Scheduled Maintenance & Patch 1.0.3Scheduled Maintenance & Patch 1.0.3

 

We will be performing scheduled maintenance for Diablo III starting tomorrow at 3:00 a.m. PDT in order to deploy patch 1.0.3. We anticipate that maintenance will conclude and that all services will be available by approximately 1:00 p.m. PDT.

Important: Please note that you will not be prompted to download patch 1.0.3 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is the Americas, you will be unable to log into Europe or Asia using Global Play after patch 1.0.3 is live until those regions have also patched. 

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Player can create a character of five races and eight professions

The decision to start creating Guild Wars 2 began in a design meeting for Guild Wars Utopia, back when the company was releasing campaigns on a sixth-month development cycle. The team realized that they would not be able to do everything they wanted within the constraints of the scope that they had previously defined for campaigns and the limited amount of time available to them, and at the behest of Jeff Strain, found themselves discussing how the continued addition of features and content in stand-alone campaigns was leading to more bloated tutorials and difficulty in balancing the ever-increasing number of skills. Eventually, the discussion evolved into a blueprint for an entirely new game.

In November 2009, NCsoft CEO Jaeho Lee stated the game would most likely not release until 2011, but a closed beta would be made available in 2010. The Q4 2009 shareholders notes further supported this when the CEO stated that “the current development target was the end of 2010 but, Guild Wars 2 likely won’t be released until 2011.” A playable demo of the game was made available at Gamescom (19–22 August 2010), Penny Arcade Expo (3–5 September 2010) and Paris Games Week (27 October-1 November 2010). In February, select press was invited to participate in beta testing. In March and April, the size of beta tests was increased significantly as the beta was made available to anyone who pre-purchased the game.

Guild Wars 2 allow a player to create a character from a combination of five races and eight professions, the five races being the humans and charr, introduced in Prophecies, the asura and norn, introduced in Eye of the North, and the sylvari, a race exclusive to Guild Wars 2. The Guild Wars 2 powrleveling professions, three of which do not appear in Guild Wars, are divided into armor classes: “scholars” with light armor, “adventurers” with medium armor, and “soldiers” with heavy armor. There is no dedicated healing class because the developers felt that making it necessary for every party to have a healing character was restrictive. 

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Not all the quests involve fighting enemies

The members of the Triumvirate, wearing their respective team capes, will fight one another in an attempt to take full control of the courtyard. As long as you have abundant runescape gold and master some useful tips about these game, chances are great that you are going to beat up your enemies. The player will then trade the victim, disrupting his/her teleport and put some food and anti poison in trade window, The player and victim will accept till the 2nd window, where the trade gets disrupted again since of the poison hits. I personally only want fletching experience not any thing else, and it just takes too long to make and smith all those arrow heads.

There comes a time where you get better at cooking and are less likely to burn them, depending on what the food is and what level is required to cook them in the first place. However, not all the quests involve fighting enemies! A lot of the runescape quests just depend on you to past messages on, help out people and make Runescape a better place! This specific skill that bravest in the fearless to be able to possibility that scary absolute depths regarding Daemonheim. Both equally monkey Nuts as well as Bars are available out of Solihib’s Meals Wait at Ape Atoll. Pretty much every skill has a runescape guild; however some skills, even some of the free to play skills require you to be a member to enter. They can only be gotten at this time, therefore are rare and valuable after a while.

Naturally, you have to spend these individuals to safeguard a person’s tree, and so they require a few Monkey Loco, your Monkey Icon, including a surface Suqah Enamel. All those famous noobs which complete consider component will present the opportunity regarding successful any runescape case! If you would like to send us a special bank transfer for the purchase of a large amount of runescape gold stock, please inquire on our live help chat to work out the details. High professionalism and work ethic of our runescape staff can make you rest assured about your individual information. 

