guys do u realize how hard it is to randomize outdoor environments without simply making them totally open? notice how d2 was basically just box shapes. it would be nigh impossible to do it. again we cant come to conclusions before we actually play it
It takes experts to do it but that is irrelevant, it's a big part of what made Diablo 1-2 fun, all the most rewarding things in life require you at your best, working hard on it. To just turn away because it's hard is depthless.
Like I said, certain spaces will be randomized in one form, or another, not entirely. Others will not be randomized, and the difficulty of doing so is probably what plays into this decision.. The way the act is structured, and the structures themselves can make it hard to randomize certain areas.. They'll still probably randomize dungeons, towers, and certain outside objects (ie. houses, entry's to dungeons)..I trust their decision.
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Lace me with the words of destruction and I'll explode, but supply me with the will to survive and watch the world grow.
and hell i loved how the entrances of rogue encampment shifted and that sometimes you had a bridge
i cant really describe it, but i simply loved so much revealing the map and stoping for a while just to stare at how simple but cool all those areas were, each more different than the other, and these images come in the form of act 1 surface areas
i hope this is not completely gone
and for the argument that its good that the players get to learn where things, npcs, places are is just bullshit. The pathways were there for this
Like I said, certain spaces will be randomized in one form, or another, not entirely. Others will not be randomized, and the difficulty of doing so is probably what plays into this decision.. The way the act is structured, and the structures themselves can make it hard to randomize certain areas.. They'll still probably randomize dungeons, towers, and certain outside objects (ie. houses, entry's to dungeons)..I trust their decision.
If quite a bit of ithe game world isn't randomized it will alienate a big chunk of the Diablo fan base, let that be a prophecy. It's true that it's hard, but there are enough specialist contractors that can do it.
This isn't very bad at all, actually. The boring squares of each act's wilderness in D2 were ugly and silly, while a detailed and natural looking wilderness will be much appreciated. This, once again, goes well with plot elements while still leaving us with an unknown feeling towards the area each game. I fully approve.
Uh, considering that they're not only maintaining the core mechanics of the last game but are actually improving it to make it MORE randomized as far as events and encounters to ensure replayability...how are they not respecting the franchise?
PS, I love the grammar in your signature. How's remedial 2nd-grade English treating you?
Of course it will be harder to implement randomization in a full 3d environment... There are area's in D2 that aren't random... it makes leveling secondary characters much less frustrating and takes away the need to get power rushed...
The reason I hated act 3 was because the zone was so huge, and because it was random you could run for 20 minutes and not see a WP...
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"If we're actually making the game worse with no other reason than to be different from WoW, then it's a bad choice." - Jay Wilson (D3 lead designer)
Of course it will be harder to implement randomization in a full 3d environment... There are area's in D2 that aren't random... it makes leveling secondary characters much less frustrating and takes away the need to get power rushed...
The reason I hated act 3 was because the zone was so huge, and because it was random you could run for 20 minutes and not see a WP...
Again, there are plenty of contractors who are fully qualified to program it. It's a bad game when they have to repeatedly relate it to other games, especially if they're relating it to a budweizer of MMO's, WoW. Sure people get inspiration from other games and areas but core ideas come from the developers not Lord of the Rings, WoW and God of War. It's just becoming a blockbuster movie at this point, just a bunch of random things from previous movies, budget movies that sell well but are forgetable. It's destroying a franchise and degrading it's composition.
Uh, considering that they're not only maintaining the core mechanics of the last game but are actually improving it to make it MORE randomized as far as events and encounters to ensure replayability...how are they not respecting the franchise?
PS, I love the grammar in your signature. How's remedial 2nd-grade English treating you? :rolleyes:
oh sorry, english isnt my official language ...
i know i cant write it perfectly and i didnt feel offended by ur commentary
but can you speak portuguese as well as i can ?
@ontopic:
i think randomization of areas quite essencial because it makes the game harder to get boring
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my english may not be as good as yours, but im sure that my portuguese is... :rolleyes: http://xinube.mybrute.com/
WTF! Everywhere I look they're changing something that awesome about D2. My god, did these people even play Diablo for more than 5 minutes?
I played Diablo 2 for 8 years and static OUTDOOR environments will be welcome..
The question is did you go into the wilderness outside the Rogue Encampment where it was a giant open field with a tree or house every so often. Not to mention random stone fences everywhere. The wilderness in Diablo 2 was a joke, sorry to break it to you kids. The only place it really worked out fairly well was in Helleverywhere else it was either boring boxes, or frustrating.
there were and still are 2 kinds of person playing diablo 2:
1- the person who rushes the entire game very fastly to get a overpowered char and PvP or PvM
2- the person who cares about the details made in different generated maps and like the variety that the game can provide..
prolly, but not sure, most of the ppl that play/played diablo2 for too long dont care about details anymore, they just want to get a strong char and go for PvP
maybe thats why there are ppl not complaining about not randomizing outdoor areas, maybe...
