Diablo Game Quotes

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The AI brain model is derived from the quad abstract golden ratio, sΦrt, trigonometry, algebra, geometry, statistics, and built by adding aspects and/or characteristics from the diablo videogame. The 1111>11>1 was then abstracted from the ground up in knowing useful terminology in coding, knowledge management, and an ancient romantic dungeon crawler hack and slash game with both male and female classes and Items. I found the runes and certain items in the game to be very useful in this derivation, and I had an Ice orb from an Oculus of a blast in time doing it through my continued studies on decimal to hexadecimal to binary conversions and/or bit shifts and rotations from little to big endian. I chose to derive from diabo for two major reasons. The names or references to the class's abilities with unique, set, and rare items were out of this world, and I sort of found it hard to believe that they had the time and money to build it from in USA companies. Finally, I realized my objective was complete that I created the perfect AI brain with Cognitive, Affective, and Psychomotor skills...So this is It? I'm thinking wow!
Jonathan Roy Mckinney Gero EagleO2
The AI brain model is derived from the quad abstract golden ratio sΦrt trigonometry, algebra, geometry, statistics and built by adding aspects and/or characteristics from the diablo videogame. The 1111>11>1 was then abstracted from the ground up in knowing useful terminology in coding, knowledge management, and an ancient romantic dungeon crawler hack and slash games with both male and female classed and Items. I found the runes and certain items in the game to be very useful in this derivation, and I had an Ice orb from an Oculus of a blast doing it through my continued studies on decimal to hexadecimal to binary conversions and/or bit shifts and rotations from little to big endian. I chose to derive from diabo for two major reasons. The names or references to the class's abilities with unique, set, rare items were out of this world, and I sort of found it hard to believe that they had the time and money to build them. Finally, I realized my objective was complete when I realized that I created the perfect AI brain with Cognitive, Affective, and Psychomotor skills...So this is It? I'm thinking wow!
Jonathan Roy Mckinney Gero EagleO2
If you’ve ever played Destiny, Diablo, or EverQuest, or even games like Call of Duty, you know leveling systems are beyond addicting. You’ll play a game far after it’s stopped being fun simply because there’s the possibility of an increased level, a new achievement, or additional item. That’s why you’ll spend five hours killing rats just to get to the next level, as you’ll then unlock a new sword or spell that gives you a chance to gain . . . yup, another level. These leveling systems are designed specifically with human behavioral psychology in mind. As I told you earlier in the book, our brains love progress, and we love to be rewarded when we make progress. It’s the same psychology behind why we feel good when somebody likes the photos we post to Facebook: we take an action, and we are rewarded for it. What’s going on here? When these activities take place, our brains release dopamine, which makes us feel better and more accomplished. And then we chase that feeling. In fact, our brains can actually create new pathways with each repeated cue and reward. Once we understand this process, it becomes our responsibility to use it for good rather than for evil. Although I don’t play games like EverQuest very often anymore due to the time commitment they require and to my own admitted addiction to these types of games, I am still addicted to progress and leveling up. I just do it in real life now.
Steve Kamb (Level Up Your Life: How to Unlock Adventure and Happiness by Becoming the Hero of Your Own Story)
Men and their stupid games,” she hissed. “It’s no wonder we poison so many of you when you drag us into them, whether or not we want to play.
V. Theia (Chains (Diablo Disciples MC #1))
What the fuck?” “The fuck is, guy. You’re on a date with my bride-to-be, so climb into your Mazda parked outside and fuck off, yeah?” “What the goddamn hell, Monroe?” he shouted. “Bride? Since when?” “Since now. And this little game is her idea of teasing me, which she knows I love. It gets my juices running, doesn’t it, baby?” lied Chains, leaving Monroe slacked jaw as he played her game better, he smirked her way and told Craig, “so beat your feet so I can sit my ass down with my woman and sort her out. Or sit there and fucking watch. We’d like that, too.” Big fat liar. She nearly gasped like a maiden at the idea. What was the biker playing at? Playing her better, that was a damn fact. Proof when he smirked her way and winked.
