From what I've been able to absorb from Dennis's indepth and highly entertaining Let's Plays (which is also the only perspective I have at the moment) the direction Blizzard has taken on randomization is very adequate. Its so far subtle but effective to ensure that each play through has elements that creat a unique feeling each time you play the game. The difference, though subtle, is as of now but a taste of how it will feel as you progress in the game as Blizzard staff has so far indulged. Meaning if you think that there isnt enough variation then youll be happy to know that what they have displayed in the BETA is but a taste of amount of randomization of what is to come. I think Tyler also brought up an interesting point regarding bonus areas that occured regularily in D2. I am also in agreement that soemtimes these areas dragged on and even though discovery is a huge aspect of the game sometimes it honestly felt pointless or too time consuming in respects to the rewards. I love the smaller bonus zones that I've seen so far, and some of the throw backs to the previous titles in the franchize, "Den of the Fallen" put a NERD smile on my face.
Also the random "Events" that we've seen so far are DEADLY, I sincerely hope that Blizzard has atleast 20 of these as the game progresses each unique or with variations.
On that note, as Cap'n Video would say "YeeeeeeeeeeeeeeeowW!"
Diablo 2 actually had less randomization than Diablo 1 did. The reason I enjoyed Diablo 1's time probably more than Diablo 2's time was because of this reason alone. The environments were more real as well. Giant Square areas with little randomization were a kind of turn off. The reason I believe Diablo 2 was an improvement over Diablo 1 was because of the skills system alone. Diablo 3 is actually bringing back what made Diablo 1 so great, with improved systems over Diablo 2. The randomization is perfect from what I saw from the beta.
During the diablocast, Kevin (I believe) shared his opinion on the skill swap.
I got to agree on the gold dump and back in town being a waste of time. But a limit will probably still be instituted.
Mainly because a lot of money will be involved. People will be farming in inferno, and it wont be long that some of them will figure out the class that can benefit from a easy/quick skill swap, perhaps even using a program to swap.
That will drive a lot of people to use those classes exclusively, and developers don't like that (as well as the 6 skill limit be broken), having one class making more money out of a system by exploiting a system mechanism. They may have to rebalance that character, which makes a lot of people unhappy, especially those people who dont farm.
The current beta content available is way too easy and short for telling what player behaviours will be later down the road. But the game developers need to think a step ahead, its better to introduce a limitation at the start of the game and loosen it, than to let players get used to no limitation and introduce one later on.
Just a possible scenario, if a monk, either by himself or with a team, uses dash to get out of danger, and switches in and out of breath of heavens to heal. That practically gives the character 7 maxed skills if they decide to do so.
During the diablocast, Kevin (I believe) shared his opinion on the skill swap.
I got to agree on the gold dump and back in town being a waste of time. But a limit will probably still be instituted.
Mainly because a lot of money will be involved. People will be farming in inferno, and it wont be long that some of them will figure out the class that can benefit from a easy/quick skill swap, perhaps even using a program to swap.
That will drive a lot of people to use those classes exclusively, and developers don't like that (as well as the 6 skill limit being broken), having one class making more money out of a system by exploiting a system mechanism. They may have to rebalance that character, which makes a lot of people unhappy, especially those people who dont farm.
So even if another player's playing habit has nothing to do with the rest of the players, blizzard will likely be there to make sure everyone's playing the game as they had intended, since the auction houses.
The current beta content available is way too easy and short for telling what player behaviours will be later down the road. But the game developers need to think a step ahead, its better to introduce a limitation at the start of the game and loosen it, than to let players get used to no limitation and introduce one later on.
Just a possible scenario, if a monk, either by himself or with a team, uses dash to get out of danger, and switches in and out of breath of heavens to heal. That practically gives the character 7 maxed skills if they decide to do so.
Just my 2 cents (im a hobo its all i've got) and please lets not start that debate here please.
did sixen really just say he'd be ok with a delay for combat state coding? I can guarantee that the time that lengthens development will always be greater than the time "saved" by not having to go back to town.
