|
|
 |
| [Jul 17, 2012, 10:59 am ET] - Share - Viewing Comments |
The Diablo III Website announces Blizzard's plans to reinstate limits on the number of games a player can launch within a given time period to help curtail exploits and the use of bots. Here's a bit: The use of bots not only impacts the stability of the game service, but it also has an impact on the player-driven economy. While we regularly take action against accounts for the use of unauthorized third-party programs and bots, this additional measure will help us further preserve and protect the integrity of the game and economy in between ban waves.
Once this change goes live, we're looking for your feedback to help ensure that the limit is working as intended. If you encounter the "Input limit reached" message and feel you should not have, please let us know how many games you were creating and why. This information will help us ensure the limit minimally impacts legitimate players while still protecting the game against bots.
Post Comment
Enter the details of the comment
you'd like to post in the boxes below and click the button at
the bottom of the form.
 |
| 47. |
Re: Diablo III Game Limits Returning |
Jul 17, 2012, 16:44 |
eunichron |
|
|
Flatline wrote on Jul 17, 2012, 16:12: And yeah, you can buy hats in TF2 which are purely cosmetic, but it's not generally understood/accepted that in the next 10 hours or whatever of playtime that you'll end up having to replace that hat because it's become obsolete. That presupposes the idea that the drops aren't useless to begin with.
As for your SC2 "mission pack" comment in another post, I would hardly call Heart of the Swarm a mission pack. An entirely new single player campaign (which the Terran campaign was pretty well done in my opinion), and new units in multiplayer, which that alone means months and months of balancing work to be done. Keep in mind it also took Valve 2 years to release Episode 1, and it wasn't nearly the same size or scope of Half-Life 2 (as HoTS is to WoL). Blizzard kind of shot themselves in the foot though, it took them longer than Valve to realize that episodic content is a terrible development cycle to commit to. |
|
 |
|
|
|
|
|
| |
|
|
.. ..
Copyright © 1996-2013 Stephen Heaslip. All rights reserved.
All trademarks are properties of their respective owners.