Making Android:Netrunner videos

Just thought I’d throw this out there. I’ve recently started recording my Android:Netrunner games played with on OCTGN in the very vibrant community that has formed around it. To make things easier for me, I’ve been streaming directly to twitch.tv and afterwards, for the more interesting games, also exporting them to youtube.

This is what it looks like for now

If you’re interested in catching a look when I’m playing, my twitch.tv channel is here, and if you just can’t get enough A:NR from me only, do a search for “Netrunner” and you’ll find that a few others are starting to do the same as well. I do hope this catches on ๐Ÿ˜€

If you are interested in doing the same thing yourself, it really quite easy. Simply download and install the Open Broadcast Software which is free software and thus has no limitations on streaming (I initially tried with some of the things they suggest on twitch.tv, but all of them cost or are limited in some way). To stream OCTGN correctly, make sure you record the whole monitor (trying to record just the OCTGN window doesn’t work in my experience) and also set it so that it catches layered windows. Record at exactly your monitor’s resolution to avoid resizing artifacts.

If on the other hand you’re interested in just seeing the more interesting of my games, you can subscribe to my Youtube channel.

Apropos youtube channel: In case you haven’t yet gotten into Android:Netrunner on OCTGN, I’ve also made a tutorial video on how to use OCTGN to play, which should take you through all the basics you’ll need to use the engine efficiently and comfortably to play. If you take a look at my games, you’ll notice that there is very little fiddling around the engine, which makes playing online very pleasant compared to the usual card game experience.

Now go forth an run streaming!

Android:Netrunner – Full Tutorial

Fantasy Flight has released a great video explaining the basics of Android:Netrunner and taking you through the first three turns of an average game. The production values here are really top notch and it’s very enjoyable to watch, even for someone who already knows the game.

http://www.youtube.com/watch?v=VAslVfZ9p-Y

If you’re interested in seeing what the big fuss is about and how can this game remain a cult classic after dying in the late 90s and then topping the BGG charts mere months after being revived a decade later, check this video, and see why the gameplay is so amazingly good.

And once you’ve done this, log onto OCTGN and try out a few games for yourself.

Believe the hype!

Star Wars: The Card Game LCG on OCTGN

SW:LCG BoxFor the last month or so, I’ve been feverishly working on a OCTGN Plugin for Star Wars: The Card Game, by Fantasy Flight Games and I’ve finally released a polished version that I’m comfortable sharing with the world. So it’s now time to share the news and help people get started in the usual way.

So, Star Wars: The Card Game, is a “Living Card Game” release, much like Android:Netrunner or Warhamer:Invasion and it’s obvious on which theme it’s based on. The game has only gone out to stores this week if I am not mistaken so it’s brand new.

As a game, it is a somewhat asymmetric game, where each side (Light or Dark) has slightly different victory conditions, albeit their core gameplay does not differ all that much. Most of the differentiation happens in the kind of effects each Affiliation focuses on, much like the colours of Magic:The Gathering. I won’t go into much detail here as I’m sure you can find a lot of reviews online if you happen to need them.

I’ve played a dozen games or so by now, and I’m quite liking it. It may not be as deep or thematic as Android:Netrunner, but it has a lot of tough decisions to make and it’s the kind of game that you canot not see its depth of strategy from reading the rulebook and the spoilers, but rather you need to actually get down to the table and get your hands dirty. Even though I seem to completely suck at it (I’ve won 2 games only), it does show a lot of promise.

Game at v1.0.0

So for anyone interested in trying it out, you can now use my polished OCTGN plugin to do so.

EDIT @ 02/07/2013 : I’ve moved the installation instructions on to the dedicated page for this game definition. Please follow the step-by-step installation instructions for Star Wars: The Card Game there.

Once everything is set up, you need to find someone to play with. You can go to the Host/Join tab to see if anyone has a game waiting. If nobody does, host your own and put in the title that you’re a new player.

Once you find someone, one of you hosts and game and the other joins. Leave the two-sided checkbox checked and once the game is started, load your starter decks. Things should be fairly intuitive but keep in mind these basic things in relation to the OCTGN engine plugin.

