currency-based auction house that have been deposited into the Battle. net account will not be transferrable to the third-party payment service account. Not all regions will support this advanced feature at launch. Region-specific details, as well as details regarding which third-party payment services will be supported and the fee that Blizzard will charge for the cash-out process, will all be provided at a later date.


Is the currency-based version of the auction house optional?


Yes, the currency-based auction house is available as an option for players who wish to purchase or sell Diablo III items for real money. Players are also able to buy and sell items through the gold-based auction house, and they can trade items with each other as well through direct character-to-character in-game trading.


Why would I want to pay real money to buy or sell in-game items?


Acquiring items has always been a core part of the Diablo series' appeal. With the previous Diablo games, many players have shown a great interest in buying, selling, or exchanging items for their characters using real-world currency, turning to potentially unsafe avenues to accomplish this goal. The currency-based version of the auction house provides players with an easy-to-use, Blizzard-sanctioned way to collect money for items obtained while playing Diablo III. In addition, it helps protect players from scams and disreputable third-party sites by providing a secure, in-game method to search for and purchase items posted by other players that are a perfect fit for their character and play style.


The currency-based auction house is completely optional. Players who aren't interested in paying real money for items will still be able to rely on items they acquire through their own adventures, and they'll also be able to trade with friends and use the full-featured gold-based auction house.


Can I play on a server without a currency-based version of the auction house?


We want to provide a secure, fun environment for our players to purchase and sell in-game items using gold or real money and have no plans to divide the community. Players are free to participate in the gold-based auction house or the currency-based auction house, or to opt out of using any of the auction houses at all, progressing through Diablo III using only the items they obtain through their own adventures or direct trade with other players.


Does Blizzard plan to post weapons, armor, and other such items for sale in the currency-based version of the auction house?


The currency-based auction house is a place for players to purchase or sell items they’ve obtained within the game. Blizzard does not plan to post items that affect gameplay, such as gear or character-enhancing runes, for sale in the auction house.


Will Blizzard sell anything directly through the auction house?


We don't have any plans at this time to post items for sale in the auction house. Does the currency-based auction house signify a shift in Blizzard’s business and revenue model?


We’ve always tailored our business models to match what we’ve felt would be most appropriate and effective for each game and in each region, and that’s the case with Diablo III as well. The item-based nature of Diablo gameplay has always lent itself to an active trade-based ecosystem, and a significant part of this trade has been conducted through unsecure third-party organizations. This has led to numerous customer-service and game-experience issues that we’ve needed to account for. Our primary goal with the Diablo III auction house system is for it to serve as the foundation for a player-driven economy that’s safe, fun, and accessible for everyone.


What’s Blizzard’s cut?


As with other online auction sites and real-world auction houses, our fee structure will vary by region. However, we plan to collect a nominal fixed transaction fee for each item listed in the auction house. This fee consists of a fixed charge to list the item, which is assessed whether or not the item is successfully sold, and an additional fixed charge that is assessed only if the item is sold. The listing portion of the fee, which helps encourage sensible listing prices and discourage the mass posting of items that are very low quality or would be of little interest to other players, will be waived for a limited number of transactions per account. For players who opt to have the proceeds of their auction house sales go to their third-party payment service account instead of to their Battle. net account, Blizzard will collect a separate “cash-out” fee. Specific details regarding these fees will be announced at a later date.


Why would I even want to use the gold-based auction house?


We recognize that not all players would prefer or have the means to participate in the currency-based auction house, and it was important to us to provide these players with a full-featured alternative.


Can we buy gold from the currency-based auction house?


Players will be able to buy and sell gold through the currency-based auction house at whatever the current market price is, as established by the player community.


If I no longer need an item I bought in the auction house, can I relist it in the auction house?


Sí. Once you've purchased an item you can do anything with it that you could if you had acquired it through your own adventures, whether that be using it yourself, or, after a cool-down period, trading it to another character or relisting it on either the gold-based or currency-based auction house. In fact, you can generally do any combination of these things -- for example, you can purchase an item in the auction house, use it for a while, and then relist it or trade it to another character. Aside from certain quest items, there will be very few (if any) items that will be “soulbound” to your character and therefore untradable. Please note that the duration of the cool-down period mentioned above will be discussed at a later date.


What Happens if You're Hacked in Diablo III?


We're not ready to discuss specific account support policies, but in short no small part of the auction house fees goes directly toward supporting the sales that happen. That means guaranteeing that items get from sellers to buyers, the funds transfer, but ultimately helping support and correct any issues that can crop up around it, including account compromise.


But to be clear there's no direct credit card purchases happening. You charge up your Battle. net balance to buy items from other players in the auction house (or build it up from selling items), but someone wouldn't be able to spend beyond what balance you have, and again we're fully supporting such situations.


We do hope people will take the appropriate precautions to protect their accounts, of course.


Molten Front Dailies Sword Speed


The reason for this confusion stemmed from a quirk in the way item hotfixes have to be applied, unfortunately. We hope to have the item's data completely corrected soon so others are not caught off guard by what the tooltip currently states.


Yes, obviously Blizzard needs to fix the tooltip on the pattern and the item if they're not going to just make it 3.80 like it ought to be. But, I think the real question ought to be:


Why isn't it 3.80 anyway?


At 3.80 speed, the weapon was over-performing relative to its cost and the ease with which it can be obtained.


We wanted this weapon to be roughly on par with weapons from the previous tier, since it can be purchased from the Auction House. It wasn't intended to compete as much with current raid drops, as it felt weird that a strength-based DPS crafted weapon was more attractive than some of its counterparts.


BlizzCon Contests Reminder


The wait is over for those eager to share their stunning sketches, masterful machinimas and amazing arias for a chance at glory in this year's BlizzCon contests. Head over to our Contest pages to submit your entry, and learn what kind of sweet loot you can win.  Any questions should be directed to BlizzConContest@Blizzard. com .


Don't delay! The deadline for each contest is August 29 .


Good luck to all of our contestants!


Comment by Arkaen


I'd rather Diablo 3 have the Auction House than a billion item shop sites like Diablo 2 did. Then again, in Diablo 3, I'd imagine the botting would be much less prevalent than D2 anyways.


PD. first from non-WoW player. <3


Comment by Fulgorater


I have to think the start will be like the first of an expansion and the AH in WoW, with the items selling for IRL money fairly high, but after 4-6 weeks, the market will be so saturated from everyone trying to make a buck, the prices will fall down to the floor.


Comment by Interest


Now to see if I get a beta key =P


Comment by LordBalrog


The fact that items (for the most part) won't be soulbound is an important point. That means any time an item is found, it is forevermore in the in-game economy, it never leaves. This means that while demand stays steady, supply never dwindles, and price will necessarily settle to a low level.


I still have concerns about this and don't like it much, but the built-in price-leveling is a step in the right direction.


Comment by domplol


Didn't Know diablo 3 was F2P


Comment by doombringer


I don't like it one bit. What happens when the farmers hit this, full on? And the hackers? What if a seller's account is closed for hacking or duping items. and an average joe has purchased one of those items on the AH? Is it taken away from him, is he refunded at all?


How can a regular player compete with AH undercutting when scores of overseas farmers are working in shifts, 24/7, farming items and posting them? Even WoW's AH economy has tanked on most servers due to regular players using it, creating more supply than there is demand.


And of course. the unwritten possibilities. Blizzard doesn't plan to list items on the AH themselves. at this moment.


What does this mean for WoW, and Titan? If you don't think this design philosophy won't creep into their other games. you've got rose-colored goggles on. A month ago, it was Bnet cross-realm premium features. That came out of left field and surprised a lot of people. Now it's this RMT AH in D3. Clearly there is escalation at work here, and I don't think any of it is really making a better game. but it is making Activision-Blizzard more money.


Comment by joecynthia


The real intrigue of the new AH will be the allure to gamblers. There will be stories/rumors/fables about players obtaining very rare items and selling them on the AH for umpteen dollars. Others will be driven to try to do the same. Players will grind for hours and hours in hope of finding that large gold nugget. A new form of legalized, virtual gambling will arise. Don't get me wrong. I am not opposed to gambling anymore than I am opposed to casinos, state-run lotteries, Indian bingo parlors, or horse racing. Virtual gambling was bound to happen. Some may say that real money AH's are not gambling, but it is the real money AH's coupled with random drops that create a new gambling vista.


Comment by Rankkor


Here's my take on the D3 crapastic AH system:


as an economist I can tell you this is a BAD idea, and I certainly hope they never implement this on wow.


What most people are failing to realize, is that you wont actually make any money via this system in D3. Maybe a litte bit, but nothing major really. ¿Por qué? Because each dollar you earn is one (more than one, actually) that someone else spent.


Now, of course, some minor fraction of players will spend an extravagant amount. And some minor fraction of players will manage to earn something decent. Generally speaking, however, it's practically zero-sum for the players (with Blizzard making the profit from their cut). So you have no way to gain any advantage over the other jillion people doing Mephisto runs.


Of course you could force yourself to spend nothing and just sell. And that's exactly where the problem lies, since that's what many will do. Guess what will that acomplish? well, that will just rises supply, lowers demands, and thus devaluates the gains in the whole deal.


And then, we get to the final nail in the coffin: There's the eternal undercut problem of AH. added with the fact that you pay Blizz a fee even if an auction doesn't sell . That's just a BAD BAD BAD combo.


this whole thing STINKS.


Comment by Reebs


Personally I don't think the point is to let players have a way to earn a good few bucks though, but rather an attempt to work with people who would inevitably be buying items for real like money (And there would be, for sure as always) and provide a Blizzard sanctioned way to do it.


I don't see the point to buying in game items for real life money myself, but as it stands people still do and like it was mentioned in the above post, they usually buy from farming sites that present a decent risk of scams and hacking. If Blizz is experimenting with ways to counter this, I'm fine with it, because at worst it doesn't work out and they can scratch one possible solution off the list.


Comment by Boyne


The real intrigue of the new AH will be the allure to gamblers. it is the real money AH's coupled with random drops that create a new gambling vista.


Gambling necessarily involves risk. What exactly are these "gamblers" risking? The only thing they stand to lose is the time spent playing, which doesn't qualify as gambling.


People cry about the money aspect but no one is forcing anyone to buy (or sell) items for money. It's just an option. And considering how rampant buying and selling of DII items was, it's no surprise that Blizzard decided to implement this option. Anyone crying about it is delusional. It was already happening. Blizzard has just made it easier (and is getting a little cut of the action too). Nothing wrong with that. Hell it makes it a lot better if only because it eliminates a lot of the scams.


As for the auction fee for listing, that's pretty much how real life auctions work. Nothing new there. If they didn't have that fee then you'd get umpteen thousand morons listing for $5000 in the hope someone would buy it by accident. The only question is what will the fee be. I expect a lot of sellers will up their listing price to try to pawn that fee off on the buyer, but in the end it hardly matters. For the seller it's all found money because the only thing they had to put up for it was the time involved in farming the item. If someone wants to try to make a living off that, well, more power to them.


Finally if Blizzard was going to have a cash option AH in WoW, they would have done it a LOOOOOOONG time ago. But since almost everything of value becomes soulbound in WoW, there's no way Blizzard would add a currency AH unless they removed soulbinding. of course if they ever DO remove soulbinding, then you can bet your a$$ a currency AH won't be far behind. I won't say NEVER, but I will say you might want to start a parka selling company in Hell if it happens.


Comment by OverZealous


Hm, I actually hope I'll win a key. Despite myself, I'm pretty hyped up about all this.


Comment by Irshim


The real intrigue of the new AH will be the allure to gamblers. it is the real money AH's coupled with random drops that create a new gambling vista.


Gambling necessarily involves risk. What exactly are these "gamblers" risking? The only thing they stand to lose is the time spent playing, which doesn't qualify as gambling.


You get a few free Auction House posts a week then they charge you a fee, if a auction fails. Well Blizzard keeps your money.


Comment by Hortensia0227


IMBA system, just giving hackers a target for some quick cash.


Comment by Irshim


I hope they will make you have a password or number code when you purchase something. Because when someone gets into your account. Whats stopping them from charging a lot of money. I personally won't use the system, breaking all links with my bank card as soon as D3 hits. I don't feel safe enough.


Comment by montezuma7


This is a terrible idea. It's blizzard's way of scamming a bunch of kids into thinking they can make money playing a video game. I'll bet a lot of for sale dlc is right behind this. The consumers are just getting less and less these days.


Comment by ES0T0


Perhaps a new race in the Mists of Pandaria expac? if it is an xpac at all. perhaps Pandaran Alliance, Eternals Horde?


Written by Markco


Blizzard's "E-Account" option for the dollars you earn selling items on the RMAH is a great system; as long as there are things for you to purchase through that account. As of right now, there aren't that many things which you can buy with such an account through the Blizzard Store. However, circumstances are going to change sooner rather than later with regards to improving the quantity and quality of items available for sale by Blizzard.


Behold, the Guardian Cub companion in World of Warcraft. Just $10! We now have a medium for selling gold in World of Warcraft! Some would say that this is simply another attempt by Blizzard to make money. I cannot deny that it is, but I believe that the real motive here is to create more ways for players to spend their RMAH earnings.


This comes as no surprise to me, as I was already brainstorming ways in which Blizzard could add to the Blizzard store. What better way than to create items which can be sold to other players? This just extends Blizzard's reach for the player to player marketplace within games outside of Diablo 3.


What's next? Best in Slot Gear? Awesome mounts? Trivial, fun items? Level 85 preset characters?


Perhaps StarCraft 2's paid map system will also involve the Blizzard Store. This would definitely fit in well with the theme of providing players with more ways to spend their E-Balance without cashing out through paypal.


Interestingly enough, the new MMO Blizzard is working on currently, code named "Titan", will also incorporate the E-Store and Real Money Transactions. Wouldn't it be fun to see multiple game economies mixing together, all connected by the Blizzard E-Store?


Very interesting indeed.


Personally, I like this approach to microtransactions and if it involves multiple games, I am all for it. As long as Blizzard leaves a cashout option, it's good. I think as long as it doesn't affect the in game economy, players probably wont fuzz but if Blizzard starts selling enchants, gear, and other itrms that players normally sell in game, then i would expect some negative feedback.


its the way it has to go if they are going to make it carry on past D3 they have to open it to there other games and the evil minded will notice you are only playing blizz games just coz you have pennys in there wallet.


smooth move by blizz


Great article Mark. I agree that the new $10 cub is a very big deal. Blizzard seems to building their own economy across all of their games.


I wrote a related article on my website making the case for each of Diablo 3's five classes as the most efficient treasure hunter. I think that class balance is even more critical now that real money is on the line:


With Guarding Cub, this how Blizzard start their gold to money campaign. Since they can beat large RMT sites selling wow gold like IGE and Guy4game, they are trying to monopolize it by turning this cute pets to gold.


Diablo 3: The Blizzard sweatshop


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Let me bring you quickly up to speed. Diablo 3 is a hack-and-slash dungeon crawl game released by Blizzard Entertainment — the same company behind World of Warcraft and Starcraft . When it was finally released last month, Diablo 3 had been in development for 11 years — but for the most part, except for much-improved graphics, the game is really just a gentle evolution of Diablo 2 . The story is awful, the game is embarrassingly easy on Normal mode and almost unplayable on the highest (Inferno) difficulty, and the fact that the game cannot be played offline caused all sorts of connection issues during launch. In South Korea, this last point even led to a government investigation and refunds for affected players.


By far the most significant addition to Diablo 3, however, is the real-money auction house (RMAH), which was turned on a month after the game’s public release. In Diablo 2 (or any MMO), you can buy items and gold from the black market. You transfer real money to a shady figure via PayPal, and you receive in-game, virtual items and gold in return — or not, if you’re the victim of a scam. With Diablo 3, Blizzard decided to formalize and sanitize the process. In the Diablo 3 RMAH, you can buy and sell items and gold for real money — just link your PayPal account to Blizzard’s Battle. net service, and off you go.


Being plagued by gameplay, loot, and connectivity issues is bad enough — but, to put it bluntly, the addition of the RMAH simply ruined Diablo 3. Now whenever an item drops, instead of equipping it or giving it to a friend, you immediately think of its real money value. Now you don’t play the game for fun; you play for money.


More than that, though, Blizzard turned the entire userbase into an army of sweatshop slaves.


You see, on every single auction transaction, Blizzard takes a cut. For items, the cut is $1 (or the equivalent in your country). For commodities (gold, potions, gems) it’s 15%. It gets better!


When you set up an auction, you have to decide on where the proceeds will go to: either to PayPal, or your Battle. net Balance. Any money that goes into your Battle. net Balance is nonrefundable — you can only spend it on other Blizzard goods (such as a WoW subscription or more D3 auctions). If you choose PayPal — i. e. you decide to cash out — then Blizzard takes another 15%. There’s no rationale behind this additional 15% tax; Blizzard even admits that you might be subject to further PayPal fees.


So, for example, if I sell my Sword of a Thousand Truths for $20 and decide to receive funds via PayPal, Blizzard takes $1, and then 15% of $19, for a grand total of $3.85. Just so you begin to understand the scale of this, items readily sell for $50 or more.


You can also buy in-game gold for real money. Blizzard takes a 15% cut of all gold sales, and then another 15% if you cash out to PayPal.


Diablo 3 Real Money Auction House: Yes, people buy these items


It still gets better.


In a stroke of genius, Blizzard set a minimum price of $2.5 per 1 million gold. To put this into perspective, you can farm around 500,000 gold per hour; so, before Blizztax, you can earn $1.25/hour. This stops inflation, which slowly decreases the value of gold. This also provides a very solid backstop for item pricing: If an item costs 1 million gold on the gold auction house, then $2.50 is a good starting point on the RMAH.


Then, of course, there are bots. Bots are software programs that automatically gather gold. Almost every online game, including Diablo 3 and World of Warcraft, is plagued by bots. Usually these bots are run by gold farmers: You buy 10 (or 100, or 1000) copies of D3, and then just leave the bots to farm gold. Each bot can earn $1.25 per hour . This is significantly higher than the minimum wage in most non-Western countries. Alternatively, you replace bots with low-wage Asian (usually Chinese) workers.


In other games, where black market trade is rife, bots are obviously frowned upon. In D3, where there’s a minimum price for gold — where Blizzard always gets at least 15% of every transaction — bots don’t matter. They can’t ruin the economy — they just stand to make Blizzard more money. The best bit, with regard to bots and gold farmers, is that they’ve known from the start that the RMAH would come — and so they’ve saved up billions of gold and awesome magic items for one truly epic payday.


Blizzard even gets its pound of flesh from quitters: If you quit, of course you’re going to sell all of your items on the RMAH. Furthermore, Blizzard has said that, in the future, you’ll be able to sell entire characters on the RMAH.


CEO Activision Blizzard, Bobby Kotick, diving into his hoard of Diablo 3 gold


There’s no escaping the Blizzard sweatshop. In some ways, I guess, it’s also like a casino, where Blizzard takes an insanely large cut of the pot. Can you imagine if a casino tried to levy a 15%+ tax on your winnings? Oh, and talking of taxes, don’t forget you also need to pay income tax on any money you withdraw to PayPal.


Finally, just to tip you over the edge, think about this: What if Blizzard itself started selling gold and items on the RMAH? The FAQ states that “at this time ” Blizzard doesn’t do this — but in the future, who knows? The Diablo 3 auction house is anonymous — the seller is never listed — and so Blizzard could easily sell gold and items without anyone noticing. What if Blizzard decided to sell special items on the RMAH? Uber-fans of games and franchises will pay almost anything for unique or exclusive items.


To be honest, this entire scheme of turning players into workers is brilliant — at least from the point of view of Activision Blizzard’s shareholders, anyway. I wish I’d thought of it. The RMAH stands to earn the company billions of dollars. Heck, at $1.25/hour, it could even elevate entire swathes of China and other developing countries out of poverty.


Unfortunately, Blizzard seems to have forgotten the most vital variable when designing the RMAH: The players. If everyone logs in for the sole reason of finding and selling magic items, who will buy them? For Diablo 3 to succeed, it needs a critical mass of players who want to spend hundreds of dollars on gold and items. For this to occur, the game itself has to be worth playing. When players realize that the end-game is awful and merely designed to feed the RMAH, they will leave the game in droves and Diablo 3 will die.


Hehe — have you never taken part in an internet forum/comment thread before? It’s definitely wading in :)


Preferably with a condom over your head, too, just for extra protection.


If your going to try and be pompous and an grammar fascist then realize that you can use both terms to describe the process of joining a conversation ‘Weigh in’ refers to someone offering an opinion in a concise and thought out manner, this is obviously not that. ‘wade in’ refers to someone jumping into a conversation with both barrels loaded and. in this case, spouting nonsense about ‘misinformation’. which we find out in a later post is actually self aggrandized opinion, ( he does not agree therefore it is wrong), and not empirical data.


For my part I think the article is far to positive in regards to this sort of business model, Blizzard is setting a morally and ethically poor example with this and once again reinforces that the modern gaming industry is not about the players but the shareholders profits. The game play is horrid, the graphics were dated 10 years ago, the story is childish to the point of making harry potter books look like Tolstoy. the overall effort put into the creation of this game is the culmination of months of work, NOT YEARS. This is a simple cash grab, just like Starcraft II’s ‘chapters’…


http://www. facebook. com/matthew. swaringen Matthew Swaringen


What is ethically poor about letting people do something? Freedom to do something is ethically poor? This can only provide more options to people, and you’re seriously complaining about it as some kind of ethical problem?


