Ragdoll physics are all the rage with next-gen titles, but maybe Diablo III has taken the concept too far. Don't get me wrong: imp soccer is probably the "in" thing in some countries, but is it right for Diablo?
A user at the Diablo III community forum asked as much, professing that "the forces of both gravity and friction are way too weak to look right."
While Bashiok did say that there are "some straight up issues that [the team] intend[s] to correct," he also explained that much of what is seen in-game is a faithful rendering of their vision of the game:
Official Blizzard Quote:
I don't want anyone to get the impression that we're shooting for realism here, because our goal is absolutely to make it feel like you're an over-the-top human god laying waste to the demonic masses and setting their carcasses flying free like so much loosed meat.
The moon physics, as trend followers have come to call the phenomenon, isn't limited to the Barbarian. The effect is common among many skills, such as the Wizard's Energy Twister. Dead bodies behave more like toy dolls in a hurricane than anything of a like scale in our world. But most of this is intended:
Official Blizzard Quote:
It is absolutely intentional that the barbarian's skills have crazier impact physics than other classes, because we think that fits with the visual and feel of the character - huge impactful strikes that send dudes flying, whereas the monk might be more of a 'thousand cuts' kind of fighter.
Or perhaps this is all really the work of Gravitablo, the Lord of Gravitational and Frictional Disruption, and Bashiok is merely an unwitting pawn in the nefarious Demon Lord's dastardly work.
If you haven't had the chance to observe the controversial physics yourself, or you haven't been invited into the beta quite yet, Force Strategy Gaming has an excellent video that shows just how out-of-this-world the force of gravity behaves in the world of Sanctuary:
lol. ok i agree now a lil bit. Some of those kills were outraegous on how they made zombies and others fly. The height is waaay out there, I also don't understand why something like hammer of the ancients sends an enemy flying into the air when they are being slammed into the ground, even enemies being hit off the side of the skill should go flying backwards, but not upwards. Same with leap.
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Went outside today, the graphics were ok. But the gameplay sucked
I would rather have it worked in gradually as your character gains strength.
What's the point of taking a skill with knockback if you can already throw them around like they are weightless?
They only fly around after they're dead (and sometimes at that, depending on the skill used to kill it). Knockback is to knock enemies back during combat, with or without killing them in the process.
I was hopíng to post saying "It's fine, it's good to feel overpowered.", but after I watched the video I feel like it's a bit beyond being too strong and more into "there's no way that body would go that up".
It's really sad when Barbarian who is wielding something as huge'n'heavy as Immortal King's Crusher simply "kill" enemies without even knocking them back (D2).
Maybe just throw mobs a little less in the air? Cause now it's looking way too arcade-like.
But if i have to choose this way or "old D2 way", it's better too leave this EPIC feelings than bland monster-smashung from past
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"Never let your sense of morals prevent you from doing what is right" (c) Isaac Asimov
It's really sad when Barbarian who is wielding something as huge'n'heavy as Immortal King's Crusher simply "kill" enemies without even knocking them back (D2).
Maybe just throw mobs a little less in the air? Cause now it's looking way too arcade-like.
But if i have to choose this way or "old D2 way", it's better to leave this EPIC feelings than bland monster-smashung from past
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"Never let your sense of morals prevent you from doing what is right" (c) Isaac Asimov
I honestly think they just need to turn the gravity up so things fall faster and harder rather than floating. Throwing them up 40 feet in the air is cool, slowly floating down, not so much. Also, the friction on the ground could use some tweaks. Maybe make the corpses roll while sliding on the ground rather then just gliding smoothly.
Haven't had a chance to play yet, but from what I can tell everything looks to be in okay order. I personally can not wait to punt the shit out of some little demons!
I think it'd be perfect if they just increased the speed at which they fall. I like the height you can get though. Like Bashiok said we're playing demi-gods basically not normal dirt farmers.
I don't understand how anyone can like that shit, it looks so damn stupid. Reminds me of Dragonball-Z when they hit each other through mountains and what not. I could understand if they fly outwards on a crit or something, but this is just silly.
Yea. If it's worth doing, and it's worth doing for like 8 years, it's worth doing right. I cast my vote with the majority here: the moon physics sucks. It sucks a lot. And I think it sort of undercuts the very point they're trying to make.
I love the idea of physics, and of making your character feel like an over-the-top demigod. That's a design philosophy I can get behind. The problem is that as things stand now, that's not the case at all.
But if enemies float daintily down after being launched, it gives the impression that they don't weigh all that much and are easily thrown around. I then feel like I'm fighting a zombie army of 98-pound-weaklings, and suddenly my character's great feats of strength no longer impress me as much. Turning up the gravity and making enemies land with a loud thud would actually increase the effect that it seems they're going for.
Bashiok's reply seemed a little noncommittal in regards to this. This one seems like a no-brainer to me. It seems like common sense that this is really the only thing to do.
As well, I agree about the way the slip-and-slide ground physics. These are issues that should be corrected.
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A user at the Diablo III community forum asked as much, professing that "the forces of both gravity and friction are way too weak to look right."
While Bashiok did say that there are "some straight up issues that [the team] intend[s] to correct," he also explained that much of what is seen in-game is a faithful rendering of their vision of the game:
I don't want anyone to get the impression that we're shooting for realism here, because our goal is absolutely to make it feel like you're an over-the-top human god laying waste to the demonic masses and setting their carcasses flying free like so much loosed meat.
The moon physics, as trend followers have come to call the phenomenon, isn't limited to the Barbarian. The effect is common among many skills, such as the
It is absolutely intentional that the barbarian's skills have crazier impact physics than other classes, because we think that fits with the visual and feel of the character - huge impactful strikes that send dudes flying, whereas the monk might be more of a 'thousand cuts' kind of fighter.
Or perhaps this is all really the work of Gravitablo, the Lord of Gravitational and Frictional Disruption, and Bashiok is merely an unwitting pawn in the nefarious Demon Lord's dastardly work.
If you haven't had the chance to observe the controversial physics yourself, or you haven't been invited into the beta quite yet, Force Strategy Gaming has an excellent video that shows just how out-of-this-world the force of gravity behaves in the world of
I do agree though, it looks very moonlike due to how they essentially float up.
What's the point of taking a skill with knockback if you can already throw them around like they are weightless?
http://ypslon.deviantart.com/
http://www.livestrea...m/diabloiiibeta
Maybe just throw mobs a little less in the air? Cause now it's looking way too arcade-like.
But if i have to choose this way or "old D2 way", it's better too leave this EPIC feelings than bland monster-smashung from past
Maybe just throw mobs a little less in the air? Cause now it's looking way too arcade-like.
But if i have to choose this way or "old D2 way", it's better to leave this EPIC feelings than bland monster-smashung from past
I love how one powerful hit sends them flying and sliding but when they float it is weird.
I love the idea of physics, and of making your character feel like an over-the-top demigod. That's a design philosophy I can get behind. The problem is that as things stand now, that's not the case at all.
But if enemies float daintily down after being launched, it gives the impression that they don't weigh all that much and are easily thrown around. I then feel like I'm fighting a zombie army of 98-pound-weaklings, and suddenly my character's great feats of strength no longer impress me as much. Turning up the gravity and making enemies land with a loud thud would actually increase the effect that it seems they're going for.
Bashiok's reply seemed a little noncommittal in regards to this. This one seems like a no-brainer to me. It seems like common sense that this is really the only thing to do.
As well, I agree about the way the slip-and-slide ground physics. These are issues that should be corrected.