Keeping the Action in ARPG

Since the announcement of Diablo III, Blizzard has continuously reiterated that they are trying to keep Diablo an action packed game. The first evidence of this was the addition of the new dropped item,DiabloWiki.com -  Health Globes Health Globes. The aim of the health globes is to eliminate the need of going to town constantly to restock on potions. This constant back and forth situation removed the player from the action of the game and the need for DiabloWiki.com - Town Portal Town Portal went down. Without the need to restock on potions, there was not as much of a need to go back to town as quickly.

Beyond going to town, there is also the situation of dying removing you from action. Blizzard has attempted to handle this situation by allowing the player to get right back into the thick of battle. The first way to accomplish this was the controversial check point system.

Official Blizzard Quote:



On that same note we also don't want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.

So, with these things in mind we've found that a check point system works really well. Throughout your adventures, and generally at the ends of each "floor" of a dungeon your character is saved to a checkpoint. When you die you're dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It's obviously a very forgiving system as it is. It's just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.

Regardless, potential penalties aside, this is the death mechanic we're currently using and it's working really well so far.

The idea is that after going so far into the game, the player would hit a check point. Upon dying, the player would begin playing again at this checkpoint. Little is known about the details of the system, such as: "Do the monsters respawn?" or "Do you keep any loot you have found?". Overall, the system unarguably keeps the player in the action compared to Diablo II, in which you were sent back to town. Blizzard also added a co-op resurrection system, which helps slain players to get back into the fight. It is still unknown how the system works, but it will keep any multiplayer games from stopping for players to meet back up with their friends.

Yesterday on both Twitter and Facebook there was an announcement of the return of yet one more way to keep players in the action;

Official Blizzard Quote:



Updated waypoint design and UI implemented. Waypoints will function similar to Diablo II.
DiabloWiki.com - WayPoint WayPoint(s) will be returning and the system will function very much like it did in Diablo II. The only change appears to be cosmetic as well as the interface that pops up when you use them. For any of you who do not know, waypoints acted as a way of quickly traveling from one area to any other area your character has been to. These allowed characters to move around the game, area to area, instantly.

So, with five different systems in Diablo III, it is safe to say that Blizzard is trying to keep the action in the Action-RPG. Are you excited for all of these new systems or do you think Blizzard is making the game too easy?


Special thanks to Chemedeiros for alerting us of the news and Kikhu for starting a thread on the return of the waypoint system. Heave them some rep for their hard work.

[/HR]




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Comments

  • #1 skyknight
    It will be interesting to see what they chose to do in terms of panalties for dying. When you die i think there should be a feeling of omg, i just lost this or that as apposed to "oops i died.. oops i died.. oops i died.. oops i died" with no expression on your face other than oh now i need to do that again. I like that feeling of suspense that im gonna die and be upset about it.
  • #2 Nekrodrac
    Say you die and resurrect at the nearest checkpoint.

    Do you resurrect with all your equipment?

    Because in D2 you were sent back to town and you got some potions or maybe accessed some backup gear you left in your stash.

    This sort of helped you get back in action quickly and most importantly more efficiently.

    It seems like you should at least keep some of your equipment on you or the system will be pointless. If the monsters were strong enough to kill you with full gear on, you have lesser chances with little to no gear on. So much for back in action quickly.
  • #3 ScyberDragon
    I kind find the quote but I'm pretty sure that you will res with your gear ("no more corpse running") but there will be a penalty for dying in some other way.
  • #4 Nektu
    Quote from "ScyberDragon" »
    Blizzard also added a co-op resurrection system, which helps slain players to get back into the fight. It is still unknown how the system works, but it will keep any multiplayer games from stopping for players to meet back up with their friends.

    This co-op resurrection system sounds a little like GW. With a Resurrect signet, I can resurrect another player who died during battle. But the penalty is that your health decreases a certain percentage until you actually go to town. Wonder if they are going to adopt this as the option? Maybe they will even keep the lose some exp when you die.
  • #5 ScyberDragon
    I think that they will have the same penalties for dying as you would normally for a res-ing at a checkpoint. That have already said that you will not need an item to res your partners. I think it will be a "spell" that casts and takes x secs. This way you can't just continually res if you are still fighting. The player who is dead will have the option of just res-ing at the nearest checkpoint or to wait for the co-op res.

    I am glad to see so many different ways of keeping the action going in this game. I hated in D2 when I died and forgot to cast a TP and had to walk all the way back. Sometimes I would just quit for the day at that point.

    As long as they keep penalties significant for dying, I think they will do a great job of balancing fun over punishment.
  • #6 luc1027

    I kind find the quote but I'm pretty sure that you will res with your gear ("no more corpse running") but there will be a penalty for dying in some other way.


