and go back to town to heal every time things start to get a little rough
It's exaclty what they want avoid !! heal in combat = orb, so no need to back in town... the action is in a different way, not like "try to click fast to succed)
I'm not sure how much of an effect the elimination of skill trees will actually have. Since skills still have a level requirement, it's essentially forcing you to pick lower tiered skills...
???????? It's exactly the contrary, skills will ONLY have level requirment, SO everyone "smart" will wait to the end to place them points. (I don't know why you think they'll choose the first ? like you said it's will be poor at the end (except if it's an "utility" skill and not a "damage" skill))
Personnally I don't know why Blizzard said that is hard to balance ??? ehhhh ok...
The way I would do it :
Simply with Excel,
Put all meaningful variables like :
damage
kind of damage (AoE worth more (Calculate an average of touched monsters))
attack speed
range or close (set a value like 1=close and 10 far)
damage modifiers possibly in relation
ok it's a first draft, put a fictive weapon's damage in relation of those variables. The best is a end-game weapon, so with % you will see where the problems are (abusive amount of damage or small amount of damage)
more attack speed, less damage; more AoE, less damage, less range/close, more damage... After having set a variables standard, every class with the same amount of "fictive weapon's damage" must do almost the same damage.
Preferably every first skill should have a percent modifier in sort to be effective at the end.
name change, change realm, resurect hardcore... All thos things was very easy to program... damn it name is a simple variable, that cost nothing to blizzard to change it (no staff needed)
I like the way they're going, No real money ! The only thing maybe is pay for gold (so you'll be able to buy anything in the "trade" system) (it's why I think no-official site where you can buy things will not happen)
Geeze, forbid that anything in the entire game doesn't involve just one player in particular, and anyway since when does -powerups on a single person- means less team work?
If anything, it encourages less team work, at least less CARING about your team if everything is ever automatically distributed to everybody.
That some orbs gives small boost discourage team work is getting to the level of -sad- here. It shouldn't have anything to do with that, especially not very short boosts.
Blizzard implement "drop unshared" to prevent anyone to try to get the advantage first !! I think strongly they'll keep in that way...
Power up orbs would be interesting, if they only worked on one person, and for a relatively short time compared to shrines, but giving significant boost for the duration.
I really doubt !! everything seem to be for "team-play" : orb heal everyone like shrine effect everyone, They have a reason why, so they won't make something else who does the same thing as the shrines (repeated) in a different way. I think only items and some skills will buff only yourself...
How did this become about difficulty? Show my thread some respect!
It's been made clear more than once that when I said "easy" I was referring to the gameplay functions being simple enough to have a broad audience to cater to.
Do you refer to the remove of the "weapon switch" ?
the diversity in gameplay will be more fun, (AI enemies, manner to kill them, using the good skill for the right situation...)
Challenge is the biggest part of a game being fun, no question.
Would you really enjoy fighting games if the enemies don't fight back.
Would you really enjoy racing games if the track was nothing but a strait road.
Would you really enjoy puzzle games if the puzzle is simple enough to be solved by a 3y old.
Challenge is fun, however in my opinion it seems you misinterpret the word 'challenge'.
Don't really know how to explain it if the above examples don't do it for you.
Hey I never said I don't like challenge ?!...
However I can tell you that a challenge in no way needs to be frustrating. It's only frustrating when you can't figure out how to beat it, or simply can't. It's also without a doubt related to the mental strength of the person playing.
I hardly get frustrated by games, sure there are points where I fail horribly for multiple times in a row, or where I face clearly unfair odds. When I can't beat it'; I just close the game. No need to lose my cool, I'll just have fun doing something else.
Then when I have time to play again I simply try again and in most cases I beat it.
The only thing that frustrates me is dieing/losing and not having a save point (due to my own stupidity) and having the tedious task to do everything I did before again, this can be horrible if your previous save file was over half an hour old. Same applies to the game crashing.
Not that I hate losing a challenge, but I do hate redoing things I already cleared or passed.
I agree, the "frustrating" part of games is almost fixed today.
Challenging is normal, dying is normal but not 10 times in a row or an impossible part...
Like you said I really dislike redo the same thing twice.
I don't fully agree. Clearing a game should not be 'easy' as in, any person can finish the game no sweat.
And btw there are no rules for games anyway, you just made that up. (Unless you shove a big bad argument with source in my face.)
Sure, any person should be able to finish the game. I agree, this does not mean that the game should be a breeze.
The game needs to be challenging, you need to know how to play or do certain parts or you simply do not advance.
If games aren't challenging, why play them at all? You could just make the game as easy as: go in this portal and you win.
It's not a rule or anything crappy, but it's a generally accepted saying, a game needs to be challenging to be fun.
Like all those zelda games, they are challenging, however if you know the rules of the boss practically any person can beat it. Some just take longer to beat it then others. It does not even remove the challenging part.
