Umm, no my friend, not Diablo 2, because it was never a "feature" that anyone really noticed. Warcraft III did use it effectively. I seem to remember that there were certain types of units which were more powerful at night. I think Night Elves could 'shadow-meld' (ie. turn invisible) only during night-time or something. Which brings me back to my point that while useful in other games, we don't really need this here.
And I don't get your stance, LinkX. U for this or against it?
- Humungous
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Dec 18, 2009Humungous posted a message on Day, night, and variation!Blizzard will provide us enough variation without a day/night cycle included. The WWI gameplay video itself showed us so many environmental variations, ranging from sun, rain, lightning-n-thunder, even the much-discussed rainbows. And Tristram had some amazing fog cover if I remember correctly.Posted in: News
This would just be an extra burden on their heads when they clearly have so much stuff to do, would be an added load on any PC that runs the game, and, as discussed before, the overall effect is so slight that it's noticeable only by its absence!!!
So let Blizzard work on making other stuff good, guys. We don't need every thing that we've seen somewhere else here as well. - To post a comment, please login or register a new account.
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Although it would look awesome in gameplay, i believe the story loses much of its potency and appeal if we are allowed to play as a semi-demon/angel.
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I remember Jay Wilson or someone saying somewhere; "We want to make the wizard even more blasty, but even more vulnerable." I think what Instability means is that we'll probably see that if she really turns into a "light show" (i.e. lots of spells released in a short time), her defences will reduce and damage dealt will increase accordingly.
But even this seems to simple for an entire resource system so dunno really. But something on these lines.
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We could be looking at an SUPER AWESOME Act 1 boss fight...
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The Fallen is the last thing I'd want to associate Diablo with :O...
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Think about it, the 2nd game somehow diluted the power and horror of Diablo by giving him two equally powerful brothers. Of course, it was their way of taking the story in an entirely new direction too, which was awesome.
I'm sure Bliz is not going to stick to the "resurrect the three and kill them again" thing once more, because every Bliz game does have awesome storylines and this is NOT A BIT awesome to me anymore. What if their way of turning the story round this time is to make Diablo defy Mephisto and Baal, and launch a newly planned vendetta, all on his own. And, think about it, that might just be his undoing, because as sure as anything he IS going to die ultimately at the end of this one. Bliz, i think, confirmed that.
Did I go off the rocker a bit? Sorry, but I think this line of thought holds potential...
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So whats contradicting what?
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Now, Bliz has said they dont want the old system and have already made a system of checkpoints for DIII. Soo...does this mean that one Act will cover a whole range of locations throughout Sanctuary? OR will it be just like before, with some changes in transportation methods?
Im sayin this simple 'cuz I want more locations! Just 4 locations in DIII is not enough, what say?
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Coming to DIII, the graphics now easily allow for greater screen areas and we've already seen huge bosses like Siegebreaker, Leoric, etc etc. Given all this info, will/should Diablo remain as small as he was before? He HAS to be more badass, somehow, than ANY of the other guys, and I don't really see the puny Diablo matching up. What say?