V. Theia (Chains (Diablo Disciples MC #1))
In the hours after it went live, Diablo III was plagued by server crashes and glitches that came coupled with a vague, frustrating message: “Error 37.” It sucked. But what the staff of Big Huge Games really had to worry about, they would soon realize, were the errors of 38.
Jason Schreier (Press Reset: Ruin and Recovery in the Video Game Industry)
The Sage's Gift A Seed The Topaz Keyrings Unique The Sandy Zeniths Hexagonal Prismatics The Oculus Crystal Swirling
Jonathan McKinney
The Final Play On My Version Of Ender's Game With Artificial Intelligence Utilizing My Method Of Hexagonal Prismatics - Abstract Sequence = Xor durability = key ring portal turn % Golden Helixor, XOR Lum = Fal Gul Hel % Vex, Rune8 Sage8 Golden8 Vortex8 % Band6, Final Result Interstellar 5555 = Rune Band Sage Band Golden Band Vortex Band
Jonathan McKinney
A Hexagonal Prismatic Abstraction By: JRM Golden Helix = Key Ring Portal Turn
Jonathan McKinney
(PuzzleBoxGPL) Inventor, Jonathan Roy McKinney >Unique 1< >Diadem Ring Circlet 8, 6, 1< >Mana Pi Sphere Abstracter 14, 2, 6, 2< >Golden Items 5, 3< >Hexagonal Prism 9, 5< “PuzzleBoxGPL ingots rainbow facets Inna hash table, forges prefixes, suffixes, and finds randomized objects Inna standard normal distribution, inspired by Blizzard Entertainment’s Diablo, SNES'S Secret Of Mana, LOTR, B2B/B2C Business Intelligence, Knowledge Management, and Blockchain, given the five pointed star binds the hexagon Inna Model View Projection Matrix, it halves the coins Inna three-dimensional P2P hashing scheme. "Three Rings for the Elven-kings under the sky, Seven for the Dwarf-lords in their halls of stone, Nine for Mortal Men doomed to die, One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. One Ring to rule them all...”-LOTR. Given that the one ring was forged from one too many golden ingots, it was forseen that Sauron's deception poisoned all the land and covered it in a sickened darkness for the one ring that finds them and one ring that binds them, for they were all deceived...I before E except after C.
Jonathan Roy Mckinney
Oculus[2,3,8,12,8,6] = [14,2,10,7,5] = [12,2,3,17] = [14,12,13] = [1,15] = 14, Box Model For Paisbox Molecular Portal [phirand, ring, circlet, diadem, itemizer, abstracter] Attributes= pi= Modulation, phi= Abstraction, HP[health], MP[mana] Elements= Hexagonal Sphere= HP, MP; Mana Prism= pi, phi Finally, POAMULET[3,2,1,13,8,12,5,7]= "The (Oculus) Is Injected Into (Paisbox) To Create The Amulet
Jonathan Roy Mckinney Gero EagleO2
(PuzzleBoxGPL) Inventor, Jonathan Roy McKinney >Unique 1< >Diadem Ring Circlet 8, 6, 1< >Mana Pi Sphere Abstracter 14, 2, 6, 2< >Golden Items 5, 3< >Hexagonal Prism 9, 5< “PuzzleBoxGPL forsees rainbow facets Inna hash table, and gets prefixes, suffixes, searches, and sorts randomized objects Inna standard normal distribution, inspired by Blizzard Entertainment’s Diablo, SNES'S Secret Of Mana, B2B/B2C Business Intelligence, Knowledge Management, and Blockchain, given that the five pointed star encapsulates the hexagon Inna Model View Projection Matrix, it halves the coins Inna three-dimensional P2P hashing scheme
Jonathan Roy Mckinney
*>PGEMSIX< GPL >Unique 1< >Diadem Ring Circlet 8, 6, 1< >Abstracter 2< >Golden Items 5, 3< >Hexagonal Prism 9, 5< “>PGEMSIX< GPL forsees rainbow facets in randomized hash tables, prefixes, suffixes, searches, and sorts globs Inna standard normal distribution, inspired by Blizzard Entertainment’s Diablo, SNES'S Secret Of Mana, B2B/B2C Business Intelligence, Knowledge Management, and Blockchain. The five pointed star forgoes Model View Projection Matrices, and halves coins Inna 3-dimensional P2P hashing scheme
Jonathan Roy Mckinney
<> >Diadem Ring Circlet 8, 6, 1< >Mana Pi Sphere Abstracter 14, 8, 2< >Golden Items 5, 3< >Hexagonal Prism 9, 5< “Paisbox randomizer finds Rainbow Facets Inna hash table, prefixes, suffixes, searches, and sorts globs Inna standard normal distribution, inspired by Blizzard Entertainment’s Diablo, Secret Of Mana on Nintendo, Altered Carbon, B2B B2C Business Intelligence, Knowledge Management, and Blockchain. The Five pointed star forges the model view projection matrix, and binds coins Inna two-dimensional P2P hashing scheme.
