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Bygones

It was once said:

“A delayed game is eventually good, but a rushed game is forever bad.” -Shigeru Miyamoto

These days, we have this:

“All of the games like this… It’s not how you launch, it’s what it becomes.” -Todd Howard

There are a number of interesting articles out this week, including this one, which covers a candid interview with Todd Howard regarding (among many other things) Fallout 76. Specifically, how he and the entire team knew it was going to be a widely panned shitshow… but released it anyway. Because eventually it could be made better.

…and it has. Even if you were hostile to the idea of a Fallout survival game in the first place, it is undeniably in a better state than before. It may still not be your cup of tea at all, but it’s better.

None of this is particularly ideal for anyone though. As consumers, we should not be offered half-completed games riddled with bugs and half-baked design philosophies. On the developer side, while they do indeed get cash for a half-completed game, they also get (well-deserved) bad reviews and negative press for releasing a shoddy product.

The thing is… this method appears to work. As pointed out in the Ars Technica article:

The examples are almost too numerous to list. There are the games like Evolve, Paragon, Battleborn, Artifact, and Lawbreakers that were never able to turn things around after moribund launches. Then there are titles like Rainbow Six: Siege, For Honor, Final Fantasy XIV, and Bethesda’s own Elder Scrolls Online that have found long-term success despite some early troubles. Right now, Bioware’s rough launch of Anthem seems to be sitting on the razor’s edge between these two possibilities.

The other two poignant examples listed earlier in the same article are Diablo 3 and No Man’s Sky. While we can quibble over whether No Man’s Sky is any better conceptually than it started, the game is undeniably a huge success now, with each content update pulling 100,000 concurrent Steam users. In other words, it did not crash and burn – the poor initial showing was only a flesh wound. And Diablo 3? The game that launched with literal P2W in the form of Real Money Auction House? Blizzard was punished with… 30 million copies sold by 2015.

And, really, at what point does it all end up sounding like sour grapes? I had to look back, but apparently the Diablo 3 RMAH was removed back in March 2014. Are we still mad five years later?

I mean, the RMAH was absolutely a terrible idea and Blizzard should have known better and we’re all so terribly disappointed in them. But if someone asked you whether they should play Diablo 3 today, is the RMAH really something you would legitimately bring up? What’s the statute of limitations on poor game design that no longer even exists in the current game?

It’s a struggle, I know. If you buy/play/enjoy Fallout 76 or No Man’s Sky or Diablo 3 or anything else today, you are indirectly supporting the (usually) same people who screwed up these games the first time around. “How will they learn, then?!” Well… they did learn. As evidenced by the game getting better. It will probably not prevent them from releasing a half-baked mess with their next game, but that may simply be the unfortunate reality at this point. We can hope that by delaying our purchase until the game is fixed – instead of preordering or Day 1 purchasing like a chump – the devs get the memo on what stage of completeness we are willing to accept. On the other hand, giving them money later on kinda justifies the whole “Release Now, Fix Later” approach.

And on the third, mystery hand? Taking a principled stand is exhausting when you could just sit down and play some damn games. If it’s fun now, play; otherwise, don’t.

WoW PLEX

One of the more interesting blue posts to come out of a WoW lately has been Blizzard’s flirting with a PLEX-like subscription option:

New Ways to Play
We’re exploring the possibility of giving players a way to buy tradable game-time tokens for the purpose of exchanging them in-game with other players for gold. Our current thought on this is that it would give players a way to use their surplus gold to cover some of their subscription cost, while giving players who might have less play time an option for acquiring gold from other players through a legit and secure system. A few other online games offer a similar option, and players have suggested that they’d be interested in seeing something along those lines in WoW. We agree it could be a good fit for the game, and we look forward to any feedback you have as we continue to look into this feature.

Reaction seems to run the gambit from “OMG P2W!!1” to “that’s not going to work.” Wilhelm has an exceptional review on the overall topic on TAGN. As someone who rather enjoys the economic side of MMOs, you might assume that I would be excited about this news myself. And you would be correct, in a sense. You would also be correct in saying that this both increases the chances I play WoW again and the chances that I do not.

