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    posted a message on Why Blizzard Could Soon Return to Game Consoles.
    I'm generally responding as a whole to the thread, I haven't really read anyone's comments.

    Action RPG / RTS games on a console normally don't sell good; this is a problem because the majority of Blizzard's games are one of these two genres. The only possible console game Blizzard could get going for consoles is an MMO type game; unless out of the blue they announce an FPS. Platformer games on the PC are to Action RPG/RTS games on the console; they don't go well with each other. However, I do enjoy platformers on the PC and wouldn't mind if there were more since PC's can use a wireless Xbox 360 controller for windows.Even with a keyboard and mouse connected to a console, Action RPG and RTS games probably wouldn't play or feel the same as on a PC.
    Posted in: News & Announcements
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    posted a message on Bashiok on "Encouraging People to Play Together"
    Sometimes playing online is fun, but I prefer single player. This game isn't WoW which is a good thing, so I don't think Diablo 3 needs to be heavily party emphasized. Playing on single player at my own pace without other players ravaging the map killing everything in sight seems better. I don't know if the online community will be similar to Titan Quest, but if it is, I probably will seldom go online. :thumbsup:
    Posted in: News & Announcements
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    posted a message on Inventory Bags Explained
    I don't know if this has already been mentioned, but I would hope that Blizzard would have an inventory like Titan Quest where you can organize your whole inventory by clicking a button. The button in Titan Quest automatically organized all potions, weapons, armor, ect. The order of the items depended on each click of the button.
    Posted in: News & Announcements
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    posted a message on A bit of cool info about loot system
    Quote from "ansl" »

    Not sure if this has been discussed, but; If the drops are individual, will they be class-based? Because that would kill alot of the trading and randomness which was a big part of D2 and which made it, imo so unique. I'm very skeptical regarding globes and drops atm.

    I believe that the person demostrating one of the first tech demos of Diablo 3 mentioned that there will be drops that do not pertain to one's class. He said the drops can still be used by other characters by doing an item transfer. I'm guessing the item transfer method will be similar to Titan Quest in which items were stored in a caravan. The caravan was used as a large external inventory that gave all of one's characters access to the items/armor/weapons.

    I actually liked this concept because instead of trading with halfwits, I was able to keep a good piece of equipment that dropped and place it in storage for another character that could use it. I guess this does kind of lower the replayability, but there will probably be enough rare weapons/armor that it won't matter too much. Just trading is still an option too.
    Posted in: News & Announcements
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    posted a message on A bit of cool info about loot system
    I still think it would be a nice concept if they incorporated two types of health globes that came in different sizes, type one would heal individual party members and type two would heal the whole party. The health globes that heal the party could drop at a lower rate than the health orbs that heal individual players. A simple marking or aura could differentiate the two types of globes so they are not mixed up.
    Posted in: News & Announcements
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    posted a message on A bit of cool info about loot system
    Quote from "Ivaron" »
    As it is in D2, the monsters get stronger when you have more players. There aren't more monsters, so there won't be more health orbs. So, health orbs healing everyone as much as they would if they were playing alone is perfectly acceptable. If D3 works anything like D2 in multiplayer scaling, that is.

    If that is true, then there is chance it could be quite challenging on the higher difficulty modes that the game will offer. However, there is still a lot of tweaking and changing the system of health globes in Diablo 3 so I guess it is still up in the air for how things will turn out.

    There should be smaller health globes that drop and heal individual players, and larger health globes that randomly drop and heal the whole party, this seems to be the best option and would add the most variety. Can someone post this idea to Bashiok?

    I wonder if there will be mana globes, that would be neat too. The reason for this is because I'm actually wanting a new potion replenish system. I'm tired of the same old inventory potion stacking system that has been used in every action RPG in the past.

    I believe that Adrenaline is increased by killing creatures? So I guess infrequent Adrenaline globes would be more of a bonus.
    Posted in: News & Announcements
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    posted a message on A bit of cool info about loot system
    Quote from "Ivaron" »
    As it is in D2, the monsters get stronger when you have more players. There aren't more monsters, so there won't be more health orbs. So, health orbs healing everyone as much as they would if they were playing alone is perfectly acceptable. If D3 works anything like D2 in multiplayer scaling, that is.

