1. Potions: In the Diablo 3 beta, the images of the basic potions just look quite boring and bland. Diablo 2 had it right with the potion graphics... So I hope changes to the appearance of the Diablo 3 potions come with its release.
2. Character Creation Screen: Also looking quite bland and boring. The UI of this screen makes it look like a jumbled mess and pretty ugly. I absolutely loved the setting of the Diablo 2 character creation screen, with all the classes standing around the campfire and giving off an animation when picked.
At the moment this is all I can think of. If anyone else has ideas on what small things in Diablo 3 look much better and make the game that tad bit more immersive, please feel free to list your opinions.
PS: Sorry for not having any images with my points... I tried to upload some but it just got very time consuming and frustrating finding the right pictures, editing them on paint (the only pic editing program I have and know how to use) and trying to upload them here. =)
I don't really like the Imp AI at this stage, i'm guessing they are meant to be the same as the styg dolls from D2 and the lore says they are aggressive and attack in packs, but at the moment all they do is run away scared no matter how many of them are together, I'm not noticing them attack at all.
I can not get past the idea of magic items being already identified when drops but rares and legendaries need to be id'd it's like they have it this way purely to keep id scrolls int he game, either make magics need id'ing or remove the scroll and have everything already id'd
I don't really like the Imp AI at this stage, i'm guessing they are meant to be the same as the styg dolls from D2 and the lore says they are aggressive and attack in packs, but at the moment all they do is run away scared no matter how many of them are together, I'm not noticing them attack at all.
I can not get past the idea of magic items being already identified when drops but rares and legendaries need to be id'd it's like they have it this way purely to keep id scrolls int he game, either make magics need id'ing or remove the scroll and have everything already id'd
Yeah those imps do seem pretty stupid lol.
I didn't even know why identify scrolls were even in the game lol, it looked like everything was already identified from the beginning lol.
I could care less about graphics, there's some real issues to worry about(like give us stat allocation, and skill trees back, damn Blizzard taking the easy way out, WTF were they doing for all those years, because they sure as hell weren't working on ballancing things out).
1. Potions: In the Diablo 3 beta, the images of the basic potions just look quite boring and bland. Diablo 2 had it right with the potion graphics... So I hope changes to the appearance of the Diablo 3 potions come with its release.
2. Character Creation Screen: Also looking quite bland and boring. The UI of this screen makes it look like a jumbled mess and pretty ugly. I absolutely loved the setting of the Diablo 2 character creation screen, with all the classes standing around the campfire and giving off an animation when picked.
At the moment this is all I can think of. If anyone else has ideas on what small things in Diablo 3 look much better and make the game that tad bit more immersive, please feel free to list your opinions.
PS: Sorry for not having any images with my points... I tried to upload some but it just got very time consuming and frustrating finding the right pictures, editing them on paint (the only pic editing program I have and know how to use) and trying to upload them here. =)
1. Seriously, potions model? Okay I'll humor you, have you seen this page at all? http://us.battle.net/d3/en/item/potion/ there's a graphics progression base on the health it replenishes and last 4 are placeholders and I'm sure the art will be better than the one before it.
2. Character creation - a screen where we'll (or at least I am) be spending less than 1 minute. The other 1 billion hours is playing the game. Also this is just the beta, I'm sure the live will be different and if not I could care less, it doesn't affect my game play.
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I love all loot fest kind of game! I will be playing all of them for the next few years. Loot fest games I'm looking forward to: LotR: War in the North,Torchlight 2,Borderlands 2 and of course Diablo 3.
First and foremost what Blizzard could have done better is to allow mods. Much better looking personalized UI gone, we are stuck with the giant orbs on the sides of unmodifiable bars
Mods would ruin the game. The last thing I want to do is have to DL some mod to show people my gear score or something stupid. Plus, Blizzard can't balance mods, so the best and easiest way is to just not allow them. No one will have an advantage over anyone.
I'd like to point out that I also don't think the skill bar looks particularly appealing either, but I would pick it over mods any day.
I can not get past the idea of magic items being already identified when drops but rares and legendaries need to be id'd it's like they have it this way purely to keep id scrolls int he game, either make magics need id'ing or remove the scroll and have everything already id'd
Heh...
Lets put this on the logic table, shall we?
---What is fun about identifying items?
The fun is getting an item that looks like it could be useful, getting excited, and identifying it to find out what is its true purpose.
