Diablo III real-money action house finally goes live
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For example, in D2 the skills you chose were a crucial component of how well you did later in the game. You could create a build with relatively crap equipment who could do well later in the game based on their skills. But in D3 skills don't matter and everything is based on equipment - and you can buy equipment for real money and give Blizzard a cut.
Also, it doesn't seem big enough. I got my first character through normal in something like 3 days. And then I'm repeating the same old thing. It was 11 years between the release of D2's expansion and Diablo 3. I know they have other games, but they could have spent a little more time making the world bigger. My guess is they start selling service packs. They know people will buy them, so why not?
I'm enjoying it, and I'll probably play one character up to 60 and try out the others, but I just can't see myself playing it like I did D2.
So much so that a mistaken skill allotment would essentially render your character worthless later in the game. In the end, there really was one or two right ways to allocate your points. So I disagree. If there's one thing that Blizzard got right with D3 is the skill system. It's great.
> But in D3 skills don't matter and everything is based on equipment
How much skill do you think there was in D2? It was 100% grind.
Maybe not many people did it, but if a person wanted to, they could avoid the cookie cutter builds, think through their character's skills and come up with clever original builds using the less popular skills. Maybe they wouldn't be soloing through the later acts of hell, but they could still have a ton of fun dominating nightmare and early hell, and they could still help out in grinding hell leveling runs.
That entire aspect of the game is basically gone now. You get lucky with items, buy items, or your character just sucks.
So basically you play the same game over and over again.
I'm surprised you don't need to spend additional real money to finish the game.
This kind of perpetual squeeze might work in games where, for whatever reason, players are unusually motivated as seems to be the case with Call of Duty, but Diablo III is a PC game, not a "bro" console game, and this pay-as-you-go model doesn't seem to be translating as well.
My character isn't "mine" any more. The only real way to progress is to grind for loot now. Or pay someone for it. (something my friends and I never did in d2)
I know that my skill set changed pretty radically on subsequent difficulty levels, the same tactics didn't work terribly well.
In D2 I'll admit the skill tree had some severe flaws, but it allowed unique customization to an extent.
Diablo 3 seems to have an entirely different curve where progress diminishes to near uselessness until you get a lucky loot drop and you can finally make headway again.
In Diablo 2 there was always a "sweet spot" where you could earn maximum experience and you never seemed to be so woefully under-equipped. A surprising drop would mean a big boost in performance for the next few levels, always a treat, but if you didn't get one you could still do okay.
In Diablo 3 the theoretical sweet spot is always way ahead of what your gear can handle and you're left struggling, out of your league, or coasting in a less difficult area with near zero experience awarded.
It's just not tuned right, unless of course the idea is to drive people to the Auction House.
How many hours do you expect from a "complete game"?
I've now played through normal, nightmare and hell with my main character and have the mindset that inferno isn't really part of the game. I see it as a "turn the difficulty knobs up to 11 and force the unlucky people to buy things on the auction house".
Even if I decide that inferno isn't worth the hassle I've played roughly 60 hours on that one character.
I found that there was enough "hey, that didn't happen last time!" moments that the 2nd and 3rd play throughs were enjoyable.
The only problem is that inferno is too difficult at the moment. Patch 1.03 will adjust the monster damage by about 25%. Right now, you cant kill elites with a melee character. In fact, you die to normal mobs very often because of their huge damage output. So people stay on Hell and play that content instead, which is not really intended. Inferno is supposed to be hard but doable, not impossible. Right now only ranged characters with the best gear can play that difficulty level.
Overall, I love the game and will play it for many more weeks or even months. I will never use the real money AH though. :)
I'm glad I did this early into the real money auction house, as I can't see how the whole econ won't crash due to the fact that there is constant growth of the amount of gold and items in the system.
Currently, you need to find a way to bypass the auction search result caching and have a reaction time of about 5 seconds to grab the really good deals.