Reading his response, it seems unlikely that they will be implementing weight, as these would add an additional value to items, which bogs down inventory management almost as much as the 'tetris inventory'.A weight system is simply a different approach to inventory restrictions, and it's actually fairly similar to a grid based system except that weight systems are generally augmented by a character stat instead of being item based upgrades.
The main issue with these systems as they relate to Diablo III is they add an additional value to items. That secondary value works to complicate and thus slow down the inventory management of a player, drawing their attention away from the action, which is of course the main focus for us with Diablo III.
I've played a few RPGs with weight systems, and they're among my favorite games of all time, but it's a case of choosing which systems works best for each game.
I wouldn't be surprised if they used World of Warcraft's system, perhaps with a few interface tweaks that allow for simpler management of equipment, as some player-created mods for World of Warcraft offer.
Therefor Blizzard worrying more about this issue is in my mind proof that they are still making a game that will be pleasing to any D1/D2 fan. Action isn't as hard to create as addiction. And that's simply because action will only get you so far, (I mean there's no one playing God of War for 3 or 4 years on a regular basis, and its probably one of the best action games ever made on platform) however it's common to see people playing Diablo games for over 10 years.
Wether the inventory is made Tetris style or Weight based or even a hybrid feature taken from both would in my mind have a equal impact on the game than say, player skills. Okibum, I doubt you should worry about a Diablo game being uninteresting and I believe you implying that we would need action to supplant item management proves that your either not too familiar with the Diablo game "genre" or your more suited playing linear action platform games.
So here's to hoping that b
No matter how fancy the loot looks or acts, if theres no substance to the game... the game is just an epeen contest.
Mahamoti, thnx for posting the exact same thing as I had just said instead of backing up the argument. Starting to wonder if people actually read threads before posting their comments.....:confused: (if u dont believe me just go look for yourself post #31, makes your post really redundant, sadly enough though since we share the same beliefs)
Now to reply to MajorMoose, I really really get where your trying to go with this line of thought, and I truly agree to some degree. However I disagree mostly because Diablo 2 to most of it's fan base wasn't *quote*"mundane" as you put it. I mean please, give it some credit, how many games can be played for nearly 10 years daily without having a little repetitiveness to them.....that's kind of like stating the obvious. At one point you have to realize that interest is also created by how you choose to play this game. If your still doing Questing on the realms of D2 then I can really understand why you have this kind of opinion. Instead try going dueling, or item trading, or RolePlaying by giving challenges "such as no tp" play that some folks come up with.....You can't blame everything on a game for not entertaining you for 10 years.....(kinda like blaming your ol VCR for not being able to go High Definition BlueDisk). Diablo2 has not changed therefor has not "become" mundane. It is we that have changed and have set our standards even higher. Honestly I can go on D2 still and have a blast on single player for a longer period of time than most recently released game can deliver.
Even the most complex and strongly developed of RPG;s has never been able to entertain a cround of such immense proportions for so long a period of time with lore and story/questing. When we go to action, one of the ultimate game in action which once again didn't even closely compare to the success of the Diablo franchise was Unreal Tournament. Obviously we can't make an Action RPG as exciting and thrilling as a first person shooter(ask Flagship Studios) Which once agains proves that the excitement/replayability feature was rooted in its Loot system. (Doesn't mean it's the only factor, but its the main one for sure).
Which is what I'm trying to get through here. I believe fans aren't *quote* "not giving a crap" about the rest, to the contrary, go look on various other threads dealing with every possible gameplay issue. People do care, they just won't overworry that Blizz is going to throw an undeveloped product resembling D2 with new items at us and call it D3. If your are still inclined to believe that action is what is necessary to win the hearts of fans in D3 then I invite you to go post in Gameplay Threads and give your opinion, which I'm sure is very positive, to the community.
So hopefully you can instead give some ideas on how to improve this critical part of Diablo and have some faith in Blizzard Entertainment to deliver a great game based on fan feedback!
Everyone on DiabloFans.com is a master of stating the obvious!
