As we announced earlier we will be conducting interviews with Lead Level Designer Dave Adams and Lead Writer Brian Kindregan for Diablo III and we decided to also make a separate topic for it. If you guys have any questions you wish answered regarding those two aspects of the game - you can also write them down here and we'll make sure to try and squeeze everything in!
I have two questions.... which I think are appropriate for Dave Adams.... if they're not just delete the post.... I'm not exactly sure what scope "Lead Level Designer" has honestly:
1. What do you guys think about the tug-of-war between randomization of maps (which makes things feel fresher longer) and the overwhelming propensity of efficient farming to gravitate towards non-random areas (because dead-ends are decidedly inefficient)? How does this play out in your overall design process? Do you think there is a reasonable middle-ground?
2. If you were able to re-do the sub-zones in Act 4 (the chancel, etc.) what kinds of changes would you make? In my opinion there's a stark difference between the sub-zones in Acts 1-3 and the sub-zones in Act 4. On a semi-related note, what are your opinions about the Defiled Crypt and how people are currently using it for XP?
In what ways do they view Diablo 1 & 2 as having influence upon RoS, both from a lore and general design standpoint? What considerations were made to fuse the series by congealing the old with the new?
Remember how in D2 when you picked Necromancer at the class selection screen and he got this blue aura around him? Also how several of his bone/spirit spells had a bluish-white hue? It's that stuff. I call it death-breath.
1) Why did Maltheal abstain in the vote to decide Sanctuary's fate?
- Surely being Wisdom, the best course of action if he did not have enough information to make a decision would be to convince the Angels to wait on passing judgement until they knew more about the Nephalem, then Vote...
2) Even if Maltheal thinks that Nephalem are an abomination and he is acting in 'the greater good' .. acting against the Angris Council vote, genocide and harnessing death magic are bad/evil qualities when an Angel should only be able to act good?
3) As Maltheal was Wisdom what is his take on the Necromancers view of 'balance'?
I would like to ask them about "Bosses and Mini bosses". It seems that the game is once against focusing on them by adding them at the end of Loot Runs (and potentially Nephalem Trials". I would like to know "how they intend to challenge us with bosses?"
In what ways do they view Diablo 1 & 2 as having influence upon RoS, both from a lore and general design standpoint? What considerations were made to fuse the series by congealing the old with the new?
...didn't you storm out recently... didn't think i would see you again till after blizzcon welcome back
In what ways do they view Diablo 1 & 2 as having influence upon RoS, both from a lore and general design standpoint? What considerations were made to fuse the series by congealing the old with the new?
...didn't you storm out recently... didn't think i would see you again till after blizzcon welcome back
"Screw you guys....I'm going home"
Blizzcon is in 2 days. I'm nervously excited. Been playing with HC for the last 2 weeks, me and Maka and our selfies. My time away gave me some time to reflect. D3 has so much potential...the 2 years of insignificant effort to address known itemization issues got the best of me.
Anywho, back on topic;
I want to know; How important did they feel it was to revisit level design of the first 4 acts, especially in concern toward the underwhelming lack of depth in act 4?
Boss Design:
I like it when there are only certain times in a fight where a boss is vulnerable to take damage and other times where they are invulnerable.. as it forces us the rest of the time to use defensive mechanics/ tactics and be ready for when the opportunity presents itself.
This has sort of been present with the 'shielding' affiix on rare monsters and Magda (maybe the spider queen)- but not much else.
Is this something that might become more prolific in future boss fights?
Oh, and can you PLEASE move Covetous Shen in Act 1? That place is just ridiculous.
EDIT: I wonder if Level Design includes towns
I'm hoping that, due to the mystic, they may have to redesign New Tristram's courtyard... and that might include making room for Shen. Please. Please. Please!
Oh, and can you PLEASE move Covetous Shen in Act 1? That place is just ridiculous.
EDIT: I wonder if Level Design includes towns
I'm hoping that, due to the mystic, they may have to redesign New Tristram's courtyard... and that might include making room for Shen. Please. Please. Please!
The mystic already has a space set aside in all 3 towns from when she was in internal builds.