  • First thing you do after you load a deck is Setup (Ctrl+Shift+S). This will check if your version is up to date, show you the Message of the Day, and also give you some Tips on playing the game.
  • The setup will put 4 objectives in your hand. You need to select one to put to the bottom of your deck. Once you’ve decided which one, simply mouse over it and press “Del”. Now that you have just three objectives in your hand, press Ctrl+Shift+S once more to place them on the table
  • Wait until your opponent has placed their objectives on the table as well and communicate if any of you wants to take a Mulligan. If not, then double-click on your objectives to reveal them and start the game.
  • To move from Phase to Phase and to start/end your turn, simply press Ctrl+Enter. This will automatically trigger any card effects that happen after that phase.
  • To attack an objective, target it and press Ctrl+A (or use the context menu on the table). Now you can assign attackers/defenders.
  • Most actions that you want to do, you can do by double-clicking on a card. The game will intuitively understand what you most likely want to achieve and do it. If you’re in an engagement, double-clicking on a non-participating unit will make it participate (turn it 90 degrees sideways). If a unit is participating, double clicking with it will perform a strike. If you’re trying to pay for a card, double clicking on a resource generating card will focus it to generate resources and so on. Double-Click is your friend.
  • If a card needs a target for its ability, simply use shift+click to target another card before you use it. Shift+Click again to clear a target.

I’ve made a video on how to play. It’s a bit outdated now that the new version is out, but I’ll update it in the near future

Enjoy!

What keeps me going

Sometimes I find littleย  nuggets of happy when I check online to see what people are saying about my OCTGN plugins. I found the following in a french forum about A:NR

by Skychapon “December 13, 2012 4:58 p.m.

7Tigers wrote: ANR module is solely to Konstantinos Thoukydidis (db0).
NB: also he made a plugin for Star Wars LCG …

This guy is good! And it does not get much sleep also saw how quickly he pulled the plug SW LCG!
Thank you to him in any case, I never played as much Netrunner without OCTGN.

For db0, hip hip hip
Hooray!

Put a smile on my face.

Combo Strategy video of Android:Netrunner (on OCTGN)

Two videos showing the strategy of the new Card Game Android:Netrunner, playing digitally on OCTGN.

So my work on the ANR plugin for OCTGN is continuing at a good pace, having reached version 1.1.15.4 at the time of writing this post. As fortune would have it, the plugin has already gained in popularity at the BoardGameGeek, so much so that the first online tournament organized for ANR has managed to fill its 64 positions in less than a week! Since the 12th of September there’s been almost 700 matches concluded on OCTGN!

There are many benefits for having a digital version of the Card Game other than the obvious, and one of them I decided to explore with the help of the player and great video-maker Tragic. The idea I had was this, we were going to play a match of ANR, and both of us were going to record our side of the match, and while doing that, we were going to be providing commentary on our actions and strategy. This way we hit three birds with one stone. 1. We can show the gameplay and deep through required to play Android:Netrunner. 2. We can visually advertise the existence of the OCTGN plugin for ANR and get people to try it out. 3. We can show the proper way to use the OCTGN plugin to play ANR efficiently and fast.

So after a few unsuccessful attempts (1st time, the matchup was completely lopsided. 2nd game the recording b0rked), we managed to get it running as we wanted, and now Tragic has released the results on Youtube. And they are looking really good. Take a look at the videos below to see what a game of Android:Netrunner looks and plays like, how the OCTGN plugin for it works and how I sound like in real life ๐Ÿ™‚

1st game is the pre-built matchup as instructed by the manual of the core set. Jinteki VS Shaper. This is just the cards included in the core set for each faction + the neutral cards for that side (corp or runner). Unfortunately, this game ended up being completely lopsided against me, as I had a horrible draw, while Tragic had an almost perfect one. Still, you can see how I tried to fight the inenvitable and what kind of tactics I attempted in such a very unlucky situation.

I had no chance really.

