hey, something i've been thinking lately, why not actually "showing" the monster equipment? for example: in titan quest you have the same monsters for some time (like, half an act) same color and stuff, but each one is using it's own weapon and armor, so you never find 2 monster that look the same, for me thats better and easier then creating a totally different monster, and you don't get tired of seeing the same creatures over and over, without any difference
i know some monster just can't use weapons and armor (like the sand thing and the big-scary-undead that don't have hands) but why not putting an axe or a sword in the hands of an ordinary zombie?
it's just my opinion by the way, don't hate me for that >.<
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Don't use smartass phrases, that just makes u look stupid >.< ************************************************ Praying that D3 will not be a complete fail and that it will come to my country and that i'll have the money to buy it ************************************************
hey, something i've been thinking lately, why not actually "showing" the monster equipment? for example: in titan quest you have the same monsters for some time (like, half an act) same color and stuff, but each one is using it's own weapon and armor, so you never find 2 monster that look the same, for me thats better and easier then creating a totally different monster, and you don't get tired of seeing the same creatures over and over, without any difference
Fallens use different weapons or at least equipement. Some have torches, some have shields... Some others like Skeletons, I thought had different things already.
Anyway, I'm expecting equipement variations already in D3 for anyone that actually wears stuff, so as to not make them all look exactly the same.
Alright then. You will have 50 different monsters in the game instead of 10 times that. Is that what you really want?
I think you're just fooling yourself if you equate different coloured models to different monsters. Yeah, I'd prefer to have 50 different monsters than 500 different-coloured variations of 50 models.
Quote from "SFJake" »
This is the only way you will ever have hundreds of different monsters in the game.
Nah, Blizzard are wealthy and take their sweet time developing. They'll have an adequate supply of beasties me thinks!
I think you're just fooling yourself if you equate different coloured models to different monsters. Yeah, I'd prefer to have 50 different monsters than 500 different-coloured variations of 50 models.
Why? You prefer less variation just for the sake of each model having one use? Not bothering with that one.
Quote from "pure_heart" »
Nah, Blizzard are wealthy and take their sweet time developing. They'll have an adequate supply of beasties me thinks!
Dream all you want. If you think that because they have money to waste that they will come up with hundreds of completely unique model for monsters, you couldn't be more wrong.
I think you're just fooling yourself if you equate different coloured models to different monsters. Yeah, I'd prefer to have 50 different monsters than 500 different-coloured variations of 50 models.
I agree to some extent that a simple color variation in this day and age wouldn't fully satisfy a throng of desperate Diablo fans. However I fully disagree on it being thrown out completely.
Diablo 2 already had a color/equipment variations to some degree. It had a good base for replayability but now it simply needs to be improved on. I think that size should be a factor. Just like in the human/animal realms where specimens from the same species do grow to various sizes. Other games have this feature already such as Monster Hunter. It's simple and doesn't require re-designing the actual monster.
By changing the size of a particular monster they could also change a few of his stats(ex: adding strength, hp) respectfully. Eventually down the line when replaying the game in harder difficulty modes they could change the color palette (realistically, no neons) but still keep the "mutant" monsters option.
Next, you guys mentioned that there were some monsters in harder difficulties that would have powers (spells) that previous easier versions didn't possess. This was a fun factor for me personally. It could be improved upon by changing the AI of the monsters in higher difficulties. In D2 most Elite Versions monsters would still behave just like their normal counterparts. Although they did have new powers, it would be irrelevant since you already knew how to adequately dispose of them. It would only cause a problem if you were using a certain element (sorceress) and had to switch because of immunities. In my opinion immunitites are anti-fun (a few exceptions cna be made).
Imagine this; a lone stygian Doll from baal throne level running at you, upon seeing your level, scatters away in a cowardly fashion. You decide to persue him and to your suprise find that he has ambushed you by leading you into a group of other stygian dolls.
Or, instead of shooting at you on sight, having those invisible lightning shades group up around you before shooting. The only kind of visible AI we ever had from Diablo was the Fallen Ones/Rakanishu monsters running away to regroup when their kin died. They could try a little harder to give monsters personalities that really let us tell them apart. Instead of having every single beasty stupidly run/teleport at you...
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[SIGPIC][/SIGPIC]Diablo 3, Hottest shit to happen to 21st Century Entertainment since Georges "Rush" St-Pierre.______________ --------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums -------- Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
Since they've implemented armor visibly displayed on your character, then perhaps this will fix the need to differentiate with vibrant colors?
Example...
A lvl 5-ish Fallen seems bare with no armor. However, a lvl 50-ish Fallen is wearing some pretty heavy armor. Sounds a bit ridiculous for a Fallen, but may work well on other monsters (skeleton warriors, etc.).
I also think size would help set rare mobs apart. Think of a bulkier, fully-clad skeletal mage instead of just the typical bare-bones. That would look like a better match!
Obviously they can't make millions of character models, but I think there's enough variables to play with to get a good mix.
I agree to some extent that a simple color variation in this day and age wouldn't fully satisfy a throng of desperate Diablo fans. However I fully disagree on it being thrown out completely.