Act 1: just to the right of the arguing couple and guard pair on the road/stairs leading north towards Shen.
Act 2: far right corner of the camp, north of the followers.
Act 3: north corner, near the main keep entrance.
That said, Shen's location in act 1 is frustrating, so they might move him a bit closer, but I doubt it.
Lore:
How can Tyreal just decide that he is the aspect of Wisdom?
Don't the 5 Aspects get born out of the Crystal Arch?
Maltheal should still be Wisdom and Tyreal should still be Justice...?
As we announced earlier we will be conducting interviews with Lead Level Designer Dave Adams and Lead Writer Brian Kindregan for Diablo III and we decided to also make a separate topic for it. If you guys have any questions you wish answered regarding those two aspects of the game - you can also write them down here and we'll make sure to try and squeeze everything in!
Gogo!
Ha. Bagstone.
1. What do you guys think about the tug-of-war between randomization of maps (which makes things feel fresher longer) and the overwhelming propensity of efficient farming to gravitate towards non-random areas (because dead-ends are decidedly inefficient)? How does this play out in your overall design process? Do you think there is a reasonable middle-ground?
2. If you were able to re-do the sub-zones in Act 4 (the chancel, etc.) what kinds of changes would you make? In my opinion there's a stark difference between the sub-zones in Acts 1-3 and the sub-zones in Act 4. On a semi-related note, what are your opinions about the Defiled Crypt and how people are currently using it for XP?
That would be a spoiler. Doubt they'd answer it.
My question;
In what ways do they view Diablo 1 & 2 as having influence upon RoS, both from a lore and general design standpoint? What considerations were made to fuse the series by congealing the old with the new?
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Remember how in D2 when you picked Necromancer at the class selection screen and he got this blue aura around him? Also how several of his bone/spirit spells had a bluish-white hue? It's that stuff. I call it death-breath.
- Surely being Wisdom, the best course of action if he did not have enough information to make a decision would be to convince the Angels to wait on passing judgement until they knew more about the Nephalem, then Vote...
2) Even if Maltheal thinks that Nephalem are an abomination and he is acting in 'the greater good' .. acting against the Angris Council vote, genocide and harnessing death magic are bad/evil qualities when an Angel should only be able to act good?
3) As Maltheal was Wisdom what is his take on the Necromancers view of 'balance'?
...didn't you storm out recently... didn't think i would see you again till after blizzcon welcome back
Blizzcon is in 2 days. I'm nervously excited. Been playing with HC for the last 2 weeks, me and Maka and our selfies. My time away gave me some time to reflect. D3 has so much potential...the 2 years of insignificant effort to address known itemization issues got the best of me.
Anywho, back on topic;
I want to know; How important did they feel it was to revisit level design of the first 4 acts, especially in concern toward the underwhelming lack of depth in act 4?
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I like it when there are only certain times in a fight where a boss is vulnerable to take damage and other times where they are invulnerable.. as it forces us the rest of the time to use defensive mechanics/ tactics and be ready for when the opportunity presents itself.
This has sort of been present with the 'shielding' affiix on rare monsters and Magda (maybe the spider queen)- but not much else.
Is this something that might become more prolific in future boss fights?
I'm hoping that, due to the mystic, they may have to redesign New Tristram's courtyard... and that might include making room for Shen. Please. Please. Please!
The mystic already has a space set aside in all 3 towns from when she was in internal builds.
Act 1: just to the right of the arguing couple and guard pair on the road/stairs leading north towards Shen.
Act 2: far right corner of the camp, north of the followers.
Act 3: north corner, near the main keep entrance.
That said, Shen's location in act 1 is frustrating, so they might move him a bit closer, but I doubt it.
How can Tyreal just decide that he is the aspect of Wisdom?
Don't the 5 Aspects get born out of the Crystal Arch?
Maltheal should still be Wisdom and Tyreal should still be Justice...?
We lost the interviews with the people in OP.
Instead we got Travis Day (Game Designer) and Jason Regier (Tech Director)!
I'll lock this up and redirect to the new thread.
Ha. Bagstone.