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:
Helltooth 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.)
Diablo 3 “Gear Sets”
This whole presentation reminds me of the hot (pre-game) topic of Gear 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.
Fascinating 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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Voices Rise Against Diablo 3′s Always-Online DRMPosted 4 Aug 2011 by
We touched on this in a news item Monday morning that quickly went to 95 comments. That post collected early complaints about the Real Money aspect of the Auction House, the lack of mod support, and the always-connected-to-B.net requirement for gameplay.
Since then, the conversation/debate has moved on, and largely focused on RMT and issues of (lack of) character customization stemming from the removal of skill points, the huge simplification of traits to passive skills, and the evolution to freespecs. The issue of Diablo 3′s DRM though, the fact that you MUST be connected to an online service to play a game you paid $60 for, that is not an MMORPG, has grown more troubling in the eyes of some.
I didn’t think too much of the issue at first, since I assumed the developers were going with something like Starcraft 2′s system, where you can play single player offline, so long as you log in to B.net now and then to authenticate your copy of the game. There is no LAN support in SC2; if you want to play with someone else, even if they’re on a computer right beside you, you must log on through Battle.net. A lot of fans found that annoying, but mostly in the form of getting disconnected from B.net mid-game and thereby not earning achievements for the mission.
That’s not going to be a problem in D3.
Either Blizzard was treating SC2 as a half-step towards their “all your base” plans for D3, or else they figured that since SC2′s end game and long term play was meant to be multiplayer, it would be enough to force people to use B.net for that. Because that’s not what they’re doing in Diablo 3. To play Blizzard’s upcoming action RPG, you have to be connected to B.net. All the time. Without fail. If you disconnect, you are done playing.
1up.com and ShackNews do a nice job covering the issue, but I think Jay Wilson, via an interview with GamePlanetNZ, really hammers home the reality of the situation.
Jay Wilson: It was a decision we crept into over the duration of the project. A big part of it is just to give the players the best possible experience. We felt like we’d reached a saturation point with online play and networking that prevented it from being a big concern. 99.9% of people out there have internet connections, even planes now have internet connections, so the old argument of ‘I want to be able to play on the plane’, well, the plane has internet now too.
We felt like there was enough pervasive online technology that the best possible experience we can give players was to offer them persistent characters that can play multiplayer at any time, that we can store forever, that don’t get deleted, which is something we had to do for the previous system because of storage concerns. And also just the enhanced security we can offer in a game that’s only online. A big problem with Diablo II was security, and security is a lot better when we don’t have to ship all the server infrastructure out with the game.
Gameplanet: What happens if you drop out during mid-play?
Wilson: If you completely drop? Your character could die, but we don’t have a case where the penalty for that is harsh, unless you’re playing a hardcore characters, in which case I wouldn’t do that with a bad connection. But then, hardcore characters are generally the type of characters people want to play online because they play them for bragging rights. You can’t really brag if it’s on a home computer where you could have cheated to create the character. So yes, you could die, but the penalty for death isn’t really harsh, it’s essentially a small durability hit on your items, which costs a little bit of gold, which isn’t too bad. There’s no corpse runs or anything like that, and even if there were like in Diablo II, they were not that harsh. You could log out of the game and log back in, and your body would be there waiting for you.
Gameplanet: Has piracy affected this decision?
Wilson: It’s a factor, but it wasn’t a deciding factor. Player experience is pretty much always our deciding factor. We ask what do we think will be the best possible experience we can give to players, and we really felt an online one was the best one.
Gameplanet: Did you toy with the idea of allowing offline play, but locking the player out and requiring them to start again for online play?
Wilson: That was the Diablo II way, and what drove us to this was how bad of an experience we thought that was. It was so common in Diablo II for people to start up a game, finish it, get to normal difficulty and want to play with their friends online, then realise that they can’t actually do that without starting over. We did have the offline Battle.Net experience, but if your friends are on Battle.Net, which is where most people were, you didn’t really get to actually play with them, so that was one of the things that drove us to that decision.
Despite Jay’s blithe contention, considerably more than the .1% of the Diablo community is displeased with this scheme. A protest thread on the B.net D3 forum has run to 10 pages, and there are several angry/baffled threads about it in the almost-too-busy (I certainly haven’t had time to read all the new threads lately) on this site.
Before this week’s information taught me that I would not be allowed to do so, I expected to play D3 online at least 95% of the time, but I was going to make at least one single player character. It’s not hard to see why you’d want to, even if you live in a metropolitan area with a reliable internet connection. B.net outages. ISP downtimes. Periods of high latency. When you’re traveling and your hotel has spotty wi-fi or wants to extort $15/day to use it. If you want to create 50 different chars and experiment with dozens of builds without using respecs. When you just want to play without having to go through a chat room, or suffer B.net ads, or be interrupted by the people on your friends list. Etc.
For evidence, look at. The busiest one, for about the last 6 years, is the legendary SPF; the . It’s home to many of the most dedicated D2 players; people who made made 100+ guardians, who have completed the grail (more than once), who experiment with every odd variant and play style, etc. You don’t have to play offline SP to be in the SPF, but most people there do, since it’s just easier and more reliable than having to log on to B.net.
So what do you guys think? Is online-only in D3 a good thing? No biggie? A horrible idea? The one thing that may drive you to pirate a hacked copy of the game? Chew it over; our next site vote will address this very issue. Thanks to Blascid for some of the links and motivation to write this post.
Update: Related news from Mtv with quotes from a befuddled Blizzard dude.
He also repeats the usual canard that D2′s SP chars couldn’t be played in MP games — does the entire D3 team really not know about the open realm B.net servers, or that D2 allowed TCP/IP and LAN play?
I didn’t mention it initially, but this seems to go to a common point; that the Bliz guys are just so insulated in their world of Facebook and smart phones and always online gaming that they don’t realize what a lot of their customers are doing. It came up during the whole mandatory Real ID on B.net snafu, where no one at Blizzard seemed to have the faintest clue that lots of their customers didn’t want all of their real life friends to know exactly when and how often they were playing video games. And here again, the Blizzard employee mindset seems to be, “We’re online gaming all the time and it’s fine. Isn’t everybody?”