10/18/2013 7:16:15 PM
Just wanted to drop by and say how much i love this new site, thanks guys, keep up all the hard work!Posted in: Diablo III General Discussion
8/26/2013 10:23:47 AM
Posted in: Diablo III General DiscussionQuote from KallizkGreatstaff of True Power!
(2handed Wizard Only Staff)
When wielded the wizard has a faint blue glow around them and arcane power regeneration is doubled but the wizards life is also halved.
LifeBane - 1H Sword
8/26/2013 10:19:29 AM
Posted in: Diablo III General DiscussionQuote from shaggyUnkillable Players
Life Leech. My favorite topic ever. In D2 you could stack this til the cows came home (err no pun intended) and make a character that, in PvM, was exceptionally difficult to kill. Was this good design? I doubt it because it was one of the first things that the D3 team nixed. It was recognized that having characters that could basically stand in anything, and who basically had infinite life and mana with fairly low gear requirements was a bad idea. I'm not saying that D3 got this right, but I would definitely caution you about not throwing stats like Life Leech (or Mana Leech) around on lots of items or, at the very least, keep careful control on it so as not to dillute the game with that particular stat. Then again, you may want to avoid it completely and go in another direction which would also be interesting.
To add to the above, some developers attempt to curb stats, such as life steal %, and limit this, but translating this to players is another challenge, how does the player know they can only stack 30% life steal and anything afterwards is useless?
UI plays a huge part with items too
8/25/2013 9:30:46 PM
Posted in: Diablo III General DiscussionQuote from Bleu42it gave the illusion that it was at least all right, because even though you had like I said before a handful of items that were by far the best, you *could* use almost any item you wanted and still be successful.
Because D3 has inferno mode, every monster out levels you and we don't have broken affixes like crushing blow, skills like sorc's static, the game is actually hard. Because of how hard D3 is (compared to D2), it forces people to actually try and stack both DPS increasing gear and EHP increases, which with the current state of gear makes it near impossible to FIND all the gear you need, thus, bad itemization.
I concur in part as I said in my previous post D2 didn't do a great job, the issue is that in a game with numerical numbers on weaponry and armor there will always be gosu items that are head and shoulders above the crop, keeping the thread at the level of a designer, we must think how do you tackle such a problem.
Blizzard has adopted the idea that in RoS legendary items change how the core foundation of how abilities work, this mimics skill runes to a degree and places them onto items, so that players with a preference to an ability will naturally flow towards a particular item. D2 approached this in a different way and gave the ability to trade skills between classes through items, or to change how your character worked fundamentally, Enigma in D2 for example, both are actually quite similar in concept.
Inferno mode, I'm sorry to say also provides the illusion of difficulty, you must raise your numerical to beat the monsters numerical, which is quite empty when you think about it and frustrating because as you put, to get said numerical high enough is extremely difficult, but that is not measured by skill or player ability, it's measured by how much gold you have to buy an item or luck on finding, which is where you reach the other fundamental flaw Blizzard are trying to address which is finding the item yourself to push that numerical upwards.
D2 also suffered with this to a lesser degree, but was never properly highlighted to more seasoned players as there was not really a reason outside of a pvp environment to become a numerical beast.
Which brings me back to what i said previously, the concept of stats go hand in hand with items and was the core point i was trying to make, this was a game play element, and adding weight to player decision gave a sense of game play, achievement and creation, this is something truly hard to capture because it can't be displayed as a value on the screen, its an emotion the player experiences.
I think removing stat allocation made items that little bit more empty and lost a little bit of their "character", combine that with other factors such as the AH throwing items at people and your previous comment about inferno, you get really items that feel empty and are at the end of the day just a bunch of numbers.
At the risk of going off on a tangent, the more i think about this the more i realize how detrimental the ability to re-spec a character is to the game (D2) as a whole, the gravity of investing a character point was a big deal, I'm actually starting to understand how Runic Games design Torchlight and what an elegant solution the "undo last few points" is.
I'm thinking how do you create a fine line between the easy ride D2 gave you and the numerical difficulty d3 requires to be overcome, Blizzards answer to this is to offer game modes it appears, neph trials is a horde mode, an endurance test and I'm sure we'll see others down the line, these modes allow people to measure how strong their character is and act as a way to relieve pressure on the primary game mode (beat shit up).
Now, you're seeing it from you're own perspective, not as general population player or as you would call "newbies", these important caps that you care about, don't even exist to these people, their decisions were made based off item requirements and what is fun, when they've played the game for a bit longer and realise half their characters have a similar build (and it did happen) they become disillusioned and think "why bother investing points" and this was the thought process behind the removal of stat allocation from D3.
That does not however mean I agree with removal of stat allocation.