You have a very limited idea about “freedom” is, and what business models like this mean for the future of society. These are not really “more options” for people — especially those working in computer sweat-shops; this is less opportunity because it presents itself as “the best” opportunity for some people, and effectively acts as a drug addiction; it gives them just enough to survive (even slightly more than they were making before) yet doesn’t give them enough to do anything bigger or better with their lives.


There are actually “options” in the world which make people less aware, more dependent, less intelligent, and less self-sufficient. More of these “options” does not equate to enhanced “freedom”: in fact, it hampers it. Freedom is not just “more options,” it is what those options enable one to do with their life. Freedom is QUALITY of life and quality of options, not QUANTITY, and slightly raising the minimum wage does not equate to higher quality of life; there’s always inflation. Quality of life increases with education and self-sufficiency; quality of life does not increase with an extra $0.25 and less motivation to do anything else.


Have you ever been to a computer sweatshop in an Asian country? Have you ever been to a factory in China? Go and see what that world is REALLY like, and then you can tell us that low-wage, sweat-shop culture is not an “ethical” problem.


Yes, this is actually a serious ethical problem. Did you not understand the arguments presented in the article and the larger social implications of business models like this one?


http://twitter. com/davidmittelberg David Mittelberg


I will simply start with this. Blizzard invested 11 years of resources into this game.


People monetizing on in-game items has existed since Ultima Online.


Blizzard created a system for them to make exceedingly more profit (I hope they make billions of dollars with it, they give you a safe way to buy gear, which if I am correct, people made a killing selling gear in Diablo II).


The Chinese and Korean sweat shops already existed, YAY blizzard gave them a means to be able to make more money than the minimum wage in their countries. How at all is this a bad thing for these people?


Lastly, a person has to make the CONSCIOUS decision to decide that selling their gear in the RMAH is what they want to do, you are not forced to sell the gear for money, you make the choice to. I for one, know for a fact that I give away any gear that I find that I do not want to keep. Not just to friends, but in general chat, I am always giving away gear, but let me guess, I am an idiot for that too huh?


You are no better than a person who hates on anything. You are an angry little grub who uses a blog to tell everyone how much you hate the world. Your personal pessimistic view on life sucks, not the game. Grow up you child. It cost hundreds of millions of dollars to make this game and Blizzard wont even see a profit in the first 5 years of sales unless they made the RMAH. Learn how a business works you poor bastard. The RMAH was an intelligent way to create a way for Blizzard to make the profit they DESERVE and give their consumers a safe means to do what most of them already do, which is buy loot on ebay, or 3rd party sites. You suck. Good Day.


You were doing fine until you resorted to insults and started looking like a petulant child yourself whose favorite company just got criticized thus hurting your wittle feewings.


http://twitter. com/davidmittelberg David Mittelberg


You do realize his article is belittling the millions of people who plays this game correct? He is literally undermining the intelligence of all the people who play Diablo III in this article and because I called him a child with a hateful and distasteful view toward a company for wanting to provide a better product, I am a child? My feelings are not hurt, I am shocked by the audacity of this megalomaniac of an author and you sir, are his cheerleader. Nice troll.


Blizzard and activision are greedy corporations. You can keep sucking their dicks


Isn’t the corportation who made the computer your posting from a “greddy corporation” and your supporting them by using their computer? So are you sucking their dick? What corporation isn’t greddy? Everytime you buy a product you are sucking the cock of a “greddy corporation”. I smell a peasant!!


Arthur Castelo Branco


http://www. mrseb. co. uk/ Sebastian Anthony


I’ve never been called a megalomaniac before! Guay.


Thanks for at least writing something a little more detailed than ‘omg you suck fanboy’ & # 8212; it’s refreshing.


You, as most of the retards posting at this article, actually believe what Blizzard says. Let me clarify it to you. selling items for cash wasn’t that big part of Diablo 2 at all. Sure, I’m not going to deny it happened, but it wasn’t as prevalent as you blizzdrones make it out to be. In 5 years of Diablo 2 I probably saw only 2 real money transactions. Most of you actually never played Diablo 2 at all. For example, the Enigma armor is what everyone craved, but it was so stupid hard to obtain. You had to have a Jah, Ith and Ber runes which were also really hard to obtain. But when you finally did it, you felt like a god. And rightfully so, it’s the most amazing item in the game. For as long as I played, I never met anyone who wanted to sell it. Because they worked really hard for it. I like how you call the author a hyppocrite, when you’re a hyppocrite yourself. This isn’t a hundred million dollar game, it was probably slapped up in a few months. Also, they are forcing your hand to use the RMAH. How is this good practice? Do you really think they diserve that much to attach a cash shop to an already 60$ game that will also have 3 expansion packs that will also probably cost 60$ each? And I don’t want shit about ‘you don’t have to use the RMAH’. Yes you do, the game is balanced around it. And you know what? The next expansion, or even next patch, your gear is going to be utter shit. And you will buy according gear again, and again, and again. That’s what mindless consumers do. Sebastian isn’t undermining your intelligence, because you don’t have any.


100% correct. Thank you for being intelligent, good sir.


I really feel like you motherfuckers are retarded or just not gamers, and you never have been. You act like someone who LOVES GAMING should be happy with a shitty game just because they are making money… maybe you think that way, but not everyone else does. I don’t need to make fucking money in Diablo because I have a fucking job… I don’t want to make money in a game at the expense of gameplay… and most gamers don’t want to either you dumbass.


The game is built around the AH and a lot of people don’t like that… it’s not just the RMAH, it’s the drop rates, the repairs, the weird loot rolls and completely randomized pieces that drop… all to me seem to be WORKING AS INTENDED to frustrate you to the point where you say “Hey, it’s a lot easier if I just farm awhile and buy an upgrade.” Whether it be on the GAH or the RMAH. IT’S SHIT DESIGN IN A VIDEO GAME. People don’t WANT TO HAVE TO DO THAT YOU FUCKING RETARD. STOP TELLING THEM THEY SHOULD BE HAPPY BECAUSE THEY ARE MAKING MONEY YOU SOUND LIKE FUCKING ROBERT KOTICK OR SOME ACTIVISION SHILL. I AM SO TIRED OF HEARING THIS DUMBASS ARGUMENT. Video Games are my HOBBY and hobbies are supposed to be ENJOYABLE. The bottom line is LOOT COMES SLOW AS FUCK IN DIABLO 3 UNLESS YOU FARM ALL DAY ERDAY LIKE A MADMAN. Do you know any casual players who do not want to farm for hours who are just stumbling across good loot every week?


Not that the game is not enjoyable, but the AH has sucked a lot of fun out of the game and THAT is the fucking gripe that people are talking about you dumb fuck. Why don’t you go watch Kripparian, who is pretty much the best D3 player in the world, and see what he says about it… he has put in WAY more time than you and his opinions differ. The fact that he was the first to kill HC Diablo and he is skilled as fuck… I would believe him any day of the week over your ass. Stop bringing up how much money you can make and how it’s a good thing because we all can make money. I have played games my whole life and I have never ONCE bitched and complained about a game because I couldn’t make money off of it… you people are pretty fucking retarded if you ask me.


“As you state, but not fully flesh out, the RMAH’s intention is not explicitly for Blizzard to generate substantial amounts of income. The RMAH is a solution to circumvent the black market that leaves (has left) Blizzard’s customers at risk for scams, Trojans, and a negative experience that wrongfully reflects on Blizzard. The 15% is not specifically to take advantage of the player base, but to reduce the income and effectiveness of botters, exploiters, and farmers.”


Hahahaha, really? I am done with you. If you think that Blizzard’s whole purpose here with bringing in the RMAH was to keep people from being scammed and to protect their reputation and NOT make money… HAHAHHAHAHHAHAHAHAHA WOW


You are one naive man. Or woman. Either way… I could sell you anything.


But please stop saying everyone is happy with the RMAH just because you are. It just pisses people off. Some people want to play without the AH, and you can… but I can’t help to think that there has to be some other solution. This dude up here wants us to suck his dick because he puts himself on some asshole pedestal, saying “I never sell anything on the RMAH I always give away for free I think it’s pathetic if you sell stuff.” Or some shit like that. You dumb motherfucker. If some shit drops, and it’s really good, and I can’t use it, and nobody I know wants it. what am I going to do? “Oh man I disagree with the RMAH so I better just keep this in my stash til somebody wants it.” Fuck you, faggot. Trying to make us feel inferior because we want to sell our shit for money instead of giving it away. I hate self-righteous motherfuckers like you, fuck you.


The RMAH is making Blizzard a lot of money. They’ve kept drop rates shit to make you use the AH. They buffed them but they’re still shit. I farmed for 7 hours today and got no upgrades. I gear swap to 250%+ MF and still can’t get shit. I got a Natalya’s with no primary stats and a level 45 Cindercoat. What the fuck? After two days of farming I have 3 upgrades… all from the AH. Now what are my options? I can continue to farm with this chip on my shoulder that I don’t want to buy from the AH, or I can do what I did and say FUCK THIS SHIT NOTHING EVER DROPS and buy some shit so I can finally progress.


“The 15% is not specifically to take advantage of the player base, but to reduce the income and effectiveness of botters, exploiters, and farmers.” HAHAHAHA. Are you truly this stupid.


I had to laugh. That is exactly what I figured out in World of Warcraft. I realized that for me, my time that I spent farming stuff to buy things was worth all of $1/hour without bothering to buy gold online. Funny thing was that I LIKED farming and would outfarm even the gold farmers! They and I would be in the same area and would snipe each others ore deposits (I could always tell as they would never complain). I know they were not bots as bots were easy to tell by their repetitive actions and how quickly they were gone from the server. As for the Diablo 3 AH, I would never bother to use real money to buy things. Like the article said, its simply slave labor. I have a completely different take on the AH. Its to penalize real world money, not to make a huge profit for Blizzard. I am sure that Blizz could do much better with microtransactions than the AH. Since Sebastian cannot prove that Blizz is making huge amounts of money on the AH, either view is equally possible. D3 is fun for me, my kids love it, and it sold a bazillion copies. Why is everyone such a drama queen over the game? If you find it not fun to play, write off the $60 and get on with your life. Shoot, people paid $60 for Duke Nukem forever.


Good thing I didn’t get into D3. The deal-breaker for me was the need for an internet connection just to play it.


Playing Diablo 3 is frustrating and the game design makes no sense from the player perspective. When the best players in the world die repeatedly to the same monster even with absolutely perfect play, it is a design flaw. The only way to figure out why so many poor design choices were taken is to realize that every aspect of the game funnels players into the use of the auction house. The answer to every obstacle in diablo 3 isn’t to play the game better, it is to buy better gear so that you can sit through more damage, or deal more damage. This makes the game uninteresting to high level players in the long term.


Another problem with the auction house system is that now that the game has been out for a while, there is a widening gap between players that bought the game at launch and new players. The gear that will get you through act 2 inferno is generally very cheap as there is now tons of it, and less players using it. This can be afforded with a couple hours of farming, however the gear to really push through acts 3/4 are astronomically more expensive, particularly for monks and barbarians, and represent hundreds of hours of gameplay time to acquire the resources to purchase off the AH. When going from one act to another you suddenly go from needing a couple hours to needing weeks on end of grinding, it’s going to lead people into the RMAH if they want to continue playing the game. So far it seems like Blizzard has duped enough people into believing that the grass is greener once you outgear the content, but I have yet to meet a single person in any of my social circles that would qualify as ‘satisfied’ with how Diablo 3 has turned out.


On the surface your remarks seem to make Sense. but when you get right down to it your attempt to make a connection between “dying repeatedly…and funneling players for better gear makes no sense.” In Blizzards greatest gaming acheivment…WOW…the best players in the world can spend DAYS hammering on a “monster”. The real proboblem lies not in “design flaw” but in the ability to find a way to utterly destroy the creature that keeps pounding the crap out of you. Everyone who games knows that success in RPG’s are HGHLY gear dependant. If you cant win with you low armor and low damage gear it only makes sense to get something better. Success also lies in the persons ability to adapt to particular situations, dont keep doing the same thing over and over to the monster try a different strategy. This is what the BEST gamers in the world do.


Kripparian was the first person to beat hardcore inferno diablo, he ate a cage which should have technically killed him since it is the most punishing ability diablo has and that should’ve been the end of his hardcore character. Instead he had enough gear borrowed from other players to live through the cage and kept doing the fight like nothing happened. That is neither true difficulty, nor player ability; that is outgearing the content because it is the way the game was designed to be played.


Sooooo….what your saying is even a chimp could play the game if he had good gear. I saw an interview with the hardcore fella. He said that first he had to execute a plan to not die. He took a normal character and ran the routes that would give him the most likely chance of killing the bosses then he used that stratagy to beat (with his Hardcore Character) the bosses in inferno. If what he did is so easy as to get good gear then duplicate it…I dare you. Sure comparing WOW and D3 is like comparing apples to oranges, but one thing is for sure…you also have to be good at what you are doing.


If you watched twitch. tv you would know there already are tons of chimps with awesome gear that can do all sorts of things like barbarians that solo 4-man Inferno diablo as dual wield while sitting in every fire facetanking him. The top level gear in the game far outstrips any requirement for player ability, and removes any enjoyment element for people that like to challenge themselves.


I don’t watch the game I play it. But…again…I challenge you to play a hardcore character and stay alive through inferno. This mode is made (by Blizzard) for people just like you…


http://profile. yahoo. com/FYLL4OCIHJ63GKDU4KMSQZ3KK4 Britney Korffman


Whoever wrote this “article” has obviously never played the game and needs better research skills. That he thinks that the gold equivalent in RMAH is ALREADY a factor in in D3 economics is pure stupidity, because gold sale is not available yet, or in the near future.


Too many other errors in this article to even begin.


You’re wrong. RMAH gold commodities have been available several times since inception but only for a few minutes at a time.


If you read the article, this is speculation as to the potential impact of the RMAH and how it affects overall gameplay. and the author clearly indicated that the game’s playability failures will be the downfall of a cleverly built money making scheme that they have set up.


The only real factors so far are that for 11 years of development this game has brought nothing new to the table, it has mediocre and unbalanced classes, normal mode is playable by a 3 year old, and Inferno is impossible to play through without dying 20-30 times every couple hours.


I consider myself an experienced gamer being that I’ve played about 90% of all games released since Wolfenstein 3D and in all other games that are not failures, the player’s skill at manipulating his/her character is what allows the player to progress and improve. Being in Inferno ACT III right now, there are certain buffs that elites/bosses randomly receive that make them unkillable without 20 deaths and now, after patch 1.0.3, over 75k in repair costs at minimum. I do 31k damage, have 380-460 in all resists, and have 27k life and my WD may as well be level 1 because I get 1 shotted constantly. That is the point…the difficulty scale is way out of whack and the game sucks because of it.


Until you find the time to elaborate on what you consider to be errors, go back to playing in nightmare difficulty or wherever you are right now and come talk out your ass when you’ve actually gotten to the problems with the game.


“RMAH gold commodities have been available several times since inception but only for a few minutes at a time.”


Ok Blake, this is why there has never ever been mention of gold commodities being available for ANY stretch of time on Diablo forums or elsewhere. Methinks you’re just making this up.


Provide some iota of proof or just stay home with your noobish WD.


Back it up or get lost.


And I’ve gone through all 4 Acts in Inferno.


I’ll elaborate on all the errors in this article later, but I think your response is just laughable and desperate.


Uhh…okay Britney…I watched from the next chair while my friend purchased 1m gold. I don’t care what you can’t find, I have seen it firsthand. Just because you didn’t constantly refresh like we did as the RMAH was coming online after the patch was applied doesn’t mean I’m wrong. There are a ton of people who have never even seen the gold commodities market online – because it is never up longer than 10 minutes at a time. That doesn’t mean it hasn’t ever happened, though, because the only forum posts you can find are related to complaints about it not being online. You’re also aware that Blizzard constantly deletes forum posts that are negative, right? Link a negative article or start a discussion complaining about the game’s balance or features or RMAH and see how fast your post gets deleted or your account gets banned from the forums if you don’t believe me.


BTW, my noobish WD does the equivalent or better damage than 90% of other WD builds I have seen in the same act and timeline of progression…it may be noobish compared to your apparently “godly” standards, but without having farmed for days on end to get the gear like you obviously have, I have a pretty decent gear set put together. Don’t get me wrong, I have put serious time and effort into farming as much as I could, but I have a mortgage and a job and a family to attend to and you’re either unemployed or still living with mommy and daddy. Either way, you obviously have the time to spend playing 12 hours a day since release to get the gear required to complete Act IV Inferno (if you’re not just blabbing to make your point sound more valid) so congratulations to you…U R t3h W1nN4r.


Ultimately, I responded to your flame post and refuted your original “points” and you have nothing but more flame to somehow back up your original assertion that the article is rife with errors. Thus far all I am getting from you is that you are desperately in love with all Blizzard products and that you have no ability to objectively discuss the supposed issues with this article so I’m not even going to waste my time following up on this discussion because I’ve already wasted enough by arguing on the internet with a child.


Except its not 500k gold every hour, its only on average 100k gold an hour per character (without botting, the average person can only net 100k/hour), so its really only $0.25 per hour not $1.25. This is made even harder by the fact that bots were using objects in the environment to garner gold, this no longer happens in the game so its much hard to bot.


Moreover you don’t account for how much time and money it takes to run the RMAH. There are salaried employees dedicated to the task of the RMAH, there are also associated fees in setting up a battle. net to paypal transaction, on every single transaction there is a fee paid by Blizzard to Paypal, just like there is a fee paid by Paypal to your bank or credit card company. Not to mention hardware and development costs. These systems just aren’t borne out of the ether and placed within the halls of Blizzard, there are actual LARGE monetary costs to bring something like this into play.


Moreover you don’t even know the economy pre-RMAH. The gold farmers were selling gold for $4.95 per 100k! The RMAH sells 1mil for $2.50 and gold farmers are selling it for 2000% more and you are complaining?


To even fathom that Blizzard is actually making money off the RMAH is questionable. Stating that Blizzard stands to gain billions of the RMAH is laughable. They make more off of WoW mounts than they ever will off the RMAH.


Let me break it down for you. You sell your main hand dagger for $250 on the RMAH, Blizzard makes $1 off this. You leave your money in your battle. net account so you can use it to purchase other things but you never get around to it. Remember this is free money, all you did was play a game to get it. Blizzard can produce another 6 games at $60 a piece and you will play them for free. With $250 in a battle. net account you could play WoW for free for close to, if not fully, for two years. That means essentially Blizzards gets $0 from you for the next 2 years at least. How are they making money exactly?


Forget keeping my money in the system, that’s lame. I want my $250 to purchase something through paypal. Let’s see, Blizzard gets $1 plus 15% for the transaction. So Blizzard gets $38.50 from this transaction. For free I get $212.50, Blizzard gets less than what any app store gets to maintain their services. Is that a decent amount to maintain this service and make ‘billions’. Ni siquiera cerca.


For example take the Apple App Store. For more people use the app store than the RMAH in D3 will ever see. In 2010 the App Store revenue was $1.7 Billion. That’s revenue, not profit. What’s 30% of 1.7 Billion? $510 million, again revenue, not profit. Now you have to subtract the cost of actually running the operation. For songs (the only infomation I dug up for this piece) Apple makes about $0.10 on the dollar. So if we apply that to the $510 million that is Apple’s cut, it works out to be about 51 million dollars profit for Apple.


So given that the RMAH is much smaller and less used than the Apple App Store, even in 2010, I can say with some certainty that no, Blizzard will not be making billions off the RMAH. They are providing it to help smooth support issues like people giving their emails to blackmarket gold and item dealers, which then use that information for phishing scams and gaining access to accounts and usurping them for their own profit. This is a major support issue at Blizzard, not one to be taken lightly. They are trying to provide a better place for us all to game, they certainly aren’t going to make billions off of it.


If I still played for more than 20 minutes a day I can get


600k/hr in Inferno ACT II with gold find gear. You’re not playing right if you’re making only 100k/hr.


Botting may be dead but gold farming for real money is alive and well. I don’t think you have monitored the Gold commodities accurately because it has been online a few times though only for a couple minutes each time. When it becomes active full-time, though, everything identified in the article will become truth from everything I have seen so far.


With regard to making billions, I think the writer of this article stated it perfectly by saying that the potential is there but when “players realize that the end-game is awful and merely designed to feed the RMAH, they will leave the game in droves and Diablo 3 will die.”


My reply is based off the average player. 100k an hour is average.


The article makes a lot of assumptions in regards to gold and the RMAH in general, these are not only speculative but wildly innaccurate. For instance a piece worth 30 million should be worth about $75. Its not, the price is actually 4 times that much on the RMAH.


Diablo is the same as it ever was. Random loot is random, you don’t need the RMAH to complete the game. In fact thousands of us did so without the RMAH, so no the game is not designed to feed the RMAH, the game like all Diablo games is designed to encourage trade. That’s just another fallacy of this article.


What Diablo 3 is experiencing right now is a shedding of all the players who have managed to put in 120+ hours into the game and finished it on Inferno. This is just like every other MMO or ARPG, once their is nothing new to do, these players move on. It happens with elite guilds in every MMO, they finish content in a short period of time and are left with nothing or little to do and they move onto new games. I’ve done the exact same with every game I’ve played this past decade. In fact I think getting 120 hours out of a game like this is pretty cool. Much better than a lot of other games.


