Quote from Kodachii
I don't like this "the players are stupid, suck it up cause blizzard is smarter" stuff. I agree that people shouldn't be complaining about this particular issue but in the end blizzard is a company that depends on us to buy their junk to make money, if enough people requested something they'd almost certainly include it in their game.
But not liking it doesn't make it untrue.
Playing games, however extensively, does not make you a designer. It's barely even related. Just like eating doesn't make you a chef, watching movies doesn't make you a filmmaker, etc.
And from the Designer's perspective, sometimes you have to pretend you're the player's mum and make them try something they think they won't like. Otherwise the medium would never move forward. Creators don't ask permission for what they create if they want to make something new.
Even if Blizz would actually listen to a large portion of the fanbase disliking something,even though that's absolutely not the case here, it would be detrimental to the game as a whole.
Quote from hoboman27
and you must know that to compare someone to a dog is very very very demeaning... sigh...
Unless you work in the industry, your design knowledge and my dog's are pretty comparable. Also, don't hate on Captain Buggles please
Is that a question?
Quote from hoboman27
Would you be kind enough to give me the links? you said "see below" on the actual expert views, but probably forgot to link those interviews. It would be great to read those, more official information is what the community need.
I assumed you'd actually read any press releases about the game for the past... ever.
This could take a while.
Diablo Beta Press Event
This, honestly, has just about everything though. I will refer to it repeatedly.
OP:
Here are my problems with the current skill system...
No skill trees
Access to all skills
Skill swapping with no penalty
All of these are answered in one QA question:
Official Blizzard Quote:
Q: I’m sure there’s a lot that went into it, but could you just kind of give a cliff notes version of what brought about the decision to fully remove skill points? I know one of the great benefits of it is it’s very easy to interchange and you’re not dedicated to one set path. And obviously with that, I guess there’s no more skill reset with no skill points?
A: When we put the game out into internal alpha, we had the system that we’ve shown previously at Blizzcon which is where you had 7 slots, you put skills in those slots and assigned skill points (mumble mumble). What we found was, the UI was essentially telling people “you should have 7 skills.” But the skill point system says to players, “if you really want to be optimum, you should dump everything into 1 skill or 2 skills.” We tried to fight that a little by having escalating caps on skills, but it didn’t really work. So the two things were fighting with one another and the result of what we were getting was not what we wanted, which was more skills than people generally had in D2. Our combat system is really based around having somewhere between 4-6 skills. The other side of it was, by popular demand, we put in respec. What we saw happening was players would get their starter attack skill and they’d put points into it, which was great because they didn’t do that in D2. Once they figured out the system, they said, “ooh, I shouldn’t put any points in these skills,” which is terrible. But what happened was that they’d level up and get to that next skill they want - they’d have Magic Missiles and they’d get to Arcane Orb and decide “I don’t want Magic Missiles anymore, I want Arcane Orb.” So they’d respec that early skill, take 5-6 points out of it, and mass dump them into Arcane Orb. And one, that’s a balancing nightmare, but more importantly, it felt really bad. It felt even moreso like the character was trivialized, because these points could be just massively pulled from one place to the other. So those things kind of warred against one another, so we thought, “what happens if we just take skill points out and just say, choose your skills, that’s what’s most important.” And that actually worked really well. What it revealed was kind of a further truth about how people play Diablo, and I kind of referenced it earlier, it’s not a game like WoW where you start with Fireball at level 1 and at level 85, you’re still using it. It’s possible to do that, to take a starter skill and make it viable end-game, especially with runes, but it’s not the instinct of what players do. Players want to level up to get to more powerful skills because they have that very finite window of skills, they want to respec and get into that big skill. A game like Borderlands actually has a great model, because their attacks are tied into items and you’re used to items cycling out all the time, so it feels really natural. But for Diablo, it felt really unnatural to be doing the activity that you wanted to do the most(??). So we altered the skill system to provide that to players: “you know what, you actually can switch out skills as much as you want. That’s the way you naturally want to play, so we’re going to let you do that.” However, a system still needs restrictions to make it compelling. The restrictions we put in was to cap that total number of skills, both as you level up, but also we even pulled the cap down a bit to six skills because 7 actually felt like people could kind of get everything they wanted, but at 6, they start having to make really hard choices about what to get. It seems like just a one skill difference, but it actually made a really big impact. So you combine that with having to choose from one of several different rune effects per skill and you start getting a lot of diversity in builds. And building those characters becomes really compelling, and that’s what we were going for. A system that has a really compelling build process to it. I realize this is not the cliff notes. The last thing I would throw out about this, and this is something that we always kind of had a pipe dream about that I think this last revision of the system actually might be the first skill system that we’ve ever done where the player’s first instinct is not going to be to go to a website and check out what their build is, and that’s wonderful. That’s what we want. We want players to discover within the playspace, make choices based on information, not just based on “well, this sounds good, I hope it works, but I never got a chance to try it out.” So that’s one of the advantages of the system.