Guys lets stop going round and round on the facts, lets be creative on the inventory system ideas.
"SageOne tu viens de MTL?"
Ya... that made me cringe. As I didnt find d2 to be 'all about the loot' but did feel wow was that way. Which was part of why I didnt like it. There was alot of dev into loot in d2, but it never seemed the main focus to me.
Man when you got the Devs of a game saying what the core of the game is about when they have been working for years on it and have a guy like avanent come and say " well I dont think I agree on that". Its just classic.
I'm a guy that respects opinions but I mean when it comes to the obvious such as this, why dont you just state the facts. Its not you didn't feel D2 was rooted in the loot, it's simply that your not attracted to the predominant loot system as much as the horror/suspense/lore/action that dDiablo1 and 2 delivered.
Theres a major diplomatic difference in saying I prefer the action/horror, etc over the loot system. However it is true that the loot was a core concept and also the principal addictive feature of D2. This way everyone agrees and everyone is happy! Even game Devs at Blizz.
1) Blizzard say that they are trying to give a greater ammount of Lore for players to enhance the gameplay value of D3.
2) Blizzard already have a Loot system down path that is extremely addictive and proven to be more or less fail-proof.
Now in my opinion all they would need to do to make this game stand out from D1/D2 would be to combine these two key elements into one. They scraped on the edge of this possibility in D2 when they told the story of Izual and his sword Azurewrath which was an elite weapon in D2 LoD. Why dont they go deeper into this concept and really reinvent the way items are diplayed onscreen to contain Lore about the item that we worked our ass off to obtain.
Other games have made few steps into this area such as Baldur's Gate, who had historical backgrounds on their items as well as sketches. It was very conceptual and interesting at the time even if a little detached from the main story of the game cause the item description were sometimes to vague or had historical hints that none but the most hardcore fans of D&D would relate to. However this is merely details that could be changed in D3 to make the inventory/loot system even more addictive than it was in previous Diablo installments.
Blizz has always had items of familiar names such as: Griswold's Edge. or the Butcher's Cleaver, Natalya's Set, so on and so on. Why not link these items to the gameplay with more than just their names but with this concept I'm trying to get out there....And develop from this point.
Is that what I said?
Cause im pretty sure that I said thats never what games have been about to me.
And did I even say that about the game they are working on?
No, I talked about diablo as a series, and games, in general.
And Cause the d3 team is the d1 and d2 team too, right?
And diablo 2 had no plot... or an improved quest system, or fmvs, or a large focus on skills, or a big focus on have varied locations... ya, it was all about items the whole time, and clearly im an idiot for not choosing to like the previous games for that alone. right?
It's a thought.
Avanent, I don't need you to give me an interpretation of what you meant and didn't mean. And you don't need to get all agitated and start calling people idiots, specially not when it's to yourself. Thats just mean . No one is calling anyone names and judging people and by no means did I imply or even hint of someone being an idiot for not choosing to follow a line of thought. I certainly disagree with some people but wouldn't stoop as low as to go name calling... Just making comments and thats all. If it offended you then I formally apologize and tell you that it was not at all my intent. Just to set things clear:offtopic:
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Now going back on topic, Chef, could you elaborate on this quote from your post :
Ya the weight system can't be implemented unless they want to create a certain kind of, playability of character
I'm not really into a weight system but I just can't find such an issue against it or a hybrid version of it like you seem to have. So could you explain the cons in your point of view of this system a bit more in details.
Thank You
Looking at the rest of the post, it is pretty diplomatic.
Due to a sudden medical issue in the family at 6 am yesterday, I'm a bit stressed and tired; I guess a bit overly touchy too.
Sorry ><
:thumbsup: Just glad to have lively debates and discussions about the thing we love most with the D3 community , you guys are great and I really feel like we are putting in alot of effort to help Blizz successfully develop this game. And hopefully affecting it in a overall "positive" way !
Loved your idea of item's lore.
I think it'll fit great in the Diablo universe.