Hey I just wanted to post a comment on your Topic about skill switching, I believe the reason for it, is not about skills for like elites/ normal mobs, but skills that have big cool downs, like min cool downs, for instance the Witch Doctor has a bunch with a min cool down, if the person playing that toon, would use an ability, then when the time ran out they just switch to another big cool down ability and so forth. for instance "mass confusion, fetish army, and big bad voodoo have large cool downs but only last 8-20 sec, if you could swap those skills you could have all 3 used in the cool down time before the first one comes back up. same with zombie dogs and gargantuan, if you get to a point where you need a tank and the dogs die to fast and you don;t want 2 spells taking up 2 skill slots you just swap those 2 pets in and out when they die. I believe for those ability's it is necessary to have an in town skill swap.
Hey I just wanted to post a comment on your Topic about skill switching, I believe the reason for it, is not about skills for like elites/ normal mobs, but skills that have big cool downs, like min cool downs, for instance the Witch Doctor has a bunch with a min cool down, if the person playing that toon, would use an ability, then when the time ran out they just switch to another big cool down ability and so forth. for instance "mass confusion, fetish army, and big bad voodoo have large cool downs but only last 8-20 sec, if you could swap those skills you could have all 3 used in the cool down time before the first one comes back up. same with zombie dogs and gargantuan, if you get to a point where you need a tank and the dogs die to fast and you don;t want 2 spells taking up 2 skill slots you just swap those 2 pets in and out when they die. I believe for those ability's it is necessary to have an in town skill swap.
I am currently in the process of replaying D2 and I have to say I feel that all of the world randomness just tends to get tedious. For example I like that the WayPoint in Cold Plains is always in the same place and that I don't have to run all over the map trying to find it as it is with most of the rest of the WayPoints in the game. As far as map generation randomization I feel that they are moving in the right direction by making things less random. I can understand an area getting boring if you go through it a bunch of times but after the game is released we really won't just be replaying the first part of Act 1 over and over again.
As far as randomization on items I also am happy with the highly random nature that it is taking, I hope that they go crazy with the number of Affixes available to a piece of equipment. I am a little disappointed with the reduction of Gem types I was hoping that there would be more not less different kinds. One thing about Gems though is that I hope they manage to be useful this time, because after Act 2 they were starting to fall off in usefulness. Overall I am looking forward to most of the changes made in D3.
I think if they made inferno bosses all share a pool of abilities it would make running through it all more interesting. (more random!)
The skill swapping needs to be fixed... they either need to provide sets where you can swap quick or make it in town only imo. I would love to have 2 sets of skills you can swap easily (one aoe, one boss) would be fun for farming and keep the pace quick!
I voted for more randomization, but just wanted to clarify. While I like what they have so far, watching the beta footage, the catacombs really don't feel that different from one game to the other, despite how hugely different that there layout is. What I would like to see is, in addition to the random placement of rooms/map tiles, I would like there to be more randomization within each room. To further explain what I mean, lets first describe randomization as it currently exists (with specific regard to the map layout).
First, it's important to note that there are plenty of non-randomized elements, and a great example of this is the outdoor areas. The basic outline for the outdoor zones is always fixed, as well as certain locations (mostly in town, but there are a few other doors/trees/chasms that never move). Given that base outline, the rest is then filled in with very small map tiles randomly selected to fill in the gaps (my reason for believing the tiles are small is because of the micro-variation we see with trees and the road, although those may have been pre-randomized and exist in fixed relative positions with a small number of combinations). And then when it comes to the underground areas/dungeons, most of the map tiles are fixed and reused, and just scrambled around like the cheap number sliding puzzles you can win at arcades for 10 tickets. This is the part that I disagree with. While it would be a considerable amount of work, likely extending the release several months (and therefor not something I suggest for launch), I would much rather see the map tiles for dungeons simply be barren outlines (similar to how the outdoor areas are made), that are then filled in with smaller random pieces. Just a thought.
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Also the random "Events" that we've seen so far are DEADLY, I sincerely hope that Blizzard has atleast 20 of these as the game progresses each unique or with variations.
On that note, as Cap'n Video would say "YeeeeeeeeeeeeeeeowW!"
When you reach inferno (or hell), there is a quest to that gives you a "Stone of Clarity" from this respec guy.
That stone could allow you to respec wherever and whenever you like.
Be my Buddy =^.^=
Agree
I got to agree on the gold dump and back in town being a waste of time. But a limit will probably still be instituted.
Mainly because a lot of money will be involved. People will be farming in inferno, and it wont be long that some of them will figure out the class that can benefit from a easy/quick skill swap, perhaps even using a program to swap.
