This is a truly great thread. I'm creating my own Diablo game like the OP, but mine is a SC2 map (based on D1) and I plan to add a skill system loosely based on D2. Thanks for everyone that posted.
Some design aspects I took away from this thread:
- Make weapons grant a stat called Spellpower that non-weapon related spells rely on. Some item types (like 2-handed) should grant more of that, but in general every weapon should add it.
- Spellpower should only influence a smaller part of the spell's damage. Then the power on the weapon isn't mandatory. D3's system with everything being based on DPS which heavily relied on the weapon (due to all other things being factors for the weapon's damage) isn't the way to go.
- Make skills using weapons rely on weapon damage.
- As I'm recreating D1, heroes learn arcane spells via books found in the dungeon. Spellpower would influence the strength (damage/mana costs) of those spells, so a Melee class might benefit from spell power on their weapons, too.
- No +allSkills as they boost too much at once.
- Separate weapon speed and cast speed.
- Multiple affixes that alter the same aspect, but in different ways (for example: +Defense, +Defense%, +DefenseBasedOnCharLevel) => creates multiple good choices. Best possible item version might be rarer than before, but you end up with more good items.
I really liked in D3's design that stats actually matter to your hero (-> later you noticed that they matter way too much) and that spells rely on the items rather than relying on nothing [excluding +spell affixes] (=> most D2 spells).
D2's stats had little impact, if it wasn't vitality. That's something that should be improved, though. So, you would have specialized affixes (direct specific changes) and fairly good affixes (stats that influence a lot of things).
For example, Strength improves weapon damage, weapon hit chance, dodge chance (= D2 defense) and improves critical chance. Another aspect Strength could alter would be physical damage resistance.
Dexterity would improve the same things as Strength except for physical resistance, but with a higher focus on dodge and weapon hit chance than strength and as a unique aspect: block chance.
The used weapon type would have different percentages for strength and dexterity to influence the weapon's damage. Swords would benefit more from dexterity than an axe.
Vitality adds life and raises the chance to avoid triggering the own hit recovery (for the sake of not making vitality OP, there shouldn't be high +life% affixes in the game or just none).
Magic/Intelligence/Energy adds mana, improves arcane spells (damage and/or spell's to hit chance). ["Spells" missing a target deal 25% damage rather than 100%] and add a resistance value to the elements. In D2, you would never want to spend points in energy, afaIk.
This makes the stats very complex to understand, but they provide bonuses which are all good to have.
D3 cut the hit/miss chances on monsters completely. This makes the battles more reliable, less frustrating and plan-able, but it makes the item requirements simpler. I think PoE did a good job keeping the miss chance in the mechanics, but raising the average hit chance to a value where it's unlikely that you miss a lot of attacks after another. Missing multiple attacks without dealing damage is something that can create frustration.
Also, I think that D3 shouldn't have gone the simpler mechanics way. Examples of aspects that became simpler:
- no miss chance => no attack rating affixes => simpler dexterity stats, less frustration because of missed attacks, ranged combat became predictable (like 2 attacks per monster and it is dead)
- +Vitality and +Life merged => less complexity of affixes between classes
- no passive life regeneration on monsters => no benefit of poison damage or monster healing prevention affix, life value is more readable
- no chance to make monsters not spawn a corpse. Blizzard could have added monster types that benefit from corpses (resurrecting/exploding/spawning new monsters/totems, ...), but that aspect of D2 was cut rather than developed/used. D2 only used fallen shamans on corpses, if I remember it correctly. But affixes preventing such a system might be very gimmicky.
- monsters have no resistances => less cluttered UI, but simpler mechanics
- elemental damage has no effect except for cold damage slowing => elemental damage doesn't matter in PvM
- no hit recovery (on heroes) => no affixes to reduce hit recovery, combat might feel much smoother without it
I assume these mechanics add to the linearity of the affixes in D3.
- 8/28/2013 9:19:56 PM Posted in: Diablo III General Discussion
8/14/2013 8:32:46 PM
I was able to completely bug the movement. I was holding the right mouse button in the third level and was attacked by 4 monsters that I killed. At least 1 of them was in melee range. I had a minion, something like a wizard behind me. That was the situation I was in before when it bugged. It was on the third level.Posted in: Other Games
The problem was that I was only moving when I clicked into unpathable areas and then I was only making a small step forward. Normal pathing/orders to move were broken. So, holding the left mouse didn't result in movement.
4/4/2013 9:38:12 AM
Posted in: Diablo II
Well, that won't happen.
I prefer to work alone on that and I dislike his coding style (I even dislike Blizzard's own style within sc2 maps) and the D2 terrain images aren't properly compatible with my randomly created dungeons.
But I've altered my systems recently to become closer to diablo 2 as a few of diablo 1's systems doesn't work for skills (defense + chance to hit) and I started to implement some skill systems like auras http://i.snag.gy/xgSsL.jpg which always use the highest value of an aura around (-> "better" implementation than D2).
In the end I will have a combination of skills and learnable spells via books that have synergies to the skills creating a system that combines D1 and D2.
But, good luck with your project, egod. I hope you will push me to work harder on my map once again. Some people want your starcraft diablo mix as a few people suggested that to me already.
3/26/2013 2:36:15 AM
Posted in: Diablo I & Hellfire
11/7/2012 6:42:26 AM
One of my three deaths on level 56 were because of an error containing something with "Party group size" being 1.Posted in: Hardcore Discussion
When I could log in again after several minutes, my char was dead.
It was in the time near after release when these errors appeared frequently...
6/1/2012 12:16:36 PM
Posted in: Hardcore Discussion
Not always.Quote from ryyyiui think , kick(disconnect) isn't the same like lag, so on dc(error) you exit immediately from the game.
I lost my lvl 56 DH last night due to Error 1 ("Unable to create party.") while playing.
5/23/2012 2:31:14 PM
Found Fleshrake (Monk First weapon) in the cellar in Tristram during Haedric's quest on nightmare act 1 (in hardcore). A zombie in the first room dropped it.Posted in: Diablo III General Discussion
Sold it for 28k gold because it was terrible. people tend to buy these items for much more gold than they are worth atm...
5/16/2012 5:25:51 PM
Just lost my lvl 23 Demonhunter vs Belial. He struck down my whole team with his big form within a few seconds and I died after getting him down to 1/4 of his hp. I guess it was their first time vs Belial. :DPosted in: Hardcore Discussion
5/13/2012 11:17:08 AM
There is a glidewrapper which fixes most performance issues. There might be a problem with ingame videos.Posted in: Diablo II
2/23/2012 8:08:18 AM
Blizzard stated that it's approx 1 hour.Posted in: Diablo III General Discussion
If you kill and explore everything, it's more. At least I think that I played more than 1 hour at the first time to kill SK.
Then you have 5 chars and then you grind to max out your level (from 7-8 to 13).
So, if you want to do everything, there is a lot, even if the quests are said to be one third of the first act only.
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