To be clear, I think the argument that adding PLEX to WoW is somehow turning it into Pay-2-Win is ridiculous. People have been able to sell the TCG loot cards for ages, and I would argue that the ability to have multiple accounts (let alone the more recent instant-90 purchases) would qualify as P2W under similar definitions. This thesis is also being forwarded by Gevlon, whom believes EVE isn’t P2W, despite the advantages being demonstratively better in that game.

Because even if you bought full, top-tier raiding suit of gear in WoW, what then? What have you won? The personal advantage is immaterial unless you are also grouped with the best players anyway. And even then, the advantage is one that is easily met by anyone who has played WoW in the last ten years (i.e. anyone with alts). Or anyone who has taken advantage of Recruit-A-Friend. Or anyone who has a friend chain-run dungeons with them. Or, let’s be serious, anyone who has a friend, period.

Bhagpuss and Others may bandy about the whole “you’re getting paid less than minimum wage if you farm for gold” canard, but that’s completely irrelevant IMO. One derives a “virtual wage” from any form of entertainment, which is the reason you’re playing videogames and not working 18 hours every day. Indeed, every single day that you forgo the possibility of overtime work is a day in which that one or more hour of free-time gained is worth 1.5x your rate of pay. And if you think $0.18/hour or whatever is bad, think about the $0.00 you get from a single-player game!

No, the way that PLEX-like systems kill my enjoyment of a given game is by the transitive property of in-game currency. You are no longer spending 100,000g on that fun mammoth mount with the repair vendor, you are spending $45 or however many PLEXes you could have purchased with that 100k. I had this same issue in Wildstar, as you might recall:

Or, hey, maybe you just want to dye your clothes. Hopefully you enjoy pastel colors, because otherwise you are looking at 9.26 platinum (926g) to dye your clothes red, and a similar amount with the ever-suspiciously-rare black dye. That is quite literally $80. For one channel, out of three.

Or maybe you just want to unlock the AMP that is responsible for 20% of your class’s theoretical DPS. Sorry, it’s an ultra-rare world drop. Current price? 12p on the AH. Or $100.

Isn’t it wonderful what RMT does to one’s perspective?

And further back in Diablo 3:

…but today all of this has changed for me [when gold was directly purchasable on D3 AH].

That 722,500g is no longer a means of purchasing a better weapon with more Life on Hit for progression… it’s $2.24. Nor is the 900+ DPS 1H weapon I snagged for a 1.5 million gold bid (a true steal) actually 1.5 million gold – it’s a somewhat ludicrous $4.65 cash shop transaction. That I did not whip out my credit card is irrelevant; like most AH goblins, I have preached the opportunity cost hymn too much to ever look at such things differently. Given that I could use the weapon to help clear Act 3 and then resell it for 3 million, perhaps it is more like a loan. Or a Vegas gamble at the nickle slots.

Once I see the dollar sign in my gameplay, I cannot unsee it. The AH is no longer the fun little diversion that keeps me engaged for months, and instead becomes a subscription energy meter. Repair costs go from a figurative to a literal nickel-and-diming penalty. I start second-guessing my in-game purchases just as I second-guess my everyday IRL purchases. “Do I really need that BiS trinket, considering it costs $9.37?” The answer is always No.

So while it’s nice to see that my gold-hoarding tendencies might have a more useful function in the future, it comes at a… er, heavy cost.

Can’t Stop the Tide

Sometimes I wonder why I ever took the “RMAH combats gold sellers” argument seriously.

Race you to the bottom.

In that screenshot I took over the weekend, 1600 gems would net me an auspicious 4g 6s 66c for basically $20. The gold-seller was advertising in Map chat that $19 buys 10g. Or, 20s 33c vs 52s 63c per $1. That is a 2.5x better exchange rate.