Diablo 3 will not die because these players leave, but it will die eventually and you will be left with a few thousand or so who play the game for speed runs or achieves or eventually for pvp. But to think that the RMAH is what will kill Diablo 3 is wrong. The gaming cycle continues and most of us will move on, just like we did with Diablo and Diablo 2.


http://profile. yahoo. com/PGAZ4YOV7U5CZAU5M4BHZZRM5Y Alexander Wayland-james


thats dumb. its not a sweatshop, and you spew bias like a liberal. most people play for fun. they won’t play unless its fun. they won’t pay if they don’t play. this incentivizes blizzard to keep updating the game, to fix imbalances, to right wrongs. Just because you can make money doesn’t mean you’re going to be greedy and make money #1… especially from a game. well, i can see you being greedy like that. People farmed d2 for 10 years seeking ever better gear. nobody with a bunch of good loot went, ‘maybe ill check out the black market’ and even today, especially when team pvp comes out, you want the best loot for your buds or yourself. if nobody wants it, maybe you make $1 or so. or you put it up for a few mil gold you can actually use.


casinos do take a portion of your winnings. Whether they call it dealer fee, tip, w/e you lose about 15-20% of your winnings before you leave. Then it gets taxed as income.


I suppose you think sales tax is the greatest scam this govt came up with right? But no, they are more likely to boost the economy because they only keep getting that 15% if people have money to spend and buy stuff in the first place. Or you’re obama and try to force people to buy xyz.


And what if bliz sold stuff on the RMAH? How is taht different than special items in a collectors ed? or new item set DLC? except – its possible they release actual unique items and whoever gets it is the only one in the world with that item. Not only is it unique, but you only buy it if its a good item for your character. I think thats pretty cool. Again, if they step out of line, they can kiss the reoccuring 15% goodbye. Like WoW subscription fees vs SWOTR which lost most of its customers within a month. Blizzard is taking a massive endeavor and had many things unexpected since public launch and they don’t want to make any drastic changes. It doesn’t want to implode the market (real or gold)


“Oh, and talking of taxes, don’t forget you also need to pay income tax on any money you withdraw to PayPal.”Paypal will only report income to the IRS if you make $20,000 AND have over 200 transactions in a calendar yearSource: https://cms. paypal. com/us/cgi-bin/marketingweb? cmd=_render-content&content_ID=marketing_us/IRS6050W


But you, as an individual, are required by law to report every cent. What PayPal reports is actually irrelevant.


The same is true for every tax-free purchase you make on the Internet, but we all know how well that has worked out so far…


Any time a major corporation or money-making entity is not making money because a MAJOR path to acquiring more money is not functioning properly, you can be 100% sure someone’s head is rolling. You need to get a better sense for the business end of the gaming industry. Why do you think they spent so much time and efort patching to even bring the RMAH online if they weren’t concerned about it.


One of the many functions of the RMAH is to help alleviate support issues that Blizzard has been combatting for the past 8 years. Namely that giving your email to an entity outside Blizzard has had *very* bad consequences for those who have used the services of gold farmers.


The RMAH is built specifically to combat this problem. Blizzard does spend millions every year trying to recover accounts that have been stolen, trying to perform forensics to trace where those items ended up. Not only does keep players from using black market channels it also helps Blizzard perform forensics and regulate the financial markets within their games. It also makes players happier, when they know they can login and they aren’t going to see an empty bank and some common level gear on their toon.


Please explain how you maintain customer service, servers, db engineers, IT staff, network costs, administration, financial and legal for a perpetual game like this worldwide without a constant stream of income?


Customer service costs for a game like this are in the millions of dollars and since there is no monthly subscription fee, those costs continue perpetually.


If there is a revenue stream coming from the RMAH, its being sunk into continuing the game. However its still not profitable and will never be so, at least for D3 because the RMAH simply isn’t setup to generate profit for Blizzard without tens of millions of people using it.


I hear alot of people talking down on diablo 3 for a number of reasons which is completely beyond me…


#1. The game is repetative and becomes boring after a few weeks…


Diablo 2 was in fact the very same way, doing endless Meph, Dia, Baal runs until your eyes bleed looking for loot… Seems pretty simular if you ask me.


#2 The game is too short, Diablo 2 had more items, content, character levels. etc. Etc.


This is true for the moment but your comparing apples to oranges at this stage in the game. Your comparing diablo 2 LoD expansion with multi patches over years vesus a new release. Of course Blizzard isn’t going to “put all their meats on the grill” (sorry; expresion my friend uses which I think is funny) because they plan on having multiple expansion packs that add content so they can maximize profit (whether you approve of this business style is a matter of personal opinion). When diablo 2 first came out before xpac the best unique/legendary items you could find where treads, frostburn guantlets, soj’s, silks of the victor, and possibly twitch and ume’s lament (yes I went back that far… Im old). The best in game items were rares exactly how it is right now, some decent unique/set items with rares usually being your best bet.


3. The game is centered around RMAH…


Well the black market in diablo 2 was so expansive with everyone (including chinese gold farmers of the day) listing items on eBay and having their own independant sites where people would buy stuff with blizzard getting none of the revenue… In fact there are still people trying to sell things outside the auction house to avoid the 15% rake that Blizzard is taking as of this moment. I fail to see the difference between then and now other than the fact that blizzard has made it easier and more reliable to buy and recieve your items now if you choose to go that route.


I for one see the game for what it is, an unfinshed product with content specifically wethheld for future expansion packs. I think the game is better than diablo 2 for many reasons which I won’t state because they are my OPINION, and I want to keep this strictly factual. Maybe its not the game that has changed but possibly players preference of game play since D2 was released 12 years ago. The only question I can ask is this… For people that say it is repetative (which granted I can agree with that) what game doens’t have some degree, if not more repetativeness than Diablo 3? Not a big fan of first person shooters but Call of Duty and Halo look repetative as hell in multiplayer mode, espcially if your doing the same maps over and over. Pretty much every game becomes repetative after a while its a fact of life, if you bash Diablo 3 for this your should bash the gaming industry in general for this. In fact might as we;; quit reading books and watching movies because after you’ve seen them the first time they are “repetative”… Sorry for my rant and by no means am I a blizzard fan boi defending this game (I bought WoW and paid for a 6 month subscription initially and quit playing after 3 weeks because I thought it was whack). I’m simply pointing out what I feel should be obvious to all but rarely acknowleged by any.


This article is saddly one-sided and subjective. Every online game has his real money market. Blizzard just made this one official. But they don’t force you to use it so why so much whining? I feel like it’s just a bonus for players that want to make a little money with their game time. And if you don’t want to farm because you are rich in real life you can escape from that too. Good for those people. They won’t have to use an unofficial questionable website to make transaction with a 50% cut. (even if i agree that the 15% cut that Blizzard takes is still pretty huge)And as for boting in diablo 3 i really doubt it can be done as simply as in WoW and other MMO (you should see why if you played those). Little asian kids do work as always though…Anyway just saying some people see it differently.


I couldn’t agree more with this article. The game does not have any replay value and is truly about buying/selling on the RMAH.


The game itself is all about the grind. You grind, grind and grind some more for the exact same gear with +10, 20, 30 of the stat differences. That takes you intothe next act of Inferno. Once you’re there, you grind again for the same item with +10-50 of the same stats. Terrible.


Also, with the inflated prices in the AH now, it is near impossible to buy items without spending 100s of hours of grinding. 50-100 million gold for a top-level weapon? Good luck grinding that out. If 200 gold find nets you about 250-300k, how long will it to make 50M. You do the math.


Who says you have to buy from the AH? How about grinding for your gear. Personaly I do both, I beat ass till somthing drops AND I use the AH.


Also, it helps to know how to use the AH. If you use the filters properly you can find just about anything in your price range. I’ve done it again and again. I don’t think I have ever ran into an instance where I left the AH because the prices were too high…usualy it’s because I could not find what I was looking for.


Holy Crap…this incessant whinning when things don’t go the way you want them to is maddening. Go ahead, beat on Blizzard for creating a game that requires you to work for gear.


What are you doing here again? Go work for your gear in the super, fun game Bliz created for you.


I couldn’t agree more with this article. The game does not have any replay value and is truly about buying/selling on the RMAH.


The game itself is all about the grind. You grind, grind and grind some more for the exact same gear with +10, 20, 30 of the stat differences. That takes you intothe next act of Inferno. Once you’re there, you grind again for the same item with +10-50 of the same stats. Terrible.


Also, with the inflated prices in the AH now, it is near impossible to buy items without spending 100s of hours of grinding. 50-100 million gold for a top-level weapon? Good luck grinding that out. If 200 gold find nets you about 250-300k, how long will it to make 50M. You do the math.


The only problem is, the players are quickly losing interest in the game, often citing the RMAH as reason. ¿Por qué?


Well, the fact that once a particularly valuable item drops, the player is confronted with the choice of selling it or keeping it (and feeling like they have essentially thrown away money).


The game is also set up in a way as to support the use of the RMAH. The most challenging parts of the game require the best items. It’s extremely time consuming to acquire them without spending real money.


Then there are some more design choices that also seem to have been made to encourage the use of the RMAH at the expense of player enjoyment. The lack of a LAN modus means that players must play on the battle. net servers where they are part of the RMAH economy in which everything has real monetary value (which as mentioned above is something not everybody likes). Since players must login through Blizzard’s servers, they might find themselves unable to play the game if the login servers get overwhelmed like they did at release.


Blizzard games normally receive good ratings on metacritic. com by players, but Diablo 3 has been an exception http://www. metacritic. com/game/pc/diablo-iii


http://www. facebook. com/larrytheballer Larry C Mallory


hopefully pvp is decent


“There’s no rationale behind this additional 15% tax; Blizzard even admits that you might be subject to further PayPal fees.”


Uhhhh Yes there is. Blizzard wants you to keep the balance in their system. This means your money is in their bank account for the most part. In return they gain interest. If you cash out you’re taking that money out of their bank account. Keep in mind, after paying a high price to buy the game, from that point on it’s 100% free to play. The $1 and 15% fees are not only for Blizzard (which is a “for profit” company) to maintain the servers but to also make a buck.


Yes the game gets boring quickly. Inferno mode is VERY HARD and not for everyone. Blizzard has stated many times over that they want it to be hard.


As for the RMAH, You don’t HAVE to use it. I don’t. I still use the gold AH and items are starting to drop in price.


Everything about the RMAH makes me want to puke. I haven’t, and will never, look at it. Their other criticisms are accurate – super easy to start, suddenly ridiculously hard, completely gear-dependent. I still like it though. What is wrong with me, is the real question. Also, I have not reached the end-game on any of my characters. That’s never the goal for me – I like starting new characters and leveling and tend to play superhard for a month and then get bored, and I’m fine with that – but this article is a good reminder of why. And one more thought – Blizzard is really smart. They make games that are really fun. A small minority of players and robots are end-game right now – unless you are making it the basis of your instead-of-subsistence-farming life, it takes a long time to get that high. I suspect that when more players are that leveled, Blizzard will pull something else out of its sleeve to keep people who like playing, rather than grinding. For example, you meet a ton of NPCs as you go through the game – followers and incidental characters – and absolutely none of them have their stories resolved by the main plotline. They’re clearly waiting to release some of that story content. This doesn’t resolve the issues with writing (awful) and gameplay (limited, frustrating), but it does indicate to me that they know that they, unlike Apple, can’t rely on Chinese sweatshop workers to provide a long-term viable business model.


Diablo 3 is already dead. And if you’re thinking of playing this game do yourself a favor and don’t feed into the marketing and corporate hype that this “game” rests on, because it’s nothing more than a business production lacking anything that makes it a real game. They’re just trying to dip their hands into your pocket, whether that be through luring your children into playing and begging you to buy stuff or you yourself.


I can relate to a lot of the high-level and paranoid-like sentiments that the article describes. I’ve played the game since launch-day and I’ve experienced all of the login issues and frustrations that have come with this game. I think it’s fair to say that the launch was terrible and Blizzard did not beta test enough.


I do agree the game lacks content and it does seem to revolve around the auction house – at least I’ve made enough money to cover my initial purchase. Inferno used to be extremely hard, but it is doable now. Despite having been hacked before (did not have an authenticator) and gone through a lot of frustrations I still play the game with real-life friends and just waiting to see what will happen next – PVP for example.


http://www. facebook. com/silent. cafe Kofi B. Agyeman


i’m just playing the game. and i feel sorta like an idiot for just wanting to play games anymore


Bien. What they overlooked is that the game isn’t fun. I quit in like a week after hitting inferno along with most everyone else, so…no money from us. It’s fun through nightmare and hell difficultly and then turns to a poorly designed piece of garbage the second you hit 60. Yawn. Looking to games like Grim Dawn to revive my interest in ARPGs.


All this, and you paid $60 up front for the game? Free to play MMO games don’t treat their customers like this! I understand that Blizzard has historically been everyone’s favorite game company, but it seems like ever since Bobby Kotick and Activision came into the picture we as customers and gamers have been totally and officially screwed over. I understand that they have to make money, but to be so blatantly greedy makes me sick! I am done with you, Blizzard! I own every one of your PC games since Warcraft: Orcs and Humans and this is how you thank me for my loyalty? Real ID and cash items in a game I already paid for! Yeah, I’m out. I’m gonna go buy me some Torchlight 2.


http://www. facebook. com/profile. php? id=661950408 Tom Schwarz


You are saying that Blizzard is greedy because they apply a tiny small “tax” while at the same time giving you the ability to literally make money doing something you’d be doing anyways.


You can literally sell an item you didn’t want for 20 bucks, have Blizzard tax you 3 bucks, and come out with a net profit of $17.


And that makes Blizzard greedy. Are people normally this stupid?


Tom slap that kid of yours because with you teaching him he’s going to grow up and join the Marines or some dumb shit. HOW MANY FUCKING TIMES DOES IT HAVE TO BE SAID? GAMERS DO NOT WANT WATERED DOWN GAMEPLAY IN EXCHANGE FOR THE OPPORTUNITY TO MAKE MONEY. HOW MANY TIMES.


Have you seen eBay’s fees lately? Then you get taxed again by PayPal who is owned by, guess who? eBay.


I personally don’t see a problem with the RMAH. Blizzard has capitalized on a service that would have only been offered by someone else. At least now you have buyer & seller security.


Let’s see…some random cockbag’s opinion of Diablo 3 on terrible game play and the overall game being terrible or IGN’s rating of a 9.5 and Gameinformer’s rating of a 9.0 for Diablo 3. Not to mention the amount of copies it has sold. Sebastian Anthony, you should find a new job and stop playing games because you obviously have no idea what you are talking about.


I will buy Torchlight II as soon as I’m done completing Diablo III Inferno with my one character. gogogo


http://www. facebook. com/ben. bosmans.10 Ben Bosmans


The article is not accurate: here are the errors.


1. The 15% check out INCLUDES the PayPal fees. I can transfer from PayPal to my bank account for free in my country. Of course if you would ask PAyPal to transfer it to a foreign bank etc … PAyPal is not doing that for free.


2. There is no in game gold selling at this time, minimum fee for gold is not even present. I don’t know what game the author played but apparently it was not D3.


3. The game is … worth playing for its fans… Who are you to state otherwise in their place. )


4. The game is working as intended. Blizzard sold 6.3 million copies in the first week. Since the game is constantly sold out here in EU, I think they can get it to 8 million by years end with ease. Xfire shwos that after 6 weeks the game is still played at roughly 50% activity which is kinda HUGE for a non MMO. Activity at launch can’t be retained throughout the year: logical.


5. WOW 3 month subs = one copy sold of D3. So the end result is a nice diversion for the Blizzard fans to play in between content patches and 2 year cyles of WOW expansions.


What’s the fuzz ?


Sebastian Anthony = blog writer..nuff said…


This article is largely inaccurate. As pointed out by others in the comments, items are not readily selling for 50.00. Sebastian, you owe it to your audience to remind them that there are those who do not rely on the RMAH and experience no less satisfaction from their playing experience. I have invested over 200 hours.


While Diablo 3, like every other game in existence, does leave something to be desired, articles like this need to be flagged. The tone suggests an actual representation of the game, when in actuality, many are playing the game for the enjoyment solely and do not have to “farm.” Sebastian I would encourage you to spend more time playing if it is at all important to you to be accurate in your assessment.


How dare they take $3 off my $20 intangible, randomly dropped item that I had no other use for. I spent ages clicking my mouse, waiting for it to appear, and it was so hard clicking those buttons in the auction house to sell it! Look at these calluses. I WAS GONNA USE THAT MONEY FOR MCDONALDS.


What have you really got to bitch about here? I see a lot of whining about the tax Blizzard places on sales, but guess what! They’re running servers for free! Yes, we bought the game, sure. However, a large portion of the tax goes toward further server maintenance and paying staff to run the game indefinitely. Ever think about that? Sure they take a cut for business profit, that’s well within their right. They made the game.


Ruined? I can’t fathom how. The auction house is a small aspect of the game. Participation is in no way forced. If you don’t like it, don’t use it. If it’s so nerd rage inducing that you can’t bare to look at the auction house in the opening menu, don’t play the damned game! It’s that simple…


Your remarks are the best, I was laughing my ass off. They pretty much sum up the dork faced nerd bias towards Blizzards genius, while at the same time pointing out how they neglect the fact that they can play the game and never ever have to use the AH….great post.


How can you play the game and never use the AH and progress through Inferno and clear ACT 4? PLEASE TELL ME HOW THIS IS POSSIBLE


while this is certainly a good read, it is built up on wild speculations and assumptions. The Author is tremendously biased aswell. Now I don’t necessarily disagree, but coming from an objective standpoint of view, this is really not a good article.


http://www. facebook. com/profile. php? id=661950408 Tom Schwarz


I love how the author of this article thinks this is a “sweatshop”.


It’s probably one of the dumbest things I’ve ever heard in my life.


So you find a freaking item in a video game (one you’d be playing regardless of a auction house or not) and realize it’s worth $20. You sell it on the RMAH and Blizz takes 3 bucks of it and you make 17. And somehow that makes it a sweatshop.


Dumbest analogy I’ve ever heard.


A better analogy would be calling Blizzard a government who places an income tax on it’s citizens. A minor tax at that.


When you are still walking away with 80% of your earnings, you are not in a freaking sweatshop.


http://www. facebook. com/profile. php? id=661950408 Tom Schwarz


Whoops, double post.


http://jlandl. blogspot. com Jenny Creed


Sure you can escape the sweatshop. I did it about two and a half years ago, when I decided to never give Blizzard another cent of my money. All that happened was I stopped playing WoW, I didn’t play Starcraft 2 and I didn’t play Diablo 3. No great loss.


You can do it too! Well, you may lose some more than I did if you already bought D3, but when you think about it critically it’s just a matter of figuring out what costs more and overcoming that damned sunk cost fallacy. I promise you won’t miss that sweet Blizz action nearly as much as you think you will.


The only problem I have with this is the idea that Blizzard should not be able to protfit from the sale of things they create. I makes no sense to me that people think that is in any way a problem. It fixes the economy because the gold has a fixed value. It allows people to know what items are worth in real world terms and you know you will not get scammed. This was a brilliant move by Blizzard and I expect others to copy it as soon as they can find legal ways to do so. The only problems I have with D3 are the fact that it’s almost the same game as D2 and that you now must play online. I’m just glad I got the guest pass instead of paying for the game.


“Blizzard should not be able to protfit from the sale of things they create.”


http://profiles. google. com/annuitcoetis aa bb


I wonder how many bots are logged in during peak playing hours. I wonder if this is the main bottle neck and gets real players disconnected. It’s all very ironic in the end because It’s all about greed and why should Blizzard give a hoot about what anyone thinks. After all they have convinced themselves they are too big to fail.


& # 8220; Any money that goes into your Battle. net Balance is nonrefundable — you can only spend it on other Blizzard goods (such as a WoW subscription or more D3 auctions). & # 8220;


actually, you can’t even do that! monies in your battle. net balance cannot be used to pay for your wow subscription! you can pay for in-game pets, and things on the blizzard store, but not wow subscriptions, which is pretty lame because i play wow as well. i for one bought d3 to hack and slash monsters; not to play an auction house so when i saw this was where the game was going, i was highly disappointed and wish i could get at least part of my money back because the game isn’t really a game at all; its just a front for their sweat shop.


http://twitter. com/iamcyrilicious Cyril Keith Flores


I’d like to see the author’s BattleTag how his D3 is farming 500K gold/hour.


You don’t have to use the RMAH if you don’t approve. I play single player only. I’m only at level 37 in Nightmare mode, but I don’t play constantly (I try to have a life too… imagine) and I wouldn’t be about to spend a real dime on anything in it. Still, I like it.


Fucking right. +1.


And don’t mention any of this on the Blizzard forums! If you’re not a kiss arse Blizzard fan boy, you get banned.


http://twitter. com/marxistvegan Stephen o Esteban


This reminds me of For The Win http://craphound. com/ftw/ a book about this exact thing…it is creative commons so you can download it for free


http://www. facebook. com/billyup Jesse Jones


Don’t like the RMAH don’t use it. Don’t want to grind out for gear? Don’t play it. If for some reason you think you didn’t have to grind out gear in d2, you are living in a fantasy world. This is the most spoiled little brat article I’ve ever read. Change professions.


Well when the only type of content available for end game in Diablo 3 is loot farming then there is a problem. See contrary to what you know, D2 was not a complete grind fest. The game had depth in more aspects. 8 players a game made the social aspect way more indulging and a lot more “social”. With 4 players, i cant even play with all my friends, not only that but usually the games are completely silent and no one talks.


