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A Guide to Diablo: IncGamers site changes – Here’s what we’ve done

Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.

When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.

In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.

change view

Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing :) Remember the great forum crash of 2003? That was not pretty.

So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.

The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.

One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.

Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.



Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.

With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.

There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.


Thread StarterThread Starter -Points: 15 -You have started 5 Threads
Topic RaiserTopic Raiser – Points: 45 -You have started 20 Threads
Town CryerTown Cryer – Points: 90 -You have started 50 Threads
ConfabulatorConfabulator – Points: 91 -You have started 80 Threads

Setting the Agenda Setting the Agenda – Points: 120 -You have started 120 Threads


Primary Source Primary Source – Points: 1 – Somebody out there liked one of your posts.

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Ring of Royal Grandeur Farming Exploit?

You want? You take!

You want? You take!

The DiabloWikiRing of Royal Grandeur (armory) has become the most sought after item in Diablo 3, as its legendary affix is basically mandatory for all end game gearing decisions, given the power of partial Item Set bonuses. The hard part is finding one, as it’s one of the five legendary items that can only be obtained from Act One Horadric Caches. This is good in a way, as it’s the sole remaining item/profit-based reason players have to do *anything* other than RiftRiftRift. (Given the game’s design direction in recent months, I’m frankly surprised the RoRG hasn’t been turned into a Greater Rift Guardian drop.)

Most players hunt RoRGs with brute force, by grinding hundreds of Act One bounties as quickly as possible, which usually means split-farming on Normal difficulty. That’ll work, eventually, but is there a better way? A user in our Diablo 3 community forum named Horadrimm says yes, there’s a trick to it, by following a method players are calling the “Junger Rules.” Quote:

I got 5 RORGS with very minimal effort and so can you!!

How it works: The game has a pity timer, meaning that if you don’t get a legendary within an hour or so it drops one for you automatically. The goal the aforementioned method of farming is to ensure that pity drop is in your horadric cache and not in the world.

What to do:

  • Do not kill any mobs except those required for objectives.
  • Do not kill goblins.
  • Do not open chests including resplendent chests.
  • Do not destroy breakables (pots, barrels, looting bodies etc).
  • Do not pop fortune shrines.
  • Do not kill mobs from required cursed chest and shrine event objectives until the timer has run out.
  • Avoiding a legendary drop in the world increases the chance the pity timer drops one in your cache.

    First off, the guy who invented this was apparently named Junger, so now it’s called the “Junger Rules.” Which is fine, but how the hell did they avoid the obvious pun and call it the “Junger Games?” So that’s what I’m calling it, since I’m all about obvious puns.

    As for the technique, the theory is that since the game has a “pity timer” that increases your chances of finding a legendary item the longer you go without finding one, you can exploit this by obtaining a Horadric Cache after not finding any Legendaries for some time. Hence not killing Goblins, not opening golden chests, avoiding random Elites, etc. This is a sacrifice since it’ll lower your total legendaries found, but boost your chances of finding that all-important RoRG.

    Does it work? Some players swear it does, others say it doesn’t. And thus we’re plunged back into the conspiracy theories that are inevitably spawned by item hunting in a game where we don’t know exactly how item drops work. I think the principle is sound, as the pity timer is real, but I’m not at all sure the stated rules are how it should be done.

    First of all, we don’t know when items in a Horadric Cache are determined. The Junger Gamers say the legendary pity timer works when you find the Cache, but that seems contrary to what we know about how Horadric Caches determine their item drops. Remember early in RoS, when players were storing Caches up in Normal and opening them on Torment 6? That was a real exploit, easily observed since it caused Imperial Gems to drop from Caches found in Normal. (Which made it seem that items in Caches were determined when the Cache was opened. NOT when it was found.)

    Blizzard confirmed that exploit by hotfixing it and adding an internal tag to unopened Caches that tracked what DiabloWikidifficulty level they were found on, and the level of the character that farmed them. (So if you find bags with a lvl 70 and open with a lvl 60, all the items will be lvl 70.) Bliz later expanded on that in Patch 2.0.5 when they boosted the chances for legendary items to drop from Caches found on Torment 2 and higher.

    Furthermore, Bliz recently confirmed that items from Caches roll their smart drop according to the class of the character that opens the cache. It doesn’t matter who farms the cache in terms of what items drop. That matches my experience and testing as well, as I once farmed a bunch of caches with my DH and my Barb, and then opened them with a WD and got almost all INT gear, plus several Witch Doctor-restricted items.