Maybe these developers are going after the middle margins: the people that might of bought gold from shady websites, but give out a sigh of relief over the legit channels. Or maybe the devs simply looked at how much money was changing hands – and how much was sitting on the table! – before deciding that getting more than a $0 piece of the pie would be profit.

As you can tell by my gem count, I am not exactly complaining here¹. That 1700 amount and the four bank slot additions I have unlocked were all procured via in-game currency. I am level 55. Just sell everything, and you will be fine, I promise.

Well, you will be fine unless you enjoy staying in similar locations or doing the same dungeons. In which case, ArenaNet has “anti-farming” protocols to dynamically (!) lower drop rates of items, and other rewards based on… well, rather opaque criteria. Near as anyone can tell, it is based on the type of enemy one is killing, which causes trouble in the endgame Dynamic Event-driven zones that features waves of all the same type of creature.

Who was this designed for again? Because the botters can simply teleport around the map, and banning them is kinda pointless considering they use hacked accounts anyway. If it is to protect the economy or protect players from themselves – which seems odd given how many tokens/Karma/etc you need for things – the snide comparison between GW2 and the “energy management” iOS/Facebook games becomes dangerously apt.

In other news, I am happy to report WvW is working correctly:

Just in time for 7-day long matches!

According to the official rankings, the bottom three realms are…

1074.472 Northern Shiverpeaks
833.028 Devona’s Rest
634.207 Kaineng

There may or may not have been intentional rank tanking going on; at launch we had some major PvP guild, then they left for two weeks, and now it looks like they have returned? I suppose this behavior will level off once the free transfers are closed and the “real” rankings return. But at some point, I almost wonder what will prevent the various realms from simply win-trading their way across the merry-go-round. The incentives are all there vis-a-vis Karma and currency. And I almost think that would be preferable to the sort of Loss Point domination the system allows along the margins.

Has it occurred to anyone else that perhaps the mythical DAoC RvR experience was a time and place thing?

Regardless of all of the above, the wire keeps on humming away. I even did a dungeon over the weekend, and it was fun! Sort of. I will need to investigate further to be sure.

¹ On some level though, I do consider cash shops a mild form of exploitation. Human beings make irrational economic decisions all the time, and I put digital goods right up there with casinos in terms of ethical business dealings. Let’s not pretend ArenaNet is doing that soccer mom dumping $200 into the cash shop any real favors here.

The Secret World’s Other Shoe, and Jay Wilson’s Apology for D3

A little over a week ago, I pointed out that Funcom’s The Secret World was not selling all that well; Funcom’s own public press release highlighted a (presumably optimistic) scenario in which they sell half a million boxes and have ~120k subscribers after a year.

As reported by Kotaku, that other shoe has dropped: 50% of Funcom’s staff has been laid off.

Some of these initiatives are part of normal procedure following the launch of a major project, such as adjustments to the customer service staffing based on the number of customers in the game as well as adjustments to the production team as the project goes into a post-launch phase following years of intense development. Many of those affected on the customer service team are on temporary contracts which is common for a live service such as ‘The Secret World’ where customer service demand shifts based on the game’s population levels.

Even the “good news” part of that – the developers/designers were less affected than “temp” customer service reps – comes across as bad news to my ears. After all, if the MMO was doing better, then one would presumably want to retain a robust CustServ department.

Not to put too fine a point on it, but I wonder whether or not we should start using layoffs as a metric of MMO success. Obviously subscription numbers have been used as the de facto measurement for years, and I imagine it correlates with layoffs pretty strongly already, but I think most of us recognize the dissonance between claiming “Game X failed” while it still remains profitable. I mean, for god’s sake, Warhammer Online is still kicking it with a subscription¹. EA is not keeping that thing alive out of the goodness of its heart. In fact, arguably, keeping Warhammer alive is unnecessarily cruel.

Or… perhaps we would all be better off not bothering with arbitrary success or failure designations entirely.

…nah, this is the internet. There can only be one!

Speaking of immortals losing their heads…

You will be forgiven if you have not been following the “Example #38417 of How Social Media Will Ruin Your Day” Diablo 3 news story, staring Jay “And Double It” Wilson.

