Diablo 3 on Switch

I originally meant to write this post with my Diablo 3 Switch impressions last weekend, but I decided to delay my thoughts until Graev and I had gone just a little bit further with the game. Right now we’re just about paragon 400 on our Crusader (Keen) and Necromancer (Graev). I feel like that has given us sufficient time to experience everything Diablo 3 has to offer, and experience it long enough on the Switch to give our thoughts.

Is Diablo 3 on the Switch the same as the PC version?

Yes, Diablo 3 on the Switch is exactly the same game as the PC version. The major differences are found in the user interface, particularly with gear management.

To equip gear, you’re given a picture of your character with a radial menu. Gear slots comprise a complete circle around you, and you’ll simply move the left stick around to the item you want to explore. On the right side will be a list of the items in your inventory for that slot. Choosing one will equip that item and send it one step further to the right to indicate it is equipped. From there you can compare items on the left to items you have equipped on the right.

The only change we found so far unrelated to gear management is that items you drop can not be picked up by group members. After some Googling, we found that  this is working as intended for all console versions in order to avoid duping and leaderboard exploiting.

Putting items into your chest works identically. Instead of the right area being what’s equipped, it’s what’s in the chest. This system is nice because it eliminates the ‘one giant inventory’ of the chest and sorts it by slots. I do miss my own organization system at times.

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Harvesting Resources in MMORPGs

I have always loved the act of going out to gather resources. There’s something so meaningful about the accumulation of raw resources, whether it be to take those resources and create something yourself, have someone else use them to make something for you, or to simply sell. Harvesting resources can be so much more than that, though, and should be if a MMO ever hopes to create a harvesting system that’s meaningful.

My days of meaningful crafting in MMOs were few, relatively speaking. My big claim to crafting fame was in SWG where I made millions and millions of credits as a Chef back in the early days when I could make various foods and drinks to radically improve people’s stats. I took those millions and invested them into a vast network of resource gathering harvesters (by purchasing other people’s slots to use them since you could only have one character). I took them resources and either used them, flipped them raw, or converted them into items that I then resold. At one point I even opened up a tailor shop and a weapons and armor shop where other crafters sold their goods on consignment — goods they made with my resources.

I’m a believer in harvesting resources being more than smacking a random node that then disappears. That’s lame, and I don’t find it ‘fun’ at all.

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Housing in MMOs

MMO housing systems are one of those topics we used to all sit around the table and talk about. Back in the good old days, when there were half a dozen major MMOs in development and everyone was talking about mechanics and features, etc., there would inevitably be a conversation about housing. Will the game have housing?! I remember the forum posts (remember forums?) with long discourses on the pros and cons, how it could be implemented, etc.

Devs would hype their game having houses when it comes out and there would end up being no housing at all. Open-world housing would be promised and it would end up being instanced neighborhoods or “islands” off in the middle of no where. For whatever reason, it kind of became a big joke to me.

I love housing in games. I love decorating them, building them up, collecting things to store in them, and visiting other people’s houses. But I love those things when the games are built around them. Does that makes sense?

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