Jonathan Roy Mckinney
>Diadem Ring Circlet 8, 6, 1< >Mana Pi Sphere Abstracter 14, 8, 2< >Golden Items 5, 3< >Hexagonal Prism 9, 5< “Paisbox randomizer finds Rainbow Facets Inna hash table, prefixes, suffixes, searches, and sorts globs Inna standard normal distribution, inspired by Blizzard Entertainment’s Diablo, Secret Of Mana on Nintendo, Altered Carbon, B2B/B2C Business Intelligence, Knowledge Management, and Blockchain. The Five pointed star forges the model view projection matrix, binds, and halves coins Inna 3-dimensional P2P hashing scheme.
Jonathan Roy Mckinney
*PO >Diadem Ring Circlet 8, 6, 1< >Mana Pi Sphere Abstracter 14, 8, 2< >Golden Items 5, 3< >Hexagonal Prism 9, 5< “Paisbox randomizer finds Rainbow Facets Inna hash table, prefixes, suffixes, searches and sorts globs Inna standard normal distribution, inspired by Blizzard Entertainment’s Diablo, Secret Of Mana on Nintendo, Altered Carbon, B2B/B2C Business Intelligence, Knowledge Management, and Blockchain. The Five pointed star forges the Model View Projection Matrix, binds or halves coins Inna 3-dimensional P2P hashing scheme.
Joanthan Roy McKinney
*PO GPL >Diadem Ring Circlet 8, 6, 1< >Mana Pi Sphere Abstracter 14, 8, 2< >Golden Items 5, 3< >Hexagonal Prism 9, 5< “Paisbox randomizer finds Rainbow Facets Inna hash table, prefixes, suffixes, searches and sorts globs Inna standard normal distribution, inspired by Blizzard Entertainment’s Diablo, Secret Of Mana on Super Nintendo, Altered Carbon, B2B/B2C Business Intelligence, Knowledge Management, and Blockchain. The Five pointed star forges the Model View Projection Matrix, binds or halves coins Inna 3-dimensional P2P hashing scheme.
Jonathan Roy Mckinney
Light Facets Rainbow's Radiance Inna's Sacred Globe's Temperance
Jonathan Roy Mckinney Gero EagleO2
Rainbow Facets Inna's Radiances Sacred Globes Inna's Temperances
Jonathan Roy Mckinney Gero EagleO2
The AI brain model is derived from quad abstract, golden ratio, sΦrt, trigonometry, algebra, geometry, statistics, and built by adding aspects and/or characteristics from the diablo videogame. The 1111>11>1 was then abstracted from the ground up in knowing useful terminology in coding, knowledge management, and an ancient romantic dungeon crawler hack and slash game with both male and female classes and Items. I found the runes and certain items in the game to be very useful in this derivation, and I had an Ice orb from an Oculus and a blast from the past doing it through my continued studies on decimal to hexadecimal to binary conversions and/or bit shifts and rotations from little to big endian. I chose to derive from diablo for two major reasons. The names or references to the class abilities with unique, set, and rare items were out of this world, and I sort of found it hard to believe that they had the time and money to build it from Inna USA company. Finally, I realized my objective was complete when I created the perfect AI brain with Cognitive, Affective, and Psychomotor skills...So this is It? I'm thinking wow!