For those of you with short attention spans:
-Skill points = mass dump into minimum number of skills. Most powerful skills, least fun gameplay due to lack of variety and interesting combos and synergies.
-Skill trees aren't really that different, except you are forced to spend single points in prerequisites first. Interest and fun added: 0.
-Respecs aren't nailed down yet, it's possible (and indeed looking likely) that after a certain level respeccing will require a regeant of some sort. But especially for low levels, free swaps are ideal for experimentation, which is fun with this many skill/passive/rune combos!
Lack of connection with your character
This is one of the most important aspects for me. You hardly look at your character screen because you don't really need to from what I've seen from all the D3 footage. Why would you? Stats are chosen for you, skills are unlocked for you. There doesn't seem to be a real DRAW to pull yourself toward your character. These factors are preventing IMMERSION, which is what video games are all about. A small analogy for you...Resident Evil. 1 and 2 specifically were survival horrors. They were scary. They were difficult, and you could get so screwed that you wasted your goddamned ink ribbons and couldn't save (thus heightening the tension and making you mad, both good things). Resident Evil 4 and 5 were great games, but they weren't quite the same. They took the "horror" out of survival horror by making it a shooting action game. Diablo 3 is doing the same thing to the origins of the series by making it less RPG, more action. No doubt it will be fun, but in the RPG world, this is absolutely unacceptable. You NEED to be tied to your character and not feel like you're playing Gauntlet at an arcade machine.
This is all bullshit. I've watched plenty of these streams, people obsess over stats/gear/skills and switch things out and figure out numbers all the time. Just because you can't add points to things doesn't mean they aren't important. Gear modifies everything, skill choices are imperative, and everyone pays attention to this still.
Some common rebuttals to these complaints of the new skill system:
"If I screwed up in Diablo II, I had to make a new character."
While this was true until respecs arrived, it isn't like it was difficult or "unfun" to make a new character. If you didn't know how to build a character (which is NO different from ANY other game with optimal builds), then you most likely wouldn't care if your blizzard did 80% the damage compared to the guy next to you.
Character attachment, the thing the OP is so obsessed with, is the reason for respeccing. D2 characters were throwaway. Some people were OK with that significant of a time investment being tossed in the bin because of a misclick. The majority were not.
"Runes will provide the customization and differentiation, as well as the setback to swapping skills."
I don't buy into this. I've seen from the datamines, various panels, videos, so forth the general idea behind runes. While this will provide customization, it doesn't seem at this point that it would provide enough to have someone say "Yes, I'm a Hydra Wiz" or "Yes, I'm an Archon Wiz". Why is it so difficult to let the player decide what skills he wants to be powerful?
This doesn't make sense. With skillpoints, you pick 2 abilities you want to be powerful. With the current system, you pick 6. Same deal, more versatility. Your skill loadout is very important, and does indeed distinguish you as a hydra wiz/whatever. Because you picked that skill, and skills that compliment it.
It makes me think they don't know enough about the series to be able to make these kind of judgment calls. Note: In Diablo II, you have a powerful Charged Boltress or Teeth Necro. You are cool and unique. In Diablo 3, you have a Magic Missile Wizard. You're an outcast and should be ashamed.
There are so many things wrong with this.
1.) The creator knows more about the series than the player. This is not up for debate.
2.) In D2 if you played those kind of classes you were playing a suboptimal build that wasn't really viable because of the nature of skill trees. Low tier skills are flat out worse.
3.) What the hell are you basing your D3 comparison on? At least in D3 those kinds of weird builds are numerically viable because of proper scaling. The rest is smoke blown out of your ass.
Some ideas for improvement...
Re-introduce skill points at the very least, and give the option to allocate your stats manually.
Allow the option for respecs.
Allow skills to be powered past max level, as in Diablo II.
Reconsider synergies
1.) Terrible idea, for all the reasons everywhere.
2.) There are probably going to be respecs of some sort, this isn't nailed down regardless, please actually read articles and releases.
3.) That would require skill points, which are terrible.
4.) Numerical synergies are boring. Actual skill synergies caused by the skills being good in combination with eachother are present and interesting.
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Edit: A few posts down someone posted a screenshot of my beta-flagged post on the diablo forums for anyone who wants any sort of confirmation.
But I swear to you this is NOT a troll!
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Now that that is out of way, let's get on to the real points.