The short version is that one of the developers of the original Diablo (David Brevik) made some comments about Diablo 3 in an interview, and essentially said he would have made different decisions. More or less. The current developers of Diablo 3 did not like that too much, and Jay Wilson thought it was a good idea to respond on Facebook by saying, and I quote, “Fuck that loser.” You can read the Kotaku write-up if you like, as it includes snippets of the interview in question and a screencap of the Facebook post itself.

Looking at the other comments, I’d say Eric Bachour’s “You’d think that guy wasn’t responsible for Hellgate: London. Lol.” was the more epic burn.

In any case, Jay “Fuck that loser and Double It” Wilson has an official pseudo-apology up on the Diablo 3 boards. I do not expect you to actually click on that link, because most of it is PR bullshit (redundantly redundant much?). Well… alright, if you skip the first four paragraphs, things get more interesting. Or you can simply read this handy list of bullet-point quotes:

  • “We believe it’s a great game. But Diablo III has flaws. It is not perfect. Sales mean nothing if the game doesn’t live on in all of our hearts, and standing by our games is what Blizzard does.”
  • “If you don’t have that great feeling of a good drop being right around the corner — and the burst of excitement when it finally arrives — then we haven’t done our jobs right.”
  • “Out of our concern to make sure that Diablo III would have longevity, we were overly cautious about how we handled item drops and affixes. If 1.0.4 hasn’t fixed that, you can be sure we’ll continue to address it.”
  • “Part of the problem, however, is not just item drops, but the variety of things to do within the game. “
  • “As it stands, Diablo III simply does not provide the tools to allow players to scale the game challenge to something appropriate for them.”
  • “Later in the development of Diablo II, the ‘players 8’ command — which let people set monster difficulty — was added to address this issue, and we’re considering something similar for the next major Diablo III patch to allow players to make up their own minds about how hard or how easy is right for them.”
  • “The Auction House can short circuit the natural pace of item drops, making the game feel less rewarding for some players. This is a problem we recognize. At this point we’re not sure of the exact way to fix it, but we’re discussing it constantly, and we believe it’s a problem we can overcome.”

I have a spoiler alert for you Jay: that last bullet point ain’t going to happen. Not only is that cat out of the bag, it has been skinned in more than one way across all nine of its lives.

I played a few hours of D3 since the patch, and I have noticed three things:

  1. “Normal monster health increased by 10%” = +5 terribly boring seconds per mob.
  2. I can tank Act 3 Inferno elites in the same gear/skills I was 2-shot in pre-patch.
  3. Gold prices have gone from $2.50/million down to $1.06/million.

That last one is a real shame, as I was hoping to cash out my ~5 million gold and (combined with the few bucks from earlier sales) maybe purchase a month of WoW ahead of MoP. Then again, that would be kind of silly to do given the Scroll of Resurrection’s free server transfer bonus, and GW2’s imminent release notwithstanding. Oh well.

Kind of wonder if that dude who paid $200 for my friend’s 2H sword is still playing the game. I do not know which possibility would be more sad for him/her.

¹ Warhammer says it is F2P on the website, but as far as I can tell it operates more as an unlimited duration free trial than true F2P. For example, you cannot go to the capital cities, cannot engage in any economic transaction with another player, and are limited to “Tier 1 scenarios,” whatever the hell that means (it’s been years since the one month I played).

Diablo 3.5 Release Date is… Released

In what undoubtedly was an amazing case of pure coincidence, Diablo 3’s groundbreaking 1.0.4 patch is coming out “the fourth week of August.” Hmm. What day do Blizzard patches come out on? Tuesdays, I think? What is the Tuesday in the last week of August? The… 28th. August 28th. Good thing I have nothing else planned to do that day.

