Diablo 3 15 mai
Message #1 le 2012-3-15 @ 13:09:43 par Hertuu:
Comme la Xarek la fait remarqué dans le shoutbox. D3 sort le 15 mai!
Dans 2 mois exactement =)
Mon expérience de la beta, jouer avec 2 de mes amis m'ont fait acheter le jeu immédiatement.
http://www.diablofans.com/news/1119-diablo-iii-launching-may-15-digital-pre-sales-now-open/
Dans 2 mois exactement =)
Mon expérience de la beta, jouer avec 2 de mes amis m'ont fait acheter le jeu immédiatement.
http://www.diablofans.com/news/1119-diablo-iii-launching-may-15-digital-pre-sales-now-open/
Message #2 le 2012-3-15 @ 15:03:24 par Demonro:
Nice au moin y va avoir dautre member de la guild a jouer :) moi je l'ai depuis le fucking annual pass j'aurais du juste acheter la box lol
Message #3 le 2012-3-15 @ 15:08:38 par Xarek:
M'a sûrement jouer aussi entre deux soirs de rated warzones
Message #4 le 2012-3-15 @ 16:57:40 par Biz:
ma etre la surement D3 ... fait tellement longtemps jattend sa ! OMG ji craiyai pu !
Message #5 le 2012-3-15 @ 17:19:31 par Rendolphe:
C'est dommage, car durant les 2 dernières années je cherchais désespérement un MMO ou un jeu qui m'accroche et la bang SWTOR, Patch 1.2 avril, Diablo 3 mai et GW2 qui s'en vient XD.
Bref un beau dilem
Bref un beau dilem
Message #6 le 2012-3-18 @ 21:25:53 par Alpro:
Il parait que D3 est pas mal moins "dark" que D1 & 2...
[img]http://t3.gstatic.com/images?q=tbn:ANd9GcSOZkLh23hu4Nh2J2rKgQdTWv78IARxvP4hBECsAJ5Se1K5LWZoDSSjlIDn6A[/img]
[img]http://t3.gstatic.com/images?q=tbn:ANd9GcSOZkLh23hu4Nh2J2rKgQdTWv78IARxvP4hBECsAJ5Se1K5LWZoDSSjlIDn6A[/img]
Message #7 le 2012-3-31 @ 0:56:50 par Hertuu:
Un blue post sur D3...et la difficulté qui va y avoir...vraiment intéressant.
This is may be a good a time as any to REVEAL TEH SEKRITS! that Inferno monster levels aren't linear any longer. They get progressively more difficult. This was really a reaction to Inferno playtesting. Our original intent was to have a flat difficulty level where you could go wherever you want, farm for items, and it'd be no more or less difficult than any other area in Inferno. This caused a few inherent issues for us, though:
It just felt wrong. It didn't feel right to be progressing through the game and have it stay pretty much the same difficulty the whole time. It felt like a letdown to get to the final boss of the game and it be no more difficult than the first.
There´s a wide variety of players out there and we wanted to make sure everybody had something to sink their teeth into. We expect that anybody with enough time and dedication will reach level 60. But the jump in difficulty to Inferno needed to be different amounts for different people. For the crazy people they need a HUGE ramp in difficulty, for a more “casual but still hardcore” audience you want an obvious but milder increase in difficulty. So for the crazy people who play non-stop they´ll hit Act I and get a challenge, but 1 month later they´ll still have something to work on (Acts II, III and IV). For the “hardcore-casual” they will reach level 60 later and not get brick walled when they reach Inferno. They can experience some “small victories” working on Act I with the dream of maybe someday reaching the later acts.
Longevity. We know people really want goals to work towards and challenges to overcome. We made Act III and Act IV really, really brutally hard, for the most elite players only. It felt wrong to make ALL of Inferno that brutally hard.
Now, you may be saying “I thought you wanted us to be able to farm anywhere we wanted. Now we only have half as much area in the game to farm in? What gives?” Our goal is to make the loot mathematically better in the later acts without making the earlier gear completely obsolete. We feel Diablo II actually did a very good job with this and we expect Diablo III to perform similarly.
Specifically, people in D2 did Diablo runs, Mephisto runs, Pindleskin runs, Pit runs, Baal runs, etc. because the loot in Diablo is extremely random. Even though the theoretical best items might come from the later Acts, well-rolled items from earlier acts will still be better. Internally we find sometimes after an intense session of brutally hard Inferno it can be really fun to cruise through Hell Act III or IV and it´s not too uncommon surprise when an upgrade drops. We expect this to carry through to Inferno difficulty where somebody who can theoretically farm Act IV will likely still enjoy romping through Act I simply because the drop potential is still there. It´s all because of the highly random items having lots of overlap in their power distribution curves.
