I remember discussing the effects when I saw the first gameplay trailer. I didn't like the light tracers on weapons being swung. I still don't really like it. Every new game these days whenever a weapon is being swung they always put a light tracer on it and I find it so embellished. Effects are fine. Necessary even, I think. But sometimes I really like to just go bash something and have it be straightforward without any flashes of light or floating lines trailing the weapon. And there was plenty of that in D1 and D2. Just go kill a thing by bashing it with a club or cleaving it with an ax. Nothing flashy. Just some blood maybe.
Mmmmm, I see what you are saying. They aren't going to nerf the effects. It seems that they are going to be controlling that with the number of people allowed in a game. They will still have it so if you are playing alone, it will still have a very powerful feel to the game. At 2:40 in the video you listed, it was pretty bad, but I could still tell who's spells were going towards who. I don't think this is something they are going to improve on, but in my mind I can see now why they were thinking 4 people in a game is the magic number, and were thinking about limiting a game to a max of 4.
I don't like the big orangey swoosh on the Barb's cleave ability. That skills should just be shown as him swinging his weapon extra hard, maybe a slight transparent light tracer.
I also wonder about sound effects in terms of grunts and hiyas! One thing that bugged me about the Assassin was constantly having to hear here do her karate chop grunts. I wished it was less frequent and not every time I used a Dragon Claw or kick ability.
This is a diablo fansite. Everyone here loves Diablo. Saying it sucks is like going to korea and yelling Starcraft sucks.
and there will be alot of people that agrees with you.
the total number of Starcraft fans is just a very small percentage of the entire South Korean population
I thought the same thing at times. I think it works very well playing solo, but as soon as they showed 4 players on a screen it became very chaotic.
Yeah, at first I didn't even realize there were four players on the screen because of all the explosion. I was really confused about what was going on.
But then thinking about it, when eight players are doing a baal run all you see are explosions and stuff, you just are familiar with the sounds and colors, as well as the classes in the game so nothing is as confusing.
I think we just need time to adjust to all the new spells and classes, and then we can judge on all the new effects.
I think it's funny how the character is called "monk" when everything he touches explodes the screen. I'm not complaining though.. he is my first character choice
I remember discussing the effects when I saw the first gameplay trailer. I didn't like the light tracers on weapons being swung. I still don't really like it. Every new game these days whenever a weapon is being swung they always put a light tracer on it and I find it so embellished. Effects are fine. Necessary even, I think. But sometimes I really like to just go bash something and have it be straightforward without any flashes of light or floating lines trailing the weapon. And there was plenty of that in D1 and D2. Just go kill a thing by bashing it with a club or cleaving it with an ax. Nothing flashy. Just some blood maybe.
That's what i'm saying, effects are cool, but you don't need them over the top and everywhere, i saw the new WW of the barb and i prefer the old one wayyyy better. I regret so much the blizzard north team departure... It's them who should of been making diablo III from start to finish.
I regret so much the blizzard north team departure... It's them who should of been making diablo III from start to finish.
I personally didn't like what the Blizzard North team created when they made Hellgate: London. It seemed like they did everything they wanted to do with Diablo, but did it within their own universe... and quite frankly, I felt it sucked.
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I like the amount of blood personally, i'm a fan of a gory game lol. But I agree it needs to be mixed up a bit more. Watching the monk gameplay is awesome, but it does seem like anytime he kills something, it blows up. Don't get me wrong I love exploding corpses, but save it for the big move, not every hit. I thought I remembered blizzard stating they were going to consider more death animations to have a larger variety and randomness to the way a creature dies, lets hope so.
+1 on tone down the screen shaking. I like it, but it seems like it will dull down the suspense of a big boss or huge effect. Maybe eliminate it or put it on a scale varying how much it shakes. Very minimal for regular monsters and amp it up during large boss fights.
To be honest it only seemed overdone at moments with effects on the *party gameplay video with four chars casting spells and using skills at the same time - colors exploding, no idea what is happening on screen etc. And to be even more honest if you play some D2 multiplayer right now you will experince the same thing.
Otherwise it was just fine. Love how they implemented the shake screen.