The 2nd video went better for me, even though I didn’t have a very good hand, but I still ended up losing due to a bad call at the mid of the game. Just a completely wrong decision on my end that ended up biting me in the ass. Watch and see:

I hope you enjoyed these, do let us know what to improve about them.As this is the first attempt at this kind of video and both me and Tragic were attempting this for the first time, there may not be as much commentary as there could be, or we may have just played too fast, used shortcuts which are not obvious etc. In the future we plan to start using constructed decks, and hopefully get far more interesting matches out there.

 

Android:Netrunner on OCTGN

A short introduction to Android:Netrunner, it’s OCTGN plugin and a short step-by-step guide to get it up and running.

Android:Netrunner logo. A woman under a blue light, wielding virtual interfaces with both handsI mentioned a while ago that the first and most basic version of Android:Netrunner has been released on OCTGN, and you haven’t really heard from me since. Well the reason is that I was too busy coding improvements for it. I think it’s time to give my latest creation the usual treatment and announce it here.

So Android:Netrunner is a new reimplementation of the Classic Netrunner, but given a really good polishing in the rules and art by Fantasy Flight Games. The game has not been released yet ((Release Date is mid September 2012)) and it already seems like it’s going to be a runaway success! There an absurd amount of excitement for the new version online and the game has been sitting in the hottest games of Board Game Geek for weeks now. It’s sitting in the second rank for customizable games, even before people has a chance to really make decks with it.

The game is a unique blend of asymmetric gameplay combined with a significant element of bluff. This combination, along with the Cyberpunk setting and the (now) Noir flair of the Android universe, makes it a very interesting and exciting game to play.

At the moment of release there’s going to beย  7 factions to play with. 4 Corporations, and 3 Runners. One of the runners is even going to be an anarchist ((Supposedly. I’m not convinced FFG understand anarchism enough to do it justice. Noise, the first Anarch runner seems more bent on mindless destruction rather than anything else. Lets hope future expansions show us a better aspect of the movement.)) playing around with computer viruses. The game comes out with 113 unique cards which is light for a first expansion, but not particularly limiting. You can check out this thread for some in-depth and in-flavor analysis on the runner factions.

I’ve played about 8 games on OCTGN until now, just with the starter decks, and I’m really liking what I see. The feeling I get when I play this game is that it has more cohesion within each faction. They each have a specific style of play that they favor and their faction cards complement it. In deck construction you can use cards from other factions to complement your strength and perhaps even do something completely uncharacteristic and throw your opponent off. I think this cohesion is good because it allows some natural balance as it’s impossible to defend from all angles, so it comes down more to whoever can use their limited tools and some good bluffing to avoid exposing their weak points and hit their opponent where they can defend the least.

So, for anyone interested in trying it out, here’s some instructions on how to get it to work with OCTGN

A Game of Android:Netrunner on OCTGN in progress
The Jinteki Corporation VS a Shaper runner. The runner has just stolen an agenda and the Jinteki is punishing her by doing net damage.

Once everything is set up, you need to find someone to play with. You can go to the Host/Join tab to see if anyone has a game waiting. If nobody does, host your own and put in the title that you’re a new player. There’s a lot of people who will help you learn

Once you find someone, one of you hosts and game and the other joins. Leave the two-sided checkbox checked and make sure that whoever is going to play the Corp is set as player [A] (the host can click on the letter to switch it) and once the game is started, load your starter decks. Things should be fairly intuitive but keep in mind these basic things in relation to the OCTGN engine plugin.

  • First thing you do after you load a deck is Setup (Ctrl+Shift+S). This will check if your version is up to date, show you the Message of the Day, and also give you some Tips on playing the game.
  • At the start of your turn, declare it with F1.
  • At the end of your turn, declare it with F12. Make sure the game announces that your turn has ended and is not expecting you to discard down to your max hand size ๐Ÿ˜‰
  • If you’re a runner, start a run with [F5] – [F8], or by playing cards. Once your run has ended, finish it with [Esc] is unsuccessful, or with [F3] if successful.
  • Double-clicking is your friends. Almost everything you want to do, you do it by double-clicking on the card in question.