---What is not fun about identifying items?
Having to identify a thousand items that might just be useless. There is just a point where you don't care. All those blue items having to be identified, considering how common they are, is plainly tedious.
Having only Rare and above needing identification does the following:
-Gets rid of the boredom and tediousness of having to identify every single thing you find.
-Gets rid of the need to use extremely common identify scrolls or to go back to town to identify every single items that you're just going to sell, if you ever bothered to pick them up in the first place.
-Still keeps the only fun part: identifying the most powerful items.
They might also play a part on the AH. I love identifying as it is now. Not tedious, now a simple fun element to the game, instead of one that detracts from the gameplay.
First and foremost what Blizzard could have done better is to allow mods. Much better looking personalized UI gone, we are stuck with the giant orbs on the sides of unmodifiable bars
Mods would ruin the game.
The heck is wrong with this generation calling "mods" when they're just talking about modifying the UI? Stop putting both in the same basket. These aren't mods.
The heck is wrong with this generation calling "mods" when they're just talking about modifying the UI? Stop putting both in the same basket. These aren't mods.
I can not get past the idea of magic items being already identified when drops but rares and legendaries need to be id'd it's like they have it this way purely to keep id scrolls int he game, either make magics need id'ing or remove the scroll and have everything already id'd
I guess they did it to keep "Unid market". You basically could buy unidentified item and hope for perfect but for much lower cost (ofc it was quite a gamble)
I could care less about graphics, there's some real issues to worry about(like give us stat allocation, and skill trees back, damn Blizzard taking the easy way out, WTF were they doing for all those years, because they sure as hell weren't working on ballancing things out).
Jay Wilson explains this quite good. You can search for stat allocation too. Force got this on his channel too.
Yes, and that reason is BS. If all the skills are balanced, and powerup through stats/equipment, there won't be a issue. Nothing says skills in a skill tree can't be only 1 lv, making it alot easier to make all the skills viable(seeing how extra points don't power them up, stats, and equipment will powerup all skills you have, keeping them ballanced).
I'm actually fine with every change they ever made to the game.
My opinion on Skill Tree equals I don't put points into spells i don't like. I respec at a level where I can personalize the build and finalize it. However get screwed over when I see an immune enemy and either got to restart the game, or run by him.
With this new system I don't have to worry about builds at all. I can just use whatever skills I want at any time. Which was something similar to Diablo 1, that I believe was done better than in Diablo 2. The immunity system this ties to was much, much better in Diablo 1 than in 2.
Modifications do extend the life of some games, but Diablo was never one of those games. Theres a reason Blizzard still does regular Ladder resets. Sure some mods are pretty cool, but none of them are really superior to the original game. A lot of them are only successful because of people beating the game 100 times already. They wanted something more since it's taking 10 years for the sequel lol.
UI mods are totally something new and WoW exclusive. Mods were usually thought of from Unreal Tournament, therefore just thought of things that change the game. Which is true but UI mods are different in that it gives unfair advantages.
If the UI and game content are good enough to play to full efficiency from the beginning. Then you never need to change them since they are good enough to play the game with. They could also leave a little customization in the options menu in case of some debatable things.
Identifying is a rather odd system, but understandable. Maybe they'll increase the cost of Identifying when you run out of scrolls. Either way the unidentified items have their own gamble market. People can just farm them to sell if they wanted.
Someone mentioned graphics so my opinion on those is simply, they are important for drawing people to Diablo 3. Especially console gamers. I have confidence that their graphics are good enough though. Force and Day 9's playthroughs both made special note to the crazy detail on the highest beta settings. When Ultra is released it may just blow some pretty detailed shooters out of the water.
Since they removed some older systems from the game already. Their graphics should be good because it gave them more time in that category. Whatever lacks in graphics will be made up in gameplay.
Story and Lore would be next, but those aren't exactly areas you can criticize in like other areas. Any writing is good so long as people are interested. So far of what the journals say, the story is good so far. Blizzard never had Lore issues with any of their games. Warcraft 2's stories being some of my favorites lol.
My only concern is what they define as difficult for hell and inferno difficulties. Blizzard isn't the same company it was when Diablo 2 was made. Hence their changes to the skill tree system, and the fact that their definition of difficulty probably changed since Blizzard North. I'd assume Immunities are not going to be a problem. The system is probably going to be most like Diablo 1 when it comes to immunities.
