How would you lure a PvE person into PvP?

#0 - June 10, 2011, 3:35 p.m.
Blizzard Post
You know a person who's never tried real PvP and he's your friend or something, so you think it could be fun to play with him, so you try to convince him it's really fun. What would you tell him?
#16 - June 10, 2011, 11:37 p.m.
Blizzard Post
Snacks. I'd lure them with snacks. I'd be sure to have an array of snacks to ensure their personal snack-preferences were met in one or more ways.

Salty. Crunchy. Sweet. Sour. Savory.

These are just a few of the different snack preferences I would attempt to meet in a variety of ways.
#22 - June 11, 2011, 12:02 a.m.
Blizzard Post
Q u o t e:
Why do you keep replying to the non-important threads Bashiok? Each of your posts gets less and less substantial...

Is Frice/Taconeck rubbing off on you?


Please point me toward important threads.
#29 - June 11, 2011, 12:21 a.m.
Blizzard Post
Q u o t e:
Oh I got a serious question, Bashiok. Prior to the beta, you said that you guys know what you are announcing and when. My question is, is the beta date known?


We have internal projections, of course.
#31 - June 11, 2011, 12:34 a.m.
Blizzard Post
Q u o t e:
Here is a real question, will all pieces of armor have a chance to be viable for end game?

Example: I upgrade the Bonesnap maul, to Ogre maul, and general traits get stacked on as a bonus for upgrading, or will it stay at just basic class damage upgrade.


Can you break it down in a different way? I don't understand what you're asking, sorry.
#37 - June 11, 2011, 12:53 a.m.
Blizzard Post
Q u o t e:
Not a problem, will weaker Legendary items receive a chance to become viable on end game.

Example

Bonesnap Maul

1-5 Damage
5 Cold Damage
30% Increased attack speed

upgrades to...

Bonesnap Ogre Maul

50-100 Damage (Base damage changes based on the quality of weapon)
100 Cold Damage (increases damage rating with quality of item)
60% Increased attack speed (increases damage rating with quality of item)

or will it be

Bonesnap Ogre Maul

50-100 Damage (Base class damage upgrade only changes over all)
5 Cold Damage (no change)
30% Increased attack speed (no change)


I guess it's the upgrade part that's throwing me. How would the weapon upgrade?

I'm guessing that question probably means the answer is No for you, but I'd like to make sure. :P
#42 - June 11, 2011, 1:04 a.m.
Blizzard Post
Q u o t e:
From what you said there would be specific qualities of the same items "tiers"


Quote? I think you misunderstood what I meant. I was probably talking about the visual sets.

Q u o t e:
The following was a h-cube upgrade recipe


1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Unique Weapon = Elite Version of Weapon (Single Player, Ladder Only)
This formula changes the base item type from the exceptional to elite version. For example a Cleaver is turned into a Small Crescent. This does NOT convert the item to the Elite Unique version of the Exceptional Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain.

1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Unique Armor = Elite Version of Armor (Single Player, Ladder Only)
This formula changes the base item type from the exceptional to elite version. For example Ghost Armor is turned into a Dusk Shroud. This does NOT convert the item to the Elite Unique version of the Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain. Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just body armor.


We don't have cube recipes or a system like that. Of course, that was an expansion feature in Diablo II.

Q u o t e:
Without being able to upgrade the item to the next tier, does that mean the lesser tier item is salvage garbage?


Right, going back to the tier thing which I believe was a misunderstanding of me referring to the visual sets. It doesn't have to do with item stats at all really, just cohesive armor looks.

There are better and better items as your progress through the difficulties and they can roll out more affixes as they go higher. So to answer your question, yes, worse items would be sold for gold, salvaged for crafting materials, or otherwise 'traded' away.
#48 - June 11, 2011, 1:22 a.m.
Blizzard Post
Q u o t e:
So you cannot spend gold to have a merchant upgrade and stack on a better affixes?


You can certainly make items better, adding extra sockets, upgrading gems, adding enhancements, adding affixes, etc. But the fact of the matter is that you can do all of those same things to higher level items, so they'll always be better.

Q u o t e:
if so, why not? If a player thinks a weapon or a piece of armor looks cool and wants to keep it over an uglier yet better weapon isn't that a kink in the fun factor?


We think upgrading items and changing the look of your character is fun. You could also easily slip into a feedback loop where you're putting time and gold and effort into these items. You would very likely reach a point where you don't want to have the same sword anymore, but could you justify swapping it out and starting over on upgrading a new weapon to get it to the same place?

There is, however, something to be said for characters at very end game, and wanting to diversify in their look beyond what's already available, but that's not an immediate problem and something we could potentially address if we feel it necessary.
#49 - June 11, 2011, 1:26 a.m.
Blizzard Post
Q u o t e:
Something has been bothering me and since you mentioned the visual sets I guess I will just ask: how are the visual sets (18 different looks last he heard I believe) related to ilevel or item power if you prefer?

Can any ilevel spawn with any of the 18 looks, or are looks segregated by said ilevel, or even segregated by difficulty? I just feel 18 looks from the beginning of Normal to the end of Hell seem scarce if looks are somehow linked to a tiered progression by power. Any info you can disclose about visual sets distribution throughout the game/difficulties?


They are distributed through difficulties with each difficulty dropping items of a specific number of visual sets. So, for instance, in Normal you may see set looks one through five dropping. In Nightmare you may see the visual sets six through ten. etc. Just an example, I'm not sure how exactly they were decided to be broken out.
#52 - June 11, 2011, 1:29 a.m.
Blizzard Post
Q u o t e:

This is interesting... hypothetically how could you go about this? Any not-to-be-used-but-good-to-illustrate examples?


Mmm... I dunno, maybe dyes named for each visual set and when applied it makes the dyed piece look like an older set? I'm sure it could be accomplished in better ways, but that seems fairly simple, at least.
#56 - June 11, 2011, 1:38 a.m.
Blizzard Post
Q u o t e:

So yeah, this was more or less how I thought you guys had made the system... as you have played the game, does 5/6 set visuals per difficulty feel progression enough?


I think it feels really good. You're not getting whole sets dropping for you so it's a pretty constant upgrading process. You're probably not running around with a complete looking set for long unless you're denying yourself upgrades to make a cohesive look, or just getting bad drops.

Q u o t e:
Does it not occur that you start to find the looks repetitive?

(honest doubt and trying to get your feelings on this since you have been playing the various builds)


I'm not sure how they'd be repetitive (?), you're fairly constantly finding new looking items. Throughout each difficulty. They don't repeat. Each difficulty has its own group of item looks that only drop in that difficulty.