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To strengthen connection with clients with cheap Runescape gold

Hints can now be obtained by right-clicking on the fisherman, giving you fast fishing advice on the fly. Barrels are closer to the shore, and cast areas are marked on the mini map. It’s also possible – once you’ve selected your bait, hook and weight, of course – to fish by right-clicking on the barrels. A new, four-piece fishing outfit is available in the rewards store, giving a bonus to Fishing gain – up to 2.5%, when the full set is worn. All versions of the tackle box earned as a reward now have new features. They hold a stack of raw fish (growing in size as the box is upgraded), crayfish cages, living minerals, and your fishing outfit. Through their ‘competition history’ function, they also display your current number of Fish Flingers tickets, and state when you will be able to claim more.

All of these, as well as a net-full of graphical and audio improvements, make Fish Flingers a definitive angling experience for fishers of all levels. Today sees the release of a significant performance improvement update to RuneScape which will improve frame rate and the general game play experience, which has been an issue for some players recently. As many of you will be aware, some our previous anti-bot initiatives caused an adverse affect on the frame rate and performance of the game. The Game Engine Team has been working very hard on solutions to this and the update should bring significant increases in overall playability for the vast majority of those affected, noticeably more so on lower-spec computers.

The free-for-all Clan Wars Arena has been subject to incidences of zombies rising up to attack the living. By confirming with our clients, it not only makes the transaction fast, easy and safe, but also gives us a chance to strengthen our connection with our clients and answer any questions you might have Runescape gold. We never leak any information of every customer to any other people. How can you get enough runescape gold with little money but fast delivery? Come to us and you will figure this out. 

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protect yourself against damage is arm yourself

The Diablo 3 gold auction house is now available in theAmericasgame region for the U.S. dollar, Australian dollar, and Mexican peso. With the real-money auction house, players will be able to buy and sell the loot they find in the game using actual currency via approved third-party payment services or using their Balance. The real-money auction house for the Europe game region and the remainingAmericasgame region currencies (Chilean peso, Argentine peso, and Brazilian real) launch in the near future. We are rolling out elements of the real-money auction house separately to ensure all of our players have the smoothest possible experience. We’ll have more information on the availability of the European real-money auction house and the remainingAmericascurrencies soon.

Before you get started, here are a few important things to keep in mind: Players will only have access to the real-money auction house while playing in their home game region (Americas or Europe only), and characters created outside of your home region will not be able to buy Diablo 3 gold, sell, or use items from any real-money auction house. Your home game region, along with which real-money auction houses you have access to, are determined by the country of residence registered to your account. By default, will automatically determine the most appropriate real-money auction house for you, but players in some regions may be able to access auction houses for additional currencies in their region via the in-games Options menu.

The best way to protect yourself against damage is arm yourself from head to toes. Diablo 3 Items and Equipment is the most valuable treasure for you in Diablo 3. While the most efficient way to make Diablo 3 gold (Remember in mind: save money equals to make money) is Buy Diablo 3 Gold here with little money to exchange for any items and equipment you need. Don’t feel troublesome. Just few minutes, you’re able to save a lot of money. Why not grasp the great opportunity? 

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Revisiting Conquest PvP

Many players complain that “At launch, Conquest will be the only PvP mode with different side mechanics on each map. “They said that they will watch the needs and feedbacks of the players after launch and if the players want, they will make other modes. There are some players said that “Personally, I don’t mind that Conquest is the only mode until the side mechanics greatly change how the different maps work.”

Have you considered introducing any other types of structured PvP than Conquest before release of the Guild Wars 2? For the sake of this answer I am going to define “conquest” as a game type that utilizes control points to accrue score. Using this definition, then we are not considering adding any other game types before launch. We want each map we release to be completely unique. We feel that we can get a ton of variety out of our maps by changing the secondary objectives and mechanics.
For example, we won’t be launching with another map with trebuchets and destroyable terrain; those things are reserved for the Battle of Kyhlo map. The other maps we are testing all have some very involved mechanics and unique playstyles in them and we wanted a core game mechanic that was easily learned by players and stayed consistent across the maps we release at launch. This will ultimately help players learn each map and the game since they don’t have to relearn an entirely new scoring mechanic for every map they play on. Once the game matures a bit, it is likely that we’ll experiment with both new maps and some new game types if we find a demand for them from our players. 