Meaning some enemies might have 1 or even 2 immunities naturally. But the classes will be balanced in that they can always deal with it. The way Diablo 1 handled it, there were 3 types of spells. Every enemy in Hell difficulty had 1 or 2 immunities. You would then use a spell to counter the weakness. It might even be easier in Diablo 3.
A more detailed statement about this would be. I hope the game is not hard for stupid, unfun reasons. Knowing Blizzard I'm probably gonna be fine with their choices in the end though.
The potions look even better than in Diablo 2 to me. A little more detail I think.
The character select screens are a little worse. But because of the engine increase they don't want the menus to be something hard to load for all computer systems. Since Diablo 2 used some systems akin to flash. It was easy to setup, but in Diablo 3 they just hope you spend so little time in the menus. That you don't care about the lack of character selection screens.
The potions look even better than in Diablo 2 to me. A little more detail I think.
The character select screens are a little worse. But because of the engine increase they don't want the menus to be something hard to load for all computer systems. Since Diablo 2 used some systems akin to flash. It was easy to setup, but in Diablo 3 they just hope you spend so little time in the menus. That you don't care about the lack of character selection screens.
The potions that I see are just a bit more 2D in comparison to Diablo 2... They look rather fake and like paper than an actual flask.
In terms of character screen, I guess that's where Blizzard is wrong. They may assume that most players will only spend less than a minute making their character... and personally I won't be spending much longer... But they have had all this time to make this game, why havn't they made the opening of the game more compelling and attractive. Personally it looks like a f2p Asian mmo. Honestly if you did not know that this game was Diablo 3 and if you saw this character creation screen for the first time, would you think it was from Blizzard. I didn't think so...
I personally think the red Kris Cross "X" over an item that you can't use yet is a little visually off. I would prefer to just see the backround of the item in a redish hue, and when it's available to be used the backround of the item will turn to it's native colour ie. Blue for magical, Green for set etc.
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2. Character Creation Screen: Also looking quite bland and boring. The UI of this screen makes it look like a jumbled mess and pretty ugly. I absolutely loved the setting of the Diablo 2 character creation screen, with all the classes standing around the campfire and giving off an animation when picked.
At the moment this is all I can think of. If anyone else has ideas on what small things in Diablo 3 look much better and make the game that tad bit more immersive, please feel free to list your opinions.
PS: Sorry for not having any images with my points... I tried to upload some but it just got very time consuming and frustrating finding the right pictures, editing them on paint (the only pic editing program I have and know how to use) and trying to upload them here. =)
I can not get past the idea of magic items being already identified when drops but rares and legendaries need to be id'd it's like they have it this way purely to keep id scrolls int he game, either make magics need id'ing or remove the scroll and have everything already id'd
Yeah those imps do seem pretty stupid lol.
I didn't even know why identify scrolls were even in the game lol, it looked like everything was already identified from the beginning lol.
1. Seriously, potions model? Okay I'll humor you, have you seen this page at all? http://us.battle.net/d3/en/item/potion/ there's a graphics progression base on the health it replenishes and last 4 are placeholders and I'm sure the art will be better than the one before it.
2. Character creation - a screen where we'll (or at least I am) be spending less than 1 minute. The other 1 billion hours is playing the game. Also this is just the beta, I'm sure the live will be different and if not I could care less, it doesn't affect my game play.
Mods would ruin the game. The last thing I want to do is have to DL some mod to show people my gear score or something stupid. Plus, Blizzard can't balance mods, so the best and easiest way is to just not allow them. No one will have an advantage over anyone.
I'd like to point out that I also don't think the skill bar looks particularly appealing either, but I would pick it over mods any day.
Heh...
Lets put this on the logic table, shall we?
---What is fun about identifying items?
The fun is getting an item that looks like it could be useful, getting excited, and identifying it to find out what is its true purpose.
---What is not fun about identifying items?
Having to identify a thousand items that might just be useless. There is just a point where you don't care. All those blue items having to be identified, considering how common they are, is plainly tedious.
Having only Rare and above needing identification does the following:
-Gets rid of the boredom and tediousness of having to identify every single thing you find.
-Gets rid of the need to use extremely common identify scrolls or to go back to town to identify every single items that you're just going to sell, if you ever bothered to pick them up in the first place.