Diablo 2 already had a color/equipment variations to some degree. It had a good base for replayability but now it simply needs to be improved on. I think that size should be a factor. Just like in the human/animal realms where specimens from the same species do grow to various sizes. Other games have this feature already such as Monster Hunter. It's simple and doesn't require re-designing the actual monster.
By changing the size of a particular monster they could also change a few of his stats(ex: adding strength, hp) respectfully. Eventually down the line when replaying the game in harder difficulty modes they could change the color palette (realistically, no neons) but still keep the "mutant" monsters option.
Next, you guys mentioned that there were some monsters in harder difficulties that would have powers (spells) that previous easier versions didn't possess. This was a fun factor for me personally. It could be improved upon by changing the AI of the monsters in higher difficulties. In D2 most Elite Versions monsters would still behave just like their normal counterparts. Although they did have new powers, it would be irrelevant since you already knew how to adequately dispose of them. It would only cause a problem if you were using a certain element (sorceress) and had to switch because of immunities. In my opinion immunitites are anti-fun (a few exceptions cna be made).
Imagine this; a lone stygian Doll from baal throne level running at you, upon seeing your level, scatters away in a cowardly fashion. You decide to persue him and to your suprise find that he has ambushed you by leading you into a group of other stygian dolls.
Or, instead of shooting at you on sight, having those invisible lightning shades group up around you before shooting. The only kind of visible AI we ever had from Diablo was the Fallen Ones/Rakanishu monsters running away to regroup when their kin died. They could try a little harder to give monsters personalities that really let us tell them apart. Instead of having every single beasty stupidly run/teleport at you...
10/10...!
Though every monster puts a different "feel" of the fight, the monsters in D2 have about none AI.
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Faded out her voice and soiled her name
And like marked pages in a diary
Everything seemed clean that is unstained
The incoherent talk of ordinary days
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i know some monster just can't use weapons and armor (like the sand thing and the big-scary-undead that don't have hands) but why not putting an axe or a sword in the hands of an ordinary zombie?
it's just my opinion by the way, don't hate me for that >.<
************************************************
Praying that D3 will not be a complete fail and that it will come to my country and that i'll have the money to buy it
************************************************
[SIGPIC]Fire Never Dies Alone >:-D[/SIGPIC]
Zombies can barely walk how are they gonna hold an axe(I know is just an example)
And please next time use the edit button instead of double-posting, And welcome to the forums :thumbsup:
"Eternal suffering would be too brief for you, Diablo!"
Fallens use different weapons or at least equipement. Some have torches, some have shields... Some others like Skeletons, I thought had different things already.
Anyway, I'm expecting equipement variations already in D3 for anyone that actually wears stuff, so as to not make them all look exactly the same.
Been done since dawn of video games.
Nah, Blizzard are wealthy and take their sweet time developing. They'll have an adequate supply of beasties me thinks!
Why? You prefer less variation just for the sake of each model having one use? Not bothering with that one.
Dream all you want. If you think that because they have money to waste that they will come up with hundreds of completely unique model for monsters, you couldn't be more wrong.
I agree to some extent that a simple color variation in this day and age wouldn't fully satisfy a throng of desperate Diablo fans. However I fully disagree on it being thrown out completely.
Diablo 2 already had a color/equipment variations to some degree. It had a good base for replayability but now it simply needs to be improved on. I think that size should be a factor. Just like in the human/animal realms where specimens from the same species do grow to various sizes. Other games have this feature already such as Monster Hunter. It's simple and doesn't require re-designing the actual monster.
By changing the size of a particular monster they could also change a few of his stats(ex: adding strength, hp) respectfully. Eventually down the line when replaying the game in harder difficulty modes they could change the color palette (realistically, no neons) but still keep the "mutant" monsters option.
Next, you guys mentioned that there were some monsters in harder difficulties that would have powers (spells) that previous easier versions didn't possess. This was a fun factor for me personally. It could be improved upon by changing the AI of the monsters in higher difficulties. In D2 most Elite Versions monsters would still behave just like their normal counterparts. Although they did have new powers, it would be irrelevant since you already knew how to adequately dispose of them. It would only cause a problem if you were using a certain element (sorceress) and had to switch because of immunities. In my opinion immunitites are anti-fun (a few exceptions cna be made).
Imagine this; a lone stygian Doll from baal throne level running at you, upon seeing your level, scatters away in a cowardly fashion. You decide to persue him and to your suprise find that he has ambushed you by leading you into a group of other stygian dolls.
Or, instead of shooting at you on sight, having those invisible lightning shades group up around you before shooting. The only kind of visible AI we ever had from Diablo was the Fallen Ones/Rakanishu monsters running away to regroup when their kin died. They could try a little harder to give monsters personalities that really let us tell them apart. Instead of having every single beasty stupidly run/teleport at you...
--------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums --------
Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
Example...
A lvl 5-ish Fallen seems bare with no armor. However, a lvl 50-ish Fallen is wearing some pretty heavy armor. Sounds a bit ridiculous for a Fallen, but may work well on other monsters (skeleton warriors, etc.).
I also think size would help set rare mobs apart. Think of a bulkier, fully-clad skeletal mage instead of just the typical bare-bones. That would look like a better match!
Obviously they can't make millions of character models, but I think there's enough variables to play with to get a good mix.
10/10...!
Though every monster puts a different "feel" of the fight, the monsters in D2 have about none AI.