Well, even though the Fansite Press Conference was for both Diablo III and WoW, since this is a Diablo fansite I will only cover the Diablo portions. Admittedly, information from this was sadly scant, but let's try to make the best of what we got of it, especially in light of how much we've gotten this whole weekend.
The last reported-on event of the BlizzCon took place today as the day began to set over in California at the Anaheim Convention Center. The Press Conference was limited only to fansite representatives, of which ours for this whole event have been Silversurfnstud and Mockery.
The first bit of news might come as a bit of a turn-off. It has been confirmed that player-made mods will "not be in Diablo III". What this means is somewhat nebulous, since obviously player-made mods will not be an integrated part of the game when you buy it, but I would venture to guess that this means that it will be harder for such mods to be made. This is mostly a let down, I feel, since mods were a big part of Diablo II after players played the game to death over it's decade-long lifespan.
In Diablo II, we saw the return of the three Diablo I heroes, the Warrior, Sorcerer, and Rogue, as the Lord of Terror, the False Summoner, and Blood Raven, respectively. It would appear that the same can be said of the relation of Diablo II to Diablo III, as it has been promised that we will be seeing Diablo II characters returning as NPC's in the coming game:
Quote from "Silversurfnstud" »
Blizzard says Diablo 2 characters will make a NPC return in Diablo 3
In Diablo II, fans and players traveled around the world of Sanctuary to various areas, some large cities and some isolated retreats against the forces of Hell. In this areas, some more than others, we saw that there were many NPC's in the cities, but the vast majority of them were not interactive or speaking. However, in Diablo III it would appear that we will be seeing more dynamic NPC's in-game:
Quote from "Mockery" »
Lots of NPCs though, some of whom send you on mini-quests
When asked about the number of mini quests in the area of the demo alone (a short area in the Borderlands), it can be discerned that we will be seeing plenty more quests, as previously stated by Blizzard, than in either of the two older installments:
Quote from "Mockery »
Hard to say how many [quests'] overall, I wouldn't be surprised if they had anywhere from 15-20 mini-quests in the demo depending when you played
If you would like an idea of how some of these quests played out, well, they seem to be action-packed:
Quote from "Mockery" »
my favorite was killing all the occultists and freeing their slaves though. very gory and nonstop action ... Escaping the collapsing dungeon (a timed 3-minute quest) was challenging too, especially if you tried fighting enemies and opening chests. Most people agreed the best strategy was to just RUN ... There's also a cool quest, which i mentioned before, where you have to kill a giant Dune Thrasher (basically, a sand shark creature) that ate some poor guy's son for lunch. You then return the son's jewels to the grieving father for a bunch of experience. Usually levels you up
Another change from previous games in the series with the new game is that quests will be failable, some even with dire consequences if you cannot complete them within a specified timeframe:
Quote from "Mockery" »
it tells you that you failed, or you die depending on the situation. If your time expires in that collapsing dungeon, you die
If anyone would like more on the fright-factor of the playable demo, in addition to more-than-necessary gore, we can bve expecting anything from impaled corpses to hanging bodies:
Quote from "Mockery" »
I saw dead people hanging, I saw dead people impaled on spears, I saw dead people on torture racks, I saw splatters 'n guts where I'm sure somebody died a horribly painful death... the works. They're not holding anything back when it comes to splattertastic gore in this game
Silversurfnstud then asked about the female Monk when he could get a question in, and Blizzard replied saying that information on the female Monk will be released soon in a small announcement. Hopefully that will be following shortly after the BlizzCon has come to a close. And for any of you still questioning the implementation of female Monks, which obviously do not exist in our world:
Quote from "Mockery" »
people were askin Blizzard how there can be female monks in Diablo 3 when they don't exist in the real world. So that's why Blizzard was saying Diablo is "their world" and they can have female monks if they want to
On the death mechanic, which may or may not be concrete at this point, so far there are no penalties for death (like in previous games, where experience and/or gold paid for your decease), although we may be seeing an interesting new type of potion that could add a new element of cooperative play:
Quote from "Mockery" »
If a ally used a potion of revival you would spawn where you died. If no ally revived you you respawned 5 seconds later at your last checkpoint
Some other things of note were a new modifier which would add a percentage to your magic damage (Silversurfnstud reported a percentage as high as 49% on an amulet), Quest Items are as of now the color previously kept for Sets- green, and it would seem that Town Portals have been officially cut from the game:
Quote from "Mockery" »
Town Portals Have officially been Cut out of d3, They stated they thought they took away from the action. They also stated a waypoint like system would be returning
Haha, anyway, it's great to hear all this news. The only thing I'm iffy about is the quest failing. I obviously don't know enough about it, but it seems kind of... Extreme. I would also love to know what they're doing to either offset or replace town portals and their importance in the previous installments, if this already wasn't explained.