Kidding aside, patch 1.0.4 may as well be called Diablo 3.5 for the sheer scope of the sweeping changes to endgame. Let’s look at them a bit closer:

Co-Op Buffs

Gold/Magic Find will no longer be averaged between party members. While Blizzard admits that they were originally worried about leechers jumping into multiplayer with pure Magic Find gear and thereby not likely pulling their weight, the complete lack of foresight displayed was astonishing. If I am capable of farming Act 1 Inferno by myself with 228% MF, why in god’s name would I join with a random stranger who not only increases monster HP (getting nerfed this patch too, by the way) but likely reduces my level of MF by his/her mere presence?

The other guy gets my bonus, and I get his… what? Pleasurable company?

Pro Design Tip: don’t build your co-op or multiplayer system around Russian Roulette, e.g. you are no better off when you win, but when you lose, you lose big.

Severe, Sweeping Elite Pack Nerfs

And I mean severe. Any one of these changes would be huge on its own, but Blizzard is throwing the whole goddamn pot of spaghetti against the wall to see what sticks. Look at it:

  • Elite HP reduced by 10-25%.
  • Regular mob HP increased by 5-10%, but 4x more likely to drop magic items.
  • Specific nerfs to Fire Chains and Shielding affixes; Invulnerable Minions getting removed.
  • Removal of Enrage Timers for Elites (!!!).
  • Removal of HP regeneration for Elites after player death (!!!).

Those last two items would have been more than enough to fix most of my issues with Inferno by themselves. The current system is binary: you can either kill the pack (or one member thereof) or you cannot. While removing Enrage Timers and HP regeneration can/will lead to Graveyard Rushes, I never understood how exactly that was a bad thing. Just because I can die six times in a row to finally take out an obstinate foe does not mean I don’t care about those six deaths. Dying in a game is penalty enough because I already wanted to survive; extra penalties are generally superfluous unless death serves some other gameplay function.

Sweeping Item Buffs

Although the buffs appear only targeted for weapons right now, this is nevertheless a big deal:

Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.

While we will still see awesome +800 Life per Hit-esque stats on ilevel 62 weapons with unusably low DPS, the mere chance that it could be a better drop instead is a great move forward. Of course, it will lead to rampant stat inflation and subsequent hollowing out of the AH economy, but at this point, who cares? Hell, if we can get to a place where I can get a goddamn upgrade off the ground instead of praying for good drops to sell for gold to buy upgrades from other people, I will gladly throw the entire AH under the bus.

Also, I guess Legendaries are getting buffed? Since the average player is only ever going to see the buffed Legendaries in the AH, I never understood why Blizzard talked much about them at all; it is not as though they are farmable items.

Ridiculous (but Needed) Class Changes

I do not really know anything about the class changes yet, but I am going to go ahead and declare them ridiculous. They would have to be, assuming Blizzard follows through on this:

  • Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesn’t have the raw damage when compared to Hungering Arrow, so we’re buffing Bola Shot to be competitive.
  • Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.

What could possibly compete with the monk’s Fists of Thunder (Thunderclap rune) or Deadly Reach (Keen Eye rune), for example? Or, god help us all, the One With Everything passive?

_________

I cannot say I have any particular faith that Blizzard will fix everything broken with Diablo 3, but even given this very preliminary information I can confidentially state that I will log back on once 1.0.4 goes live. It may only be long enough to finish out Inferno Act 3 & Act 4 before uninstalling for good, but hey. If there is a chance to relieve blue balls, you go for it.

Blue Balls

I debated titling this “Diablo’s Blue Balls,” but [spoiler] Diablo doesn’t have balls.

To the ongoing amazement of all (including myself), I have continued to play Diablo 3. You know, the game that I quit twice? In fairness, “playing” consists of 40-60 minute circuits of Act 1 Inferno with 177% Magic Find as I farm random items to sell on the AH for gold to purchase actual items, so that some semblance of progression can be squeezed from the rock that is Act 3 Inferno.

After three days of putting off another progression attempt like one does a dental appointment or a particularly difficult bowel movement, I finally sat on the chair and grit my teeth while awaiting the verdict. It was worse than I imagined. The “awesome” 1.5 million gold weapon I purchased actually decreased my DPS and survivability. In a panic, I scoured the AH for other upgrades… upgrades which helped in the sense of elongating the amount of time it took my face to collapse from the champion pack curb-stomp.