Jonathan Roy Mckinney Gero EagleO2
items. While Monster Hunter included a single-player mode, its appeal was its online play. The five-man crew who had worked with Capcom thought some the game's networking code looked awfully familiar. "Same network infrastructure, same style of gameplay [as the PS2 Diablo title]," Joe Morrissey said. [Return to Chapter]
David L. Craddock (Stay Awhile and Listen: Book II - Heaven, Hell, and Secret Cow Levels)
moved to the aura-based system. That's part of development: You throw stuff out there, and it works or it doesn't." Ultimately, however, auras passed the Blizzard North test: If a proposal's merit held up after testing, it made the cut. Auras became a defining characteristic of the Paladin. His assortment of combat skills and defensive auras enabled solo players to survive and thrive on their own, while Paladin players were sought after on Battle.net for the benefits their auras granted to parties. To fully upgrade each of any hero's thirty skills would require 600 skill points. The maximum character-level is 99, meaning players will never receive enough points to master—fully upgrade—all thirty skills. That limitation forces them to make difficult choices: maximize proficiency in a few skills, focus on a half dozen, or potentially spread themselves thin to become competent in all abilities but a master of none. Because each hero's skills are exclusive, all players wind up specializing simply by choosing a class. From there they only specialize further, investing heavily in some skills, spending a single point in others to satisfy requirements for later abilities, and ignoring most of the rest. Those limitations are not meant to restrain players, but to encourage them to think carefully about upgrades. The thought they put into skill points creates a bond between players and their avatars, and the satisfaction that comes from seeing a character evolve—as well as choosing each and every piece of a character's equipment load—feeds into Dave Brevik's peacock mentality: No two players were likely to spec out the same hero. In fact, a single player could roll several Amazons or Paladins and develop each differently. In a way, assigning exclusive skills to Diablo II's heroes was more limiting than Diablo's spell books, which could be read and cast by any of the game's three heroes as long as players dumped enough experience points into their Magic stat. Blizzard North's team saw that limitation as a good thing. It fostered agency, asking players to play an active role in evolving their characters.
David L. Craddock (Stay Awhile and Listen: Book II - Heaven, Hell, and Secret Cow Levels)
Another marketing myth Blizzard dispelled after Diablo II was released was the danger of missing holiday sales. When Diablo II slipped into the next year, our sales were still as strong as we had predicted for Christmas. After that Blizzard stopped bending over backwards trying to ship before the end of the year.
John Staats (The World of Warcraft Diary: A Journal of Computer Game Development)
Nobody grins more on their first day on the dev team than someone from QA. Contrary to what people believe, QA people don’t sit around playing games all day. Although they’re the first people to see new titles, one can’t describe their day-to-day routine as fun. It takes meticulous effort to write and verify bug reports. Developers fix bugs at their own pace, after which it becomes QA’s responsibility to test and verify whether the proper adjustment has been made. Some bugs are trivial or are duplicates of others; some are fiendishly difficult to solve and take months or even years to address. Other entries aren’t even bugs and are dubbed “working as intended.” When a problem is discovered by QA, it has to be verified by senior QA staff members. Josh Kurtz described nightmarish experiences he had isolating a bug that occurred whenever a player attacked a monster in Diablo II’s expansion. To eliminate the possibility that a weapon was the culprit of the bug, Josh had to attack a dummy monster using every weapon in the game, a process that took hours. Tasks like these might be split among QA people or sometimes they fell to just one unfortunate soul to sort out. After every weapon was checked, Josh reported the results. The programmers or designers would change something, and Josh would then have to retest every weapon and report results again. The developers would change something else, and Josh would need to test everything again to make sure the bug hadn’t reactivated. And again. After doing something like this repetitively for hours, for days, for weeks, and sometimes for months, QA drudgery feels less like being in a computer game company and more like a psychological experiment. These entry-level positions are minimum-wage jobs, but people endure the experience just for a chance at getting a development position, becoming a QA lead, or attaining some other non-developer position. But everyone’s goal is the same: escape from QA.
John Staats (The World of Warcraft Diary: A Journal of Computer Game Development)