Pvp was also available in D2, it was player organized. Not like what blizzard wants to sell us now, on Arena pvp. Although if they did include pvp with the initial release, we prob wouldent see numbers dropping so quick. In D2 you didnt loot farm to loot farm some more. You loot farmed to get good gear to own on the pvp battle field. (something that blizzard doesnt understand)


As many people already know players are quitting by the thousands after beating the game the first time or two around. The game revolves to much around the RMAH and needs to be more of a “game” than a way to make a quick buck, I am guilty of thinking of items in the form of real cash as appose to “gold” or in game currency. i casually play and have easily made over $20 spending my gold on items to resell with the intent to make cash.


A disgraceful company and game. Diablo 3 is on record the biggest Flop in the gaming industry. Sad that as a fan of blizzards for over 10 years, it has come to an end with Diablo 3. Fact of the matter is that blizzard didnt develop Diablo 3 for gamers or blizzard Diablo fans. The entire game is centered around RMAH, all nerfs are directly related to RMAH. Its all about RMAH except you have a GUI(Diablo 3) pasted on top.


After playing for a little over a month, i noticed population of the game started to decline as my friends list saw less and less activity by the day. I was no stranger to this phenomenon, similarly some friends of mine noticed the decline as well.


Let me tell you, this game did not take 11 years to develop. The RMAH was in development for 11 years. The actual game might have taken 2 years maximum. End game is non-existent, if blizzard expects people to hook onto the idea of running around killing repetitively for virtual items, they are complete dumbasses. There is no pvp, no offline, 4 players maximum in a game. The game has no depth at all.


You want to blame somebody for this piece of shit? Blame Jay Wilson, that FAT fuckin bastard that destroyed a brilliant genre and game. I want to say Fuck you to Blizzard, and i hope you guys go under because i wont be giving you assholes a cent ever again. I will be watching and i will be laughing. I will also reminisce while smoking my joint, and drinking my beer of the good ol’ days of Diablo, Starcraft, and Warcraft, and also maybe shed a tear because me and many others will never be able to experience a game like the classics ever again.


Sorry this was so passionate, i really loved this company growing up. Sucks that they sold out for nickles and dimes.


Once again, Fuck You Blizzard, Fuck You Activision.


The author is 100% correct. I have been played through this franchise since Feb 1997 and all versions and expansions were fantastic and engaging.


Unfortunately, Blizzard’s auction house system, both in game and real money has ruined this game. You cannot play the game without it, which is antithetical to the whole point of playing a game in the first place. Spending real $ on something that only exists in a computer generated universe is sad, pathetic, and distressing. You think it is bad now, wait until they release PVP.


Maybe im not getting the big picture here, but it seems like your playing the game for fun, fine ok….then you come across some great gear…decide to sell it on RMAH…ok blizzard takes there cut, then takes there cut again….you are honestly making nothing but profiit regardless if blizzard took 90%…which they dont, its basically free money your getting to play the game that you would normally be playing anyway right? I definitely dont buy anything on any of the auctions real $ or fake gold….but you bet your ass i post them on the auction house, and ive made my money back plus more………if you dont like it dont use it.


I love the game, I play the game to play, I buy things with gold out of the AH that I need to progress through the game, but not for real money. EQ destroyed my need to farm anything. And if I really get the itch to farm anything I’ll go play Eve-Online for a week to give me enough play time for a couple months via selling Ore for Plesk. I played D2 and D1 as well. In it’s line, D3 is by far way better than the first 2.


http://profile. yahoo. com/JRL3WJKHR257QJD4Y77VPPRYZ4 Bill K.


“When players realize that the end-game is awful and merely designed to feed the RMAH, they will leave the game in droves and Diablo 3 will die.”


We already do, we already are, and it already has.


I get your point about the rmah not being viable if every player is just farming for gear, but I don’t feel that is true due to the massive amounts of people still using the gold auction house. All we are talking about is a different type of currency and if the gold auction house is working why do you think the rmah is not going to succeed as well. For example if I find a legendary hand crossbow, with awesome stats, and I am a wizard what am I going to do with it? Sell it of course, now I have to figure out which one of the Diablo 3 Auction Houses I am going to use, gold or cash. At this point I would do as I assume all people that want the most bang for their buck would do, which is research. You can never expect to make the right decision on the fly. Take a look at the item you have is it selling better on rmah or gold auction house? What about the items you are looking to buy? Are they cheaper(respectively) on the rmah or gold auction house?(This question will soon be more involved once Blizzard implements their Gold for Cash commodities trading in the auction house) I mean that’s what we are talking about, sure Blizzard is going to make money on the rmah, but guess what technically they are making money on the gold auction house as well.(15% on completed auction on gold auction house as well) I understand that you “can” make money playing the game, but I believe that most players that I still around are like me and like the challange of inferno, even if it does make me want to beat my head through a wall at times. I can agree that they should have made the game harder in earlier difficulties, but at the same time all of the lower level items would have a substantial value as well, which would flood the Diablo 3 Auction House with even more “crap” that people think is “awesome.” So in closing I agree with a lot of what you are saying, but I do not believe that the auction house was a “bad” idea I think it’s just different and most people just don’t get it yet.


just to add my opinion you guy sure compaine alot over a $60 game. I got my moneys worth just figuring out that this game really wa a piece of crap :)


Don’t forget the government thieves will still try to steal 40% of what you made after all this is said and done… will be some mighty unhappy folks when they receive a T4/Income Tax slip.


http://profile. yahoo. com/AWXJDIOAISOCIOND4G56QDF57Y c w


Well with the addition of the Paragon system they can now keep people playing and flooding the RMAH and AH with items, and thus boost demand too.


And it will take a god awful amount of time to get to level 70-100 to where you at least don’t have to equip much Mf or GF and/or swap any longer. Paragon is a nice idea, but the rewards for it are too few and far between with already terrible loot drops.


But he is right, essentially everyone who plays is like a sweat shop worker hoping to make some gold or money with gear that drops from inferno. It keeps the machine well oiled and thus keeps the cogs turning. Blizzard nowadays is all about boosting income in any which way possible. Corporations just suck the life right out of games eventually.


Kjell Jonas Jemt


d3 sucked i was out after 7 days…. guess ill go back to their real cash-cow WOW…


blizzard are fucking shit. i hate my self for giving into the hype. but i forgive my self coz i was 9 when i started playing D1 in 1999 and LOVED IT! 10 when i started D2 in 2000 and LOVE IT! (i didn’t stop playing until about 06-07… but even now i jump on every month or so and kill some shit.). im 22 this year and d3 came out; here’s what i have to say.


i was so happy with the game in 2008, 2009 and even 2010, until i heard no skill trees, attribute points are now chosen for you and that damn fucking RMAH. constant connection to internet…


why are drops effected by whats on the rmah? why are there rare affixs? i thought they were “random.” but they’re not. if there are 200 items with 200% crit dmg and 5% life steal on the auction house there simply wont be anymore dropping in game. until a few hundred people buy 200mil gold from the RMAH for $200 and buy those items. they’ll start dropping again.


dont believe me?


go onto the gold ah and look up the new legendary skorn. check how many have dex, int. or int, strength… now look how many have life steal? its a load of shit. there wont ever be more than 10-15 at one givin time. once they’re bought up, they’ll release a few more.


the game is terrible, blizzard are terrible, activision are terrible.


its a load of shit. just like every other fucken corporation out there.


Arthur Castelo Branco


This is just a perfect post about this trashy game. I wish I could travel to the future so I could have avoided buying this failure of a money-sucking company.


what op writes is true for most cases but a bit unspecific here and there. I played the game myself, beat diablo on Inferno, farmed cow level on inferno… however the economy part is not right. There was a God-Mode cheat/exploit (looked more like a cheat) that made the wizard invincible. Most gold farmers knew that and farmed the **** out of the game, resulting in hyper-inflation decreasing the worth of 1million ingame gold from


2$ . The result: At the same time the gold prices for items reached absurd levels making it impossible to buy `good items` without buying some extra gold. Not to mention Gold farmers and AH-Bots who sieged the ah and bought out every `good deal` in seconds-minutes. If you take bad drop rates and useless stats into account (there are stats that act as blank decreasing your chance to find any good item) your chance to get a very-good item is worse than the chance to win the jackpot in a lottery. and that is what blizzard is aiming for: it makes absolutely no sense to farm in this game because even with a bad paid job you will get your items 10 times faster than you would with farming.


Regarding the graphics: The graphics are horrible, really horrible. In fact they are so bad, that i thought i missed the advanced tab in the graphics menu when i played the first time.


The whole game is a big disappointment. If you are satisfied with it you are new to video games/a casual player or just a shadow of your former self that is further away from his true oppinion than diablo 3 is away from beeing AAA.


However if you don’t know any Diablo game yet you will have alot of fun, as you are on the same niveau as the game makers.


“What if Blizzard itself started selling gold and items on the RMAH? The FAQ states that “at this time” Blizzard doesn’t do this — but in the future, who knows?”


I actually like this idea. I think Blizzard should get rid of the RMAH, and instead have an official “Blizzard Store” in-game where you can buy virtual products such as gold, gear, more followers, more artisans (Mystic), special items like the angel wings that came with the Collector’s Edition, etc. This way they could have a set price for gold instead of it going up & down all the time, and 100% of the Blizzard Store profits could go to Blizzard to keep developing the game.


“Blizzard has said that, in the future, you’ll be able to sell entire characters on the RMAH.”


I think if it was official fully-geared level 60 characters with decent starting gear (rares) not top-grade gear (no legendaries or set gear) & no paragon levels sold from Blizzard in an offical “Blizzard Store” &erio; they used the money to further develop the game I would be fine with that. This way people who want to skip to level 60 can do that, but they still have something to work for (better gear & paragon levels).


But if it’s players cashing out on their characters & selling to other players I’m worried that people will only play to gear up & then sell their characters. And when it comes to PvP it would totally suck if someone richer than you was simply able to buy a better-geared character & overpower you simply because they had more money not because they were actually a better player.


LOL so true. Fuck these evil corporations


http://www. facebook. com/warren. landis.946 Warren Landis


I think of it this way; back when I used to play Diablo 2, I could remember every single server I entered into being bombarded with people trying to sell gold or items etc. It got to the point where it made the game hard to enjoy (not that it stopped me from playing, of course.) Now, I’ll admit it, I was young back in those days and I bought into a lot of the crap that was being sold.


I made a few purchases of items and what not and ended up losing an account that I had many hours of time invested in because of it. I learned my lesson, but I’m still bitter to this day that I got jipped by some arse who wanted to steal accounts. It wasn’t regulated by Blizzard, and I was dumb for buying into it, but it still happened.


I think, with the inclusion of the RMAH, that the potential to buy things from a reputable dealer is just added security for people who (whether you agree with it or not) want to purchase items rather than find them. It’s not going to hurt anyone and I think it’s a great way for people who work full time etc. to get decent items when they’re not able to put in hours and hours in the game.


Now, one of the main things that does draw me back a bit from playing is the amount of hacks that are being used. I did a quick search (took me less than 20 seconds) and found dozens of sites with hacks, bots and all that crap. This was one of the first that popped up http://diablo3-hacks. blogspot. com/ Invincibility. De Verdad. Why anyone would even desire something like that is beyond me. And the fact that it’s so easy to get past the detection with Blizzard as advanced as they are is mind boggling.


To put it short, I don’t ever remember it being so easy back in d2, aside from the occasional item dupe exploit etc. Now it just seems rampant and easy to bypass. THAT’S my concern with d3, not the RMAH!


Diablo 3 Strategy Guide


Warning: Don't Buy Diablo 3 Guides without reading this. Click this link to access. http://doiop. com/diablo3billionaires


The Diablo 3 release date has been announced. Diablo 3 will be physically in stores of most major countries on May 15, 2012. For those countries where it is not available from a store in hard copy, it will be available as a digital download for everyone from Blizzards website.


The long anticipated addition to the Diablo franchise is finally here, coming just in time for summer, and approximately 12 years after the first release of Diablo 2.


There are a lot of changes in this game compared to its predecessor, here are some of the important changes that players should know about:


There is now an auction house system available to players to buy, sell, and trade their in-game goods. This auction house system is similar to World of Warcrafts auction house system. Where it differs is, for the first time in game history, Blizzard has implemented a real cash making system based on their auction house. Players will be able to sell in-game currency and goods for real cash through the auction house. Of course, Blizzard will be taking a 15% cut from each transaction, but this allows for the possibility of players to make a living or earn some extra cash from playing Diablo 3. The Barbarian is the only original class that is still left from Diablo 2. There are 4 new classes to play which include: Wizard, Witch Doctor, Monk, and Demon Hunter. Some of these classes, for example the Wizard, kind of resembles the Sorcerer class from Diablo 2. For the most part though, these are entirely new classes with entirely different game play, including the Barbarian which only remotely resembles the playstyle of the Barbarian from Diablo 2. There are now Artisans in game. These resemble what professions are in WoW. Players will be able to choose from the Blacksmith and the Jeweler. The Blacksmith can create and repair weapons and armor, while the Jeweler can combine and improve powerful gems.


Tips for Playing Diablo 3


Below are some tips for getting ready for and playing Diablo 3.


Leveling in Diablo 3


Focus on experience per hour and not how much gold you're making Damage output is more important than survivability for leveling speed Avoid side quests and unnecessary exploration


Boss farming is not the way to farm the best gear The best gear comes off random elite mobs which are spread across the map Mini bosses will also be a great alternative to farming


There are a great many more changes and a lot of things players will find different in Diablo 3. It's great to get as prepared as possible before the game comes out in order to get ahead of other players because the zones and servers will be packed and laggy for the first few weeks of release until the server load is balanced.


For those players that are serious about playing Diablo 3 and want to get an edge on their friends and other players. It is highly recommended you download this Diablo 3 Preparation Guide


The Diablo 3 Preparation Guide was written by Hayden Hawke, author of the best selling Secret Gold Guide and is of the same calibre of quality.


You will learn how to make real money, massive amounts of gold, level to 60 faster than everyone else, and master the auction house.


This is the most comprehensive guide available and, as always, it's 100% Guaranteed and Legal, so you won't have to worry about your account being banned.


Check out the Diablo 3 Prep Guide website for more information on how you can become one of the best players in Diablo 3.


Warning: Don't Buy Diablo 3 Guides without reading this. Click this link to access. http://doiop. com/diablo3billionaires ==== ====


Diablo 3 Artisan and Crafting System Revealed


Any Diablo 3 news is good news, except for release dates that seem ages away. Well, no worries needed here because the reveal of the artisan and crafting system in Diablo 3 is definitely good news.


At this year’s Gamescom, Blizzard delivered the skinny around the artisan system, and it’s a worth-while feature that will definitely compliment the game.


In the video Jay Wilson, the game director for Diablo 3 . explains that the artisan NPCs don’t just offer their services when you jump into the game, you have to earn their trust and loyalty by playing the role of your hero. That basically means you’ll have to crank out a few tasks for them before they choose to help you out.


The artisan lends you their services by crafting in variations of their expertise. The blacksmith is the main focus in the explanation of the artisans, though they do mention the other two artisans – the jeweler and the mystic. Once you earn their loyalty, they will be with you as you travel through each town in Sanctuary.


Once you’ve earned an artisan’s trust, you will notice they set up shop in the towns you visit. The artisan becomes a vendor, offering products based on their trade. In addition to the buying and selling of items, they can craft items as well. The blacksmith can craft weaponry and armor, as well as sockets in any item. The mystic can enchant items for you and identify attributes for magic items. The jeweler can pull gems from sockets without damaging them, combine them into better gems and craft items like amulets.


The artisans can craft items relative to their trade for you with materials you provide, which you get by breaking down various items into usable materials using a Horadric Cube - like device. The quality of the materials is reflective of the level of item you break down. You can break unwanted items down anywhere in the game, so you won’t have to run back to town to clear up your inventory.


Blizzard didn’t want to make the item results so predictable, so crafting is similar to making a gamble to an extent. The materials will be vague in revealing what attributes they provide when crafting an item by only revealing a range of the potential features.


As the artisans skills are upgraded, their in-town camp will evolve in appearance as well. In the video you see the blacksmith’s basic wagon, surrounded by items on blankets and anvils spread around. Once fully upgraded, the blacksmith’s camp gets embellished with fancier aesthetics such as ornate decor, fires, chains and stone detail. Each artisan has their own individual levels and of upgrading, but you can maintain and upgrade the three artisans simultaneously.


Check out the full video below for a visual representation to the artisan system, as well as some satisfying gameplay footage at the end.


The more I see regarding Diablo 3 . the more eager I am to play the game. The artisan system is pretty amazing in regards to customization and item enhancement. You won’t be stuck with that lame sword for so long until you level up. In the interim, you can pop a socket in and throw a gem in there or enchant the item so it’s not so dull and useless.


I’d like to point out the amazing detail in the video as well. The characters movement, even when standing in place, is fluid and clean. The environment is alive in its own right.


Even the combat teaser at the end has so much to look at. The detail of the environment is ridiculous – the tattered flags flapping in the wind, the raging river below reflecting a rainbow, and the spell-casting details are just a few of the highlights. This game promises to be a visual delight.


What do you think, Ranters? How do you feel about the new artisan and crafting system? Tells us your expectations, hopes and predictions for Diablo 3 in the comments!


Diablo 3 is expected to release sometime in 2011 for PC and Mac.


Diablo 3 gold and real-money auction houses end-date: tomorrow


It’s time to be done with the longest-lasting experiment in real-cash trade for Diablo items in the history of the Diablo gamin franchise. It will be Tuesday, March 18th when the gold and real-money auction houses are taken down entirely, while the rest of the auction house ecosystem will remain in play. Until June 24th, players will be able to access their "completed" tabs - but we wouldn’t risk it.


So for those of you waiting for the first DLC, Reaper of Souls, we’ve got some news for you - you need to take your items out of the auction house system as soon as possible. Blizzard will be axing the entirety of the auction house sooner than later, so to avoid losing items, you’re going to want to empty your bin. This goes for everyone, not just those using the gold and real-money auction houses since inception.


From then on, gamers will be able to concentrate on what matters - the Crusader. Have a peek at this demonstration of what the Crusader will bring to the Diablo III ecosystem. Destroy Mephisto or die trying.


For those of you still working with the auction houses, in all their trading and currency-based iterations, Blizzard has let some rules be known. If you’re still dealing in gold, real-money, or trades tomorrow, the following will be taking place:


Answer: All active auctions will expire as normal following the shutdown of the gold and real-money auction houses on Tuesday, March 18. Once the shutdown is complete, items will either be delivered to the current highest bidder or returned to the seller, appearing in each player’s Completed tab. Unclaimed gold will also appear in the Completed tab. Players will be able to claim gold and items and from this tab until June 24, 2017.


Successful transactions involving Battle. net Balance and/or PayPal will be processed normally and all usual fees will apply.


Q. What happens to my unclaimed items and gold in the Completed tab after the shutdown?


Answer: Players will be able to claim gold and items from the Completed tab in both the gold and real-money auction houses until June 24, 2017. Items and gold not claimed by this date will be consumed by Treasure Goblins, never to be seen again.


Sound alright to you? You’d be best served simply taking all of your wares out of the auction house as soon as possible. With that, you’ll have no tears and no lost cash to speak of. Have a peek at our recent Diablo 3 news below and listen to Ozzy as you weep for the loss of the system in all its glory.


Story Timeline


The New York Times


We're sorry, we seem to have lost this page, but we don't want to lose you. Report the broken link here. Or, you're bound to find something of interest below.


Pittsburgh’s Youth-Driven Food Boom


The once-struggling former steel town is drawing millennials with innovative new restaurants and bars.


Thomas L. Friedman


Let Trump Make Our Trans-Pacific Trade Deal


Here’s a list of U. S.-friendly demands he’d no doubt make and win.


How Saudi Arabia Turned Its Greatest Weapon on Itself


For decades, the kingdom used oil prices to wage economic war on its enemies. Now it’s the big casualty.


A King in His Castle: How Donald Trump Lives, From His Longtime Butler


Few people can anticipate Mr. Trump’s demands and desires better than Anthony Senecal, his butler of nearly 30 years at the Mar-a-Lago estate in Florida.


Hillary Clinton and Donald Trump Are Winning Votes, but Not Hearts


Donald J. Trump and Hillary Clinton’s resounding triumphs on Tuesday masked a profound, historic and unusual reality: Most Americans still don’t like him. Or her.


Obama Chooses Merrick Garland for Supreme Court


Judge Garland is a centrist appeals court judge who is widely respected, even by Republicans.


Thomas B. Edsall


Will the Democrats Ever Face an African-American Revolt?


The party hasn’t done much lately for its most loyal supporters.


Denmark Ranks as Happiest Country; Burundi, Not So Much


At the bottom of the World Happiness Report, a list of more than 150 countries, was Burundi, where a violent political crisis broke out last year.


Kasich, the Boulder Between the G. O.P. and Trump


Right now John Kasich seems like the only non-appalling option the Republicans have.


Election Takeaways: Hillary Clinton and Donald Trump Roll On, at Different Speeds


While Mrs. Clinton re-established herself as the Democrats’ prohibitive favorite, Mr. Trump’s position as the Republican front-runner appears to be weakening.


G. O.P. Path Recalls Democrats’ Convention Disaster, in 1924


There were fistfights and major influence by the Ku Klux Klan during the party’s convention at Madison Square Garden, an existential battle over the meaning of America.


N. F.L. Shifts on Concussions, and Game May Never Be the Same


An N. F.L. executive’s acknowledgment of a link between football and degenerative brain disorders could have ripple effects throughout the sport.