Up until now, I have been treating Diablo 3 as I treated daily quests in WoW: a not entirely joyless task in service of the greater goal of progression. The allure of rare items netting real money certainly added spice to the stew, but the endpoint always was taking down the titular Diablo on Inferno. As has become increasingly clear, that goal is no longer entirely reasonable.

Mike Morhaime has some words to say about Diablo 3 at this two-month mark, although you have to swim through six paragraphs of PR bullshit to find any:

You’ve seen some of that work already in patch 1.0.3, and you’ll see additional improvements with patch 1.0.4. On the game balance front, this update will contain changes designed to further deliver on the team’s goal of promoting “build diversity,” with buffs to many rarely used, underpowered class abilities. Another topic we’ve seen actively discussed is the fact that better, more distinct Legendary items are needed. We agree. Patch 1.0.4 will also include new and improved Legendary items that are more interesting, more powerful, and more epic in ways you probably won’t be expecting.

[…] On the flipside, we are also committed to ensuring you have a great experience with Diablo III without feeling like the auction house is mandatory, which was never our intention. Thank you for all the feedback about that.

[…] We’re also working on a gameplay system that will provide players who have max-level, high-powered characters new goals to strive for as an alternative to the “item hunt.” We’re not ready to get into specifics just yet, but I can say that we’re actively taking your feedback into account as we plan out the future of the game.

After thoroughly washing my hands, what I got from all that was: nothing.

To suggest that the designers never intended the AH to be mandatory is simply ludicrous. I do not mean that in a “greedy corporation cash shop” sense, I mean that in a “did these morons ever do any projection analysis of what the hardest difficulties require in their own goddamn game” sense. It matters not that a pro player can cheaply gear themselves well enough to go through Act 2 when all that budget gear came from other players. Was the design really that a player would spend 2+ months farming an Act for upgrades to progress to the next one when that is eight times as long as it took to get there in the first place? And, please, spare me the Diablo 2 anecdotes unless it involves the necessity of specific gear to finish the final boss.

…that is kind of the rub though, right?

As a player, I want both the fun to never end and the satisfaction of a completed experience. Meanwhile, the designers of MMOs and cash shop games want to delay the gratification for as long as possible while still retaining player interest. If the tacit tension between both parties is maintained successfully, both profit. After all, a game that abruptly ends before the player wants it to is just as bad as an unfinished game drained down to the curdled dregs at the bottom of an otherwise bone-dry barrel of fun.

…except that is wrong. The latter is worse than the former, and you do not even really need balls to appreciate that fact. Simply examine every unsatisfying ending to any game you have played – the one quality they will all have in common is lack of closure. Of release.

If Inferno was easier, there is little doubt that I would have completed it and shelved Diablo weeks ago. Many could argue that Blizzard was doing me a favor by setting forth this Sisyphean task, as those are (presumably) weeks of fun I would not have otherwise had. But that is not what happens. What happens is I sit here, without even the satisfaction of a logical endpoint, miserably looking back on those weeks of “fun” with a jaundiced eye and two blue balls.

And what I see is time spent playing Diablo 3 when I could have had more fun playing damn near anything else.

Gold for Cash

The Diablo 3 RMAH is now selling gold:

That balance is from selling items, for the record.

After clearing Act 2 Inferno with an average elite group success rate of 76%, I found my Nephalem stacks falling off as I repeatedly lured elites away from the exits to stages in Act 3. Any semblance of self-respect vanished after I spent more than an hour and 120,000g in repairs just making my way across The Keep Depths Level 2. Yes, a single, nondescript floor. The “Checkpoint!” pop-up honestly felt like a level-up or Achievement. And I suppose it was both.