-Still keeps the only fun part: identifying the most powerful items.
They might also play a part on the AH. I love identifying as it is now. Not tedious, now a simple fun element to the game, instead of one that detracts from the gameplay.
The heck is wrong with this generation calling "mods" when they're just talking about modifying the UI? Stop putting both in the same basket. These aren't mods.
I see your point though UI mods*
Yes, and that reason is BS. If all the skills are balanced, and powerup through stats/equipment, there won't be a issue. Nothing says skills in a skill tree can't be only 1 lv, making it alot easier to make all the skills viable(seeing how extra points don't power them up, stats, and equipment will powerup all skills you have, keeping them ballanced).
My opinion on Skill Tree equals I don't put points into spells i don't like. I respec at a level where I can personalize the build and finalize it. However get screwed over when I see an immune enemy and either got to restart the game, or run by him.
With this new system I don't have to worry about builds at all. I can just use whatever skills I want at any time. Which was something similar to Diablo 1, that I believe was done better than in Diablo 2. The immunity system this ties to was much, much better in Diablo 1 than in 2.
Modifications do extend the life of some games, but Diablo was never one of those games. Theres a reason Blizzard still does regular Ladder resets. Sure some mods are pretty cool, but none of them are really superior to the original game. A lot of them are only successful because of people beating the game 100 times already. They wanted something more since it's taking 10 years for the sequel lol.
UI mods are totally something new and WoW exclusive. Mods were usually thought of from Unreal Tournament, therefore just thought of things that change the game. Which is true but UI mods are different in that it gives unfair advantages.
If the UI and game content are good enough to play to full efficiency from the beginning. Then you never need to change them since they are good enough to play the game with. They could also leave a little customization in the options menu in case of some debatable things.
Identifying is a rather odd system, but understandable. Maybe they'll increase the cost of Identifying when you run out of scrolls. Either way the unidentified items have their own gamble market. People can just farm them to sell if they wanted.
Someone mentioned graphics so my opinion on those is simply, they are important for drawing people to Diablo 3. Especially console gamers. I have confidence that their graphics are good enough though. Force and Day 9's playthroughs both made special note to the crazy detail on the highest beta settings. When Ultra is released it may just blow some pretty detailed shooters out of the water.
Since they removed some older systems from the game already. Their graphics should be good because it gave them more time in that category. Whatever lacks in graphics will be made up in gameplay.
Story and Lore would be next, but those aren't exactly areas you can criticize in like other areas. Any writing is good so long as people are interested. So far of what the journals say, the story is good so far. Blizzard never had Lore issues with any of their games. Warcraft 2's stories being some of my favorites lol.
My only concern is what they define as difficult for hell and inferno difficulties. Blizzard isn't the same company it was when Diablo 2 was made. Hence their changes to the skill tree system, and the fact that their definition of difficulty probably changed since Blizzard North. I'd assume Immunities are not going to be a problem. The system is probably going to be most like Diablo 1 when it comes to immunities.
Meaning some enemies might have 1 or even 2 immunities naturally. But the classes will be balanced in that they can always deal with it. The way Diablo 1 handled it, there were 3 types of spells. Every enemy in Hell difficulty had 1 or 2 immunities. You would then use a spell to counter the weakness. It might even be easier in Diablo 3.
A more detailed statement about this would be. I hope the game is not hard for stupid, unfun reasons. Knowing Blizzard I'm probably gonna be fine with their choices in the end though.
The potions look even better than in Diablo 2 to me. A little more detail I think.
The character select screens are a little worse. But because of the engine increase they don't want the menus to be something hard to load for all computer systems. Since Diablo 2 used some systems akin to flash. It was easy to setup, but in Diablo 3 they just hope you spend so little time in the menus. That you don't care about the lack of character selection screens.
Be my Buddy =^.^=
The potions that I see are just a bit more 2D in comparison to Diablo 2... They look rather fake and like paper than an actual flask.
In terms of character screen, I guess that's where Blizzard is wrong. They may assume that most players will only spend less than a minute making their character... and personally I won't be spending much longer... But they have had all this time to make this game, why havn't they made the opening of the game more compelling and attractive. Personally it looks like a f2p Asian mmo. Honestly if you did not know that this game was Diablo 3 and if you saw this character creation screen for the first time, would you think it was from Blizzard. I didn't think so...