The runes are what determine how many charged bolts to use your skill, a level 7 rune does more than a leve l rune. So yes, you will see more scaling of effects beyond just damage through rune levels. And rune types.
I'm pretty sure Blizzard isn't planning to put macros in place to change your abilities. You have to stop killing, open your menu, find the skill, drag it to where you want it. Long process - doesn't seem very fun to me. So I won't.
What's better is MEANINGFUL customization. Skill points have NEVER proven themselves to be that. Remember, I am a game reviewer(admittedly fairly recently starting out as one), I play a ton of games. I've never seen a skill customization system that encouraged me to do anything other than max as many skills as I could to be as powerful as possible. Skills get increasingly more powerful the more points you put in them, not literally, but scalingly. So 1 point may do 1-2 damage, 5 will do 20-22, and 10 will do 100-102. There's no reason to only put 5 in, because I'll be really really weak. So you max out as many skills as the skill point system allows you to, then use whatever few skill points you have left to get utility abilities or in rare cases synergistic abilities. This is a fact. It was this way in D2, it was this way in Dungeon Siege 3, it was this way in dozens of other games which had skill trees. It is ALWAYS this way.
Stat points I will give you in some games HAVE been meaningful and well done. But usually they result in one person finding the optimum and 99.999% of people copying him. In d2 the optimum was as many vitality points as you could after getting youjr strength for items, for one example.
Meaningful customization will be in the choices you make, and I truly expect this game to end up with most people doing what I'll be doing: Designing their character to be a specific character. Ie. I'm going to have Venra the melee Wizardress. She will be that, and unless BLizzard makes it completely 100% useless, that is what she will be. It doesn't matter if I fight enemies that isn't ideal as, she will do what she needs to. Most gamers I've talked to play like that in games like this.
Sure there will be 'professional farmers' who do otherwise, but that's fine too - it's their choice. And that's the beauty of this system, it allows you the choice to play how you most want to. IF you want to build a character and make it a real character there is NOTHING stopping you from doing so. If you want to min max and swap abilities on the fly, there's also nothing stopping you from doing that. And that is truly a beautiful thing in a game - true choice.
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When you see a cow grazing in town are you going to have a heart attack?
Normal animals exist... sheesh.....
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But that's what Diablo is. Playing for the sake of loot. That's ALL Diablo has ever been. People tried to superimpose other meaning onto it... but in the end it really is just playing for the sake of loot.
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To compare the randomness of the gear with the new rune system...
Imagine if in stead of a "Rare Great Axe" dropping you'd in stead get a "Rare Item" - it's stats are already assigned but you can't see them. Once you equip it to a slot, those stats appear and it LOCKS to that slot. So you could be a wizard and this "Rare item" drops. So you equip it to your offhand slot and it becomes a "Rare bloody orb" which has all sorts of barbarian stats like healing on fury use and increased fury regeneration but it's locked to being an orb so barbarians can't use it and it's completely useless to you.
With the new rune system you don't KNOW where you want to PUT the rune until you put it somewhere. With Diablo gear you always know WHERE it should go and what you wnat to use it as, but it still has a ton of randomness associated with it. So until you put it somewhere and make a huge mistake, you don't know where you really wanted to put it.
Let's take a real world example. Say 'Golden rune of magic missile' sucks. It's completely useless - no builds use it(and you know as well as I do there WILL be some rune/skill combos that will be like this - with 110 of them per class, it's impossible to make them ALL good). But you REALLY need a crimson rune of magic missile. And say you use Arcane Orb and the rune you want most of all for your current build for Arcane orb is Golden.
You get 5 level 7 runes, and you socket them one after another into your Magic Missile. They all turn out golden by fluke. You've now COMPLETELY wasted 5 LEGENDARY quality drops(ie. 5 one in ten thousand drops) and they're completely useless. So you now quit playing becuase you're so frustrated at having five really rare drops and none of them were even the SLIGHTEST bit good for you even in terms of selling them because the rune itself is undesirable for all builds.
Under the system I'm hoping for(runes drop coloured, attune when you put them into a skill, and roll random affixes). You get 5 runes, and by fluke they all roll Golden. You can now put one into your arcane orb, roll your random affixes, and now you have 4 level 7 golden runes you can either use to try to get a better affix on your Arcane orb, try rolling them into other skills that golden runes are good for to try to get an elusive 'perfect' rune to sell for a ton on the AH, or you can sell them as unattuned golden runes so people can buy them for the skill they need.
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No I think the person who is willing to pay 80 bucks for it deserves it more, because he valued it on the same level as FOOD for him. He used the same currency he'd use to buy food, clothing, to pay for his house. He didn't just spend his free time, he actually WORKED for that item.
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