Yahoo Games recently posted a newsbit on Activision-Blizzard's plans for the coming years, with an interesting tidbit built in:
[quote=Yahoo]Blizzard is also working on Diablo III, the third game in their hit role-playing series. It's currently planned for release in 2011.[/quote]
With no official word directly from Blizzard, this may be more speculation than fact, but it's definitely more than any information we currently have on a release date. You know: nothing
Kudos to ForeverBARB for posting about this here, and I would like to remind everyone that if you find any Diablo or Blizzard-related news, we encourage you to report it to the news staff (the folks in green) so that it can be put on DiabloFans as soon as possible. Thanks!
Starcraft II At Curse
Starcraft II is easily one of most anticipated games of 2010, and who would we be if we didn't cover it and build the best fansites available for this new title! Well....We're proud to announce the release of a new section here at Curse; our Starcraft 2 Map Hosting portal!
We've previously mentioned SC2Mapster.com, which is our development/author community for Starcraft 2 maps, and how they've been hard at work on creating high-quality maps for the upcoming mega-hit from Blizzard. Now we've got a place for you to go and download until your heart is content!
Our amazing author community has already pieced together nearly 250 Starcraft 2 maps with various types of gameplay, objectives, and styles. Interested in learning more about the map editor tools yourself? Visit our Starcraft 2 Forums at SC2Mapster.com to find out more!
Hey, it's an old topic, but it looks like we don't have much more going on, so without further adieu, topic necromancy for all!
Leveling in Diablo III? What do you want to see make a come back, or do you want something new? A fan over at that other forum petitioned, or rather suggested, an age-old formula for simplicity and character growth that's been around for nearly as long as the role-playing video game, itself:
Since they've [unofficially] announced that they've been experimenting with some large changes to the skill system in Diablo 3 there have been a lot of rumours and guessing going on about what they plan to do.
One suggestion that i thought was interesting was that your skills are "trained" in a way that the more you use them the stronger they get similar to the old styles of Ultima Online and a couple other games.
Official Blizzard Quote:
I think it's really cool in principle but doesn't always work out, and is certainly better suited to certain types of games. It's the very realistic concept of 'as you practice something you get better at it'. And that's easily understood through mechanics with very little information given to the player. You swing your sword, and hey, you skilled up in your knowledge of using a sword! You don't wonder where that came from, you know that as you play your character you'll become better at the things you like to do. That's awesome.
What ends up happening though, I find, is through the infinite goal of the player to make their character as powerful as possible as quickly as possible, it turns from a concept of reality into this twisted game of getting near a rat, putting a stapler on the crouch key, and going to work while your stealth skill auto-levels. Obviously that's an extreme case but it sort of points out a flaw in the system. You can and will do things that are very unnatural to gain skill levels that do not keep in the fundamental theme of roleplaying in which the system solely exists for.
As it applies to Diablo though, there are a lot of reasons it doesn't fit[...]
And he may be on to something. That same form of level-grinding could be considered detrimental to the whole fast-paced facade that the Diablo franchise has shot for. But is the grind all that bad? It was certainly present in Diablo III's predecessors, and it did give players things to do, even if they were the same ones. Over and over again. And again. And killing Baal again. *cough*
What would you suggest for some level-up up-scaling in Diablo III? Should anything change from Diablo II's system?
Just posted on Blizzard's Twitter page, fans can now peruse a swath of fantastic developmental Blizzard concept art for many of their newest games, including tons from the Diablo, Starcraft, and World of Warcraft universes:
Official Blizzard Quote:
Diablo: Check out the all-new #Blizzard Concept Art gallery featuring artwork used while developing our games. So snazzy! http://cot.ag/bmie0O
Reminisce the good times over the last two years that we've seen unique and vibrant Diablo III concept art, including pieces of the female Monk, Deckard Cain, bestiary, locations, and the ever-enduring Archivist class. Twenty-eight pages of colored joy await- get started!
As it is with many other games, balancing become one of the most important aspects of Diablo III. Will one class be better than the rest or will only a few select skills be used by every player playing that class? Many fans are weary with the idea of Hammerdins and other cookie cutter builds returning. How does a game avoid such fallacies? Bashiok responding to a post asking similar questions.
Official Blizzard Quote:
There are no skill trees any more. Skills are still tiered by when you can buy them (essentially a level requirement) but there aren't any trees, it's one big pool. Before this game even reaches a beta state there will be hundreds of people playing it internally, and most likely there will be builds that are developed during that time. But the game is specifically being designed in a way that skill progression is as much of a choice as possible. There will always be builds determined to be 'the best' as long as there are choices and options. Making every skill and every pathway perfectly equal would mean watering down skills, making bland options, and overall homogenizing the classes and skill abilities. So it's a trick of balancing unique and interesting and fun skills while also ensuring that no matter which ones you pick you're not totally gimped. I also want to point out that skill runes can have a fairly dramatic impact on how skills function (and even look) so builds are further compounded not just by the skills you choose, and itemization and other stats that improve those skills, but skill runes that can potentially change their very behavior. And those changes can range from small things like adding a chance to stun, to very extreme things like causing an AoE knockback, and any creatures knocked back repeat that AoE knockback from where they land, and so on and so forth. So there's quite a bit of room for experimentation if not build potential within all of that.
the first part of his posts gives us just one more cookie crumb on how the new skill system is working. He mentions that while the skill tress are still out, the skill tiers are still in. A certain level must still be hit to acquire a certain skill. Only, instead of splitting up the skills into specific types, all the skills are floating around in one giant pool.
Bashiok then continues to talk about avoiding cookie-cutter builds. The idea of every build being equal is impossible. There will always be a particular build of skill choices that allow for the most damage. To limit players choices is not a good way to avoid this. For example, if a player chooses one skill, they are not allowed to have another. The whole point of abolishing the skill trees is to allow players to choose any combination of skills. So how then do you avoid cookie-cutter builds. Bashiok's answer is with fun and exciting builds. Blizzard is attempting to make different builds for different tastes. While many may choose the most damaging builds, other players may choose builds that are played a little differently. Perhaps the most damaging is not always the most fun build to play.
Bashiok finished his post talking about balancing issues for the game. Not only are they testing out the thousands of possible class builds but they are also aware of the affects of different item customization and skill runes. While we have not gotten too much information on what type of customization different armor and weapon choices allow, Blizzard is testing different stat augmentations with the numerous amounts of builds. Perhaps the biggest and most complicated mechanic added to the balancing troubles are the skill runes. Bashiok commented on the range of these effects from adding a small stun to adding a chained combo stun, AoE, and knock back addition to a skill. With so many different systems all affecting balancing for the game, one can only wish to be one of Blizzard's employees who get to play the game for endless amounts of hours testing the game.