What Trump and Sanders Get Wrong About Free Trade


Globalization sustains the kind of better-paying jobs that Americans should covet.


C. D.C. Painkiller Guidelines Aim to Reduce Addiction Risk


The nonbinding guidelines by the federal Centers for Disease Control and Prevention come after arguments with pain doctors and drug industry groups.


Bernie’s Dead-End Math — and Why He Should Stay In


He’s done a real service, for the party he only recently joined, and for the country.


Where Computers Defeat Humans, and Where They Can’t


Why it matters that Google’s program defeated the world’s best Go player.


On Trade, Angry Voters Have a Point


Recent studies suggest that the disruptions from freer trade, an issue in the current presidential campaign, are more persistent than once thought.


Student of Irish Language Brings to Life a Patriot of the Easter Rising


Ed Shevlin, a retired sanitation worker now in a master’s program in Irish studies, has shed new light on a fellow native of Rockaway, Queens, who took part in the 1916 Irish rebellion.


Rubio’s Exit and the G. O.P.’s Spoiled Buffet


The Republican race is down to three, two of whom still make party leaders queasy.


Centers to Treat Eating Disorders Are Growing, and Raising Concerns


A proliferation of residential centers has some experts questioning their marketing and wondering if quality is at times sacrificed for profit.


diablo 3


If you played Diablo II back in the day, then you remember the Cow Level. Sure, Blizzard had a good time telling everyone that it didn't exist, and still toys with the community to this day. However, despite what they say, the Cow Level exists, and there's actually a new one that you can only access during the month of March.


Two of Blizzard's most-successful IP's are of course, Warcraft and Diablo. Both universes have some great games, and the current iteration of both are still highly popular (even if WoW keeps losing subscribers). What's interesting is that Blizzard seems to be pulling popular features from one game, and porting them over to the other.


Behold, the one way in which you're going to come back to the Diablo franchise without hating yourself for dropping all those SOJs in a huff. A new camera angle! A demonstration of a new camera angle has been released to the public by innovator Monstrousd3, one in which you'll find yourself face to face with your enemies, in a way you've only ever once experienced before - back when you dropped D3 for the first time and went back to World of Warcraft.


The first time that we talked about the coming expansion pack for Diablo III called Reaper of Souls was last summer. We though that expansion would have landed last year, but that never happened. The good news is that the wait is over.


It’s time to be done with the longest-lasting experiment in real-cash trade for Diablo items in the history of the Diablo gamin franchise. It will be Tuesday, March 18th when the gold and real-money auction houses are taken down entirely, while the rest of the auction house ecosystem will remain in play. Until June 24th, players will be able to access their "completed" tabs - but we wouldn’t risk it.


This week the folks behind Diablo III 's development and upkeep have announced that they'll be cutting their ill-fated auction house from the equation entirely. As Blizzard suggests, both the Gold and the Real Money auction houses will be cut from the game from top to bottom in the month of March, 2017, after a rather rocky road from the launch of the point we're at now where it's been decided that this mechanic eats away at the core of the game. This move will be pushed alongside the "Loot 2.0" system appearing with the Reaper of Souls expansion of the game.


With the arrival of Diablo III to consoles just around the corner. speculation was high at the Gamescom conference about what Blizzard would be adding to the game. Live reporting by Eurogamer shows an expansion called Reaper of Souls is set to add a new character class called the Crusader into the mix. Changes and additions to the loot system, story, and endgame options round out this expansion's feature set.


Though the two are slightly different elements of in-game play, Blizzard has suggested a real-money transaction addition in World of Warcraft despite their less-than-stellar performance with real-money-trading in their other large-scale online game Diablo 3. This new system is said by one single developer on Blizzard's team - alone in a forum, believe or not - to be part of an exploration of possibilities at the moment, and not quite solid as such.


As Blizzard Entertainment lets it be known that their decade-long awaited title Diablo III has been optimized for PlayStation 3 and Xbox 360, a release date is dropped well within the ream of next-generation console detail. With September third on the books, the devil-bashing game is set to bring web-connected-only action to both consoles with whispers of a re-release for the future. Could it be that this game would continue to be released next year, as well?


If you've been playing Diablo III (or Diablo 3, if you prefer), this week, you know that there's been a bit of a break in the normal everyday action in both the Gold and Real-Money Auction Houses. It is there that users have unleashed an exploit which allows the earning of billions in in-game gold, this being the virtual cash currency aside from the real-cash currency available in the auction house. Players have reported the axing of accounts due to this procedure stacking up to a head this Wednesday.


Blizzard has announced that BlizzCon 2017 tickets will go on sale April 24th and April 27th. These tickets will give gamers access to Blizzard's annual (minus 2012) BlizzCon event which takes place at the Anaheim Convention Center in Southern California. The event is set to take place on November 8th and November 9th. In those two days, gamers will be able to enjoy a full weekend's worth of events and activities.


This week you'll find yourself downloading a rather sizable patch from Blizzard Entertainment for Diablo III. patch 1.0.8 for multiplayer improvements galore. What you'll be seeing is no less than 8 changes to the way you play - or will be able to play - in multiplayer. What Blizzard describes this update as coming at you as is "making two heads actually better than one!"


Diablo 3's real-money trading (RMT) removed for South Korea


I started my news posting with some Diablo 3 news, and I'm near the end with some more Diablo 3 news. Let's face it, we are all going to love it. Well, it seems as though Diablo 3's auction house will allow real-money trading (RMT) for items found in the real world.


The fact that this lets you trade in items and then "cash-out" to make some money, minus Blizzard's cut, caused Diablo 3 to clash with South Korea's anti-gambling laws. Blizzard sent Diablo 3 for approval, were rejected, re-submitted the game with this feature removed and it has been accepted.


But, we all know what that loot does to us, we want to find more. more, more, more. Just like Agent Smith said in the Matrix Reloaded, we all want more of it. But, will South Korean's still have that same lust for loot, if the monetary value is absolutely worthless? Where they can read on the Internet that other people have made X amount of money from Y item? Wouldn't it make them mad, bro?


Diablo 3 Hands-On 216


Posted by Soulskill on Thursday October 28, 2010 @12:42PM from the where-would-i-put-this dept.


At this year's Blizzcon, we got to try out a section of Diablo 3 that was pulled directly from the single-player storyline and playable with all classes. A large number of skills and abilities were playable, and the skill rune system has been implemented, a feature that was lacking for last year's demo build. We also got to spend some time trying out the newly announced PvP system — Battle Arenas. Read on for a walk-through of Diablo 3 as we've seen it so far. In short: it's shaping up to be an excellent game, and a worthy successor to Diablo 2 . Read on for more.


The demo started me off at with a level 9 character and dropped me into a dungeon, offering up two objectives: fight my way through and, as a bonus, find and destroy a particular boss. From the start, it had a very familiar feel. I took a few steps down the hall and got rushed by a group of monsters, which I quickly mowed down by mashing the buttons on my mouse. It's Diablo . alright. Here I paused to actually read my abilities and see how the UI worked. If you've followed along with the game's development at all, you're probably aware of the fact that the Diablo 2 potion belt is gone. The 1-5 keys are now used to activate skills displayed on an action bar at the bottom of the screen. The right and left mouse buttons also activate skills (ostensibly the most-used ones), and pressing tab will swap back and forth between two skills bound to the right mouse button. Subtract one of those slots for health potions and you've got seven easily-accessible skills.


Of course, I didn't get that many to start; instead, they're doled out as a character levels up, increasing the complexity of combat slowly but steadily. Blizzard has done away with the talent-trees of old, so picking skills is a lot tougher. Instead, every few levels a new skill slot unlocks, and you get to pick an actual activated ability that you'll immediately start using to kill monsters. On the levels in between the unlocks, you can power up one of your existing skills. All of the passive, math-y talents that were prevalent in Diablo 2 are dealt with through a different system, called Traits. Traits are a wide variety of passive bonuses that you get to spend points in every couple levels — things like boosting a particular stat, or increasing the amount of gold monsters drop. They're pretty straight-forward — not that exciting, but a nice, consistent way to make your character stronger in some way.


As it happens, attaining level 10 unlocks a skill slot (the fourth), so after spending a little time wading through the demonic hordes inhabiting the dungeon, I leveled up and tried to make a decision. It was pretty difficult to choose. There are a lot of fun-sounding or powerful-sounding skills, and you're just not able to get all of them. One of Blizzard's mantras of late has been about having the player make meaningful decisions, and this certainly qualified. They've stated in the past that some form of respec will be added to the game. They haven't ironed out the details, but they don't want it to be trivial. If I hadn't had a limited amount of time, I would have spent quite a while pondering which skill to take. It would have been nice to have some sort of preview, or a minute-long grace period to swap to something else. But it definitely created a feeling that there were more good options I'd be able to get in later levels.


I'll get to the individual classes and their skills in a moment, but one more feature that needs to be introduced is the Skill Rune system. This is a concept Blizzard has been playing with for a while, and last year it was in the midst of a redesign, so we didn't get to try it out. It works like this: each skill in your spellbook has one slot to which you can add a Skill Rune. The Rune then modifies how the skill works. It's somewhat similar to gem sockets in items. There are five different colors of runes, and each color will modify the skill in a different way. Runes have seven ranks, which modify how powerful the effect is. One example they talked about was the Wizard skill Magic Missile. Unaltered, it's just what it sounds like — launching an arcane projectile at a monster. With a rank 1 Indigo rune, the skill shoots an extra missile. With a rank 7 Indigo rune, it shoots seven extra missiles. I'll be blunt: Skill Runes are pretty awesome.


The first class I tried out was the Witch Doctor. It's a caster class with voodoo - and necromancer-style magic. My main ranged attack was Poison Dart, which did some damage over time to monsters I hit. Adding a rune, it changed to a fire dart, which did more up-front damage at the expense of the DoT. I also had a skill that summoned pets to help me fight -- up to three Zombie Dogs at one time. They were actually powerful enough that I eventually let them die so I would have more to do. Runes affected them differently — one rune gave them a chance to drop a health orb when they died. Others modified how they did damage. The AI was pretty smart about having them attack the groups I wanted them to, and not go charging off on their own.


The skill I chose when I hit level 10 was Firebats. It functions similarly to the Inferno spell in Diablo 2 . only instead of projecting a cone of flame in front of me, it projected a cone of flaming bats . The first Skill Rune I looked at extended the spell's range, trading off damage to do so. That was a bit underwhelming, since I already had ranged attacks, so I went with a different rune that turned the cone into a whirlwind of flaming bats that surrounded me. Another rune added a life-drain effect. It was tempting, but the whirlwind looked too cool to pass up. Finally, the skill that sold me on the Skill Rune system was Zombie Charger, a spell that summoned a zombie, who would shamble a few steps forward and then spray poison in the immediate vicinity. It was a solid, short-range attack. Fortunately, I lucked into a rune that modified the spell to summon a group of zombie bears that charged forward and trampled whatever was in their path. The buddy I was playing with happened to get a rune at the same time that made his Wizard's basic lightning spell change into a massive, conical spray of electricity, and we couldn't help but laugh as we used our new-found power to demolish groups of monsters.


The next class I tried was the recently revealed Demon Hunter. The class mixes ranges weapons with gadgets and dark magic for its offensive power. It bears similarities to both the Amazon and the Assassin from Diablo 2 . but feels distinctly different to play. My main nuke, when I started out, was called Entangling Shot. It would do some damage and slow the monsters it hit, and then chain to other nearby monsters. Using Entangling Shot, it was quite easy to control entire groups of monsters. This was supplemented by a skill called Bola Shot, which would send a glowing bola out to wrap itself around the neck of a monster, exploding a few seconds later. It supplemented the slow effect of Entangling Shot nicely; by alternating between the two skills, I could drop big damage while keeping anything from reaching me. The Demon Hunter also had Vault, a movement skill that makes you leap forward through the shadows. It's a good way to get range — perhaps too good.


When I reached level 10, there were some interesting choices for new skills — a Fan of Knives provided area-of-effect damage in a circle around the Demon Hunter; Molten Arrow sends a blast of fire through monsters; Multi-Shot sends a conical rain of arrows that looks more like something out of 300 than the equivalent Amazon skill in Diablo 2 . But I ended up choosing Grenades. The Demon Hunter tosses three grenades at the feet of her target, and they explode for huge damage. The cool thing about this skill is that you can bounce the grenades off walls, so you can blow up things around corners or in the back of a group that's rushing you. Unfortunately, I didn't get to try any runes with these skills. Overall, the Demon Hunter felt a lot more dynamic and. percussive than an Amazon.


I got a chance to tinker around with the Barbarian as well. This class uses a different resource system — fury is generated by certain attacks, and is then spent on other (generally more powerful) attacks. It certainly played differently than the range classes. Wading into groups and Cleaving away was standard operating procedure. I enjoyed this class less than the others, mainly due to the fact that fury generation seemed fairly slow, and my skills weren't that focused on damage. One ability, Revenge, was reactive, only becoming available occasionally during a pitched battle. At level 10, I picked up a skill that made him leap into a group of enemies, dealing damage when he landed. The trouble was that I didn't feel like I really had a go-to attack. I'd guess that this would be solved by different skill selection, but obviously the demo build had its limits.


The story is handled in two ways: Lore tomes and quests. The tomes are actual loot objects that drop at certain places in the zone. When you pick them up, a voice-over starts that explains a bit about whatever is going on. It comes with a handy little UI box that lets you pause, play, or cancel the recording. The quests we saw were mostly linear. As mentioned earlier, the goal during the fire dungeon was to simply fight our way through, killing a particular boss on the way. Once we got out, we stepped outside into a new zone, and there was a quest available immediately to help the quest-giver track somebody down and take him out. Successfully doing so turned the quest-giver into a vendor for magical weapons.


This outdoor area was short, but led to another dungeon, this time an eerie-looking jail-tomb combination. Another new quest sent us searching through many small cells in an effort to free the souls of the innocently imprisoned. It was a fairly big dungeon, but the quest objectives were easy to find — when you got close to them, there was a glowing circle on the ground that made them easy to see. Once done with that, to escape the prison you needed a key that dropped from the zone's boss. A helpful marker on the map pointed out where he was — the convergence of four high walkways, with deep pits below. As we reached the center, undead began swarming up the sides of the walkways out of the darkness below, surrounding and trapping us in place for when the boss popped out and started attacking. After defeating him and reaching the end of the zone, we got to see the end of the quest — a brief, brutal coda to the story we'd seen so far.


A brief word about the art. Diablo 3 is a visually dense game. There are a lot of things competing for your attention. Player skills get a bit of a priority, since that's what provides a feeling of interaction with the world, but there's always something cool to look at — monsters' spells, death animations, destructible objects that break apart violently, traps in the dungeon, and even just the scenery around you. The outdoor level we saw reminded me briefly of the art controversy that happened when Blizzard first showed off some of its level design. It's a cloudy, rainy environment, not terribly dark, but the colors are muted. When you first see it, it's less visually stimulating than the fiery dungeon you came out of, but soon you'll notice the rain, the billowing mist, the occasional lightning flash that makes colors suddenly pop out at you, and it just works.


PvP Battle Arenas:


I also got a chance to try out the new PvP arenas. I started off with doing some 2v2 as a Witch Doctor. The arena was roughly square-shaped, and small — perhaps a bit over two screen-widths wide. There are pillars placed around the map in ways that World of Warcraft PvPers will be familiar with. You can use them to break line-of-sight and gain a brief respite from a Wizard's Death-Star-inspired laser, or other attacks. Health orbs are sprinkled around the map, spawning periodically to let you regain some of your HP. As a Witch Doctor, I could send my Zombie Dogs off to harass my opponents, detonating them remotely to cause more substantial damage, supplementing them with firebombs and a damage-over-time spell.


The teamwork aspect of the fight made itself obvious immediately; at first I didn't pay attention to what my partner was doing, not recognizing when he was running away, and our two opponents turned and destroyed me. Once we started attacking and retreating in unison, letting my Zombie Dogs and his Hydras occupy key spots on the battlefield, we were able to keep the opposing Barbarian off of us long enough to deal with the other team individually.


Later, I did some 1v1 — a Wizard mirror match, which was a ton of fun. In addition to the aforementioned laser and Hydra spell, Wizards had Teleport (which is on a cooldown), Meteor, a damage absorption shield, and Slow Time, which drops a giant bubble around the Wizard, slowing any projectiles or enemies that are inside. With just these tools, we had some pretty complex, strategic fights for a couple of beginners. Dropping Hydras at strategic positions could cover a retreat or apply some damage on an opponent who ducked behind a pillar. Getting up close and using Slow Time gave an opportunity to drop a Meteor, which took several seconds to land but did massive damage. Even better, I'd pretend to retreat, and when he teleported to keep up with me, a Slow Time field or a Meteor would be there waiting for him. Out in the open, we traded laser barrages, but those never lasted long. The damage shield was on a cooldown, but combined with the health orbs it led to some surprisingly long matches that swung back and forth as we each grabbed temporary advantage. It was a lot of fun.


A few neat but minor things caught my attention as I was playing through the game. We didn't get to see the crafting system. but we did have the ability to essentially disenchant items on the fly, which provide crafting materials. You do this by taking up to six items at a time from your inventory and dropping them in your cube, which breaks them apart. The UI is polished — there's not a lot of clicking involved — so it's a nice way to keep free space without ducking back to town every few minutes. The Talisman system is also convenient in that regard; it takes stat runes out of the inventory and puts them in their own storage space. Being able to see monster health bars is another quality-of-life change, as is the ability to resurrect your fallen teammates if you can get to them quickly enough (only works in PvE). The demo wasn't very difficult, but we didn't get to choose the difficulty setting, and I presume Blizzard didn't want people to spend their brief window of time making corpse runs.


Despite the new features and the major changes from a year ago, Diablo 3 really feels like a game, now. It seems like Blizzard has settled on most of the major decisions and is just ironing out the wrinkles while building the actual game content. Some systems, like Traits, still need some work, and it was hard to care about the items that dropped for a character we only got to play briefly. But I saw a lot of Blizzcon attendees finish their 15-minute play period and immediately get back in the 30-minute line. The PvP was entertaining, and hopefully Battle. net can provide good match-making while allowing small groups of friends to log on and battle each other whenever they feel like it. I usually try not to waste energy looking forward to a game that's still a ways off, but Blizzard's making it difficult.


Re:PvP emphasis ( Score: 5. Interesting)


That's not his point, though. It seems that a lot of the moves that Blizzard is making with all of their games is the social, multiplayer aspect. They're probably trying to read the signs of the times - a combination of controlling the multiplayer gaming experience, adding a social experience similar to facebook, and attempting to keep a the feel of a LAN party without the LAN aspect.


In my case, I may be in the minority. I have 4 friends I play WoW with, but mostly I just play WoW as a single player, rarely interacting with all the other dolts out there. I want to play Diablo 3 the same way - single player, occasionally in co-op mode with a friend or two. On the occasion I run into a group that is cool, I hang with them for the rest of the game time that night. never to interact with them again after that point, unless we get lucky and are randomly placed in a dungeon together.


I used to be an excellent, competitive gamer. But that takes a lot of time to hone the skill. I still have the skill, I just lack the practice and don't care to compete or move up the ranks of some random board against thousands of people I don't really care about. Anti-social? Sure, why not ;^)


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I didn't say they didn't have "enough" resources. I said that single player will suffer at the hands of PvP development. software engineering tradeoff.


To put it another way, if they used the slice of resources they are putting on PvP ALL on single player, the single player experience would be that much better. Companies don't replace people they put on side projects with new people. They just lose those resources, make due with what they have, and end up with two watered down projects instead of one sol


Not sure I'll buy it. ( Score: 3. Insightful)


It does seem to be shaping up well, but Blizzard's attitude towards gamers and their heavy-handed use (and, I'd say, abuse) of the legal system makes me really not want to support them. The DRM is absolutely horrible. I know some Blizz fanboys will come in here to burn me at the stake just for criticizing the DRM alone, but I am a brave, if not stupid, man.


Compare Blizzard and Valve. Oh, sure, Steam is DRM in a sense too, but the system also adds value by Steam's nature. Blizzard treats players with contempt by removing true LAN play and bans people for using trainers on single player--and no, fanboys, trainers can do more than the game's own cheat system, and the whole achievement argument is bunk when you realize that Blizz's DRM is the reason online achievements is even tied to single player play in the fashion in it.


Even compare how the two companies communicate to gamers. Companies like Valve understand the player base; companies like Blizzard/Activision do not, and they are not made up of gamers. Remember the RealID fiasco on the WoW forums?


Buying Diablo III is just going to set a horrible precedent and tell the company that we'll still pay for all this bullshit.


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and not try to make societal statements. I mean, how hard is it to stamp our feet, display our angst on message boards, and not buy a game we weren't going to buy in the first place.


Sometimes this generation depresses me, too many put more effort protesting makers of games than those running their lives.


Re: ( Score: 2. Informative)


You don't care that game publishers are gradually trying to take our rights away (first-sale doctorine for example)?


I guess you'll have fun for a while and then it'll dawn on you that you can no longer play until you submit to a cavity search by the anti-cheat robot and pay for the priviledge.


Everything you do is a social statement, whether you like it or not.


You don't care that game publishers are gradually trying to take our rights away (first-sale doctorine for example)?


Whether or not he does, 99% of people who buy the games don't.


As long as that's true, and I'm not saying it always will be but I'm not seeing how it would change at this point, the publishers would be stupid to care.


He's just giving the facts. There's not much else you can do besides attempting to educate people about DRM and why it is bad.