You also have a typo that I notcied, bve instead of be. No biggie. =]
After playing D2 again in SP i cant seriously found a more needed thing then the TP, it saves you alot of time from dying.
That's pretty much that whole point in deleting them - it gives you an easy way of escaping any situation, which kinda kills strategy. You go in a very difficult dungeon, saying "oh well, I'll go in there anyways and just TP myself out if it's too hard."
That's pretty much that whole point in deleting them - it gives you an easy way of escaping any situation, which kinda kills strategy. You go in a very difficult dungeon, saying "oh well, I'll go in there anyways and just TP myself out if it's too hard."
They have waypoints too. If you played Titan Quest you know what im talking about.... that basically eliminates the need for the portals....
Wow ... no town portals ?? Definitly going to need to get used to that .. I guess it all depends on how spaced apart the waypoints are. And it would seem that constantly gaining loot then a quick TP back to town to cash in, might not be able to be done constantly.
And if Quest items are green .. what color will set items be ? Thats going to throw me off for sure. I think it will for most players who are locked in to what the colors mean.
They said there would be multiple entry and exit points to and from areas, dungeons etc. and seeing how maps will be mostly "randomly" generated they may finally be able to fulfill the "unprecedented replayability" part they claim even on this Diablo 1 cd box I'm holding right now: "Diablo creates a unique labyrinth every time you play".
Heh we'll see
As for portals being canceled for now.... well I'm not too sure why, but perhaps item drops and placement of waypoints are so perfectly balanced out now so you don't need extra space in the tetris bag so no need for returning to town to sell stuff either :rolleyes:
Just wondering what type of dash we'll have available to evade dangers while fighting boss monsters for instance, but since there will no body to "pickup" after we die, maybe there's no reason for portals idk.
Another thing nobody asked about was what is going on now with keys and locked chests/doors etc. Really wanted to know about that.
@Question to people who played the demo: After you died and got spawned at the appropriate waypoint or whatever, let's say you had to continue through an area that you "cleaned" already.... were there ANY number of monsters there (even a few) again or were mutilated bodies the only inhabitants? @Another question: How long did the fallen corpses of enemies continue to be visible on screen after you killed them? And were blood splatters PERMANENT?
ty
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Quote from "KonataX" »
lol it can still easily be a ranger since who said you cant shoot arrows at melee distance xD
Quote from "Archie" »
The Barbarian is from Arreat, a very cold snowy mountain top, but they are much tougher than normal humans, so they don't need warmth.
Quote from "Archie" »
Where are Barbarians originally from? Sumeria, or more specifically Mesopotamia, AKA Europe. Think the Alps and the Pyrenees
I'm a real packrat, I can't move to another area without looting at least the most valuable items. I'm afraid that my inventory will be full of items before I can find a waypont to sell them.
My only hope is that the items lasts a good ammount of time on ground so i'll be abble to travel 100 miles just to grab the items left behind xD
Hmmm. Town portals were quite a big deal in D2. At least for me. After a big battle where a few special (unique/rare/set) items could drop, I'd constantly take what I can and tp to town to offload or sell, then come back and rinse-and-repeat as necessary. Wonder how it'll work without tp's. I agree that being able to tp just any old time might kill strategy - but there's always the case of running out of potions in a group-massacre somewhere in the corner of a dungeon and then not having much of a choice but to save your beef- albeit somewhat cowardly. And no, finding yourself in a corner isn't always out of your own stupidity. Sometimes the way you explore a map just happens to lead you to a dead-end.
