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Oct 12 2012 01:29pm
Quote (ecneB @ 12 Oct 2012 21:28)
ki jon pokazmo?


Én mennék.
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Oct 12 2012 01:30pm
Quote (Namechange @ 12 Oct 2012 21:29)
Szeretlek#2822
uncsi egyedül :(


en is szeretlek
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Oct 12 2012 01:30pm
még egy baba kő
rrc te álat, nem gyüvöl?

This post was edited by ecneB on Oct 12 2012 01:31pm
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Oct 12 2012 01:36pm
mindjá lvl60 a monkom
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Oct 12 2012 01:37pm
Quote (ecneB @ 12 Oct 2012 21:30)
még egy baba kő
rrc te álat, nem gyüvöl?


most nem
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Oct 12 2012 02:12pm
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Oct 12 2012 03:08pm
mi ez már... 5ik game egymás után amiben esik legendary/sett wtf...
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Oct 12 2012 03:09pm
Najo, tényleg nem teszem be ide a lábam többet.
Jó8.
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Oct 12 2012 03:12pm
Quote (Namechange @ 12 Oct 2012 22:09)
Najo, tényleg nem teszem be ide a lábam többet.
Jó8.


vigasztaljon a tudat, hogy már nem emléxem mikor dugtam utoljára.
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Oct 12 2012 03:22pm
In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress.

In terms of the actual game, our development team had total say on if and when Diablo III was ready for release, and we shipped it only after we felt it had met our vision for what a great game could be on day 1. Every game that Blizzard has released, though, has had some problems after launch -- either in terms of design or actual bugs. Even with lots of internal testing and a public beta, certain issues can be very difficult to find or predict and only come to light once millions of players have logged in, pushed the limits of the game's design, and shared their feedback.

And that's okay, because one of the things that has always stood out about Blizzard is that we're never satisfied with our games and will continue to work on them for years after release to make them more balanced, more engaging, and (hopefully) more fun. Patches, hotfixes, class balances, new systems -- this is all part of the normal process for supporting a Blizzard game and its community post-launch, and we'll continue to grow and improve Diablo III for a long time to come. Paragon, Monster Power, and Infernal Machine are great examples of this, but they certainly weren't features we sat on for the initial release of the game. They were ideas we explored after watching how players progressed and seeing what we could do to make the user experience better and more fulfilling.

Just keep providing us with your feedback and talking to us about what you like (and, more importantly, what you don't), and we'll do everything we can to make this game one of Blizzard's greatest.

hát d3mal én se lennék elégedett az ö helyükben


When a monster dies, the first thing we do is decide whether it's going to drop loot at all.

Most monsters -- like say your everyday shambling zombies -- have a roughly 30% chance to drop loot. The exact percentage, however, varies from monster to monster (for example, the Tormented Stingers in Act III have a much lower chance because they spawn in large packs and are easy to kill).

When you kill a monster in Inferno on MP1 or higher, if you pass the initial roll to obtain loot, you will also get a second roll to get an additional piece of loot. The "bonus item" chance for each MP level is detailed here. A few monsters are exempt from the bonus loot, but we tried to put it on the vast majority of normal monsters, and will probably add it to more if we like how the system plays out.

Also, just to be clear, the bonus drop applies to Normal monsters only. We wanted Monster Power to provide players with extra loot rolls, and (since Champions and Rares are already guaranteed to drop multiple items) Normal monsters seemed like the best place for us to add that mechanic in.


wat o.o

This post was edited by sylke on Oct 12 2012 03:24pm
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