Having a massive world does not a MMO make, BGII has a massive more but its not a MMORPG.
passwords are probably the best bet against noobs and pkers.
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-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
since the 3 prime evils are dead, I pray that Tyrael (the coolest and my favorite character in the game) won't be made a bad guy in Diablo 3. one of the worst habits among game writers is that whenever they ran out of bad guys, they took a good guy and make them evil. sheesh, there are lots of demons out there and they have to take an angel to be the bad guy. unless, of course, Diablo 3 has two factions (heaven and hell) as rumoured, then it would be fine.
and please, please, please, MAKE A SEQUEL INSTEAD OF A PREQUEL!! seriously, I'm so tired of prequels. can't we move on instead of going back to the past?
anyway, this is my first post here, so hello to everyone!
What I meant, was that the act system is easier...and, waypoints are soemthing to look for, and on the way you undoubtedly encounter monsters, and gain exp. so It isnt like its a waste at all- a free waypoint to another place in the game so you dont have to run all the way back there through a heap of monsters who give you low experience, who youve already slain enough of just to get where you were before you backtracked.So its not really a bad thing for acts-Without acts there wouldnt be waypoints,and therew ouldnt be the bonus of killing monsters who drop items and gold, and give you a few points of experience while you look for an easy way around. And if D3 is gonna be massive, Im sure acts will have alot more quests, and even some side quests. And potentially, waypoints are also a quick way out of a tough battle, depending where you are. And moving acts helps you transfer items if you dont wanna hack and mule, and no one you know plays. There's lots of advantages to having acts and waypoints- both go hand and hand...
And having a large amount of gaming land, open server, and lots of multiplayer people results in MMORPG. Massively Multiplayer Online Role Playing Games
So I think you'll agree a Diablo with big lands, and no limitations pretty much means do whatever you want-
either an MMO, or a Grand Theft Auto. haha. That would just be stupid.
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Stars aligning fragments of the memories
Parallel truth, awaken in translucence
Sealed by this deadened song
Sinking in toneless comatose
Come and tear my skin, fear what's within
Its massive darkness filling my world
Submerged rage writing unspoken words
And Baldur's Gate II is everything an MMO is without multiplayer
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Stars aligning fragments of the memories
Parallel truth, awaken in translucence
Sealed by this deadened song
Sinking in toneless comatose
Come and tear my skin, fear what's within
Its massive darkness filling my world
Submerged rage writing unspoken words
And Baldur's Gate II is everything an MMO is without multiplayer
that was somewhat my point, huge lands, freedom to go almost anywhere you want when you want, you often need to activate a quest first to get new lands
and Baldur's Gate has multiplayer. up to 6 people can play online together
Rollback Post to RevisionRollBack
-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
Ok first of all I would like to say that we should try to keep the amount of classes simplified. This is the reason why...
I believe if you simplify the amount of classes that gives more free reign on spell usage as well as skills if you have to many classes you can expect abilities to be divided more so.
I believe that the base classes should exist through the following
Knight
Sorcerer
Ranger
Assassin
Warlock
note: Because the themes of these characters are simple it makes it hard to truely define them allowing for more free reign in skill capabilities...
I'll post later with more info on the characters later.
Thanks for your time...
Why not? I fail to see how not having acts will prevent a system similar to that of waypoints of being implemented.
And having a large amount of gaming land, open server, and lots of multiplayer people results in MMORPG.
Large amount of gaming land: This happens in all games in general, they get bigger and bigger as computers increase.
Open server: If you mean that everyone is in the same world, then yes, that is a point towards an MMO.
Multiplayer: Just as gaming land, more interaction between players is increasing over time. D3 will without a doubt have more interaction between players, whether it is an MMO or not makes no difference.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Well, I can only hope that it wont be the same as world of warcraft
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Stars aligning fragments of the memories
Parallel truth, awaken in translucence
Sealed by this deadened song
Sinking in toneless comatose
Come and tear my skin, fear what's within
Its massive darkness filling my world
Submerged rage writing unspoken words
Why not? I fail to see how not having acts will prevent a system similar to that of waypoints of being implemented.
exactly, Legend of Zelda: Ocarina of Time/Majora's Mask both had a huge world with no acts, yet you could still warp from place to place.