I also enjoy the shake screen as well as all the blood. But keep in mind that we still have a ways to go before it's even in beta. I was in WOW beta and a ton of things changed in regards to effects and balance.
The effects look a little overdone, but then again your just watching and not playing. If they redo things like Spider Totem... I'm sure they will be able to catch issues like this, if it is an issue in the first place.
I agree with Siaynoq's post on effects hopefully being toned down a bit, especially for regular weapon attacks. Light tracers are just silly for an average joe unenchanted axe and the like. Plus, it's pretty satisfying in itself to simply hear plain old steel knocking a demon's head off without an overflow of mess. Brings to mind the good old-fashioned days of fighting where things were simpler(if you can call any fighting days good).
I am a bit scared that Blizzard might go a bit overboard on the "action" part of their action-rpg. Sometimes all the explosions, shaking cameras, dazzling lights and extremely fast pace give more the impression of God of War than Diablo. I don't know how all the features listed above can possibly leave any room for suspense in the game.
We will see how the course of the game and series shapes out over the coming months.
The effects look a little overdone, but then again your just watching and not playing. If they redo things like Spider Totem... I'm sure they will be able to catch issues like this, if it is an issue in the first place.
Good point. I played the demo and I honestly didn't even notice the screen shake and did feel pretty immersed in the game. When I was in line for playing, I did watch people playing and everybody was pretty immersed. Everybody's faces looked like they were so into the game and people were sad when they had to finish playing.
I don't think it's overdone at all from having played it. I think it's great already and we still have 2 more years of polishing. Like I said, I was in WOW beta, and even in the beta, a lot of effects were polished.
Siaynoq's Playthroughs
I also wonder about sound effects in terms of grunts and hiyas! One thing that bugged me about the Assassin was constantly having to hear here do her karate chop grunts. I wished it was less frequent and not every time I used a Dragon Claw or kick ability.
Siaynoq's Playthroughs
and there will be alot of people that agrees with you.
the total number of Starcraft fans is just a very small percentage of the entire South Korean population
Yeah, at first I didn't even realize there were four players on the screen because of all the explosion. I was really confused about what was going on.
But then thinking about it, when eight players are doing a baal run all you see are explosions and stuff, you just are familiar with the sounds and colors, as well as the classes in the game so nothing is as confusing.
I think we just need time to adjust to all the new spells and classes, and then we can judge on all the new effects.
...Forsaken Seraphim...
That's what i'm saying, effects are cool, but you don't need them over the top and everywhere, i saw the new WW of the barb and i prefer the old one wayyyy better. I regret so much the blizzard north team departure... It's them who should of been making diablo III from start to finish.
I personally didn't like what the Blizzard North team created when they made Hellgate: London. It seemed like they did everything they wanted to do with Diablo, but did it within their own universe... and quite frankly, I felt it sucked.
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Those who stand for nothing will fall for anything.
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+1 on tone down the screen shaking. I like it, but it seems like it will dull down the suspense of a big boss or huge effect. Maybe eliminate it or put it on a scale varying how much it shakes. Very minimal for regular monsters and amp it up during large boss fights.
Otherwise it was just fine. Love how they implemented the shake screen.
EDIT: *this one http://www.gamespot.com/pc/rpg/diablo3/video/6215973/diablo-iii--heroes-battle-dark-forces-gameplay-movie
I am a bit scared that Blizzard might go a bit overboard on the "action" part of their action-rpg. Sometimes all the explosions, shaking cameras, dazzling lights and extremely fast pace give more the impression of God of War than Diablo. I don't know how all the features listed above can possibly leave any room for suspense in the game.
We will see how the course of the game and series shapes out over the coming months.
Good point. I played the demo and I honestly didn't even notice the screen shake and did feel pretty immersed in the game. When I was in line for playing, I did watch people playing and everybody was pretty immersed. Everybody's faces looked like they were so into the game and people were sad when they had to finish playing.
I don't think it's overdone at all from having played it. I think it's great already and we still have 2 more years of polishing. Like I said, I was in WOW beta, and even in the beta, a lot of effects were polished.
go f*** with your girlfriends a little.
Let the guys working on the game.
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RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)