The below video will take you through a step-by-step tutorial on using OCTGN to play Android:Netrunner

There’s a lot of other tricks you can use in the engine and most of them have been put into the “Did you Know” starting tips. So pay attention and you’ll be flying through the controls in no-time. Any new innovations I add to it, are also going to appear in the changelog and future MotDs, so you’ll know when good stuff has arrived. In fact I’ve been coding like crazy for the last few weeks, much to the annoyingment of the wifey. So much so that I’m starting to feel like this.

A card from Android:Netrunner. A hacker jacked into his interface is using powerful drugs to focus and bypass corporate defenses
Coding an ANR plugin is kinda like this.

There’s already a large group of players using the Android:Netrunner OCTGN plugin daily, since unlike my other plugins, this game is hot stuff. You’ll find a lot of potential opponents to test your deck-building and bluffing mettle.

If you’ve enjoyed this plugin, feel free to give a diesel tip, to fund further caffeine-fueled development ๐Ÿ˜‰



Good Running!

Android:Netrunner plugin now available for OCTGN

You can now play the game while you’re waiting for it to be released in the stores ๐Ÿ˜‰

Yesterday night I finally managed to release the first working version of my Android:Netrunner plugin for OCTGN. The plugin came out so quickly because it’s a direct port of my Netrunner plugin, which is already at a very polished level. All I had to do this time was fork the code, carefully search and replace the various keywords and work on making the basic scripts (setup table, play card from hand, trash card, start/end turn) work with the new card properties.

I am very thankful to the people online who came forward to provide censored scans or cards and other paraphernalia, xml exports and even the image for my new table board. Thanks a lot everyone, you know who you are. I would never have done it so quickly without you.

And I’m still not done of course. I’m merely warming up in fact. There’s at least 2 more days of frantic coding ahead of me, so that I can bring the core set and the game to the same level of polish as the original netrunner. I need to put in all the scripts for the cards, tweak and bugfix the existing code (although there’s far less script crashes than I expected) and then, finally I can relax by starting to play Guild Wars 2 which will have just come up.

In fact GW2 should already be active for me, since I pre-purchased, but it’s just my luck that I’m working on the weekend. But even if I weren’t, I don’t think I would even try to play without getting ANR finished. I’m far too dedicated to it to stop now.

It’s actually weird just how much I’ve been hooked to coding for this card game. I haven’t even checked my RSS feed, of which the priority items only are already ~500. That’s going to be a PITA to get though.Worth it though.

Anyway, at the moment, anyone can download the basic first version as well as the required markers. One can also download the first set, in its censored version. You can find all the links in the forum.

Why is the first set censored you ask? Well from what people tell me, FFG, the creators of Android:Netrunner have this unwritten policy that they allow online versions of their LCGs, as long as the cards text is censored in some way for the first six months a set is out. Apparently they are likely to send you a nastygram or an outright DMCA request to your host if you don’t abide by this. I have no idea how true this is, as I’ve only heard it third hand, but there you have it.

Because of this, I’ve avoided uploading an uncensored set to my website as I’ve done with all my other CCGs, as I may wake up one morning with my site (or Google account, had I used google drive) taken down. I also didn’t upload the censored version because of the same concerns, given that this is, again all third hand knowledge.

To tell the truth, this whole policy is not only unnecesarry, but also counter-productive. From my experience, most people play card games online when there’s absolutely no other option (and maybe not even then). I’ve yet to see anyone who does it because they’re too cheap. This doubly goes for LCGs which do not have the collectible aspect and thus I can guarantee you that 95% of the people playing have bought the cards. If anything, having an online version is helpful as it increases exposure to the game, and it allows people to check it out and see if they like before they buy. It will absolutely boost sales, particularly with the price ranges of LCGs.

With Android:Netrunner, it’s makes even more sense to allow the uncensored cards at this moment. The game is not even out. Excitement is running out and letting people play a version online (which is never as fun as playing the actual game) can create more buzz and talk about your game. But because of this misguided overall policy of FFG, I’m afraid to do so, as it might lead to action against me. For doing something nice for others and FFG no less. But these are the pains of our culture of permission and intellectual lockdown. Company policies are just as often driven by their legal department, rather than what makes business sense.

