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Reaper of Souls Item Sets Illustrated

A fan assembled all six of the class-specific item sets in Reaper of Souls, took pics of them on each gender for each class, and provided views from all angles. It’s quite a useful presentation, and credit to Zeldrin for creating it.

I found it interesting since I’d never actually seen the full sets so clearly. Everyone’s got a few or all of the items from each set, but usually mixed with other gear, some transmogged or vanishing dyed, etc. So here they are, unadulterated and straight from the D3 artist’s tablets to your screen. All the sets (except for Firebird’s, which adds a source) consist of six items: helm, shoulders, chest, gloves, legs, and boots, so visually they are pretty much apples to apples comparisons. So here are Reaper of Souls Item Sets Illustrated:

Barbarian

DiabloWikiLegacy Of Raekor (armory), Barbarian set. Helm, shoulders, chest, gloves, legs, boots.


Crusader

DiabloWikiArmor Of Akkhan (armory), Crusader set. Helm, shoulders, chest, gloves, legs, boots.


Demon Hunter

DiabloWikiEmbodiment of the Marauder (armory), Demon Hunter set. Helm, shoulders, chest, gloves, legs, boots.


Monk

DiabloWikiRaiment of a Thousand Storms (armory), Monk set. Helm, shoulders, chest, gloves, legs, boots.


Witch Doctor

DiabloWikiHelltooth Harness (armory), Witch Doctor set. Helm, shoulders, chest, gloves, legs, boots. (This set apparently lacks the light weight and flexibility of the huge slabs of unrefined steel that the other classes have strapped to their bodies, as both of these weary medical professionals are bent double beneath the weight of their assorted shark teeth, baboon femurs, and coconut shells.)


Wizard

DiabloWikiFirebird’s Finery (armory), Wizard set. Helm, shoulders, chest, gloves, source, legs, boots. (Firebird’s has a seventh item, a Source, which is the only difference in the slots filled by these sets.)


Diablo 3 “Gear Sets”

This whole presentation reminds me of the hot (pre-game) topic of DiabloWikiGear Sets. We’ve got a big wiki article about them, and “Gear Sets” was a regular news category from 2010-2012, with 29 news items so categorized.

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How Diablo 3 Auction House Botters Got Rich

news-d3ah-botters-richFascinating and very long article by a self-confessed Diablo 3 Auction House botter, talking about how he made over 100k Euros in a year, entirely through buying low and selling high on the AH and RMAH. The article is huge and goes into great detail about everything, including the scripts he used, the multiple machines he had running, and how easy it was to avoid Blizzard’s very lacking anti-botting measures.

The botter’s first attempts were by using a very simple script to scan Auction House listings, one item at a time, and automatically buy ones with stats that exceeded his set parameters, and with a price below his maximum value. This required him to know which items were powerful, what the best stats on them were, how much they’d sell for on the RMAH, etc. It took a lot of work and daily updates to the search scripts, but with millions of players using the AH, many of them without a clue about the actual value of their items, it was shooting fish in a barrel.

I remember in these months I used to search a lot for rare rings or rare amulets. What still comes to my mind is a criteria searching for rare amulets with more than 7 critical hit chance and more than 50 critical hit damage and buying any that cost below 1 or 2 million gold. I sold amulets with these criteria on the RMAH (Real Money Auction House), for tens and sometimes even 100+ euros. Stuff like 7+ crit chance, 50+ crit damage and a high main stat like strength or intelligence + vitality was considered pretty good back then. Trifectas ( crit chance + crit damage + increased attack speed) was even more rare and expensive.

Another popular thing I remember botting the old fashioned way was Chantodo’s force wizard sources. These were great because almost no one seemed to know that the property “Arcane power on critical hit” was actually rare and very valuable. So you could just adjust your bot to search for chantodo’s force sources with arcane power on crit and above a specific damage, choose the minimum price under which the bot would buy any item it found, and you were good to go.

That was the very earliest version of the system, which was active in late 2012. The technology was quickly improved and with better coding his bot became able to search many types of items at once, all with different selected stats and minimum values in them, with different pricing criteria, and he figured ways to keep it refreshing constantly, so it would scan literally every single gold item sale that appeared within seconds of it going on the market.

On January 1st I started selling those sweet sweet presents. And the results were staggering. The money started flowing in immediately. Before, I was searching for 1 variation of 1 single item, for example any Mempo of Twilight with Critical Hit Chance, below the price of 1 million gold. Now, I could search for 100 different variations of Mempo of Twilight, plus hundreds of variations of all other worthwhile items. In the first days though, I only had one bot account, which I was using to bot some legendary items in the “armor” category. Even with this small sample of all possible items though, it was soon obvious to me that I had to buy a very powerful PC which could run more than 1 diablo window, and would also search the Auction House which much higher FPS (Frames per second).

He also made a fortune buying items that people mislisted in gold instead of RMT. That seems impossible, but the article has literally dozens of screenshots of spectacular items listed at 150 or 200 gold, when clearly the seller meant to list them at those prices… in EUROS! And no, the conversion rate of Diablo 3 gold to real money wasn’t exactly 1-to-1…

First I bought one more account and started using 2 accounts which were botting for legendary Armor. Why another one botting the same subset of items? Take another look at the screenshots above.

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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.