Please note that the distinction between what is and isn’t conquest is a pretty fine distinction to make especially since the secondary mechanics can really change how the map Guild wars powerleveling plays. Also, we spent a lot of time developing many different game types including capture the flag, attack/defend, regicide, and even a DOTA like version to name a few. I am certain Regina played in and saw some of those other gametypes.

  

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Guild Wars 2 takes a completely different approach to the ‘multi-player’Guild Wars 2 takes a completely different approach to the ‘multi-player’

For a lot of people who are still undecided about Guild Wars 2, the first game in the franchise can be a hindrance to that decision. As hard as it might be to believe, not everyone liked the first Guild Wars. Some lamented the fact that all of its explorable zones were instanced (allowing only the player and an optional small party to actually play together). Others got overwhelmed with the staggering number of skill choices for each class – a feature that created a very steep learning curve for those coming into the game later in its life-cycle.
And as far as gameplay is concerned, it’s hard to imagine how two games could be so different and still belong in the same (or similar) genre!
Guild Wars 1 was defined by the developers as a “Competitive Online Role-Playing Game”. The label “MMO” wasn’t actually appropriate for Guild Wars because all of the action took place in instanced zones. That meant that if you wanted to go kill enemies, you did it by yourself. You could take a few friends with you, if you had any, but you would never see other players off in the distance hacking away at the bad guys. When you entered an explorable zone, it was just you and whoever you brought with you.
Guild Wars 2 takes a completely different approach to the ‘multi-player’ aspect of the term ‘MMO’. It offers a completely persistent world where other players are visible at almost all times (there are still some instanced portions of the game, but they are all centered on your character’s personal story, and even then you can bring friends along for the ride). 

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Jay Wilson’s Systems Update – Mystic, Nephalem Cube, Cauldron of Jordan Removed, Core Stats Reworked and More

 

 

The Battle.net website was updated with a wealth of information moments ago. Among the biggest game system changes Jay talks about is the removal of Scrolls of Identification, the Mystic Artisan, Nephalem Cube, Cauldron of Jordan, and the rework of core stats which includes the removal of Defense, Attack and Precision. These may seem like dramatic changes at this stage of development, but he has reasoning & replacements for each and explains in great depth their decision making.

While there’s no release date in this article (and we may yet be aways away from one given the tone), it’s still a good read. All of the changes below, other than the potion change, will be included in beta patch 10 – we’ll have the notes up as soon as they’re available.

Blizzard Quote (Source)

While working on Diablo III we’ve been called out for messing around with systems too much, that the game is good as-is and we should just release it. I think that’s a fair argument to make, but I also think it’s incorrect. Our job isn’t just to put out a game, it’s to release the next Diablo game. No one will remember if the game is late, only if it’s great. We trust in our ability to put out a great game, but we’re not quite there yet. In addition to finishing and polishing the content of the game we’re continuing to iterate on some of the core game systems. So all that said, I’d like to provide everyone an update on some of the systems we’re currently working on.

We’re changing some of the systems we’ve gotten the most feedback on both internally and from the beta test, including crafting, items, core attributes, and inventory. We’ll go over those changes and the reasons for them. In addition we’re working on major changes to the skill and rune systems that we’re not ready to talk about, but I promise you we can’t possibly ship without a finished skill and rune system. :)

Let’s start off small: Scrolls of Identification are no longer in the game. Unidentified items and the act of identifying them is still very much part of the game, but now when obtaining an unidentified item you’ll simply right click it, a short cast timer will occur as your character examines the item, and it will become identified. We love the double-discovery of finding a present and then unwrapping it, but we don’t think it requires a physical item you have to find and keep in your bags to get the same effect. From now on you’ll just be able to inherently identify all your items, no need to carry scrolls. Your character in Diablo III is just that badass now.

We’re also moving the fifth quick slot button, which is becoming a dedicated potion button. A dedicated potion button is something we went back and forth on throughout development. Recently it became apparent that players need to be aware of their potions for emergency situations. Our combat model doesn’t promote or even allow chugging potions in rapid succession, but they’re certainly useful when you run into a string of bad luck with health globes, or if you just get in over your head. This is one of our newest changes, so the button and mechanics don’t actually function in beta Patch 10, but that’s our intent and you’ll be seeing it supported in future beta updates.