Rollback Post to RevisionRollBack
-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
there is the factor of teleporting and such. portals or just teleporting is a big help, since it was already big in the first and then second diablo's.
they could take away the acts and just have a huge world, but why would the take away the way points?
Rollback Post to RevisionRollBack
-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
personally i liked the acts and thought they added a sense of actually unfolding the story piece by piece.
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----------------------- "What man, anywhere under Heaven's high arch, has fought in such darkness, endured more misery or been harder pressed?" -Beowulf
personally i liked the acts and thought they added a sense of actually unfolding the story piece by piece.
Finally an actual reason for keeping acts, though I think the original idea was to have them to cut down of processor usage. With better computers, that particular reason seems void to me, so the only reason so far appears to be to make the game more story-tellingish (can you say that?).
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
i dunno,it would be weird for me to play a diablo game without acts but way points i couldnt do without them. a transportation system is a must,it would suck horribly to have to walk a character from area to area instead of just teleporting or using a waypoint...i would hate to go through the whole game just to do an end boss run...if they take acts away its not that bad but they need something to replace waypoints and teleports if they get taken out...maybe something like a recall stone similar to nwn or a recall potion like bg:dark alliance.
diablo 1 didnt have acts. but you could still jump thru the game to the specific areas. you had "stairs" to town every 4 stages.
The recall stone is a possibility. its a nice feature but its more like a TP scroll, that a way point system.
Rollback Post to RevisionRollBack
-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
So I've read about half of this thread and I'm highly disapointed. I realize that you're all gamers, and not developers, but some of your ideas are just "cool" and don't actually have use.
Let's instead look at the major issues with the diablo games:
- Poor class (PVP AND PVM) balance
- Poor/unclear teamwork benifits
- Item reliance
- Unclear market
- Linear progression
- Lack of end-game content
- Lack of gameplay variation
By the way, what does it do WELL that shouldn't be changed?
How can we solve the issues while leaving alone, or enhancing the good? Any "new ideas" should contribute to these ideas, and not add a new element all together. If you want new gameplay elements, make a new game.
So I've read about half of this thread and I'm highly disapointed. I realize that you're all gamers, and not developers, but some of your ideas are just "cool" and don't actually have use.
Let's instead look at the major issues with the diablo games:
Also realise that these ideas are thown together by a large amount of people that do ot share the same views of where Diablo should be heading, thus adding to the confusion.
Quote from "BSG" »
- Poor class (PVP AND PVM) balance
- Poor/unclear teamwork benifits
- Item reliance
- Unclear market
- Linear progression
- Lack of end-game content
- Lack of gameplay variation
Item reliance would actually be considered a strong point by most people, and I think it only go out of hand after Patch 1.10, where a lage portion of the gamer base had to be sustained with increased challenges (such as all creatures gettin one immunity in Hell). This made item depenency much steeper for less serious players.
Regarding the teamwork benefits, I would say that Diablo II was first and foremost a singleplayer game with multiplayers aspects. It was desgned around completion by only one person, and so class balance wasn't really an issue for the developers in the same sense as in pure multiplayer games.
Lack of end-game content has an MMO ring to it, but I definately agree that there's too little to do with your high-lvl chars except for MF-runs and the occasional Uber Trist.
Linear progression is a drawback which I am sure will be adressed in a sequel no matter what.
Gameplay variation? Once again people would probably call that a strength. After all, at least it's kept me hooked for six years.
I do however agree with all of your positive points.
Quote from "BSG" »
How can we solve the issues while leaving alone, or enhancing the good? Any "new ideas" should contribute to these ideas, and not add a new element all together. If you want new gameplay elements, make a new game.
No, if we want new elemets we should definately add them. D3 will after all be a new game, not just a rehash of D2.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
rather nice to have someone from more of a developer/designer perspective. the majority of us are purely gamers, so we really just suggest ideas and dont really know whether or not the are even feasable. i person have no idea what the limitations are with the D2 engine, i have a bit more experience with the Bioware Infinity or Aurora Engines, but thats another game/story.
Rollback Post to RevisionRollBack
-Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's First Law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only, truth.