I guess we'll have to wait and see what transpires.
Another thing nobody asked about was what is going on now with keys and locked chests/doors etc. Really wanted to know about that.
Bashiok on keys in Diablo III:
Quote from Bashiok »
"Having keys that are dropped for specific uses, that have more story and questing elements tied to them are definitely possible. In a general 'designery' way Leoric's crown was essentially a key used to unlock the boss fight in the BlizzCon demo. So I don't think it's out of the question to then have a literal key be used for more quest-centric chest unlocking purposes.
That's of course completely separate from the generic dropped keys and their ability to open randomly spawned 'locked' chests. We don't currently have keys and locked chests, but... we're not completely opposed to them either.
Something I posted about a long time ago, which were just ideas being thrown around internally, is the idea of having multiple tiers of chests with subsequently lower spawn rates, and subsequently increased chances for dropping better and better items. At that point keys sort of become this unnecessary burden, because you already had the amazing luck of having the rarest chest type in the game spawn, it's probably not all that cool to then also say "Now find a key for it!""
Bashiok on locked chests in Diablo III (we won't have locked chests):
Quote from "Bashiok" »
There have been a few discussions about chests, what they meant in the previous game, and what they'll mean in Diablo III. Currently there are no locked chests, and it's not something we're looking to reintroduce for now. We have discussed varying chest quality and types, adding randomness not only to the appearance of a chest but also the value of items it may drop or possibly specifically what types of items it's guaranteed to drop. Mix it up a bit and make finding a chest exciting, but make finding a special chest something even rarer and more exciting. It could certainly make exploring the entire floor of a dungeon more compelling before moving on.
How come everyone complaining about the lack of TPs doesn't realize that blizzard is implementing a checkpoint system now. When you die, you don't have to walk (or waypoint 90% of the way) back.
If blizzard keeps their tetris style inventory as currently is, we can hold probably 3x the gear (armor is only 2 instead of 6 slots), and if they revert to the WoW style again, we can hold alot more as well.
I honestly wouldn't be surprised if they add more NPC shops in dungeons/ along the roads.
I've posted in those threads cuz I didn't really like the idea.
I was hoping it got scraped along with town portals since if THEY slow down gameplay and were not needed, then what the heck does searching for specific keys do? But no info I guess.
Rollback Post to RevisionRollBack
Quote from "KonataX" »
lol it can still easily be a ranger since who said you cant shoot arrows at melee distance xD
Quote from "Archie" »
The Barbarian is from Arreat, a very cold snowy mountain top, but they are much tougher than normal humans, so they don't need warmth.
Quote from "Archie" »
Where are Barbarians originally from? Sumeria, or more specifically Mesopotamia, AKA Europe. Think the Alps and the Pyrenees
The last reported-on event of the BlizzCon took place today as the day began to set over in California at the Anaheim Convention Center. The Press Conference was limited only to fansite representatives, of which ours for this whole event have been Silversurfnstud and Mockery.
The first bit of news might come as a bit of a turn-off. It has been confirmed that player-made mods will "not be in Diablo III". What this means is somewhat nebulous, since obviously player-made mods will not be an integrated part of the game when you buy it, but I would venture to guess that this means that it will be harder for such mods to be made. This is mostly a let down, I feel, since mods were a big part of Diablo II after players played the game to death over it's decade-long lifespan.
