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  1. #131
    IncGamers Member z00t's Avatar
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    Re: "Inferno is not designed to be beatable by HC character" - Jay Wilson

    Whenever people say 'SC', I still think of it as 'StarCraft' :P. I had to re-read the first couple sentences a few times before the acronym made sense :P.



  2. #132
    IncGamers Member HardRock's Avatar
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    Re: "Inferno is not designed to be beatable by HC character" - Jay Wilson

    I'll try to use non-HC instead of SC in the future.



  3. #133
    IncGamers Member Raesene's Avatar
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    Re: "Inferno is not designed to be beatable by HC character" - Jay Wilson

    Quote Originally Posted by Karpalo View Post
    If you raided in WoW you probably are familiar with the term "wipe night". Difficulty comes from lack of forgiveness and you need to iron out the mistakes to the level more acceptable. Hardest WoW encounter to date was probably 25 HM LK was tuned in the fashion that pretty much anything short from perfect execution resulted into wipe. Diablo 3 will probably be a lot easier, but if you are not allowed to learn from your mistakes then it's hopeless.
    This is definitely true, but one great thing about games like Diablo in my eyes is that the try-fail-try cycle will be limited to my *own* mistakes and not others. I remember many raids where I and a few others in the group pretty much "got it" after 0-2 attempts, but the endless cycle of wipes was the consequence of having to rely on others not making the mistakes.

    Look at Teron Gorefiend for example. Some players will perform the "ghost mode" tasks perfectly, the first time, after a simple explanation. Some players never seem to learn it at all.



  4. #134
    Official Diablo 3 Item Valuer darkrealm's Avatar
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    Re: "Inferno is not designed to be beatable by HC character" - Jay Wilson

    Given that the internal testers did not beat Inferno on softcore, it must be fairly difficult.



  5. #135
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    Re: "Inferno is not designed to be beatable by HC character" - Jay Wilson

    I agree inferno will be tough and highly tuned like the ref. LK encounter. The more I learn about the class's the more I'm convinced that coop...good pro coop, will be the most effective inferno approach. They took out all the P.I.A. parts of raids (schedule, number of peeps etc) and left the best elements...team work, group buff/debuff interplay, team CD overlap, healer, die if you stray...devs have said they want to encourage group play...so tuning endgame to be very risky solo does this..esp in HC. This twitter snip enforces the...inferno solo is not reliably survivable, and leaves the door open for...but good coop is! Just my ideas. (more supporting reasons on pg 5/p6.) Any1 else see this?



  6. #136
    IncGamers Member Raesene's Avatar
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    Re: "Inferno is not designed to be beatable by HC character" - Jay Wilson

    Quote Originally Posted by darkrealm View Post
    Given that the internal testers did not beat Inferno on softcore, it must be fairly difficult.
    Are these the same internal testers that got confused by what a %-symbol was when they saw it in the tooltips, and were annoyed that the numbers were greater than the amount of fingers they had on both hands?



  7. #137
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    Re: "Inferno is not designed to be beatable by HC character" - Jay Wilson

    The point was that you will die, die and die, until one day you won't. Then you can start to worry about the HC clear.

    The way i read Wilson's response is that it takes a while to learn the choreography. No matter how cautiously and carefully you play there comes a point when you are trapped in a room with a unforgiving big bad boss who you know nothing about and who will skull**** you for hours before you start to catch the drift.

    Thus not balanced for HC.



  8. #138
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    Re: "Inferno is not designed to be beatable by HC character" - Jay Wilson

    Quote Originally Posted by Raesene View Post
    Are these the same internal testers that got confused by what a %-symbol was when they saw it in the tooltips, and were annoyed that the numbers were greater than the amount of fingers they had on both hands?
    Win.
    As usual, whenever a developer calls their own game difficult, be skeptical!
    Game developers tend to suck at their own games (unless they hire their players Starcraft 2 style).

    Quote Originally Posted by Karpalo View Post
    The point was that you will die, die and die, until one day you won't. Then you can start to worry about the HC clear.

    The way i read Wilson's response is that it takes a while to learn the choreography. No matter how cautiously and carefully you play there comes a point when you are trapped in a room with a unforgiving big bad boss who you know nothing about and who will skull**** you for hours before you start to catch the drift.

    Thus not balanced for HC.
    There is a very big difference between being balanced for HC and being designed for HC.
    If the game is designed so that you will eventually learn the game and stop dying (if you play well enough), then I would argue that it is by definition designed for HC.



  9. #139
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    Re: "Inferno is not designed to be beatable by HC character" - Jay Wilson

    It's designed for softcore and the difficulty is according to that. HC is just a byproduct which doesn't make it unbeatable, but absurdly punishing.

    That's pretty much what Jay Wilson said.



  10. #140
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    Re: "Inferno is not designed to be beatable by HC character" - Jay Wilson

    I would think it is probably going to be best to master it on a softcore character then do it on a hardcore character.



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