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passwords are probably the best bet against noobs and pkers.
and please, please, please, MAKE A SEQUEL INSTEAD OF A PREQUEL!! seriously, I'm so tired of prequels. can't we move on instead of going back to the past?
anyway, this is my first post here, so hello to everyone!
And having a large amount of gaming land, open server, and lots of multiplayer people results in MMORPG.
Massively
Multiplayer
Online
Role
Playing
Games
So I think you'll agree a Diablo with big lands, and no limitations pretty much means do whatever you want-
either an MMO, or a Grand Theft Auto. haha. That would just be stupid.
Parallel truth, awaken in translucence
Sealed by this deadened song
Sinking in toneless comatose
Come and tear my skin, fear what's within
Its massive darkness filling my world
Submerged rage writing unspoken words
Parallel truth, awaken in translucence
Sealed by this deadened song
Sinking in toneless comatose
Come and tear my skin, fear what's within
Its massive darkness filling my world
Submerged rage writing unspoken words
that was somewhat my point, huge lands, freedom to go almost anywhere you want when you want, you often need to activate a quest first to get new lands
and Baldur's Gate has multiplayer. up to 6 people can play online together
I believe if you simplify the amount of classes that gives more free reign on spell usage as well as skills if you have to many classes you can expect abilities to be divided more so.
I believe that the base classes should exist through the following
Knight
Sorcerer
Ranger
Assassin
Warlock
note: Because the themes of these characters are simple it makes it hard to truely define them allowing for more free reign in skill capabilities...
I'll post later with more info on the characters later.
Thanks for your time...
Why not? I fail to see how not having acts will prevent a system similar to that of waypoints of being implemented.
Large amount of gaming land: This happens in all games in general, they get bigger and bigger as computers increase.
Open server: If you mean that everyone is in the same world, then yes, that is a point towards an MMO.
Multiplayer: Just as gaming land, more interaction between players is increasing over time. D3 will without a doubt have more interaction between players, whether it is an MMO or not makes no difference.
Parallel truth, awaken in translucence
Sealed by this deadened song
Sinking in toneless comatose
Come and tear my skin, fear what's within
Its massive darkness filling my world
Submerged rage writing unspoken words
exactly, Legend of Zelda: Ocarina of Time/Majora's Mask both had a huge world with no acts, yet you could still warp from place to place.
"What man, anywhere under Heaven's high arch, has fought in such darkness, endured more misery or been harder pressed?"
-Beowulf
The recall stone is a possibility. its a nice feature but its more like a TP scroll, that a way point system.
Let's instead look at the major issues with the diablo games:
- Poor class (PVP AND PVM) balance
- Poor/unclear teamwork benifits
- Item reliance
- Unclear market
- Linear progression
- Lack of end-game content
- Lack of gameplay variation
By the way, what does it do WELL that shouldn't be changed?
- Class variation
- Unlimited item combinations
- Storyline
- Isometric view
- Straightforeward gameplay
- Successful treatment of leveling/skills
- Monster variation (Arguable)
- Skill variation
How can we solve the issues while leaving alone, or enhancing the good? Any "new ideas" should contribute to these ideas, and not add a new element all together. If you want new gameplay elements, make a new game.
Item reliance would actually be considered a strong point by most people, and I think it only go out of hand after Patch 1.10, where a lage portion of the gamer base had to be sustained with increased challenges (such as all creatures gettin one immunity in Hell). This made item depenency much steeper for less serious players.
Regarding the teamwork benefits, I would say that Diablo II was first and foremost a singleplayer game with multiplayers aspects. It was desgned around completion by only one person, and so class balance wasn't really an issue for the developers in the same sense as in pure multiplayer games.
Lack of end-game content has an MMO ring to it, but I definately agree that there's too little to do with your high-lvl chars except for MF-runs and the occasional Uber Trist.
Linear progression is a drawback which I am sure will be adressed in a sequel no matter what.
Gameplay variation? Once again people would probably call that a strength. After all, at least it's kept me hooked for six years.
I do however agree with all of your positive points.
No, if we want new elemets we should definately add them. D3 will after all be a new game, not just a rehash of D2.