This is may be a good a time as any to REVEAL TEH SEKRITS! that Inferno monster levels aren't linear any longer. They get progressively more difficult. This was really a reaction to Inferno playtesting. Our original intent was to have a flat difficulty level where you could go wherever you want, farm for items, and it'd be no more or less difficult than any other area in Inferno. This caused a few inherent issues for us, though:
It just felt wrong. It didn't feel right to be progressing through the game and have it stay pretty much the same difficulty the whole time. It felt like a letdown to get to the final boss of the game and it be no more difficult than the first.
There´s a wide variety of players out there and we wanted to make sure everybody had something to sink their teeth into. We expect that anybody with enough time and dedication will reach level 60. But the jump in difficulty to Inferno needed to be different amounts for different people. For the crazy people they need a HUGE ramp in difficulty, for a more “casual but still hardcore” audience you want an obvious but milder increase in difficulty. So for the crazy people who play non-stop they´ll hit Act I and get a challenge, but 1 month later they´ll still have something to work on (Acts II, III and IV). For the “hardcore-casual” they will reach level 60 later and not get brick walled when they reach Inferno. They can experience some “small victories” working on Act I with the dream of maybe someday reaching the later acts.
Longevity. We know people really want goals to work towards and challenges to overcome. We made Act III and Act IV really, really brutally hard, for the most elite players only. It felt wrong to make ALL of Inferno that brutally hard.
Now, you may be saying “I thought you wanted us to be able to farm anywhere we wanted. Now we only have half as much area in the game to farm in? What gives?” Our goal is to make the loot mathematically better in the later acts without making the earlier gear completely obsolete. We feel Diablo II actually did a very good job with this and we expect Diablo III to perform similarly.
Specifically, people in D2 did Diablo runs, Mephisto runs, Pindleskin runs, Pit runs, Baal runs, etc. because the loot in Diablo is extremely random. Even though the theoretical best items might come from the later Acts, well-rolled items from earlier acts will still be better. Internally we find sometimes after an intense session of brutally hard Inferno it can be really fun to cruise through Hell Act III or IV and it´s not too uncommon surprise when an upgrade drops. We expect this to carry through to Inferno difficulty where somebody who can theoretically farm Act IV will likely still enjoy romping through Act I simply because the drop potential is still there. It´s all because of the highly random items having lots of overlap in their power distribution curves.
Message #8 le 2012-3-31 @ 14:14:41 par Nothing:
J'ai ma preorder du collector edition, j'ai juste trop hate.
Message #9 le 2012-3-31 @ 15:27:21 par Hertuu:
j'imagine que chu pas asssé crinker pour acheter une collector edition...ma me contenter de la normal qui est deja acheter et non preorder :P
Message #10 le 2012-4-1 @ 0:59:32 par Nothing:
Minuit wrote: j'imagine que chu pas asssé crinker pour acheter une collector edition...ma me contenter de la normal qui est deja acheter et non preorder :P
Chu bin trop un fan de diablo, j'me suis gater sa haha. Sa va bien faire avec ma collection de livres de Diablo en plus
J'espère juste que l'histoire sera à la hauteur des deux dernier et des livres qui sont très bon.
Message #11 le 2012-6-8 @ 11:08:57 par Rendolphe:
Oh yeah baby c'est le temps de tirer du trébuchet !!! Ma conserver les grosses armes de sieges pour dimanche.
Message #12 le 2012-6-8 @ 11:11:12 par GSP:
Rendolphe wrote: Oh yeah baby c'est le temps de tirer du trébuchet !!! Ma conserver les grosses armes de sieges pour dimanche.
Treb's pah'wah :D
Mon objectif, en construire une sur le top du chateau au milieu dla map :cool:
Message #13 le 2012-6-8 @ 12:02:29 par Modak:
Bonne BWE à tout le monde, ayons du fun ensemble, et faisons-nous connaitre...
PVP all the way!!
PVP all the way!!
Message #14 le 2012-6-8 @ 13:40:45 par Meldor:
Il est impossible de transferer sur ce serveur car il est full.
Pour l'instant, restez sur sorrow furnace.
Pour l'instant, restez sur sorrow furnace.
Message #15 le 2012-6-8 @ 13:50:02 par Modak:
C'est confirmé, le serveur Eredon Terrace est déjà plein, on ne peut même pas peser sur le bouton Transfer, il est gris foncé (non sélectionnable).
Hmmm, c'est assez incroyable, si on regarde la liste des serveur, il y en a déjà une bonne gang qui sont full :( vraiment malade
Hmmm, c'est assez incroyable, si on regarde la liste des serveur, il y en a déjà une bonne gang qui sont full :( vraiment malade