Apathy will solve nothing, however.


Es verdad; my point is more, as long as the vast majority of people don't care, you boycotting doesn't mean much -- more, to fight the problem you need to work for a sea change in the majority opinion.


"Glad I play games just to have fun"


I wonder how much fun you'll have if you find out your game isn't working because of the DRM, either immediately or eventually.


"display our angst on message boards"


I believe that they are trying to educate people about the risks of DRM and the problems that arise. Nothing will likely change if the majority remains uneducated.


If by "contemptuous," you mean, "eager to respond to respond to player concerns with changes implemented within the week", then yes, I agree. They are quite contemptuous.


Real ID rage is getting really stale.


Out of concern of people quitting, yes. It was certainly a self-interested move.


Oh, and two words: LAN play.


I might buy that if WOW membership wasn't continuing to grow by leaps and bounds. They could have lost every Real ID griper and not even noticed it. Also, unlike EA and SOE, they are constantly fixing minor nits in the game in response to player desires. They are certainly doing more than their fiduciary responsibility to investors would require.


Re:Glad I play games just to have fun ( Score: 5. Interesting)


you've got to be kidding. 50k long thread in WoW forum was locked in 2 days and hundreds of people posted their cancellation status. Europe had similar ungodly long thread too. People starting to leave can trigger a snowball effect, few friends leave so others have less motivation to keep playing and leave too. Ok, so in 2 days only tiny part of community found out and raged, but this info would spread and consume more and more subscriptions with every passing day. How many would quit after a month? Also remember that it was just before the SC2 release with Cataclysm on a horizon, so not only people cancelled WoW subscriptions but also preorders en masse. Bad press also counts, even reputable newspapers like WSJ picked up the story. They simply risked pissing off too many fans who up to that moment bought every single game of whatever genre with Blizz logo. They had no other choice but to put their plans on hold, otherwise they would have their ass grilled by pretty much everybody. Also remember that their official message about stopping this madness included ambiguous 'at this time'.


The sad thing is that the only group of customers that has any influence over Blizzard is the WoW community. They send a stream of cash to blizzard every month so they are being heard. Other games with 'pay once and forget' model can be entirely ignored. SC players can whine all day and nothing will happen, D3 players will be treated similarly.


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That thread was dominated by a few repetitive users, and in such absolute minority as to not even amount to a pittance compared the users that logged into the game the day after Real ID came out, and added everyone they could.


so not only people cancelled WoW subscriptions but also preorders en masse


I don't believe that for one second. Purely wishful thinking.


We will never know for certain, since Blizzard would be suicidally insane as an organisation to publish internal polling and sales numbers. But given their 24 hour turn around, I believe the pressure was sufficient to give them serious second thoughts.


For what its worth, I was a 5 year WoW player who both cancelled my account (it was prepaid, so i am still playing -- i just cancelled the autotmatic resub) and ended up not buying Starcraft 2. I suspect a non-negligible number of people did the same.


Yes, if no one had complained, they would not have implemented those changes, because if no one had complained, it would mean nothing was wrong.


Is there a problem with that?


Actually, if history is any indication, Blizzard really doesn't care about its players.


A brief history of Diablo 2.


When everyone realized they could run Pindle many many times per minute, who was easy to get to (3 clicks) and dropped ALL the best items in the game (even if infrequently) Blizzard instituted waiting lines for new games to slow this down. They didn't change where Pindle was located or that he dropped the best items because it wasn't about the players, it was about their own resources being over utilized. It didn't stop the botters since they just added more keys and clients - a bot waiting doesn't get annoyed like a player waiting does.


Well, players got annoyed having to sit there and watch a number count down showing how many people were ahead of them to create a game while the botters kept getting rich. Blizzard's answer was to implement Realm Down - a system by which you can join X amount of games in Y minutes and if you join more than X games in Y minutes you were temporarily banned for anywhere from a few minutes to a few days. Again, this did not address the actual problems since the botters just set their timing variables to be X games in Y+1 minutes and they were never affected by Realm Down. Legitimate players, on the other hand, got screwed just by joining buy games or transferring items from one character to another because, unlike a bot, a human player cannot calculate their games per hour to an accurate enough degree to avoid realm down.


And I don't need to mention duping, which is still prevalent to this day in Diablo 2. Blizzard's answer to this was to implement a delete-dupe-on-joining-a-game method that ensured the people who actually created the dupes NEVER lost their stuff but any NORMAL LEGITIMATE PLAYER who happened to spend their hard earned loot on a duped rune/item (50/50 chance, really) had it disappear on them at some point when they joined a game. Again, cheaters not affected at all while legitimate players got screwed.


Too many SoJ's got duped? Blizzard implemented the World Event (aka Diablo Clone) which dropped a super charm when


100 SoJs were sold to the merchant. Who benefited from this? Not the legit players since they didn't have caches of duped SoJs to drop at the merchant to make DClone spawn. But the botters and dupers, they got rich spawning dclone! Then the legit players worked together and started collectivly using SoJs to spawn DClone. well, the dupers had a field day and just kept duping SoJs to sell to the legit players now, which is what the World Event was suppose to stop?


I have been both a legitimate player and a botter, so I can speak from both sides of the equation. Blizzard never really cared about either legit players or botters - it was all about what it cost them after you've already paid for the game. That makes lots of sense from an economical stance, but it was one horrible decision after another from a PR and attitude perspective.


I cannot, however, speak to how they have been regarding WoW. After my experience with them in Diablo 2 I could never fathom paying them monthly for anything..


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It's a show of deep disrespect for the customer. When I think somebody is being an asshole, I don't give them money.


There are plenty practical concerns as well.


Install restrictions - What constitutes a computer for me is very fluid, with my current one getting gradually upgraded, with some old pieces being used to make new computers, and so on. As a bare minimum I'd want to play on my desktop and my laptop, that's already 2 installs. The desktop will at some point be upgraded, which I'm sure will be counted as a different computer, that's 3 installs. After that I have to arbitrarily restrict myself from making changes. Screw that, I'm not paying for being limited in what I can do with my own stuff.


Internet connection -- it goes down, there are trains and airplanes where it's not available, and other countries where it may exist but I may not be able to get access to it. I happen to like to travel ocassionally. If it's required, no deal.


The future - I can still play Diablo 1. Will I be able to play Diablo 3 in 2024? If not, I'm not paying, because if I can arbitrarily lose the ability to run it, it's not really a purchase.


The bugs - Quite a lot of DRM went wrong at some point, forcing people to deal with customer supports, download updates. Sometimes DRM refuses to work with some software, crashes the game, incorrectly decides I've done something wrong, or something else of the sort, all in exchange for no benefit to myself. When I pay for something it's supposed to give me some advantage, not problems.


The "relationship" - DRM inevitably requires maintaining a "relationship" with the company. The game contacting their servers every time I try to run it, me calling their customer support when it won't activate, etc. I absolutely hate such dependency. If I have to care if the company is still in business, I won't buy it. Only allowable exception would be things like MMOs where there's no such thing as a single player mode, but I don't play those anyway.


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Re:Not sure I'll buy it. ( Score: 5. Insightful)


Because I paid for it. If I buy it I want to be able to install it when I want and play it how I want.


DRM is no problem for pirates, they remove that crap.


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"If you paid for the game, why do you care about DRM?"


Well, you're probably not serious, but here I go. It's because, as a paying customer, I want some degree of control over the product that I bought. DRM limits what I can do with the game, sometimes not allowing me to play it at all. Pirates? They remove the DRM within a few days, making it completely pointless in that regard.


the DRM wouldn't affect pirates who crack the software, but it would affect the crowd who wants to copy the game freely and distribute it to everyone they know. The average user doesn't know how and wouldn't do this, right?


Thank you for taking it seriously. I was asking a question because I don't know the answer, not for any other reason.


"the DRM wouldn't affect pirates who crack the software, but it would affect the crowd who wants to copy the game freely and distribute it to everyone they know. The average user doesn't know how and wouldn't do this, right?"


The average user knows about P2P, and can download a cracked version from there. It delays things by a few days usually. The average user then participates in a bittorrent swarm, uploading bits and pieces to others that need it. And then they can burn copies for their friends.


Re: ( Score: 3. Interesting)


I purchased Diablo II. The DRM wouldn't let the game run without the CD-ROM in the drive, even though I did a full install so all the files were on my hard drive. The game was intentionally crippled, making it less convenient to play. (What if I had another CD-ROM in my drive? What if I wanted to listen to an audio CD?) I installed a no-CD crack.


A couple years later I reinstalled it. It wouldn't play; it kept failing because the DRM said the disc was not in the drive. Era. I had to crack my purchased cop


Re: ( Score: 3. Informative)


Many people will do so particularly after completing the single player by themselves, for fun. Additionally, trainers are not bots.


Trainers were great for testing a new weird build or trying out things after a new patch came out. I played hardcore so risking death after a patch changed something wasn't always the most appealing option. Oh, and trainers just gave you stuff and set your level in single player, that's very different from a bot.


clickclickclickclick ( Score: 4. Funny)


And millions of left mouse buttons screamed in terror


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You know you can just hold down the mouse button, right?


Having played both the PSone and PC versions of the original Diablo, They should just throw in support for a dual analog controller. For a Diablo style game, the console style controller is far less stressful on the hands.


Blizzard Announces New Merger ( Score: 3. Funny)


Blizzard has recently announced Diablo 4 will feature MINECRAFT and Monsters


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HA HA HA! HA HA HA. P


Looks pretty cool. Too bad it's made by a company who has shown far less consideration for its customers than many others and will likely have some sort of DRM that comes with it. It's a shame that they have to ruin what would be an otherwise great game with things that don't even really affect the gameplay itself. Oh, well.


As a long time Blizzard customer, I don't see this. I have bought every single game by Blizzard (except Broodwar, since Starcraft wasn't really my thing), and have yet to leave disappointed. Sure Starcraft isn't as awesome as I made it in my mind, but mainly because I remembered that I wasn't a huge fun of Starcraft to begin with (I was more in the Total Annihilation camp, and still am, give me the first Supreme Commander over SCII any day). Bnet2.0 was annoying at launch, but after a week they weeded ou


"The convenience is worth the trade off."


"DRM in itself isn't inherently wrong if implemented right"


Yes, it is. It's pointless and only hurts paying customers.


"But then again I owned tons of games with REALLY annoying DRM"


Any DRM is bad DRM.


"Who actually buys used PC games anyways?"


People who want to buy used PC games. Although, I've never really heard of a store allowing this.


"If your that value conscious why not just hit up The Pirate Bay?"


"I do this, and feel no moral qualms."


The eloquence and grasp at the depth of the situation astounds me.


Why isn't DRM worth the trade off for added features, if it doesn't hamper gameplay?


Why is any DRM unacceptable?


How is pirating something, flat out, okay? I endorse using piracy to try before you buy, or to replace something you purchased (the downside of DRM) but lost control of. If you have some perceived moral high ground I can see boycotting as a viable solution, but not flat out theft (I generally hate that mapping, but in this case it


Every company always hypes their games as the best, and worse here is Blizzard, who has an actual good record for games they did, um, like what, 10 years ago now?


Since then though, what do they have to show? ya, WoW, and being bought by one of the crappiest publishing companies out there.


Starcraft 2 came out, but i'm not impressed. More of the same crap from the past. Which isn't as popular as it once was.


Now we will have Diablo 3. A game based on a gaming genre that has sort of passed us by. Sure,


Main item on my wishlist ( Score: 4. Funny)


a secret cow level


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I know my personal game playing preferences, and after completing Diablo 3 in X I'll want to go in to Single Player mode with a memory editor and mess about for another 10X hours in assembler creating novel cheats and hacks for personal amusement.


Blizzard's behavior with Starcraft II means this will cause my account to be locked, despite never cheating on any multiplayer content.


This means no Diablo III purchase for me.


Answered ( Score: 4. Informative)


Every time there is a new Diablo 3 announcement, I scan through to see if they mention the item dropping/picking up system. Racing strangers to click the item the fastest was probably the worst thing about Diablo 2, and brought in lots of 3rd-party programs/cheats.


Then perhaps you would find this article "Blizzard Explains Diablo III's New Loot System [gameriot. com]" enlightening:


Yeah, drops for everything, bosses, normal enemies, chests, etc. all drop items per player. If you see an item drop, it's for you. If you pick up an item and don't want it, when you drop it then everyone else can see it.


Basically what you see is for you and you alone. No one else may see or touch it until you drop it. As World of Warcraft illustrated, they learned from that. They learned a lot from that.


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I would expect them to implement something like WoW's drop system. Need/greed. Sadly, that only works for honest players. Personally, I like the Guild Wars system. Drops are auto-assigned and you can buy/sell if you feel the need. Of course, it's not as driven by items as WoW/Diablo.


I believe they have said that major bosses will do separate drops for each player. This was a while ago, and I can't seem to find the reference again, so it may have changed or I might be misremembering.


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Diablo III Reaper of Souls: What We Know


Diablo III had a rocky launch, but it's only been getting better since.


Blizzard continues to listen to its fans and change the game at the core. Now at BlizzCon 2017, they're previewing all the changes that are coming to make the game live up to the Blizzard name. From removing the auction house to opening up the world, they're bringing Diablo back to its roots.


BlizzCon 2017 Contest


Every comment you leave on any BlizzCon 2017 post is entering you to win prizes like Tyrael's Hilt . Read more here --we have dozens of amazing prizes to give out all weekend.


Diablo III Changes


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The new difficulty levels will be Easy, Normal, Hard, Torment, Demonic and Apocalypse.


The Crusader is coming. He's not just the paladin, although those do inspire him a great deal.


Groups and clans will be coming to multiplayer.


Diablo III is open now. Waypoints are all opened, acts are all opened. It's easier and more fun to play.


Adventure mode will be this tremendous way to make the game fun again.


Nephalem Rifts will be dynamic, exciting.


Bounties are introduced to make the world open but still have goals. It will showcase all the content that Diablo III has. They are sort of like daily quests; from killing a boss to clearing a dungeon, you'll be invited to check out the world and be rewarded for it.


Rewards will be gold and experience, but they will also be rift keystones that could open up Nephalem Rifts.


Nephalem Rifts will change up the game by being completely random. Monster densities, types, and more will be completely random. Everything can be different.


Rifts can be 1-10 levels deep, right now they are limited to 2 so they will be bigger and longer.


There will be buffs like lightning bolts or invulnerability to make it more fun to clear.


Every Rift will have a boss at the end and they will spawn right in there.


Tons of new creatures. From the Death Maiden to the Bogan, they are adding a richer bestiary than ever before to create life in the world.


There's no more unit collision with mobs, so there can be more--this way they can do cool things like scarab swarms.


Archers used to turn and run back; now they walk back slowly. These are simple changes that impact gamer experience.


Pandemonium has to feel grander but it's hard. Pandemonium is the end of the world literally.


They felt that Act I to IV were very static and enclosed, the exteriors weren't exciting.


They are now fully randomized. They will never look the same or feel the same. The flow is different each time.


Abandoned garrisons; battles frozen in time; deadly hazards; and more will be extra content to go into each zone.


Q&A


What's going on with the ladder system? Ladders are awesome to climb. They have rungs. Manténganse al tanto.


With the closing of the auction house, what are you going to do to effect the flow of gold from the marketplace? There's a lot of gold sinks coming. Enchanting will let you reroll any stat of any item to make it better, it's a smart roll so it will make it better for you. New recipes are coming to. Transmog will not be a big gold sink, though.


No offline mode? We feel like Diablo plays best when playing with friends. This is why we have BlizzCon. It's really important to have a social connection, your characters always stored--we really wanted the game to be social. We're acting more multiplayer features.


What kind of trading model will you put in place? Coming up with new ways.


Bosses are static. Have you thought about making them patrol? In Nephalem Rifts, that's exactly what they do. You have to contend with the champion pack in addition to the boss and so on, hence the chaos.


What are your plans for PvP? PvP is something that we think about constantly and talk about a lot. But we want to have the PvE fixed and Diablo III up to snuff before we go into PvP.


You let the monsters backpedal, what about keyboard turning monsters? A joke no one got.


What are you doing about unique loot? You have a lot of items will cool effects, but stats ultimately trump them. We're narrowing the range a lot. For example, say a hammer is 1-500. At the best tier of it, it will be 300-500 so you can't get really unlucky. We're also trying to make legendaries more wacky. Witch doctor mask that has extra abilities added to Horrify, so it changes your build. Doing a lot of smart drop systems to make it better.


Side dungeons add variety to the game, but they started to disappear toward the last acts. Will there be more? We hope that by making side dungeons bounties it will be less of a grind and more variety because you will want to go to them. It was intentional to have less toward Act III and IV since people wanted to just rush to Diablo.


I've lost characters to hardcore timeouts or issues. Are there any architecture changes coming? Yeah, we're constantly looking on them. We're adding server capacity and are definitely aware of it.


Videos


Diablo III FAQ


Q: What is Reaper of Souls? Reaper of Souls™ is the upcoming expansion to Blizzard Entertainment’s epic action RPG Diablo® III—a dark and terrifying new chapter in the ongoing conflict over the mortal realm of Sanctuary.


Q: What is the story of Reaper of Souls? Following the defeat of the Prime Evil by the Nephalem in Diablo III, the mortal realm of Sanctuary should have entered an age of hope and prosperity. Instead, this event has drawn out a shadowy being of immense power, one more sinister than any demon.


Malthael, the fallen Archangel of Wisdom, vanished long ago. In Reaper of Souls, he returns as the Angel of Death and seizes the Black Soulstone, the ancient artifact containing the essence of the Prime Evil. It is now up to the Nephalem to track down Malthael and thwart his plans, a journey that will take them through the legendary city of Westmarch, across the fetid swamps of the Blood Marsh, and into the ancient halls of the Pandemonium Fortress.


Q. What new features can we expect to see in Reaper of Souls? In addition to expanding the story of Diablo III with an all-new, action-packed Act V and introducing the incorruptible Crusader class, Reaper of Souls increases the game’s level cap to 70. Players forging ahead with their existing Barbarian, Demon Hunter, Monk, Witch Doctor, and Wizard characters will benefit from an array of fearsome new spells and abilities as they advance in level.


The expansion also builds upon several key features of the Diablo franchise, with a greater emphasis on randomized environments, horrific new monsters, epic new quests, and substantial updates to the loot experience. The redesigned loot system in Reaper of Souls focuses on rewarding players with even better treasure through targeted “smart drops,” new and improved multi-level Legendary items, and a third artisan, the Mystic, who can augment an item’s power and appearance.


A new Adventure Mode has been added as well; with all Waypoints unlocked in this mode, the entire world becomes the player’s battlefield! Included in Adventure Mode are two new game features, Bounties, a randomized objective system, and Nephalem Rifts aka Loot Runs, a randomized dungeon system, provide fun and rewarding challenges for players to tackle when they’re looking for new ways to test their might. Diablo III’s Paragon progression system will also be receiving several updates for the expansion, adding even more endgame character advancement and replayability.


Q: What is Adventure Mode? In Reaper of Souls, players will be able to experience the world of Sanctuary through two different games modes: Campaign Mode and Adventure Mode. In Campaign Mode, players reprise their pivotal roles as the heroes of Sanctuary in this latest chapter of the continuing Diablo saga. All quests, cut-scenes, in-game movies, and NPC dialogue will be available and progression is intentionally linear. Campaign Mode is very similar to how Diablo III plays currently. Adventure Mode is Diablo III’s new sandbox mode, where players have the freedom to explore and play the game however they like. All waypoints are now unlocked, soplayers can go where they want, when they want. The waypoint list has been replaced with a waypoint map, a metaphor for the world that serves as a guide for Bounties and a checklist of completed gameplay options. The world is literally your battlefield! Adventure Mode also includes the aforementioned Bounties and Nephalem Rifts.


Q: Can you give us more background on Malthael? Quiet and elusive, Malthael was an enigma even to his own kind. In the years following the destruction of the Worldstone, this revered member of the Angiris Council grew increasingly distant and withdrawn, prone to long periods of isolation. Malthael’s eventual disappearance led to his transformation into the Angel of Death—a cataclysmic threat to the people of Sanctuary.


Q: What can you tell us about the new class: the Crusader? Will the Crusader be available to all players? Crusaders are righteous warriors who have been hardened through relentless, brutal combat with the foul evils plaguing eastern Sanctuary. In addition to wearing immensely heavy armor and wielding a wide range of cruel and punishing weapons, this new playable class uses battle magic to strengthen allies and weaken foes. A natural walking tank with a plethora of mid-range melee abilities, the Crusader adds power and versatility to any party of adventurers.


The Crusader class will only be available to players who purchase the expansion.


Q. Have any changes been made to the difficulty scaling or settings in Reaper of Souls? In Reaper of Souls, the game difficulty settings have been updated to Easy, Normal, Hard, Torment, Demonic and Apocalypse. Similar to the way the tiered settings and Monster Power work in Diablo III, higher difficulty levels present more powerful enemies who will potentially reward players with more powerful loot! Unlike the previous tiered difficulty system, though, players are not required to defeat the game on a lower setting in order to unlock a higher difficulty setting. These settings can be selected at any time, for both Campaign Mode and Adventure Mode, making it more convenient than ever to find the level of challenge that’s right for you!


Q. How does the new Paragon system work? Will the new Paragon system be available to all players? We’ve made three significant changes to the Paragon system:


There is no cap on Paragon levels. Players can now earn as many Paragon levels as they please.