TL:DR
Only kids play easy mode (and D3 is going to be 18+ (or 16+) so kids can just go cry in a corner :D), games need to be challenging (on all difficulties), not impossible but you need to know what you are doing.
However any person should be able to learn what you are supposed to do.
yes it's a "non-writed rule" :rolleyes:
The need for a game is not really/completly the challenge, the key is fun, and indeed the challenge is fun BUT watch out for "frustration" part...
What I mean is like you, a game need to be beatable like I said, but you need have fun, so challenge...
You're missing the point. First off, the current graphical implementations are by no means "low quality". Secondly, it would be foolish of Blizzard to reduce their current graphics just to create some moderate, "90's era" computer wielding, pvp fanbase. That's not Blizzard's M.O.
They won't decrease the quality, you know almost games have it : options where you change the graphics, so the game will run on old computer with the lowest graphics and with higher on recent computer.
hey guys, they exist a rule of games who said that a game must be easy to finish, BUT it's need challenges and different difficulties after having pass trough the game once. (for hardcore gamer, so you have a part "tutoriel"/ easy for younger and for casual gamer and hard time for hardcore gamer) So everyone is happy.
It's the reason why the game will have 3 difficulties
I don't think sacrificing gameplay just because people are too stupid/stubborn/lazy to upgrade their computers is a good idea. I don't see Blizzard implementing battlegrounds into a game like Diablo anyway, but limiting gameplay is a bad idea.
Hey first, the principal reason is money... and I think to making games with low requirment is motto's Blizzard company !! And it's work well, Do you know how much bought was made by people with low requirment ?
I know Diablo sucess is because of the good gameplay AND online re-playability/coop play.
If the story is the reason, explain me why many peoples play it without have read books and listen story... AND when you already know the story what's push you to re-play it ??????
It's the base of every game, if the gameplay was failed whatever the story you have, your game will be a flop
well lets face it: we dont play diablo because of its awesome story
Quote from "Umpa65" »
Speak for yourself.
lol me too, personnally, the story = I DON'T CARE !!! If you have a really awesome story, but linear poor gameplay, you'll play it once and it's finished. If you have a really poor story with a great re-playable gameplay, you'll play it constantly.
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Personnally I don't know why Blizzard said that is hard to balance ??? ehhhh ok...
The way I would do it :
Simply with Excel,
Put all meaningful variables like :
damage
kind of damage (AoE worth more (Calculate an average of touched monsters))
attack speed
range or close (set a value like 1=close and 10 far)
damage modifiers possibly in relation
ok it's a first draft, put a fictive weapon's damage in relation of those variables. The best is a end-game weapon, so with % you will see where the problems are (abusive amount of damage or small amount of damage)
more attack speed, less damage; more AoE, less damage, less range/close, more damage... After having set a variables standard, every class with the same amount of "fictive weapon's damage" must do almost the same damage.
Preferably every first skill should have a percent modifier in sort to be effective at the end.
name change, change realm, resurect hardcore... All thos things was very easy to program... damn it name is a simple variable, that cost nothing to blizzard to change it (no staff needed)
I like the way they're going, No real money ! The only thing maybe is pay for gold (so you'll be able to buy anything in the "trade" system) (it's why I think no-official site where you can buy things will not happen)
Blizzard implement "drop unshared" to prevent anyone to try to get the advantage first !! I think strongly they'll keep in that way...
the diversity in gameplay will be more fun, (AI enemies, manner to kill them, using the good skill for the right situation...)
I agree, the "frustrating" part of games is almost fixed today.
Challenging is normal, dying is normal but not 10 times in a row or an impossible part...
Like you said I really dislike redo the same thing twice.
yes it's a "non-writed rule" :rolleyes:
The need for a game is not really/completly the challenge, the key is fun, and indeed the challenge is fun BUT watch out for "frustration" part...
What I mean is like you, a game need to be beatable like I said, but you need have fun, so challenge...
They won't decrease the quality, you know almost games have it : options where you change the graphics, so the game will run on old computer with the lowest graphics and with higher on recent computer.
It's the reason why the game will have 3 difficulties
I know Diablo sucess is because of the good gameplay AND online re-playability/coop play.
If the story is the reason, explain me why many peoples play it without have read books and listen story... AND when you already know the story what's push you to re-play it ??????
It's the base of every game, if the gameplay was failed whatever the story you have, your game will be a flop
I don't said I don't like, I said I don't care...
Yes story add something great for the firsts time you complete the game.
The story isn't the reason of Diablo series sucess
lol me too, personnally, the story = I DON'T CARE !!!
If you have a really awesome story, but linear poor gameplay, you'll play it once and it's finished.
If you have a really poor story with a great re-playable gameplay, you'll play it constantly.