That will drive a lot of people to use those classes exclusively, and developers don't like that (as well as the 6 skill limit be broken), having one class making more money out of a system by exploiting a system mechanism. They may have to rebalance that character, which makes a lot of people unhappy, especially those people who dont farm.
The current beta content available is way too easy and short for telling what player behaviours will be later down the road. But the game developers need to think a step ahead, its better to introduce a limitation at the start of the game and loosen it, than to let players get used to no limitation and introduce one later on.
Just a possible scenario, if a monk, either by himself or with a team, uses dash to get out of danger, and switches in and out of breath of heavens to heal. That practically gives the character 7 maxed skills if they decide to do so.
I got to agree on the gold dump and back in town being a waste of time. But a limit will probably still be instituted.
Mainly because a lot of money will be involved. People will be farming in inferno, and it wont be long that some of them will figure out the class that can benefit from a easy/quick skill swap, perhaps even using a program to swap.
That will drive a lot of people to use those classes exclusively, and developers don't like that (as well as the 6 skill limit being broken), having one class making more money out of a system by exploiting a system mechanism. They may have to rebalance that character, which makes a lot of people unhappy, especially those people who dont farm.
So even if another player's playing habit has nothing to do with the rest of the players, blizzard will likely be there to make sure everyone's playing the game as they had intended, since the auction houses.
The current beta content available is way too easy and short for telling what player behaviours will be later down the road. But the game developers need to think a step ahead, its better to introduce a limitation at the start of the game and loosen it, than to let players get used to no limitation and introduce one later on.
Just a possible scenario, if a monk, either by himself or with a team, uses dash to get out of danger, and switches in and out of breath of heavens to heal. That practically gives the character 7 maxed skills if they decide to do so.
Just my 2 cents (im a hobo its all i've got) and please lets not start that debate here please.
that... i... i'll just be over here facepalming.
As far as randomization on items I also am happy with the highly random nature that it is taking, I hope that they go crazy with the number of Affixes available to a piece of equipment. I am a little disappointed with the reduction of Gem types I was hoping that there would be more not less different kinds. One thing about Gems though is that I hope they manage to be useful this time, because after Act 2 they were starting to fall off in usefulness. Overall I am looking forward to most of the changes made in D3.
The skill swapping needs to be fixed... they either need to provide sets where you can swap quick or make it in town only imo. I would love to have 2 sets of skills you can swap easily (one aoe, one boss) would be fun for farming and keep the pace quick!
First, it's important to note that there are plenty of non-randomized elements, and a great example of this is the outdoor areas. The basic outline for the outdoor zones is always fixed, as well as certain locations (mostly in town, but there are a few other doors/trees/chasms that never move). Given that base outline, the rest is then filled in with very small map tiles randomly selected to fill in the gaps (my reason for believing the tiles are small is because of the micro-variation we see with trees and the road, although those may have been pre-randomized and exist in fixed relative positions with a small number of combinations). And then when it comes to the underground areas/dungeons, most of the map tiles are fixed and reused, and just scrambled around like the cheap number sliding puzzles you can win at arcades for 10 tickets. This is the part that I disagree with. While it would be a considerable amount of work, likely extending the release several months (and therefor not something I suggest for launch), I would much rather see the map tiles for dungeons simply be barren outlines (similar to how the outdoor areas are made), that are then filled in with smaller random pieces. Just a thought.
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The website wholesale for many kinds of fashion shoes, like the nike,jordan,prada,****, also including the jeans,shirts,bags,hat and the decorations. All the products are free shipping, and the the price is competitive, and also can accept the paypal payment.,after the payment, can ship within short time.
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welcometo: http://www.netetrader.com
The website wholesale for many kinds of fashion shoes, like the nike,jordan,prada,****, also including the jeans,shirts,bags,hat and the decorations. All the products are free shipping, and the the price is competitive, and also can accept the paypal payment.,after the payment, can ship within short time.
free shippingcompetitive priceany size availableaccept the paypal
===== http://www.netetrader.com =====
jordan shoes $32nike shox $32Christan Audigier bikini $23
Ed Hardy Bikini $23Smful short_t-shirt_woman $15ed hardy short_tank_woman $16Sandal $32christian loubo utin $80
Sunglass $15
COACH_Necklace $27handbag $33AF tank woman
$17puma slipper woman $30
===== http://www.netetrader.com =====