Paragon levels are now account-wide per game type. Normal characters on an account will share a Paragon level. Similarly, all Hardcore characters on an account will share a Paragon level. Any Paragon experience you gain on your Normal or Hardcore characters will contribute to your account’s “Normal Paragon level” or “Hardcore Paragon level.”


Players will now earn Paragon Points each time they level up. These points can then be spent to boost up various stats in four different categories: Core Stats, Offensive, Defensive, and Adventure. All characters on your account have their own version of the allocated points, which can be reallocated at any time.


These changes are intended to be released as part of a pre-expansion patch and will be made available to all players.


Q: Will there be an auction house in Reaper of Souls? A: The gold and real-money auctions house will be removed from Diablo III on March 18, 2017 and will not appear in Reaper of Souls.


Q. Will players who have Reaper of Souls still be able to play with people who don’t? Currently, yes; however, Act V will not be available to players who haven’t purchased the expansion.


Q. Will there be a beta for Reaper of Souls? A: We don’t have any details to share at this time.


Q. When is Reaper of Souls going to be released? A: We aren’t ready to confirm a launch date at this time.


Q. What’s the price for Reaper of Souls? Will there be a Collector’s Edition for Reaper of Souls? A: We aren’t ready to confirm the price or the availability of a Collector’s Edition at this time.


Q. What languages will Reaper of Souls be available in? A: At release the game will be fully localized into English, Latin American Spanish, Brazilian Portuguese, French, German, European Spanish, Italian, Polish, Russian, Korean, and Traditional Chinese for Windows, and English, French, and German for Mac.


Q. Will Reaper of Souls still be rated M (Mature)? A: We haven’t submitted for a rating yet. We’ll share more information about our global ratings once they are officially set.


Comment by Zakuri


I can't wait for this expansion. I didn't play as much of Diablo 3 as I would have liked, and I hope to get more into it once this come out. Some of the features look great. I can't wait for the new loot system and adventure mode.


Comment by melliandre


I'm excited for the adventure mode for when playing multiple characters and getting to play the sections I like the most.


Comment by Zealox


The expansion is looking great - I'm going to be investing even more time in D3 when it come out!


Comment by Steamhammer


Looks like this is shaping up to be what D3 should have been. p


On a more importantant note, can we havea mini reaper as the collectors pet please!


Comment by shadyheals


Exciting times; hopefully more memorable "look more hidden footprints" qoutes


Comment by GaviaO


"The new difficulty levels will be Easy, Normal, Hard, Torment, Demonic and Apocalypse."


OMG This will take so much time. )


Comment by Leviatharan


Looks like it'll be fun, I guess.


Comment by scr00chy


I only played D3 for like a month but the Crusader looks so cool I think I'll buy RoS anyway


Comment by Staciea1986


The new diablo 3 expension looks amazing haven't gotten to play a lot cuz I'm a wow girl but it was somewhat fun to me so can't wait to check out this PAC I'm excited ;).


Comment by Madprophet


This is starting to sound more like Diablo than D3 ever did!


Comment by necrodulce


Comment by HighborneDestro


Nice! I think I might get back to Diablo with the new xpac, pretty nice. Maltheal always looked like a badass. Not as awesome as Mini Tyreal though!


Comment by Madriel


Well, I DO love dynamic events!


Comment by Alaskamagic


It really sounds like they tried to address most of the problems that people had plus more. Love the map system they were talking about. Only thing I think disappointed me is they really seem to have no intention to ever make it an offline playable mode. =(


Comment by XxSHADYJxX


new D3 stuff looks fun its a shame all the dupers ruined the game


Comment by Leefan


i am really exited from blizzard next release this year


Comment by Wrehn


I'm super excited for the expansion especially fully randomizing the zones


Comment by sickswimmer


I love diablo 3, and these improvements seem to imply it's only going to get better. re


Comment by aznballer735


Tagged with Diablo 3


Given the amazing new loot system expected to launch in Loot 2.0, the Auction House certainly would have less appeal. However, I wonder just how much cash has actually been made via the AH thus far? Regardless, six months in *ample* notification.


******************************


When we initially designed and implemented the auction houses, the driving goal was to provide a convenient and secure system for trades. But as we’ve mentioned on different occasions, it became increasingly clear that despite the benefits of the AH system and the fact that many players around the world use it, it ultimately undermines Diablo’s core game play: kill monsters to get cool loot. With that in mind, we want to let everyone know that we’ve decided to remove the gold and real-money auction house system from Diablo III.


We feel that this move along with the Loot 2.0 system being developed concurrently with Reaper of Souls™ will result in a much more rewarding game experience for our players.


We’re working out the details of how the auction house system will be shut down, but we wanted to share the news as soon as we made the decision in order to give everyone as much advance notice as possible. Please note that the shutdown will occur on March 18, 2017 . We will keep everyone informed as we work through this process.


Josh Mosqueira and I wanted to provide everyone with a little more information behind this decision, so please have a look at the video, and stay tuned to this site for further updates in the months ahead.


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Today is September 3rd which means Diablo 3 is now officially available in console form for Xbox 360 and PS3 at the premium price of $59.99. Oddly, the Battle. net site actually takes you to GameStop by default, but you can choose Amazon, Walmart, Best Buy, and Target from the drop-down menu before hitting “BUY NOW”.


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Well, this announcement surprised me. Diablo 3 was widely hailed as a massive failure for the franchise. I did not expect an expansion this quickly. But, heck, a new class, a new act, level cap increase to 70, and new loot mechanics sound great to me!


****************************** New Diablo III expansion will include a new character class, a new act, and new loot mechanics.


Blizzard has officially announced the Diablo III expansion Reaper of Souls at Gamescom 2017.


Game director Josh Mosqueira introduced the new expansion during a Blizzard press conference at Gamescom 2017. Mosquiera said the game will feature a brand-new fifth act to pit players against new villain Malthael, a fallen angel. The expansion will take a darker tone than the original Diablo III campaign, Blizzard adds, and will be set in the gothic environment Westmarch.


Blizzard did not mention a release date for Reaper of Souls.


Reaper of Souls will introduce a new class, the Crusader, and increase the level cap to 70. All of the game’s classes will get new skills, passive abilities, and runes. The Crusader class is a descendent of the Paladin order and includes a version of the Fist of the Heavens skill seen in Diablo II.


Mosqueira said Diablo III’s end-game content would also be improved with a new feature, Loot Runs, and an upgrade to the Paragon system. Loot Runs will be entirely randomly generated dungeons designed to take between 15 and 20 minutes to complete, and the Paragon mechanic will now be account-wide, will have no cap, and will allow players to modify the base stats of their characters.


Blizzard says it wants to change the game’s philosophy towards loot, with the expansion now dropping less but better loot. Using the example of a playthrough in Act III, the Reaper of Souls expansions dropped 73 white items as opposed to 256 in the original game. The Act III playthrough also dropped six legendary items, as opposed to one in a Diablo III run.


Legendary items in Reaper of Souls will also now tailor themselves around character builds, adds Blizzard, such as a wizard weapon that has a chance to summon a hydra when killing an enemy. The mystic artisan will also return, allowing players to transmogrify items and tailor the look of characters. The mystic will also be able to enchant items.


The company had previously hinted at the expansion with a teaser website and the promise of a “special announcement” at the European trade show.


Diablo III launched on PC and Mac in May 2012. Blizzard will be bringing Diablo III to the Xbox 360 and PlayStation 3 in September, and to the PlayStation 4 in 2017.


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Learn the basics of Diablo 3 gameplay


Since Diablo II was released 12 years ago, it's safe to say that Diablo III will be the first Diablo title many people will have ever played. When we first mentioned that we would be providing some coverage of Blizzard's point-and-click dungeoneering action title, one of the first requests we received was a guide to Diablo basics. How do you play the game? What does it have in common with WoW ?


We have you covered.


The core of Diablo gameplay is the mouse click. You do everything from combat to looting to movement with your mouse, and your interactions with your keyboard are extremely minimal overall. On Twitter recently, I noticed many people mentioning they were buying a new mouse specifically to use with Diablo III -- and that's not a bad idea. No, we're not talking a brand new $80 Razer Naga; we're talking some $10 to $15 thing you can pick up off of a department store shelf. You want a mouse that you're not going to mourn when your buttons inevitably give out from the mountain of abuse you're about to unleash upon them. Grab something cheap and disposable so that when it dies, you will consider it a victory -- just another technological corpse for the bone pile.


MMO and FPS players are accustomed to using WASD or their arrow keys to move, using the mouse only to pivot. That is not the case in Diablo . Movement is handled entirely via clicking somewhere in the game world. Click a specific point to move your character in that direction, or hold your click down to make your character chase after your cursor. You're not going to be using WASD at all. If you've played RTS games or a MOBA game like League of Legends . you'll have some familiarity with this system already.


Each class has some ability that can augment their movement, such as the barbarian's leaps or the monk's dash, but those are usually combat-specific, and you'll learn how to use them just like any other combat ability. They don't change the basic click-to-go locomotion.


Fighting monsters makes up almost the entirety of the Diablo experience. That's what these games are all about -- tearing monsters apart in the most epic ways possible. Demon hordes will crash down upon you, and when the storm breaks, you will be the last man standing.


Just like movement, combat is handled through clicks. Your left-click controls one ability, and your right-click controls another. You will have some additional skills that you can bind to a few of your number keys, but those are used infrequently compared to your clicks.


Like World of Warcraft . every class in Diablo III has a combat resource -- fury, mana, arcane power, hatred, and so on. Your left-click will most likely be bound to a basic attack that generates your resource. Your right-click will most likely be bound to a more powerful attack that spends your resource.


Here's an example for someone who might be playing a monk:


You've bound Fists of Thunder to your left mouse button. Every time you left-click an enemy, you hit it for lightning damage -- and on every third hit, you do some AoE lightning damage. Every time you hit with Fists of Thunder, you generate 6 spirit.


On your right mouse button, you've bound Lashing Tail Kick. You spend 30 spirit to perform a roundhouse kick that deals massive damage and knocks enemies back.


If you want to compare this to WoW again, think of it as a DPS rotation. Click, click, click, right-click, and so on. It sounds a little boring written out like that, so imagine that with each click, a few dozen demons explode into sprays of gore. That's more exciting, right?


You may be wondering if you click to move but you also click to fight, won't you run all sorts of places you don't want to go if you miss clicking on the little monster? Hey, don't worry. If you hold down the shift key while fighting, your clicks won't make you move at all. You'll use your attacks while standing in place. If you absolutely do not want to be moving, hold that shift key.


You'll inevitably take damage while fighting all of those demons. That's fine. When you kill monsters, they'll occasionally drop health orbs. Run over the orb, and it will heal some of your health. The faster you kill enemies, the more potential chances for orbs and the healthier you'll be in the long run. Enemies also drop health potions, which go into your inventory as consumables. If you're having bad luck with health orbs and you're afraid you're going to die, swig a potion. Diablo III 's potions have a cooldown just like World of Warcraft 's do, so don't expect to spam them to cheat a tough fight.


Now you know how to fight, but which class should you use to fight? Rather than spend an enormous number of words explaining the fine details of each class here, I highly recommend looking at those on the Diablo III official site. It's a great resource for that sort of thing.


The classes are barbarian. demon hunter. monk. witch doctor. wizard. The barbarian and the monk are melee classes, the demon hunter and the wizard are ranged classes, and the witch doctor is mostly a ranged class that tends to float somewhere in mid-range.


So which Diablo III class should you play if you want something similar to your favorite World of Warcraft class? That's fairly easy to figure out if you take a look at the class descriptions on the official site. Hunters will likely want to be demon hunters, since they use crossbows, traps, all of that sort of thing. Barbarians are a perfect for warriors. Mages (and probably warlocks) will definitely want to check out the wizard.


If you're here on WoW Insider . chances are good you're familiar with randomized loot and the total rush you get when you receive a new upgrade. That's a big part of the Diablo III experience. You go into dungeons, you kill monsters, and they give you cool items to equip. However, there's something you should know about loot in Diablo . The concept of loot piñata is taken literally. When you kill things, items will just spray out of their corpses like crazy. Sometimes these items will be good things, like gold or potions or epic gear. Sometimes these items will be total garbage, just complete trash.


Do not pick up the garbage. Resist the temptation. If you pick up every little piece of junk, you will constantly be trying to manage your inventory, and it will seriously cut into your smashing-things time. You are not meant to pick up everything. The wild spray of random loot is part of the visual experience. It's all there to look impressive as you pick through your spoils of war. Take only what looks good. Leave the rest.


Do note that while you're playing multiplayer mode with your friends, you don't need to worry about ninja looting. Everybody gets their own loot drops. They can't see your loot, and you can't see theirs. If you see a cool wand on the ground that you think that your wizard friend can use, pick it up and trade it to them. Don't leave it there hoping they'll see it -- they won't.


If your inventory becomes truly overloaded while you're in the middle of a dungeon, don't panic. Diablo III has a town portal feature. In your UI is a little button that looks like a portal -- click that. Your character will channel a portal spell for five seconds and then be teleported back to your home town. A blue portal will have opened in the middle of town. Once you've finished cleaning up your bags at the vendors and your bank, you can jump back into that portal and return to exactly where you were in the dungeon so you can continue your adventure.


The game also has a system that breaks down items to turn into crafting materials, but Diablo does a very good job introducing this mechanic to you all on its own. Once one of your artisans becomes unlocked, you'll have a good idea of how that works.


In Diablo . all dungeons are semi-randomized. They're assembled using a spread of parts that are designed to fit together in all sorts of different ways. Each time you go through a dungeon, it's going to be a little bit different. You are never going to be able to memorize the layout of any particular location. This is nice, because once you've completed a chapter of the game, you're able to skip back through sections you've completed to replay them. You might want to do this for XP, to try and get a particular drop, to try that section on a different difficulty, or simply experience it with a friend who hasn't done so yet. Eventually, you'll start to recognize the puzzle pieces that make up the dungeon and be able to go oh, there should be a chest in a room like this . but you'll never be able to go from point A to point B just from memory.


When exploring, remember to look for things you can destroy -- pots, barrels, whatever. Break 'em. There's sweet, sweet loot inside. There are also sometimes monsters inside, but you can just kill those.


In Diablo III . you can use certain parts of the terrain to your advantage, so keep an eye out for those. There might be weak walls you can topple over onto enemies. There might be chandeliers you can chop down and drop on bosses. Explore, explore, explore. Just think, what if that chest you missed had a legendary sword in it?


Don't expect to be able to customize your character's body type, facial features, or any of that sort of thing. You pick your gender and you pick your name. Eso es. The monk is a specific monk, rather than one monk of many like you would see in an MMO. Your visual aesthetics will change based purely on the quality of loot you have.


The meat of the customization comes in with which spells you choose to use and how you rune them. In my combat example above, the monk is using Fists of Thunder and Lashing Tail Kick. You don't have to use those; you have other options. You can use Deadly Reach to generate your resources and Tempest Rush to spend it. Other options are available! From there, your spells can be customized to carry other effects with items called runes. It's a bit like choosing your Mists of Pandaria talents or glyphs. The game will teach you how to use these when the time comes.


Don't worry about screwing this up. Feel free to experiment. You can't permanently damage your character in Diablo III . Everything you do to your character can be undone.


It's generally accepted that Diablo . like all Blizzard games, is best played with others. You can play it solo, but the game is at its most fun when played in multiplayer mode. When you play Diablo III . you have the option of creating either a public or a private game. If you want to play with any schmoe who comes your way, go with the public game. If you want to play with just your friends, start up a private game and invite them! Diablo III uses the BattleTag system, so swap BattleTags with your friends beforehand. If you haven't set up a BattleTag, you'll need to take care of that on the Battle. net website.


To Hell with you


This is just an overview of Diablo III 's gameplay. You can't explain every single detail of World of Warcraft in one sitting, and the same applies here. These instructions will help you get started in the game, but you'll need to pick up all of the fine details as you go along.


Enjoy storming the depths of Hell and punching the Prime Evils in the face! Evil has returned! 1.2 million WoW players are getting Diablo III for free thanks to the Annual Pass. You can get prepared for the evil with WoW Insider's launch coverage. From the lore of Diablo. to the important blue posts and the basics of Diablo gameplay. we'll get you on the inside track for the return of evil.


Diablo III PC


Diablo III


Diablo III


Diablo III picks up the story twenty years after the events of Diablo II. Mephisto, Diablo, and Baal have been defeated, but the Worldstone, which once shielded the inhabitants of the world of Sanctuary from the forces of both Heaven and Hell, has been destroyed, and evil once again stirs in Tristra. (more )


Diablo III picks up the story twenty years after the events of Diablo II. Mephisto, Diablo, and Baal have been defeated, but the Worldstone, which once shielded the inhabitants of the world of Sanctuary from the forces of both Heaven and Hell, has been destroyed, and evil once again stirs in Tristram.


“…addictive on a level few games can match” 9.5/10 – IGN “…an absolutely stellar game” 91/100 Gaming Nexus “…devilishly captivating and addictive” 8.5/10 – Gamespot


Playing as a hero from one of five distinct character classes, players will acquire powerful items, spells, and abilities as they explore new and familiar areas of Sanctuary and battle hordes of demons to safeguard the world from the horrors that have arisen.


Explore a fully-realized Sanctuary – the living, breathing gothic fantasy world of Diablo III rendered in gorgeous 3D.


Battle the unholy forces of the Burning Hells with all-new character classes like the otherworldly Witch Doctor, or with re-imagined warriors from Diablo’s past: such as the fierce Barbarian.


Rain Hell on your enemies wielding the interactive environment as a weapon: lay cunning traps, turn destructible objects against your foes, and use environmental obstacles to your advantage – all powered by the Havoc physics system.


Experience the intensity of multiplayer Diablo III over an all-new, wickedly-enhanced Battle. net platform with numerous enhancements to make connecting with your friends easier – and cooperative gameplay more fun.


“…So many systems from previous Diablo titles have been improved, making for an approachable, rewarding and deeply satisfying treasure hunting game. It's addictive on a level few games can match, so much so that it's easy to largely overlook its flaws. Sure, if you want you could really nitpick Diablo III’s design, but ultimately any minor grievances seem so trivial when compared to the enjoyment I had and will continue to have with this for years to come.” 9.5/10 – IGN


“Has Blizzard created a game that can last as long as Diablo 2 has? I don't know, but Diablo3 is an absolutely stellar game that everyone can enjoy, provided they've got a stable internet connection, and the time to find all that sweet, sweet loot.” 91/100 Gaming Nexus


“..a devilishly captivating and addictive action role-playing game.” 8.5/10 – Gamespot


“With Diablo III, Blizzard made one of the most approachable and enjoyable games in the world even better. In fact, aside from the annoying online-only infrastructure, I can't imagine a single thing I would change to make this game better. That's when you know you have a classic on your hands, and that's also when you know you should play this game as much as you can.” 95/100 – Machinma


Game description provided by Mighty Ape


Posted by OneShot (Diablo3.org Staff) on September 17, 2017 at 11:43am


Blizzard has announced that they will remove the RMAH from Diablo 3. After over a year of complaints and praises of the auction hall system, Blizzard has dubbed it a failure.


Blizzard once argued that the RMAH is necessary since people will go off to 3rd party sites and buy gear anyway. My take on this is that the RMAH makes it too easy to buy gear on Diablo 3 rather than hunt for it. Many players who wouldn't buy from 3rd party sites would still purchase from the RMAH since its so convenient.


I say good riddance. As an old school fan of Diablo, I have to say that the RMAH ruined the loot hunting experience. Yes, the loot still sucks and Blizzard is planning on fixing that but we will have to wait until the expansion to see any real changes.


The RMAH will remain active until March 18th, 2017 since there is a lot of work to rearrange the game without the RMAH. We will no longer have to worry about gold inflation (which has become a problem) since gold will mostly be used for repairs and vendor costs.


Here are some frequently asked questions for the RMAH:


Q. Why is the auction house system being removed from Diablo III? The gold and real-money auction houses have provided a convenient and secure system for trading, but it's also become increasingly clear that despite the benefits they provide, they ultimately undermine Diablo’s core gameplay. A big part of Diablo is the thrill of battling demons and finding epic loot. While buying epic loot in the auction houses might be more convenient, it doesn't feel anywhere near as heroic as plowing through a pack of fearsome-looking monsters and having them drop that one awesome item that seems like it was made for your character.


Q. Will this change affect both the gold and real-money auction house? Sí. We will be shutting down both the gold and the real-money auction houses.


Q. When will the gold and real-money auction houses be removed from the game? The gold and real-money auction houses will be shut down on Tuesday, March 18, 2017.


Q. Are the gold and real-money auction houses shutting down at the same time? Sí. The gold and real-money auction houses will be shut down at the same time.


Q. Are the gold and real-money auction houses being removed for all gameplay regions? Sí. The gold and real-money auction houses are being removed for all gameplay regions.


Q. Why aren’t the auction houses being removed sooner? Since the gold and real-money auction houses receive a regular amount of daily activity, we wanted to inform everyone of this upcoming change as soon as we made the decision and give as much advance notice as soon as possible. Also, removing the auction houses from the game is no small endeavor, and there are many technical and gameplay-related questions we still need to answer before this change is implemented.


Q. Are there any plans to add the gold and real-money auction houses back into the game in the future? No. We have no plans at this time to add either the gold or real-money auction house back into the game after they are removed.


Q. How will the removal of the gold and real-money auction houses work from a technical perspective (for example: What will happen to posted auctions, items or currency in the Completed tab, Battle. net Balance, etc.)? We’re still working out all the details regarding how the auction houses will be shut down. We know these details are important, and we want to ensure that this transition goes as smoothly for everyone. We will be keeping everyone informed as we work through this process.


