Difference between revisions of "Gambling"

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:''Were you looking for {{iw|Gambling Diablo 2 Gambling}}?
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'''Gambling''' was a feature introduced in Diablo II, which was intended to function as a [[gold sink]] and provide some balance to the [[economy]].
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When gambling in D2, players spent a set amount of gold (which scaled up with Character Level) to buy an item of a known type. The item's stats were randomly generated, as if it was being dropped by a monster, and while the vast majority of gambled items were simply magical, they could occasionally turn out rare, set, or even unique.
  
'''Gambling''' was somewhat of a staple game mechanic in [[Diablo II]] in order to balance out the infinite flow of [[gold]] from [[monster]]s and selling [[item|equipment]]. Whether it will return in [[Diablo III]] or not is unknown at this point.
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With so many [[modifiers]] in the game, the odds of gambling an item with useful stats, especially in the [[end game]] were very poor, but with nothing else to spend [[gold]] on, most players gambled quite a bit. The most popular gambled items were rings or amulets, since they had better odds to spawn with good mods, and were less expensive to gamble for at high levels.  
  
Jay Wilson interview, October 2009: [http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/]
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* See the {{iw|Gambling Diablo 2 Gambling}} page for full details.
::'''''Diii.net: '''Gambling in the game?
 
::'''Jay Wilson: ''' *pause* Undecided.
 
  
  
==Why Have Gambling==
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==Gambling in Diablo III?==
Besides possibly being a fun way to spend your money, Diablo III will have less need of a [[gold sink]] than Diablo II had. Instead of unlimited amount of income, and no expenses, the gold economy in D3 will be more balanced, according to the [[D3 Team]]. The practical need for a gambling vendor is thus gone.
 
  
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While Jay Wilson was initially undecided[http://diablo.incgamers.com/blog/comments/jay-wilson-exclusive-full-transcript/] on gambling, the developers have more recently said that gambling, as it worked in Diablo II, will probably not return in Diablo III, since [[crafting]] items with the [[Artisans]] serves much the same purpose, but better.
  
==Why Not Have Gambling==
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Bashiok spoke on this in August 2010.[http://diablo.incgamers.com/blog/comments/blue-posts-on-diablo-iii-gambling-and-socketing-info/]
The drawback with having a system where anyone can potentially get really good equipment from using gold alone is a stronger emergence of gold farmers, and gold selling on the Diablo III realms. Just having this potion will likely make the market for selling gold for real world money a lot stronger, even more so that would come from having a balanced market in the first place.
 
  
A lesser drawback could be for new players who do not understand what it's about and spend hard earned cash on a lowly cap.
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I can see there being a possibility for some high end crafting recipes to have fewer or no fixed attributes, which in the latter case would be gambling, essentially. But better.
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As far as a system dedicated to gambling, there are no current plans, but as I just said gambling could be pulled off a whole lot better through the crafting system directly. If we thought those types of recipes were a good idea.
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Which I have no idea if we do. ‘We’ being other people that decide these things
  
  
 
==References==
 
==References==
* [http://diablo.incgamers.com/blog/comments/more-bashiok-on-gold-sinks-fury-and-the-new-chat-gem/ Bashiok on Gold sinks]
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* [http://diablo.incgamers.com/blog/comments/more-bashiok-on-gold-sinks-fury-and-the-new-chat-gem/ Bashiok on gold sinks].
 
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* [http://diablo.incgamers.com/blog/comments/blue-posts-on-diablo-iii-gambling-and-socketing-info/ Bashiok on gambling].
 
[[Category:Reference]]
 
[[Category:Reference]]

Revision as of 13:34, 21 January 2011

Gambling was a feature introduced in Diablo II, which was intended to function as a gold sink and provide some balance to the economy.

When gambling in D2, players spent a set amount of gold (which scaled up with Character Level) to buy an item of a known type. The item's stats were randomly generated, as if it was being dropped by a monster, and while the vast majority of gambled items were simply magical, they could occasionally turn out rare, set, or even unique.

With so many modifiers in the game, the odds of gambling an item with useful stats, especially in the end game were very poor, but with nothing else to spend gold on, most players gambled quite a bit. The most popular gambled items were rings or amulets, since they had better odds to spawn with good mods, and were less expensive to gamble for at high levels.


Gambling in Diablo III?

While Jay Wilson was initially undecided[1] on gambling, the developers have more recently said that gambling, as it worked in Diablo II, will probably not return in Diablo III, since crafting items with the Artisans serves much the same purpose, but better.

Bashiok spoke on this in August 2010.[2]

I can see there being a possibility for some high end crafting recipes to have fewer or no fixed attributes, which in the latter case would be gambling, essentially. But better.

As far as a system dedicated to gambling, there are no current plans, but as I just said gambling could be pulled off a whole lot better through the crafting system directly. If we thought those types of recipes were a good idea.

Which I have no idea if we do. ‘We’ being other people that decide these things


References