In Diablo II, we saw the return of the three Diablo I heroes, the Warrior, Sorcerer, and Rogue, as the Lord of Terror, the False Summoner, and Blood Raven, respectively. It would appear that the same can be said of the relation of Diablo II to Diablo III, as it has been promised that we will be seeing Diablo II characters returning as NPC's in the coming game:
In Diablo II, fans and players traveled around the world of Sanctuary to various areas, some large cities and some isolated retreats against the forces of Hell. In this areas, some more than others, we saw that there were many NPC's in the cities, but the vast majority of them were not interactive or speaking. However, in Diablo III it would appear that we will be seeing more dynamic NPC's in-game:
When asked about the number of mini quests in the area of the demo alone (a short area in the Borderlands), it can be discerned that we will be seeing plenty more quests, as previously stated by Blizzard, than in either of the two older installments:
If you would like an idea of how some of these quests played out, well, they seem to be action-packed:
Another change from previous games in the series with the new game is that quests will be failable, some even with dire consequences if you cannot complete them within a specified timeframe:
If anyone would like more on the fright-factor of the playable demo, in addition to more-than-necessary gore, we can bve expecting anything from impaled corpses to hanging bodies:
Silversurfnstud then asked about the female Monk when he could get a question in, and Blizzard replied saying that information on the female Monk will be released soon in a small announcement. Hopefully that will be following shortly after the BlizzCon has come to a close. And for any of you still questioning the implementation of female Monks, which obviously do not exist in our world:
On the death mechanic, which may or may not be concrete at this point, so far there are no penalties for death (like in previous games, where experience and/or gold paid for your decease), although we may be seeing an interesting new type of potion that could add a new element of cooperative play:
Some other things of note were a new modifier which would add a percentage to your magic damage (Silversurfnstud reported a percentage as high as 49% on an amulet), Quest Items are as of now the color previously kept for Sets- green, and it would seem that Town Portals have been officially cut from the game:
In my Diablo?!
Haha, anyway, it's great to hear all this news. The only thing I'm iffy about is the quest failing. I obviously don't know enough about it, but it seems kind of... Extreme. I would also love to know what they're doing to either offset or replace town portals and their importance in the previous installments, if this already wasn't explained.
You also have a typo that I notcied, bve instead of be. No biggie. =]
we better have a huge huge inventory space to store all the stuff we find
That's pretty much that whole point in deleting them - it gives you an easy way of escaping any situation, which kinda kills strategy. You go in a very difficult dungeon, saying "oh well, I'll go in there anyways and just TP myself out if it's too hard."
And if Quest items are green .. what color will set items be ? Thats going to throw me off for sure. I think it will for most players who are locked in to what the colors mean.
Heh we'll see
As for portals being canceled for now.... well I'm not too sure why, but perhaps item drops and placement of waypoints are so perfectly balanced out now so you don't need extra space in the tetris bag so no need for returning to town to sell stuff either :rolleyes:
Just wondering what type of dash we'll have available to evade dangers while fighting boss monsters for instance, but since there will no body to "pickup" after we die, maybe there's no reason for portals idk.
Another thing nobody asked about was what is going on now with keys and locked chests/doors etc. Really wanted to know about that.
@Question to people who played the demo: After you died and got spawned at the appropriate waypoint or whatever, let's say you had to continue through an area that you "cleaned" already.... were there ANY number of monsters there (even a few) again or were mutilated bodies the only inhabitants?
@Another question: How long did the fallen corpses of enemies continue to be visible on screen after you killed them? And were blood splatters PERMANENT?
ty
I'm a real packrat, I can't move to another area without looting at least the most valuable items. I'm afraid that my inventory will be full of items before I can find a waypont to sell them.
My only hope is that the items lasts a good ammount of time on ground so i'll be abble to travel 100 miles just to grab the items left behind xD
Yes each class is going to be able to be male or female.
I guess we'll have to wait and see what transpires.
Asus Xonar D2X | Coolermaster Centurion 590 | 4 GB RAM | 500 GB HDD
Bashiok on keys in Diablo III:
(Source.)
Bashiok on locked chests in Diablo III (we won't have locked chests):
(Source.)
Hope that helps, Paladin88
If blizzard keeps their tetris style inventory as currently is, we can hold probably 3x the gear (armor is only 2 instead of 6 slots), and if they revert to the WoW style again, we can hold alot more as well.
I honestly wouldn't be surprised if they add more NPC shops in dungeons/ along the roads.
I was hoping it got scraped along with town portals since if THEY slow down gameplay and were not needed, then what the heck does searching for specific keys do? But no info I guess.
^as to
>And for any of you still questioning the implementation of female Monks, which obviously do not exist in our world:
which idk what world you live in, but there are tons of female monks in mine