    I'm pretty sure too !! :) and I love that !!


    But the penalty is that your health decreases a certain percentage until you actually go to town.


    No, I don't think, people will lose time: LEAVE action to regain full health = No.

    I think it will be a "spell" that casts and takes x secs. This way you can't just continually res if you are still fighting. The player who is dead will have the option of just res-ing at the nearest checkpoint or to wait for the co-op res.


    It's the obvious thing that I see.

    The punishment will obviously be the same as d2 : lose gold (gold useful so it's enough) and nightmare and hell maybe exp but I think gold is enough.
  • #7 Asynchronic
    If you want a penalty for dying, just play hardcore.

    Anyways, there are a number of ways they could incorporate penalties into this system:
    1. You lose time. They may have these checkpoints spaced very far apart and running between them (with out without respawns) will be something you will try to avoid. Also, if you die right at a checkpoint after respawning, it could push you back even further.
    2. If you are running with a team, you are now separated from the team or they have to rez you. Either they wait for you or you have to try to run back to them and catch up. So your team will be annoyed with you because they now have to wait, or you miss out on some of the action. Either way, it's a penalty.

    I don't like the idea of losing XP or gear or other things you've earned. It's not fun and I don't like things that aren't fun. If they need to take away something else, make a ranking system or something that's not directly related to gameplay. Then every one will know you suck before you start ;)
  • #8 ScyberDragon
    Both of your options do what Blizzard is trying to avoid. Having to run back takes away fun game time. They are changing the systems to keep the pace of the game always exciting. Therefore, they have to change the penalty to something that doesn't tale away from the action.
  • #9 Eskanasi
    Interesting, personally I know the pain of having died and not having put up a tp. But it's never affected me in a big way.

    I don't think that these mechanics will keep the action up or affect a huge number of players to play incessantly, but I do think they are interesting, and different.
  • #10 Asynchronic
    Quote from "ScyberDragon" »
    Both of your options do what Blizzard is trying to avoid. Having to run back takes away fun game time. They are changing the systems to keep the pace of the game always exciting. Therefore, they have to change the penalty to something that doesn't tale away from the action.



    It's not really my option. This is how Blizzard is planning on handling it, sending you back to the last checkpoint, away from the action and your team when you die. Right? Unless I'm missing something here.
  • #11 DesmondTiny
    I think loosing gold and a vary small amount of exp is reasonable. :D
  • #12 ScyberDragon
    Quote from "Asynchronic" »
    It's not really my option. This is how Blizzard is planning on handling it, sending you back to the last checkpoint, away from the action and your team when you die. Right? Unless I'm missing something here.


    first, the checkpoint system lets you res closer to your group as oppose to using the waypoint and running further. The checkpoints will be placed on each level of a dungeon (perspectively) while the waypoints would normally be every five levels. This way you can get back there sooner.

    They have also added a coop res system which will let other party members res you at that same spot you died.
  • #13 italofoca
    I really like those new mechanics. They tend to fix some serious D2 issues (like free TPing and pot spam) at the same time they bring something new. I specially like the Health Orbs.

    About the death penalty, i think XP is a good option (though blizz officially dislike it). I guess they will use something like a Debuff that vanishs when you kill a certain amount of monsters. So if you keep beign a noob you will stack debuff until it's impossible to kill anything, then you gotta give up and reload the game.
    I really disagree with the famous quote "get killed is already punishment enough for the player". No way in hell ¬¬ We need a game over.
  • #14 luc1027
    Quote from Asynchronic »
    1. You lose time. They may have these checkpoints spaced very far apart and running between them (with out without respawns) will be something you will try to avoid. Also, if you die right at a checkpoint after respawning, it could push you back even further.
    2. If you are running with a team, you are now separated from the team or they have to rez you. Either they wait for you or you have to try to run back to them and catch up. So your team will be annoyed with you because they now have to wait, or you miss out on some of the action. Either way, it's a penalty.


    AHAHAH !!! I agree with scyberdragon.

    I heard from blizzard they want put many checkpoints closer form others, essentially to avoid your thought.

    But I don't like lose exp too, it's a lose of time same as running back but indirectly (you need to reinvest what you hare already done) losing exp is pushing back the fun to level up and customizing :(
  • #15 kefka666333abc123
    Quote from "ScyberDragon" »
    I kind find the quote but I'm pretty sure that you will res with your gear ("no more corpse running") but there will be a penalty for dying in some other way.


    Oh sweet jesus it better not be exp loss LOL that sucked sooooo bad in d2
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