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my english may not be as good as yours, but im sure that my portuguese is... :rolleyes: http://xinube.mybrute.com/
What I gathered from the quote is that the basic outline of each area will be set, and that objectives, monsters and dungeon entraces will be randomized. This still isn't enough randomization in my book because if you know exactly where the entrace to the "Burial Ground" and the "Stony Field" are, what's the point in exploring the "Cold plains"?
Quote from name="biff exploder" »
no randomization sometimes is a good thing, just thinking of the forest in act 3 makes baby jesus cry.
That's the whole point: you get the impression of slowly making your way through this dense confusing labyrinth of trees and rivers the first time you play through the act as well as each subsequent time because each time it's a different maze. A maze is no longer a maze when you know your way through it. Without randomization you'll explore an area once and then you'll know your way through, so you'll just head from objective A to objective B and C and so on rather than having to explore the area to find each objective, and I always liked the exploration and scavenger hunts.
Randomization is important in Diablo because you're only new to the game once. Say you play through the game once with each character: a majority of your experience will have been spent retreading familliar, dull and monotonous paths through areas more or less the same each time.
Quote from "Karjalan" »
it makes leveling secondary characters much less frustrating and takes away the need to get power rushed...
This is supposed to be a game, not a job. Sure, static environments are easier for speed runs. For grind. But what happened to fun? What happened to savouring the experience each time? The grind has ruined everything - soon you don't remember what it was like to enjoy playing, you just play for that promised sense of achievement when your character is at the highest level. Wisdom tells us however that happiness come from the journey not the arrival, for with each success we must seek new goals. Without randomization you get a great experience the first time and then each subsequent time is boring.
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and hell i loved how the entrances of rogue encampment shifted and that sometimes you had a bridge
i cant really describe it, but i simply loved so much revealing the map and stoping for a while just to stare at how simple but cool all those areas were, each more different than the other, and these images come in the form of act 1 surface areas
i hope this is not completely gone
and for the argument that its good that the players get to learn where things, npcs, places are is just bullshit. The pathways were there for this
My YouTube Channel
Thank you, thank you.
Of course it will be harder to implement randomization in a full 3d environment... There are area's in D2 that aren't random... it makes leveling secondary characters much less frustrating and takes away the need to get power rushed...
The reason I hated act 3 was because the zone was so huge, and because it was random you could run for 20 minutes and not see a WP...
i know i cant write it perfectly and i didnt feel offended by ur commentary
but can you speak portuguese as well as i can ?
@ontopic:
i think randomization of areas quite essencial because it makes the game harder to get boring
http://xinube.mybrute.com/
I played Diablo 2 for 8 years and static OUTDOOR environments will be welcome..
The question is did you go into the wilderness outside the Rogue Encampment where it was a giant open field with a tree or house every so often. Not to mention random stone fences everywhere. The wilderness in Diablo 2 was a joke, sorry to break it to you kids. The only place it really worked out fairly well was in Helleverywhere else it was either boring boxes, or frustrating.
1- the person who rushes the entire game very fastly to get a overpowered char and PvP or PvM
2- the person who cares about the details made in different generated maps and like the variety that the game can provide..
prolly, but not sure, most of the ppl that play/played diablo2 for too long dont care about details anymore, they just want to get a strong char and go for PvP
maybe thats why there are ppl not complaining about not randomizing outdoor areas, maybe...
http://xinube.mybrute.com/
You can't spell slaughter without laughter.
That's the whole point: you get the impression of slowly making your way through this dense confusing labyrinth of trees and rivers the first time you play through the act as well as each subsequent time because each time it's a different maze. A maze is no longer a maze when you know your way through it. Without randomization you'll explore an area once and then you'll know your way through, so you'll just head from objective A to objective B and C and so on rather than having to explore the area to find each objective, and I always liked the exploration and scavenger hunts.
Randomization is important in Diablo because you're only new to the game once. Say you play through the game once with each character: a majority of your experience will have been spent retreading familliar, dull and monotonous paths through areas more or less the same each time.
This is supposed to be a game, not a job. Sure, static environments are easier for speed runs. For grind. But what happened to fun? What happened to savouring the experience each time? The grind has ruined everything - soon you don't remember what it was like to enjoy playing, you just play for that promised sense of achievement when your character is at the highest level. Wisdom tells us however that happiness come from the journey not the arrival, for with each success we must seek new goals. Without randomization you get a great experience the first time and then each subsequent time is boring.