But enough about that. Now is the time to grab the OCTGN plugin, a friend and give the whole thing a whirl. And remember, the version you play now is about 10 times worse than the final one I’m going to be releasing in a day or two. So even if you’re not impressed with it currently, check back again when the automations are in place and see what you think then.

Netrunner on OCTGN

Netrunner, the game of Cyberpunk asymmetrical net-warfare can be played online. And soon Android Netrunner as well.

netrunnerAh another one of these posts.

So after Dune, I got into developing a Netrunner plugin. I don’t remember exactly why, I think I noticed that the existing plugin had a few bugs and/or could use a few tweaks now and there. I edited it a bit to polish it a bit more, then I edited a bit more to take off some rough edges and…well, one thing led to another and I’ve written another 2000 lines of code >_<

It’s all good though, I was always interested in Netrunner, even though I didn’t get into it when it was active (it had already died when I started diversifying from Magic:The Gathering). With this particular plugin I went completely overboard in the scripting department, writing flexible code to automate around 70% of the various card effects in the game, so that you can just play a card and it works without you fiddling with counters and markers. This is even far beyond the Dune CCG plugin I’ve coded, but then again Netrunner’s card effects and rules are not as convoluted as Dune’s.

For those curious, there’s a lot of reasons to be interested in Netrunner. It’s one of the few (or is it the only?) asymmetrical card games out there, with the two sides of the game having completely different mechanics and strategies. One is always attacking, and one is always defending, but depending on the cards each player uses, the roles might be temporarily reversed as well. It also has bluffing build-in to its system in a way that even Doomtown cannot achieve, and that is a game based on Poker! If you like games which involve an element of bluff, Netrunner is absolutely something you should check. The setting is cyberpunk which is rare in itself, but not only that but it’s made with a degree of humor and 90s pop-culture reference that you can’t help but love. It’s especially cute to see how wrong they go the future in some issues, especially in how IT would progress. In Netrunner’s world things like newsgroups and BBS’ and jury-rigged computers are still big, which is something that gives the whole theme a nice William Gibson and 80’s IT sheen. I love it.

Finally I can’t help but mention that there’s a reboot/reimplementation of the Netrunner franchise from FFG, called Android Netrunner which is set in a different universe but retains a lot of the flavour and (hopefully) improved card game mechanics. It’s also an LCG which means it not a huge money-sink if you want to enjoy it, and it can cater to both those who like to dabble in deck-design and those who just want to pick up cards and play. Since Netrunner was one of those CCGs which kept a large cult following after more than a decade after its end, you can enjoy how many people have come out of the woodwork for the new part of the franchise. It’s going to be big!

Naturally an Android Netrunner plugin will be forthcoming and in it I plan to re-use a lot of the code I wrote for Netrunner, so there’s that ๐Ÿ˜‰

EDIT @ 02/07/2013 : I’ve moved the installation instructions on to the dedicated page for this game definition. Please follow the step-by-step installation instructions for Netrunner CCG there.

 

Once everything is set up, you need to find someone to play with. Once you do, one hosts and game and the other joins. Leave the two-sided checkbox checked and once the game is started, load your decks. Things should be fairly intuitive but keep in mind 4 basic things in relation to the OCTGN engine plugin.

  • First thing you do after you load a deck is Setup (Ctrl+Shift+S)
  • At the start of your turn, declare it with F1
  • At the end of your turn, declare it with F12. Make sure the game announces that your turn has ended and is not expecting you to discard down to your max hand size ๐Ÿ˜‰
  • Play cards from your hand with the “Pay and Install”ย  (double-click with the mouse) or “Play at no cost”