The design team is currently looking at systems and cleaning them up, removing any superfluous system objectives and those that are beyond fixing. Thus, we’re removing the Mystic artisan. As we look at the big picture, the Mystic simply wasn’t adding anything to our customization system. Enhancement was really just the socket and gem system with a different name, and it would prolong the release of the game even further to go back to the drawing board and differentiate it, so we’ll revisit the Mystic and enhancements at a later time. Removing her from the game took some time, but it’s nowhere near the efforts that would be required to flesh out a better customization system. We hope she’ll be able to join your caravan in the future, but for now we’re going to focus on the extensive customization options the game already offers.

We’re also looking at systems we’ve created and making sure that the rationale that brought us to these designs still makes sense. The Stone of Recall, for instance, has a short cast time and allows you to return to town. Early on we said we wouldn’t have town portals, as they introduced too many combat exploits, but we were able to resolve them. Because we have the Stone of Recall, though, we began to evaluate systems that were originally implemented to deal with the exclusion of town portals.

So we’ve decided to remove the Cauldron of Jordan and Nephalem Cube. They were implemented to allow for salvaging and selling items when there was no quick and easy way to return to town. Now that the Stone of Recall exists, we found that keeping the Cauldron and Cube in the game detracted from the benefits of returning to town to sell items, salvage, craft, and interact with the townsfolk. It’s a good idea to break up combat so that players have a moment to evaluate their gear and crafting options before venturing back out. In addition, we’ve decided to just call it what it is and the Stone of Recall is now Town Portal, and is integrated directly onto the skill bar UI.

The Blacksmith artisan will now salvage items. With removal of the Cube we needed some mechanic in town that allowed you to salvage your items, and it just makes sense for the Blacksmith to offer it.

One other important change is that common (white) items will no longer be salvageable. We found that it caused a few itemization issues, but mostly this is due to a general philosophy shift on the importance of items. Previously, our thinking was that when an item dropped it should always be useful to you in some way, either the stats could be an improvement for you, or in the case of white items you could break it down and craft something better. Through a lot of play testing we have come full circle to the Diablo II methodology — a lot of stuff that drops just isn’t worth picking up. Diablo II captured the loot piñata feel by dropping a lot of crap, mostly arrows and bolts, and we of course still very much want that feeling of item-explosions. To do that we need to be able to balance the value of items to how many we’re throwing at you.

This leads us to the last change I’ll be detailing today:

We’re changing core character attributes to Strength, Dexterity, Intellect, and Vitality, and the benefits each stat provides is being broken down as:

  • Strength
    +Barbarian damage
    +Armor
  • Dexterity
    +Demon Hunter damage
    +Monk damage
    +Dodge
  • Intellect
    +Wizard damage
    +Witch Doctor damage
    +Health from globes
  • Vitality
    +Health

We’re dropping Defense, Attack, and Precision as attributes, Armor is taking over for what Defense used to provide, +Physical Resist will take over for Armor, and +Chance to Crit will fill in for Precision. Obviously these stat changes are one of the bigger systems changes we’re currently working on as they have far reaching requirements to re-itemize and balance the game.

This change makes the stats more intuitive and fixes some of the itemization issues we were running into. We want to make it clear that junk items aren’t worth picking up, and make it easy to identify other items as not for your character. We want to drop a ton of items, but to really pull off a sense of excitement when finding a great item, there needs to be non-optimal items, both for your class, and in general. By specifically targeting stats at classes, we can reduce the amount of item overlap, diversify our item pool, and create a cleaner, more exciting itemization system.

By and large these changes have little impact on which items you’re going to want. The item hunt has always been based on secondary stats and affixes, and we’re working hard to ensure build diversity is as large as possible by getting as many affixes into the game as possible (adding more item affixes is also something we’ve been working on). Simply including affixes that augment specific skills greatly expands the itemization pool and build possibilities.