I have heard grumbling about stealth buffs to elemental damage in one of the 1.03 hotfixes, but given I was already running around with 900+ resistance – way above the recommended level that people who kill Inferno Diablo use – and the fact that Ghom was physically impossible (a friend cheese-Barb’d it for me), I decided to book it back to Act 1. Let me tell you: after my experiences in Act 2 & 3, Act 1 was clown shoes. Even after stacking 150% Magic Find, the only things that kill me are the Arcane beams and unfortunate Freezes when I am not paying attention.

I bring all this up as a way of saying that I have been farming Act 1 basically once a night for the past week or so. The route I take is TryHard‘s, completing it in about ~40 minutes and netting ~140,000g in gold drops and vendor loot. There are usually about a half-dozen rares that are sellable in addition to that, although until recently I was not particularly successful. Now that I have a firmer grasp on which combinations/stats are more valuable…

This is more like it.

…but today all of this has changed for me.

That 722,500g is no longer a means of purchasing a better weapon with more Life on Hit for progression… it’s $2.24. Nor is the 900+ DPS 1H weapon I snagged for a 1.5 million gold bid (a true steal) actually 1.5 million gold – it’s a somewhat ludicrous $4.65 cash shop transaction. That I did not whip out my credit card is irrelevant; like most AH goblins, I have preached the opportunity cost hymn too much to ever look at such things differently. Given that I could use the weapon to help clear Act 3 and then resell it for 3 million, perhaps it is more like a loan. Or a Vegas gamble at the nickle slots.

One final thing I want to mention, is the somewhat bizarre realization I had earlier tonight when examining the RMAH for signs of weakness. The minimum buyout price over on the cash side of the AH is $1.25. That means, on the low-end, every single item over there is the equivalent of at least 403,225g. I can assure you that the vast, vast majority of items over there are not worth 403,225g. Nor is the 300k-400k gold Blizzard transaction fee.

I almost wonder if opening up gold purchases will (ironically) kill the cash part of the RMAH.

More Like a Common Drop, Am I Right?

My very first Rare drop in Act 1 – Inferno:

Now, where did I put my robes?

I would write more of my Inferno experiences, but the power was knocked out for ~5 hours or so up here in Ohio. Once the lights came back up, I managed to play enough to get just past the point where you meet Cain. There was only one “real” elite pack on the way – Health Link, Mortar, Reflects Damage, Fire Chains – and they fell relatively quickly to my Noob Wind (working title) spec. Obviously it is Act 1, obviously that combination isn’t anything, and obviously (?) I spent 300k gold upgrading my gear before I started out.

But, hey, endgame! Who would have thought it? Certainly not I.

Diablowed

As you may or may not have noticed, Diablo 3 has clawed its way back onto my Currently Playing sidebar.

Actually, that sentence is not entirely accurate on two counts. First, it has not clawed so much as been exhumed. And second, I am “playing” D3 as one plays daily quests – mechanically, and with iTunes going in the background.

I just completed Act 1 of Hell last night and am past the first boss of Act II, having went through the entirety of Nightmare without a single upgrade off of the ground. The problems I had with the Dervishes appears to have been an isolated incident (or things have been nerfed), insofar as my thoroughly literal faceroll tactic has obliterated every other challenger. A link to my build can be found here. In essensce, I hold down left-click to teleport and pummel mobs while an auto-AoE scoures the bones of my enemies to dust. I have not meaningfully changed my build since level 21.

After defeating Nightmare Diablo, I spent 50,000g on the AH and walked out with this:

The resistance means I take that percent less damage from basically everything.

There is something very specific I want to say about this picture. It is NOT a rumination of the overpoweredness of AH-bought gear. It is NOT an invitation to speculate how it would be expected of players new to Hell to have such stat increases. It is simply this statement, originally posted at Penny-Arcade:

[…] What I’m saying is that getting new shit actually is the game.  For us, anyway.  Getting and, crucially, equipping new loot.  The whole AH thing short-circuits the entire idea: the game is, functionally speaking, a pinata.  Right?  Obviously, you could just go buy candy at the store.  It’s not about having candy.  It’s about getting candy.