Q. How will I be able to trade with other players once the gold and real-money auction houses are shut down? Once the gold and real-money auction houses have been shut down, players will still be able to trade with one another using the in-game Trade Window.


Q. How will the removal of the gold and real-money auction house affects changes planned for itemization in Reaper of Souls, specifically "Loot 2.0"? One of the main goals behind Loot 2.0, which is being developed concurrently with Reaper of Souls, is to make playing the game the most rewarding path to getting items. That goal has not changed with this decision, and in fact was one of the big inspirations behind the removal of the auction houses. We’re still moving forward with all the changes previously revealed as part of Loot 2.0, but we’re also looking at additional improvements we can make that will help ensure that the loot hunt and trading experience in Diablo III is as satisfying as possible.


Official Announcement can be found here .


I'd like to hear your opinion on this. With no RMAH, we should revert back to a loot hunting game just like Diablo 1 and Diablo 2. I like the idea and I realize some of you are pissed. Either way, let us know your thoughts!


Wednesday, March 16, 2017 sQren


If you spend any time betting or playing in casino games online, then you may want to learn some ways that you can increase your odds of winning. Who doesn’t like to win, right? Here are some tips and advice to help you do exactly hat.


Choose Your Game – One of the first tips is to choose your game according to your knowledge and play style. You want to choose games that you are comfortable with when you’re playing to win. If you’re just playing to try a new game or to goof off, it’s alright to play unfamiliar games but when the goal is to win, give yourself all of the best advantages.


Know Your Strategy – It’s important to know your strategy going in if you want to play to win. You can’t get ahead in online casino gambling by just playing at random. Without strategy, the odds are always in the favor of the house.


Know Your Limits – Don’t chase after a loss. You need to know your limits and then stick with it. Betting is addicting and tempting because people don’t know how to set their limits and stick to them.


Quit While You’re Ahead – When you win some, put a bit of it away and save it, rather than pouring it back into your betting. If you win big, go ahead and quit, at least for the day. Learn when to get ahead and stay ahead. Many people will keep playing and then give back to the casino everything they won.


Also remember that it’s meant to be fun. If you’re taking it too seriously and not having fun, it might be time to take a little break. Like these tips? You can find more info here.


Blizzard Announces Update…To Diablo II?


The title isn’t a joke–Diablo II really is getting an update. And there may be even more on the horizon.


Okay, but Diablo II’s last update was in 2011. So why is it getting an update now, in 2017? Diablo III is where it’s at now, right? Well, the update itself is nothing to throw a raucous party about, but a little bit of teaser text at the end indicates that future updates of a more dramatic nature may be planned. Here’s the full update from Blizzard :


This update focuses on system glitches introduced by modern operating systems. In related news, you can finally retire those old Mac PowerPCs. Included with the update is a shiny new installer for OSX. We’ve also begun working to improve our cheat-detection and hack-prevention capabilities. There’s still work to be done, but we’re making improvements every day.


There is still a large Diablo II community around the world, and we thank you for continuing to play and slay with us. This journey starts by making Diablo II run on modern platforms, but it does not end there. See you in Sanctuary, adventurers.


Very nice quality of life improvements for a game that still has an active (albeit small) community playing regularly, but it’s that end that gets me: “it does not end there.” This little tease means more could be coming. More content is probably too much to ask for, but since we’re speculating, check out the latest World of Warcraft PTR update. Patch 6.2.4.


In 6.2.4 World of Warcraft will transition to a new Battle. net infrastructure. While this infrastructure change contains a multitude of backend improvements for communication between WoW and Battle. net, there are also a number of changes that will directly affect you. It is our goal to make sure these changes don’t negatively impact existing systems, and functionality remains as it was prior to this migration.


Possibly these two things aren’t related at all, but given that the focus of Diablo II’s update was to get modern operating systems running the game properly, it’s possible we may see future Battle. net integration for older titles such as Diablo II . That’d be nifty, and would also serve to promote older lore and experiences that have since been lost to those of us who only jumped on bandwagons for Blizzard titles late in the game, such as for Diablo and Warcraft . We’ll just have to wait and see!


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& Gt; Diablo 3 + Reaper of Souls Battlechest DLC - Battle. net CD Key > Platform: PC / MAC / Play Online via Battle. net Network


2 Item Included: > Diablo 3 (Base Game) & Diablo 3 Reaper of Souls Battlechest (DLC)


This pack includes Diablo 3 base game and Reaper Of Souls Expansion Pack - Comes with two activation codes Diablo 3 Game and Reaper Of Souls Expansion Set.


About the Game: Diablo III picks up the story twenty years after the events of Diablo II. Mephisto, Diablo, and Baal have been defeated, but the Worldstone, which once shielded the inhabitants of the world of Sanctuary from the forces of both Heaven and Hell, has been destroyed, and evil once again stirs in Tristram. Playing as a hero from one of five distinct character classes, players will acquire powerful items, spells, and abilities as they explore new and familiar areas of Sanctuary and battle hordes of demons to safeguard the world from the horrors that have arisen.


PC System Requirements:


Operating system: Windows® XP/Windows Vista/Windows 7/Windows 8 (latest service packs) with DX 9.0c Processor: Intel® Pentium® D or AMD Athlon™ 64 X2 Video: NVIDIA® GeForce® 7800 GT or ATI Radeon™ X1950 Pro or better Memory: 2 GB RAM Storage: 25 GB available HD space Internet: Broadband Internet connection Resolution: 1024x768 minimum display resolution


Mac System Requirements:


Operating system: Mac® OS X 10.8 Processor: Intel® Core 2 Duo Video: NVIDIA® GeForce® 8600M GT or ATI Radeon™ HD 2600 or better Memory: 4 GB RAM Storage: 25 GB available HD space Internet: Broadband Internet connection Resolution: 1024x768 minimum display resolution


PLEASE NOTE. - Diablo 3 requires an always-on Internet connection for both single and multiplayer games. - The item you are purchasing is a Code/CD-Key delivered via email, you need a fast Internet connection to download, we do not send CDs or DVDs - Once payment is cleared, code will be emailed immediately


If you have further questions please do not hesitate to ask. Please click here to ask a question


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Diablo 3 + Reaper of Souls Battleches (Battle. net)


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Diablo 3 (Xbox 360)


PAL for NZ XBOX 360


It includes Infernal Helm DLC free!


Blizzard Entertainment's e­pic action-RPG Diablo III is moving the eternal war between the High Heavens and the Burning Hells to a new battleground-Xbox 360! Armed with a controller and a custom-designed interface tailored for consoles, players will step into the role of one of five powerful character classes-Barbarian, Witch Doctor, Wizard, Monk, or Demon Hunter-and embark on a dark journey to save the world of Sanctuary from ancient demonic forces.


Features: •Five powerful character classes to choose from: Barbarian, Witch Doctor, Wizard, Monk, and Demon Hunter •Direct character control and console-focused changes to character abilities and combat mechanics thrust console gamers into the action •Four-player online co-op and four-player local co-op for seamless cooperative play •Four story-modes-Normal, Nightmare, Hell, and Inferno-as well as eight difficulty settings that progressively increase the challenge and reward players with more powerful armor, weapons, and abilities •Hardcore mode for players who seek the thrill of constant peril that comes with the possibility of permanent death for their character •Newly designed loot system and offline gameplay mode designed to take advantage of the fast-paced action of the console platform •Completely reimagined interface and new dynamic camera designed specifically for console play •Interactive environments with dangerous traps and obstacles, and destructible elements •Randomized dungeons, events, and loot deliver endless, dynamic gameplay •A wide variety of fiendish monsters, with unique attack patterns and behaviors redesigned for console •Features such as the Paragon system, Infernal Machine, and Brawling add substantial replayability •Connect with friends, send game invitations, and access voice chat through Xbox Live online entertainment network from Microsoft


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Diablo III 3 with Infernal Helm XBOX 360 *NEW*


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Tyrael hilt code >>


Jun 9, 2010 . These are two free WoW codes . subscribe to get two more next week, i will be uploading new codes every week until, i go back to school, which. This was a present for attending the 2008 Worldwide Invitational. To learn more about obtaining this code . check out WoW TCG Loot. Tyrael's Hilt summons an in-game companion angel, Tyrael. Participants of the 2008 Blizzard Worldwide Invitational in France were given a code that. Tyrael's Hilt loot code gives a unique and rare pet, Mini Tyrael. Complete with original emotes and animations, available instantly from trusted WoW TCG Loot! Aug 21, 2017 . Tyrael's Hilt summons an in-game companion angel, Tyrael. 2008 Blizzard Worldwide Invitational in France were given a code that unlocked. WoW Loot Card - TYRAEL'S HILT - Mini Tyraels Pet - New unused - WWI Blizzcon in Toys & Hobbies, Trading Card Games, World of Warcraft | eBay. Nov 6, 2011 . This is where you go to redeem Tyrael's hilt in world of warcraft if you have the code . Item: [ Tyrael's Hilt ], Price: Out of Stock. Convert WWI card code to realm code ( Link); Speak with your faction's Tyrael redemption NPC. Horde: Edward Cairn in. Amazon. com: Blizzcon 2008 Paris WWI Blizzard World Wide Invitational Mini Tyrael's Hilt Pet Loot Code Gift Card for World of Warcraft WoW: Toys & Games. Jul 15, 2008 . Head to the promotion retrieval center and enter the code . You will be asked. You will receive the item Tyrael's Hilt to summon your new pet.


Tyrael hilt code


Diablo III El'Druin The Sword of Justice Prop Replica - NECA - Diablo - Prop Replicas - Measures 3 1/2-feet long! Features blue LED light in the hilt . Hand-painted in. Comment by Daldain Where does it come from and how hard is it to get? Tyrael 's Hilt comes from the Paris Worldwide Invitation (WWI) 2008 goody bag. This page lists the characters of Diablo, Diablo II and Diablo III. Per wiki policy on Handling Spoilers all trope names are visible, and may contain. Comment by felbane If you target the mini - Tyrael and /dance, he will start dancing. He will then not stop until you dismiss and resummon him. A one of a kind pet monkey is given by the Banana Charm loot code available from WoW TCG Loot. Get your very own monkey pet today! One of the nine alignments from the best-known Character Alignment system. Lawful Neutral characters believe in order — personal, systemic, both or. Tyrael 's Hilt loot code gives a unique and rare pet, Mini Tyrael . Complete with original emotes and animations, available instantly from trusted WoW TCG Loot!


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This was a present for attending the 2008 Worldwide Invitational. To learn more about obtaining this code . check out WoW TCG Loot. Tyrael's Hilt summons an in-game companion angel, Tyrael. Participants of the 2008 Blizzard Worldwide Invitational in France were given a code that. Tyrael's Hilt loot code gives a unique and rare pet, Mini Tyrael. Complete with original emotes and animations, available instantly from trusted WoW TCG Loot! Aug 21, 2017 . Tyrael's Hilt summons an in-game companion angel, Tyrael. 2008 Blizzard Worldwide Invitational in France were given a code that unlocked. WoW Loot Card - TYRAEL'S HILT - Mini Tyraels Pet - New unused - WWI Blizzcon in Toys & Hobbies, Trading Card Games, World of Warcraft | eBay. Nov 6, 2011 . This is where you go to redeem Tyrael's hilt in world of warcraft if you have the code . Jun 9, 2010 . These are two free WoW codes . subscribe to get two more next week, i will be uploading new codes every week until, i go back to school, which. Item: [ Tyrael's Hilt ], Price: Out of Stock. Convert WWI card code to realm code ( Link); Speak with your faction's Tyrael redemption NPC. Horde: Edward Cairn in. Amazon. com: Blizzcon 2008 Paris WWI Blizzard World Wide Invitational Mini Tyrael's Hilt Pet Loot Code Gift Card for World of Warcraft WoW: Toys & Games. Jul 15, 2008 . Head to the promotion retrieval center and enter the code . You will be asked. You will receive the item Tyrael's Hilt to summon your new pet.


Summary:


Item: [ Tyrael's Hilt ], Price: Out of Stock. Convert WWI card code to realm code ( Link); Speak with your faction's Tyrael redemption NPC. Horde: Edward Cairn in. Amazon. com: Blizzcon 2008 Paris WWI Blizzard World Wide Invitational Mini Tyrael's Hilt Pet Loot Code Gift Card for World of Warcraft WoW: Toys & Games. Jul 15, 2008 . Head to the promotion retrieval center and enter the code . You will be asked. You will receive the item Tyrael's Hilt to summon your new pet. Jun 9, 2010 . These are two free WoW codes . subscribe to get two more next week, i will be uploading new codes every week until, i go back to school, which. This was a present for attending the 2008 Worldwide Invitational. To learn more about obtaining this code . check out WoW TCG Loot. Tyrael's Hilt summons an in-game companion angel, Tyrael. Participants of the 2008 Blizzard Worldwide Invitational in France were given a code that. Tyrael's Hilt loot code gives a unique and rare pet, Mini Tyrael. Complete with original emotes and animations, available instantly from trusted WoW TCG Loot! Aug 21, 2017 . Tyrael's Hilt summons an in-game companion angel, Tyrael. 2008 Blizzard Worldwide Invitational in France were given a code that unlocked. WoW Loot Card - TYRAEL'S HILT - Mini Tyraels Pet - New unused - WWI Blizzcon in Toys & Hobbies, Trading Card Games, World of Warcraft | eBay. Nov 6, 2011 . This is where you go to redeem Tyrael's hilt in world of warcraft if you have the code . Diablo III El'Druin The Sword of Justice Prop Replica - NECA - Diablo - Prop Replicas - Measures 3 1/2-feet long! Features blue LED light in the hilt . Hand-painted in. Comment by Daldain Where does it come from and how hard is it to get? Tyrael 's Hilt comes from the Paris Worldwide Invitation (WWI) 2008 goody bag. A one of a kind pet monkey is given by the Banana Charm loot code available from WoW TCG Loot. Get your very own monkey pet today! Tyrael 's Hilt loot code gives a unique and rare pet, Mini Tyrael . Complete with original emotes and animations, available instantly from trusted WoW TCG Loot! One of the nine alignments from the best-known Character Alignment system. Lawful Neutral characters believe in order — personal, systemic, both or. This page lists the characters of Diablo, Diablo II and Diablo III. Per wiki policy on Handling Spoilers all trope names are visible, and may contain.


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If you haven’t already heard, The use of electronic cigarettes have recently grabbed the attention of countless tobacco users worldwide. Are they really a healthier and cheaper alternative to traditional cigarettes? Creators and product users now say you can enjoy a cheaper, healthier cigarette without the bad smells, second-hand smoke, or cancer causing chemicals. With these huge claims, we decided to investigate the electronic cigarette for our readers.


A few of the benefits claimed from using the electronic cigarette:


No tar, tobacco, carbon monoxide, or ash.


Get the same nicotine sensation as a regular cigarette.


Each cartridge costs less than $2 and is equivalent to an entire pack of cigarettes.


You can save over $1,000 each year.


You won’t “smell” like a smoker any longer.


Different flavors are available.


No more second-hand smoke.


We decided to see what expert medical doctors and product users had to say about electronic cigarettes . and the results were surprising. In fact , Joel Niztkin, Chair of the Tobacco Control Task Force for the American Association of Public Health Physicians concluded that “ …if we get all tobacco smokers to switch from regular cigarettes to electronic cigarettes, we would eventually reduce the US death toll from more than 400,000 a year to less than 4,000, maybe as low as 400.” (1)


It has even been suggested that while utilizing electronic cigarettes . there is virtually no risk of getting cancer. These conclusions come from studies which show that nicotine may only be as harmful to your health as caffeine. The real harm in traditional cigarettes comes from the tobacco smoke and the hundreds of additional added chemicals.


Four very well known doctors, from the popular TV show “The Doctors”, have also studied the electronic cigarette and was featured as one of their top 10 key health trends.


“If you’re one of the millions of people out there, you’re addicted to smoking, there may finally be some hope for you..the electronic cigarette. It gives you nicotine but it doesnt give you any of the other 4000 chemicals that can cause cancer among other problems. ”" - Dr. Travis Stork from “The Doctors” (3)


We also learned that the electronic cigarette is not encompassed by most smoking bans and regulations. With the lack of second-hand smoke, smokers are excited to find that many businesses, bars, and even air planes allow them to smoke e-cigarettes indoors. Many electronic cigarette users have also received special permission from their employers to smoke e-cigarettes in the work place.


In the United States alone, over 700,000 smokers have already switched to electronic cigarettes . The Doctors also interviewed Beverly, one of the many whose life has dramatically changed thanks to the electronic cigarette. She said that she smoked for over 15 years, and she thought that she would never quit. To her surprise though, when she tried electronic cigarettes she was able to quit smoking regular cigarettes two days later. “I was suspicious at first…but I have to say I am convinced, it’s very good. Its a great alternative. it still gives you the action of smoking. I would as a smoker, recommend it to smokers that are trying to give up (smoking). ” – Beverly (4)


We have received a number of positive testimonials such as this one and we feel that as more and more Americans are made aware of this new technology, that more and more smokers will make the switch. Our interviews and research have found that the electronic cigarette will quickly become the #1 choice for smokers looking to lead a healthier lifestyle. With the high cost of smoking traditional cigarettes, and with the danger cigarettes bring to your health, we give our recommendation and “thumbs up” to anyone looking to give these devices a try.


While conducting this research, we found that E-CIGS PRO VAPOR is offering a limited time Electronic Cigarette Free Trial kit, along with 15 nicotine cartridges (a month’s supply). While supplies last, you can claim a free trial and only pay $4.95 for shipping and handling costs by using using our link and the promo code [ vapeur ]. See if this new breakthrough will help improve your life.


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If you haven’t already heard, The use of electronic cigarettes have recently grabbed the attention of countless tobacco users worldwide. Are they really a healthier and cheaper alternative to traditional cigarettes? Creators and product users now say you can enjoy a cheaper, healthier cigarette without the bad smells, second-hand smoke, or cancer causing chemicals. With these huge claims, we decided to investigate the electronic cigarette for our readers.


A few of the benefits claimed from using the electronic cigarette:


No tar, tobacco, carbon monoxide, or ash.


Get the same nicotine sensation as a regular cigarette.


Each cartridge costs less than $2 and is equivalent to an entire pack of cigarettes.


You can save over $1,000 each year.


You won’t “smell” like a smoker any longer.


Different flavors are available.


No more second-hand smoke.


We decided to see what expert medical doctors and product users had to say about electronic cigarettes . and the results were surprising. In fact , Joel Niztkin, Chair of the Tobacco Control Task Force for the American Association of Public Health Physicians concluded that “ …if we get all tobacco smokers to switch from regular cigarettes to electronic cigarettes, we would eventually reduce the US death toll from more than 400,000 a year to less than 4,000, maybe as low as 400.” (1)


It has even been suggested that while utilizing electronic cigarettes . there is virtually no risk of getting cancer. These conclusions come from studies which show that nicotine may only be as harmful to your health as caffeine. The real harm in traditional cigarettes comes from the tobacco smoke and the hundreds of additional added chemicals.


Four very well known doctors, from the popular TV show “The Doctors”, have also studied the electronic cigarette and was featured as one of their top 10 key health trends.


“If you’re one of the millions of people out there, you’re addicted to smoking, there may finally be some hope for you..the electronic cigarette. It gives you nicotine but it doesnt give you any of the other 4000 chemicals that can cause cancer among other problems. ”" - Dr. Travis Stork from “The Doctors” (3)


We also learned that the electronic cigarette is not encompassed by most smoking bans and regulations. With the lack of second-hand smoke, smokers are excited to find that many businesses, bars, and even air planes allow them to smoke e-cigarettes indoors. Many electronic cigarette users have also received special permission from their employers to smoke e-cigarettes in the work place.


In the United States alone, over 700,000 smokers have already switched to electronic cigarettes . The Doctors also interviewed Beverly, one of the many whose life has dramatically changed thanks to the electronic cigarette. She said that she smoked for over 15 years, and she thought that she would never quit. To her surprise though, when she tried electronic cigarettes she was able to quit smoking regular cigarettes two days later. “I was suspicious at first…but I have to say I am convinced, it’s very good. Its a great alternative. it still gives you the action of smoking. I would as a smoker, recommend it to smokers that are trying to give up (smoking). ” – Beverly (4)


We have received a number of positive testimonials such as this one and we feel that as more and more Americans are made aware of this new technology, that more and more smokers will make the switch. Our interviews and research have found that the electronic cigarette will quickly become the #1 choice for smokers looking to lead a healthier lifestyle. With the high cost of smoking traditional cigarettes, and with the danger cigarettes bring to your health, we give our recommendation and “thumbs up” to anyone looking to give these devices a try.


While conducting this research, we found that E-CIGS PRO VAPOR is offering a limited time Electronic Cigarette Free Trial kit, along with 15 nicotine cartridges (a month’s supply). While supplies last, you can claim a free trial and only pay $4.95 for shipping and handling costs by using using our link and the promo code [ vapeur ]. See if this new breakthrough will help improve your life.


We thank E-CIGS PRO VAPOR for providing the chance to “try it before you buy it” and a chance for thousands of smokers to make the switch. We encourage readers who currently smoke to give E-Cigarettes a try for their health and for the health of their friends and family. Make sure to order by Thursday, May 15 to be guaranteed your Risk-Free Trial Kit. Click Here for all the details


* Note: Limited Trials Available For Our Readers. Free Trial Promotion May Not Be Available After.

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