And some more advanced stuff starting from version 2.1.x

  • Most card will automatically trigger their abilities when played/scored/rezzed so you don’t need to do anything else. Pay attention to the notification area for messages from them.
  • Cards with abilities which increase your MU, Hand Size, etc will automatically increase it when they come into play and reduce it when they go away, as long as you don’t drag&drop them in or out of the table manually. Use the built-in commands for that. Rez, Derez, Trash etc
  • Cards with abilities you activate while they’re in play (like programs, agendas, upgrades etc) will trigger them when you double-click on them. If they have more than one ability (such as most icebreakers), the game will prompt you to select one and pay the appropriate cost.
  • Cards which reduce the cost of other card’s abilities, will also automatically work. If you have a card which has tokens which can pay the cost for activating icebreakers, they will be automatically used when you use one such ability. If you have more than one of these cards which can affect such costs they will be triggered in the order you put them on the table. If you wanted to use the tokens from another card instead, you can simply drag the token manually to the other card afterwards.
  • There are cards which will automatically do damage to your opponent and thus discard random cards from their hand. Due to the way OCTGN works, this may crash the game if you opponent was manipulating the same card. There is a warning before all such damage that will warn you to inform your opponent to be hands-off while the effect is in progress. This warning will also give your opponent the opportunity to play cards which prevent damage.
  • Yes, cards which reduce damage taken have been automated and work automatically depending on the kind of damage you take. As before, they too get triggered by the order they’ve been put on the table, so if you didn’t want to lose the counters from one particular card, just drag them in from the card you did want to use.
  • Some cards require that you select a target from the table or your hand.ย Do this before you play or activate the card. If you don’t the action will abort and the game will inform you to select your targets first. As always, keep your eye on the chatbox for such warnings.
  • Cards which have effects which trigger at start/end of turn (i.e. refilling bit markers on them) will automatically work.
  • If you don’t like some or all the automations, you can disable some or all of them. Go to the game menu, and you can disable damage automations (i.e. your opponent will have to use the damage options manually but those won’t automatically use the damage prevention cards), Turn Start/End automations and Play/Score/Rez Automations (i.e. mostly everything). If you find that you’d rather do everything manually, just disable all of them and you’ll have an experience as with most generic card game engines.

Phew, that should be the most basic things about the new automations. In general if you’re not sure if a card is automated, simply play it and see what happens. You will be surprised at how many cards just work.

You can find updates discussions about the plugin in the forum

Enjoy!

 

How Diablo 3 is worse than Diablo 2

Someone expresses my own feeling on why D3 felt so shallow eventually.

Cover art from Diablo II, a game designed by S...Like a lot of PC gamers, I was quite excited that Diablo3 was finally coming out after 11 years of development (at least according to wikipedia) and I played it quite extensively back in May, but after a month or so, maybe even less, I stopped playing and I have not even logged in since. I simply have no interest in playing anymore. The bright sheen of excitement was worn off and I can now only see the failing of the game.

I’ve spoken about this in the past, so I won’t rehash my arguments, however today I saw an article linked on reddit, which linked to the blizzard forum, which then linked to a very detailed explanation of why D2 was better, and this is not just nostalgia speaking. This really expressed my lingering feeling that D3 was just shallow in some way, soย  I thought I’d repost it here.

“D2 hardly had any depth either, it was a point and click game too after all”
“You’re just being affected by nostalgia, D3 is just as good or better”
“After you beat inferno so what if that’s it? You got your hours’ worth didn’t you, what else did you expect?”
“Diablo 3 is the best Blizzard game I’ve ever played, thank you!”

NO, just NO. Screw you guys. Below is a comprehensive list of what exactly makes D3 so bad:

————————————————————————————————————————————————

* Extremely dumbed down from D2, with insulting amounts of hand-holding present everywhere. This ranges from autostats, all skills enabled, no skill levels, freespecing, restricted skill choices without elective mode enabled, simple skill tooltips, removal of almost all combat mechanic affixes, no weapon swap, 4 socketables vs the hundreds of D2, generic/boring legendaries, etc.

* Lack of social support – poorly implemented chat channels, automatched game joining only, ghost town effect (similar to SC2’s major problem with Bnet 2.0), 4 player limit = even less socializing.

* Cheesy B-movie story-telling, cliche one-dimensional characters, corny voice-acting, non-sensical/comical actions by villains, predictable twists and plotline.

* Lack of diverse character types within and among classes – no more physical/caster/hybrid – all character types now rely on weapon damage like physical characters in D2. This destroys a huge amount of itemization/gearing choices, as there’s no longer a deviation between decentralized gear (caster) vs centralized gear (physical) vs a build that needs to balance the two (hybrid). In D3, there are no more physical barbs (frenzy/ww), caster barbs (singer), or hybrid barbs (BvC), there are only barbs that all base their gear on weapon damage (physical).