The fundamental, crippling gripe I had with Torchlight was how I went the entire 20+ hour campaign wearing the exact same level 4 (legendary) amulet. These games are predicated on the stimulating the slot-machine areas of the brain, and to fail at this task is for the game to be rendered pointless at a conceptual level. Dropped items do not excite beyond the promise that I can extract more than their vendor price on the AH, so as purchase actual upgrades from the cash shop AH.

Upgrades like this one, increasing my DPS by 117% with one, 10,000g item.

As much as RNG has always been a part of the Diablo environment, I nevertheless feel a certain perversion of the formula. There is nothing RNG about Diablo loot anymore. Sell what drops, and equip what you buy. This is by no means a novel, late-breaking concern; people have been speculating on this issue from Day 1 of the announcement of the AH. I am confirming that such people are 100% correct.

Still, I trooper on, for various reasons:

  1. Spite.
  2. To say I did.
  3. Get a better, more equitable understanding of the endgame firsthand.
  4. In the off-chance I stumble across an unspoiled pocket of actual fun.
  5. For the Benjamins.

That last one is not entirely serious, although I know two people – one a commenter, and the other a close guildmate – whom have either sold or came upon an item worth $180 or more. The former said he/she sold a ring for 250 euros, in fact, completing the Diablo Annual Pass Challenge in a single stroke. These are level 60 items, of course, but it still boggles the mind a bit.

Many have predicted the RMAH market would be drying up soon, and maybe they are right. However, I predict a truly ridiculous renaissance once the PvP patch hits. Can you even imagine the volume of sales?

A Sudden Renewed Interest in Diablo 3

At some point yesterday, this happened:

I… wha… who…?

The real-money AH went Live on Tuesday, but it was not until I went to check on my auctions the next day that I realized it. After collecting my meager sales, I decided to see if the RMAH side of things used the same 10-item limit as the Gold AH. As it turns out, you get a full ten more slots to sell things. So, in the interests of clearing out some Stash space, I tossed 10 items up on there. I let the AH set a default bid/buyout price, which simply appears to be adding a decimal to the vendor price, e.g. something that vendors for 231g becomes $2.31.

…and someone bought the Eviscerator’s Sink.

Blizzard sends you an email too:

Pics or it didn’t hap… oh, wait.

I have no idea what kind of item Eviscerator’s Sink is. My highest-level character is 40, and I technically stopped playing the game a week ago. I vaguely remember the item being in the level ~26 range, which makes the sale all the more bizarre. A quick search of the RMAH shows there are actually quite a few four-digit DPS level 60 items up for $1.25 buyouts (the minimum, netting the seller a whopping $0.25 each). So… was it a misclick? Or did somebody somewhere really want to be awesome for the next two hours?

The title is a bit facetious, although I did experience a brief spell of euphoria. That was quickly dispelled upon the sobering realization that I would have to continue playing Diablo 3. I stopped halfway through Act 2 Nightmare because I had encountered a Whirling Dervish champion pack with Vampirism and Lightning (?) qualities, as a Monk. What ended up happening was I would blow a lot of cooldowns attempting to kill them right away, they would start their Bladestorm-esque attack with a 15-yard range, and by the time I was able to move out of the damage, they had regained all the health they had lost.

Could I have augmented my talent loadout to better combat their abilities? Yes. Could I have simply avoided them? Sure. Could I be bothered to do any of that when I have a perfectly fun Battlefield 3 as an alternative? Hell-to-the-no. I did end up killing that champion pack, but when they dropped garbage rares outclassed by blue items I bought hours earlier, the loot-for-loot’s sake gameplay got suplexed by Final Strawman. Maybe I will return once melee is buffed to actually, you know, be able to reliably stay in melee range when attacking, but the future isn’t looking bright.

For me to pick Diablo 3 back up, I mean. Blizzard already made their $60 + $1 from me, and 3.5 million other people, so no water off their back. Especially not with their gold-plated umbrellas and fancy weather machines.