    If that is true, then there is chance it could be quite challenging on the higher difficulty modes that the game will offer. However, there is still a lot of tweaking and changing the system of health globes in Diablo 3 so I guess it is still up in the air for how things will turn out.

    There should be smaller health globes that drop and heal individual players upon contact, and larger health globes that randomly drop that heal the whole party no matter who comes in contact with it, this seems to be the best option and add the most variety.
    Posted in: News & Announcements
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    posted a message on A bit of cool info about loot system
    I disagree with the health orbs healing the whole party. It seems like it would lessen the intensity of who is going to survive or grab the health globe - basically, some of the excitement/strategy disappears. Also, there is a chance that the multiplayer could be too easy if everyone gets healed from a single health globe depending on how everything turns out (amount of health globes, amount of health restored per health globe). I don't want multiplayer to feel like it's going to be 100% committed teamwork 100% of the time and so far that seems how it is. There should be a little bit of independence and "every person for themselves" included in the multiplayer groups.
    Posted in: News & Announcements
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    posted a message on A bit of cool info about loot system
    I disagree with the health orbs healing the whole party. It seems like it would lessen the intensity of who is going to survive or grab the health globe - basically, some of the excitement/strategy disappears. Also, there is a chance that the multiplayer could be too easy if everyone gets healed from a single health globe depending on how everything turns out (amount of health globes, amount of health restored per health globe). I don't want multiplayer to feel like it's going to be 100% committed teamwork 100% of the time and so far that seems how it is. There should be a little bit of independence and "every person for themselves" included in the multiplayer groups.
    Posted in: News & Announcements
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    posted a message on A bit of cool info about loot system
    I disagree with the health orbs healing the whole party. It seems like it would make the game too easy on multiplayer and lessen the intensity of who is going to survive or grab the health globe - basically, some of the excitement disappears. I don't want multiplayer to feel like it's going to be 100% committed teamwork 100% of the time and so far that seems how it is. I want there to be a little bit of independence and "every person for themselves" included in the multiplayer groups.
    Posted in: News & Announcements
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    posted a message on A bit of cool info about loot system
    I disagree with the health orbs healing the whole party. It seems like it would make the game too easy on multiplayer and lessen the intensity of who is going to survive or grab the health globe - basically, some of the excitement disappears. I don't want multiplayer to feel like it's going to be 100% committed teamwork 100% of the time and so far that seems how it is. I want there to be a little bit of independence and "every person for themselves".
    Posted in: News & Announcements
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    posted a message on Julian Love & Bashiok on Lingering Graphics
    Most action RPG's I've played, such as Titan Quest (which offers physics and vivid 3D graphics) were able to keep every weapon and creature on the ground with no slow downs.

    I hope they at least come up with a neat effect for disappearing creatures rather than simply having them fade away. They could even individualize the vanishing effect for certain creature groups and sub-groups.
    Posted in: News & Announcements
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    posted a message on Reminder: Blizzard Theme Park Design Contest Ending Soon!
    If I had known about this contest sooner I could have developed a dream park for Blizzard with Roller Coaster Tycoon 3: Platinum. Not only does that game offer endless possibilities in sandbox mode as well as imported custom banners and signs, but you can mod pretty much anything you want into the game and use it as custom content. I might just create a Blizzard theme park for fun and post it here.
    Posted in: News & Announcements
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    posted a message on Reminder: Blizzard Theme Park Design Contest Ending Soon!
    If I had known about this contest sooner I could have developed a dream park for Blizzard with Roller Coaster Tycoon 3: Platinum. Not only does that game offer endless possibilities in sandbox mode as well as imported custom banners and signs, but you can mod pretty much anything you want into the game and use it as custom content.
    Posted in: News & Announcements
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    posted a message on Jeffrey Kaplan Moving to NEW unannounced MMO
    Well if anyone can afford to take a risk with a new IP, its Blizzard. I'm sure one months salary would cover the price of a failed game. But with the money continuing to stack and the talent at Blizzard, I don't see how a new IP could turn out bad in the first place.
    Posted in: News & Announcements
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