Moving on, with the removal of the Cauldron of Jordan, Nephalem Cube, and by moving Town Portal to the skill panel, we’re now displaying character stats directly on the inventory UI. Now you can see your stats go up and down as you try on different items. All the same info is available; we’re just streamlining the UI, making it more useful. It might seem insignificant but we’re pleased with the results.

All of these are changes that will in one way or another be seen in the latest beta patch, and so we hope that those of you with access please try them out and let us know what you think in the Beta Feedback forum.

There’s a lot of work left to be done, though. We’re constantly tuning and making balance changes; it’s a massive task. Some of these changes can be seen in the beta, like changes to item rarity, the levels at which we introduce affixes, and how many affixes enemies can roll up. Some you can’t see in the beta, like balancing the difficulty of the entire game for four different difficulty levels, adding tons of new affixes, creating legendary items, filling out crafting recipes and itemization, working on achievements, and implementing Battle.net features. We’re also working on a number of other large systems changes — specifically with the skill and rune systems. We’re not quite ready to share what those are just yet, but we look forward to being able to do so in the near future.

We want Diablo III to be the best game it can be when it launches. To get there, we’re going to be iterating on designs we’ve had in place for a long time, making changes to systems you’ve spent a lot of time theorycrafting, and removing features you may have come to associate with the core of the experience. Our hope is that by embracing our iterative design process in which we question ourselves and our decisions, Diablo III won’t just live up to our expectations, but will continue to do so a decade after it’s released.

 

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Explanation of the Reduced Shared Stash SpaceExplanation of the Reduced Shared Stash Space

We reevaluated average character and account storage space requirements, and found it necessary to ensure we could handle what we anticipate will be a large amount of data very quickly after release.

Diablo III has both the benefit and disadvantage of having completely random items. Pretty much everything can roll up different affixes, if not a range of its benefits. That’s obviously great because the item hunt is what it’s all about, more randomization means you can keep chasing that perfect item, but that means the amount of data needed to describe an item is much, much larger than say, a World of Warcraft item, which is static and only needs a unique number to identify it. For example: http://www.wowhead.com/item=51003 that number there at the end is that item’s unique number. That’s all we need to store to identify that item no matter where it is. A Diablo III item first has to say the base item, then each individual affix that it rolled up, then the ranges of each variable, and if it has any sockets. And we have to think about everywhere an item can be, an item on the ground is still an item, and so is an item on the auction house.

We obviously have room to grow if our projections are incorrect, or we just find that we eventually have the space. World of Warcraft definitely grew over the years, and that storage space didn’t appear out of nowhere (although it does seem rather magical at times). We find three tabs to be plenty for at least the initial release of the game though. Not counting the items you’re wearing (assuming they’re the best you have), and assuming worst case scenario of nothing but 2-slot items, you’d be able to hold 405 swords per region. That’s a lot. We don’t expect people to be storing 405 swords… hopefully ever, because that might indicate you have an obsession with swords, but at the very least there should be enough storage to start and then we can continue to evaluate as we go. 

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Wirt’s BellWirt’s Bell

 

Wirt’s Bell is the easiest to get provided you have the 100,000 gold to purchase it. The NPC Squirt the Peddler can be found in the Caldeum Bazaar in Act 2. Along with the bell you will also recieve the achievement Wirt’s Case Scenario as a bonus.

Gibbering Gemstone
The Gibbering Gemstone drops off a random spawn named Chiltara in the Caverns of Frost Level 2 in The Fields of Slaughter in Act 3. This is the same area which you kill the ballistae and trebuchet for the quest Machines of War. If you take the Bridge of Korsikk waypoint and head northwest a bit, there is a spawn location for that cave closeby. Unfortunately, it also shares the spawn with the Icefall Caves, so it may take a few tries to find it. Chiltara will be a rare spawn and not always be up. Once slain, the gemstone will be yours.

Staff of Herding

To put all this together, you need the Plans: Staff of Herding. This will drop from Izual at The Great Span in Act 4. It will not always drop, so you may have to kill him a few times. Once you get the plans and teach them to the blacksmith, you can craft it using the materials you collected and 50,000 gold. 

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