It's just useless content, I don't want the game release delay because of that little detail bringing nothing to gameplay essence.
It's not useless content. It's great, it adds to Diablo a depth that is rarely seen in other games, and which makes it all the more memorable to (most) of us.
Gameplay is such a vague term it's ridiculous. My gameplay will most certainly be enhanced if I get lore added into the game, and a platform from which I can easily access it. For me, Diablo is not just about going from one next monster to the next, and therefore this is a change that I and many others welcome.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Count me in on that too. I play the game wanting to experience everything I can...hell I don't even rush through D2..never have. Like Phrozen said, it just adds the immersion of the game. Also, if I'm not mistaken, I think they explicitly said that they are not going to force anyone to read the dialogue, lore, etc. So if you want to just rush through the game you can.
I'm not opposite to have some more story content, I just won't see plates and forks same as Morrowind, you know what I mean ? If I see a stone with something write on it, I'll be enjoy to read it, it's will bring me some information essential or not, but if I always find pillow with small description of which monster has sleep on it, I don't care... The story's item found will have only one utility and after reading we will skip it and never read again.
I just want blizzard don't focus on that too long.
Quote from "PhrozenDragon" »
Gameplay is such a vague term it's ridiculous.
It's not vague, it's a studied subject....
Story is a part of the gameplay but once you know story, the reason to replay is gameplay essence. (fun still there whatever the time you already played)
1) Diablo is an combat and item-centric game which is exactly WHY some additional text-based item descriptions can be great. In BG2, every magic item had a description about it that made it feel unique and interesting. This isn't a very good example but it's the only screenshot I could find:
Having some cool back story about the unique items you find in D3 could make them feel more unique, more awesome, more collectible.
2) I'm very curious what they will be doing to extend the late-game experience. One possible solution is to have an arbitrary number of difficulty levels. Instead of just having, normal nightmare and hell, they could just come up with a function for scaling the monster difficulty / XP / drop rates and just have it scale. Note that it doesn't have to scale linearly, so the difference between being on difficulty level 10 vs difficulty level 3 does not necessarily mean you are getting the most god-awesome drops from every boss, but it COULD mean that at least the monsters were F*ing hard to kill, and gave more experience, thereby making it a continual challenge. Or, they could have a set number of difficulty levels, but specifically design it so that a level 99 character still has an extremely hard time throughout ALL of the acts in the last difficulty level, so that they don't just have to focus on the last act.
1) Diablo is an combat and item-centric game which is exactly WHY some additional text-based item descriptions can be great. In BG2, every magic item had a description about it that made it feel unique and interesting. This isn't a very good example but it's the only screenshot I could find:
Having some cool back story about the unique items you find in D3 could make them feel more unique, more awesome, more collectible.
2) I'm very curious what they will be doing to extend the late-game experience. One possible solution is to have an arbitrary number of difficulty levels. Instead of just having, normal nightmare and hell, they could just come up with a function for scaling the monster difficulty / XP / drop rates and just have it scale. Note that it doesn't have to scale linearly, so the difference between being on difficulty level 10 vs difficulty level 3 does not necessarily mean you are getting the most god-awesome drops from every boss, but it COULD mean that at least the monsters were F*ing hard to kill, and gave more experience, thereby making it a continual challenge. Or, they could have a set number of difficulty levels, but specifically design it so that a level 99 character still has an extremely hard time throughout ALL of the acts in the last difficulty level, so that they don't just have to focus on the last act.
Great thought! I love a challenge. I kinda would like to see a few bosses that are a lil harder to solo. Single players kiss my ***!
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Gameplay is such a vague term it's ridiculous. My gameplay will most certainly be enhanced if I get lore added into the game, and a platform from which I can easily access it. For me, Diablo is not just about going from one next monster to the next, and therefore this is a change that I and many others welcome.
I just want blizzard don't focus on that too long.
It's not vague, it's a studied subject....
Story is a part of the gameplay but once you know story, the reason to replay is gameplay essence. (fun still there whatever the time you already played)
Same here.
http://www.rpgamer.com/games/ad_d/bg2/screens/bg2ss2.jpg
Having some cool back story about the unique items you find in D3 could make them feel more unique, more awesome, more collectible.
2) I'm very curious what they will be doing to extend the late-game experience. One possible solution is to have an arbitrary number of difficulty levels. Instead of just having, normal nightmare and hell, they could just come up with a function for scaling the monster difficulty / XP / drop rates and just have it scale. Note that it doesn't have to scale linearly, so the difference between being on difficulty level 10 vs difficulty level 3 does not necessarily mean you are getting the most god-awesome drops from every boss, but it COULD mean that at least the monsters were F*ing hard to kill, and gave more experience, thereby making it a continual challenge. Or, they could have a set number of difficulty levels, but specifically design it so that a level 99 character still has an extremely hard time throughout ALL of the acts in the last difficulty level, so that they don't just have to focus on the last act.
Great thought! I love a challenge. I kinda would like to see a few bosses that are a lil harder to solo. Single players kiss my ***!