* DRM online only – no offline single player, no lan support. Laggy servers, and all the same issues of botting, duping, spamming, and trade exploits present in a game that’s over a decade old.

* Crappy UI that’s designed by a console developer – convoluted to navigate, clunky, and inefficient at utilizing screen space.

* Approx FOUR times less legendaries (uniques/runewords) in the game than D2:
* 9 chest pieces vs 37 uniques + 14 runewords
* 18 swords vs 35 uniques + 26 runewords
* 6 shields vs 22 uniques + 8 runewords
* 7 helms vs 23 uniques + 5 runewords
* 7 bows vs 19 uniques + 16 runewords
It’s actually more like 20x less if you consider that all but 1-2 legendaries per category are completely worthless – low/mid-level legendaries are unusable due to a general lack of utility mechanics present in the game, and no way to upgrade the base item to the next type (which would increase base damage or defense).

* 4 gems vs 7 gems + 8 unique jewels + 33 runes + a NEAR LIMITLESS variety of magic/rare jewels.

* Legendaries are generic, boring, and don’t have the flavor that D2 uniques/runewords did. Legendaries hardly seem to have themes or any effort done to them anymore, and most are just cookie-cutter molds that have been pasted onto every Legendary item type. Randomization of 1-3 entire affixes also makes the item much less iconic or powerful than before.

* Lack of combat mechanic affixes compared to D2:
% CTC Skill on Striking
% CTC Skill on Struck
% CTC Skill on Attack
% CTC Skill on Death
% CTC Skill on Level Up
% CTC Skill on Striking
% CTC Skill when you kill an enemy
Aura on Equipped
+Skill (off-class)
+Skill (class)
Charged Skill
Fires Explosive Arrows or Bolts
Fires Magic Arrows or Bolts
Knockback
Slain Monsters Rest in Peace
% Crushing Blow
% Open Wounds
% Hit Causes Monsters to Flee
Freezes Target
Cold Damage (Slows Target)
% Slows Target
Cannot Be Frozen
Drain Life
Hit Blinds Target
% Reanimate as (Monster Type)
Displays Full Set Aura
Natalya’s Permanent Fade State
Trang Oul’s Permanent Vampire State

vs D3:
% Fear
% Stun
% Slow
% Immobilize
% Chill
% Freeze
% Knockback
% Blind

And stun, slow, immobilize, chill, and freeze all pretty much do the same thing…

* The removal of attack rating (accuracy), faster hit recover, and faster block rate equates to a severe loss of having to balance such stats on gear, and represents yet another dumbing down of the decisions you make in the game.

* Much weaker bonuses on items in general aside from pure stats – less attack speed, less damage reduction, less run/walk speed = items feeling much less powerful than before and gear choices becoming much less meaningful or strategic. Set items also have extremely weak, almost laughable bonuses.

* Inferno mode is broken. It’s not more difficult, it’s just cheap. 1/2-shots everywhere, melee is severely handicapped. A number of retarded monster affixes that should never have been put in. Most builds except for a select few aren’t even viable. There’s no semblance of strategy, just having the best gear possible and dumb luck in not hitting the wrong champions. Since when did Diablo change from a game where you mow down monsters and feel like a god, to one where you repeatedly get cheap-shotted over and over again in a boring grind?

* Quests feel a lot more forced and non-optional than in D2.

* RMAH diminishes the sense of achievement of finding items. Spending hours finding a great item just doesn’t feel as rewarding when you know you can find something similar at the RMAH for a couple of cents. Although buying items with money was prevalent in D2, at least it was hidden away and not endorsed for all players to see and use.

* Farming has shifted from item finding to gold finding – mainly due to the rarity of legendaries, the low cost of legendaries, as well as gold being a readily attainable universal currency. However, gold finding is considerably less fun than item finding. To give a comparison: D2 was like playing the slot machine, each pull of the lever and you had a chance at something amazing. D3 is like going to work everyday, earning a paycheck, then buying what you want with the money.