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    Extensive Slides from Jay Wilson’s Diablo 3 GDC Postmortem

    Posted 3 Apr 2013 by

    dia_24We’re still waiting for videos of the GDC presentations by Jay Wilson and Wyatt Cheng, but today we’ve got a huge selection of photos of the Powerpoint slides Jay used to illustrate his Diablo 3 Postmortem, thanks to Secondii who points us to Japanese site Game Watch. They present the slides with a lengthy article, but it’s in Japanese and the Google translation is not very good. Here’s a quote from the article, to give you a sense of the quality of translation you’ll be wading through.

    ?Title to say but in that sense and still ongoing, two sessions were conducted in relation to “Diablo III” at GDC 2013. In: “The Making of Diablo III Shout at The Devil”, dissected the game design of “Diablo III”,: the iteration process has been published mainly in the “Through The Grinder Refining Diablo III’s Game System”.

    Was a session from a different perspective, both what has been said is remarkably similar Coincidentally, it was intended to break away from the glory of the past it is that “Diablo II” how, of whether Umidaseru a game that was in the era. It was a session that was felt kind of pressure to make a sequel to a proven work. I want to introduce immediately.

    And so on. Happily, most of the slides are informative in of themselves, with captions and talking points. Plus there are quite a few showing off early iterations of the skill trees that haven’t been seen before and made me tingle with “what might have been” vibrations.

    There are over 50 slides in total; click through to see them all sorted by subject. These include Potions and Combat, Skill System Interface Evolution, Combat and Potions, and more. It’s good stuff.

    The Seven Design Pillars of Diablo 3

    As we anticipated, Jay’s talk focused on his Seven Design Pillars. We resurrected these in a news post last month, when word of this conference first broke, and most of you guys thought at least 5 or 6 of the pillars were poorly executed in the game. Those pillars, as revealed by Jay in a Gamasutra interview from May 2012 (pre-release), are:

    Jay Wilson: Those seven things were: approachable, powerful heroes, highly customizable, great item game, endlessly replayable, strong setting, and cooperative multiplayer.

    We basically said these are the pillars we have to live by. Each one has a description of what they mean. And any time that we have a question about what the game should be, we just look back at those pillars. And that was our goal. That was how we set the project up.

    We had some others, too, that were more [about] what we’re adding to the project. And they were more feature-based, so for example, the PvP mode was one. The bigger focus on RPG elements was one, because we wanted it to be a more story-based game, without getting in the way of the action. So there were a few more like that.

    We can’t say how directly Jay defended or explained those pillars in his talk, but they were clearly a focus, as you can see from the following slides:

    Potions and Combat

    Of the many changes Diablo 3 made from Diablo 2, I think combat and potions are among the best. For most characters, Diablo 3′s life and resources systems are more interesting and dynamic than Diablo 2′s health and mana system, which was entirely focused on potions (low level) and leech (high level). The devs never seem to mention leech, but they’re definitely correct about potions, and the way that a potion-based system focused Diablo 2′s combat on very “spikey” damage types, since if something didn’t kill you in an instant it didn’t kill you at all.

    (Of course you could argue that high level characters in Diablo 3 are in basically the same position, as all classes have skills and resource restoration techniques that either work and keep you at virtually 100% health, or break down in intense combat and cause you to die in a blink.)

    At any rate, here are the slides about how the devs worked to change potions and combat in Diablo 3.

    Combat and Controls

    Another series of slides cover the changes made to make combat and the game’s controls feel smooth and responsive. Yes, click click click, but players need to feel that their clicks are doing what they should do, which is tough with non-stop clicking and some click results (skill animations) taking half a second or longer to execute.

    Skill System Interface

    We’ve seen slides and images of some of the earlier iterations of the skills system before, and players who got to try the Blizzcon demos in 2008-2011 saw skill trees with dependencies, passive skills (back when they were called Traits), and more. These slides show some of those earlier systems, before all the complexity, depth, and intricate nature of the skill system and interface was thrown out in order to simplify it into a six-button system for the idiot thumb-mashering mouth-breathers eagerly awaiting the Diablo 3 DiabloWikiConsole project… right?

    Full Slideshow Presentation

    Here’s the full gallery. You can click any thumb to view it full size and then proceed forwards or backwards click click click style. And I know you know how to click click click style. We don’t know if this is every slide in the presentation. I’d suspect not, but it’s all that the Japanese site had, so it’ll do until we have the full video available.

    In the meantime, you can watch a panel from GDC 2012 in which Christian Lichtner covers the Art of Diablo 3.