Hmmm, I've been writing this post for over an hour, I'll muse upon this subject more tomorrow.
8/25/2013 5:00:31 PM
Posted in: Diablo III General DiscussionQuote from LaevusGheed's token - Ring
Any item of lower quality than rare that is sold to a vendor has a 1% chance to be returned to your inventory as a legendary of that item type.
Guidance of the Light - Templar Relic.
Guidance of the Light - Templar Relic
On being hit has a 15% chance to have a bolt of light hit the Templar from the heavens stunning all nearby enemies for 0.5 seconds.
Juggernauts Hide - Shield
8/25/2013 4:45:11 PM
Stat requirements - do you want a characters stats to affect the items they are able to equip?Posted in: Diablo III General Discussion
Level requirement - do you want a characters level to affect when they can equip the item
Item Quality- do you want all items to be able to roll a specific quality and will you have a unique version of the item?
Attributes given - what kind attributes can the items have in your game? Can a helms defense be enhanced by a modifier?
Attribute rolls - Will the helms defense roll be able to high or low?
Aesthetics - Will an item catch the players eye when on the floor or equipped by another player?
The above are a few very basic things to consider about items inside of D2. To drill down into the nitty gritty parts of items a good way is to compare D2 and D3.
D2 and D3 differ drastically on how they handle items and that is because of the top point, stat requirements.
Due to the removal of the mechanic stat allocation, items could no longer have stat requirements, which means that items in D3 carry purely numerical advantages over one another and the only boundary to equip said item is a level requirement which becomes defunct at level cap.
Level cap is something also different about D2 and D3, whilst there was a hard cap for D2, many items were scattered among different character levels and people very rarely reached the hard cap, a question the developers must of asked themselves is does this add more flavor or does it provide just another annoying roadblock?
We see that there is no boundaries to equip an item outside of character class in D3 and we are left with the question: are boundaries fun?
When we consider stat allocation in conjunction with stat requirements on items, you start to see how customization of your characters stats start to weave themselves into not only a numerical advantage such as having more strength to do more damage but allowing you to equip heavier swords/armors.
This translates into aesthetics, if i can assign points on my character, I can equip a different sword type and therefore have a different look, meaning your investment into a stat has changed the way your character looks in the world, and adds more weight to your decision.
We then consider the inability for the majority of Diablo 2s lifespan to reset stats, thus meaning when you place points into strength to put that sword or armor on you're stuck with it, adding more weight to your decision.
It is shown that items become an embodiment of your decisions and ultimately your character reflects all your cumulative decisions. I can't honestly say Diablo 2 did a tremendous job of this but the concept was there and it added a bit of "heart" to items.
Other games have also used this concept of weaving stats and items together to create a very deep sense of game play, a few examples would be: Baldurs Gate, Icewind Dale, Dungeon Siege 1, the best to show this concept in my opinion however is Dark Souls.
I'm not going to say which is better or worse, because sometimes boundaries piss people off, having the freedom of item choice in D3 is nice, stats became less of a choice and more of "dump loads into str and X and the rest in vit" in D2 which means that sometimes a player could become disenchanted with the system and just outright annoyed by it.
The cruel reality is of all this is you just can't please everyone and as a developer it winds me up so much and is something I eventually had to accept, there will always be people who dislike the games i craft and people who want to man hug IRL.
I wish you luck in development of your game
8/25/2013 3:35:56 PM
In D2 my favorite class / spec to place a fanaticism zealot, I loved paladins to death, barbarians came in a close second.Posted in: Diablo III General Discussion
Naturally I'll be leveling a crusader straight off the bat and making it my main.
8/24/2013 8:37:25 PM
Awesome interview, Josh seems like a real nice guy, thanks kongor.Posted in: Diablo III General Discussion
8/22/2013 9:15:31 PM
Posted in: Diablo III General Discussion
Thanks for this, the information from his interview was very good and answered a few questions i personally had. They did however seem to dodge the question if they were going to change older content, what I'd of liked to of heard was that there would be more random elements added into them when the level is generated.
Mr Monstrous made a thread a long the lines of the idea behind neph trials back in April and it garnered quite a bit of attention it's great that peoples ideas (I'm sure other people made similar posts) are red and taken in by the developers. It really looks like blizzard do keep the community in mind with this latest expansion.
I really like the vibe i get from all these new interviews and how Josh talks to people. LoD made D2 in my opinion and now i genuinely think RoP will make D3 into a great title.
8/22/2013 9:16:01 AM
From a personal stand point ALL of the things in this expansion are a step in the direction i want the game to move in.Posted in: Diablo III General Discussion
There are things I still want to see added to the game but all good things come to those who wait.
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