* Outdoors feel a lot more linear, which is amplified by their completely static nature – there’s less vast open areas with less monsters at a time compared to D2 = less opportunities to kill hoards of enemies at once. The cow level – which was one of the most iconic vast open areas with hundreds of monsters, has been reduced to ponyville – a cramped twisty area with few monsters.

* No ethereal or superior items, no ability to create items with such properties or transmute it onto items you own, no gambling, no charms, no way to reroll item affixes. Mystic used to be able to do this, then got scrapped. All this just represents more dumbing down of features.

* A late game character doesn’t feel sufficiently stronger than an early game character. In D2, you felt weak in the early stages of the game, and like a complete badass in the later stages. Yet in D3, every spell is over-the-top and makes you feel powerful even 5 minutes into the game. Increased attack/cast speed are at much lower values than from D2 and inferno difficulty actually makes you feel a lot weaker than you did in the mid game.

* Lack of character uniqueness/identity/ownership – all builds are freely changeable, many builds in the late game are similar or identical – no character permanence + lack of customizability = lack of character attachment.

* Lack of in-depth customization – skills only have 1 level each so it’s impossible to specialize in certain skills to the extent you could before. You can’t specialize in builds that aren’t predetermined for you through the passive trait system. Because there are no points to allocate, there’s no more tinkering with unique builds, thinking about your build, or calculating your allocation of skill points/synergies. Although stats played a lesser extent (due to most people putting enough str to wear gear, and rest into vit), removing stats still removed some unique build options such as pure dex amazons, pure energy sorcs, pure str barbs, half/half varieties of the aforementioned, and max block vs 50% block vs passive block depending on dex allocations.

* Lack of good PvP support – not even in the game yet, but when it does eventually arrive, it will suck. There’s no 1v1s, no 2v2s, no in-game pk/pvp, no true team on team matches – only continuous-respawning deathmatch style matches on a timer. Furthermore, players are automatched by skill, so even players that are doing well will never truly feel like they are as there’s nothing to show for it without a rating system. RMAH also pretty much equates to buying power.

* No immersion or horror atmosphere – minimap with blinking dots and arrows, text messages and numbers popping up on screen for each attack or effect, annoying and repetitive character dialog every step of the way. Horror atmosphere is almost non-existent. Sure there’s “gore”, but the abundance of a bright colors, the cartoony almost surreal nature of the game, and the well-lit dungeons make it impossible for the game to scare you.

* Low replayability – no point in making more than 1 character for each class. All unique builds can be tried out in the timespan of a few minutes, instead of a few weeks. Unique builds aren’t practical in Inferno. Not enough depth in customization. Not enough depth in itemization. Bad pvp = low incentive to find loot. Bland loot = low incentive to find loot. Gold farming = low incentive to find loot. Low social support = less fun while playing. After beating inferno, is there even a point in continuing to play a game that’s no longer fun?

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Face it, this game is dying. People are leaving in droves after running through the game and reaching max level. This game is just too dumbed down and too badly designed to have enough replayability to support it for the years to come in the same way D2 did. This isn’t an action “RPG”, this is an action beat-em-up – this is Gauntlet Legends online. And don’t you dare think that any of these issues are because “an ARPG can’t do well in modern times”. It can. And it’s a darn shame that it very well could have, had Blizzard not hired that clown of a director Jay Wilson who ran the series into the ground. I’m done with D3, and my respect for Blizzard has suffered a large blow. Somewhere along the way, Blizzard simply lost respect for their customers, and it’s just not right.

 

+5 Defense against Steam Sales.

The latest Nerf Now sums up my reaction to the latest steam sales. It’s been, 4 days now and I’ve only bought 4 games and 2 DLC with I think a total sum of 25 Eur. There’s definitelly a lot of stuff I’m willing to buy but given the ridiculous backlog I’ve got already, I can’t justify to myself buying games at more than 10 Eur that I’m unlikely to play in the next year anyway. In that case, why not just wait until next year anyway and buy themthen when their prices are going to be sub-10?