I saw when the barb was taking on multiple, multiple ghouls it only came up a few times... meaning something specific must trigger it (like crits).
TBH it makes sense and sounds like good idea to me. If it was just triggered off critical strikes or crushing blows or special moves or something so you could see how big your biggest hits were. I mean thats what this game is all about, big hits, one/two shotting big monsters and wiping out large packs of little ones....
So many times I play D1 and D2 and wonder "just how hard am I hitting this guy".
A big thumbs up from me.
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"If we're actually making the game worse with no other reason than to be different from WoW, then it's a bad choice." - Jay Wilson (D3 lead designer)
Well I guess a critical strike animation would work, but you wouldn't know the PRECISE amount of damage you inflicted. But imagine this, you are using multiple shot with an amazon on a mob of zombies, hitting around 20 of them with every sequence. Imagine how cool it would be to see how many critical strikes pop up.
Or you can imagine the entire scenario without floating numbers, that would work too. But I don't think the numbers are that bothersome
As for the block animation for skeletons. It's nice to know if they're completely blocking or if I need to re-angle myself or get behind them.
I'm actually against the word "block" popping up every time a skeleton, you know, blocks. I can (edit: or rather, should be able to) tell by the skeleton not taking any damage, plus the blocking animation, plus the sound of blocking, thank you very much. It's a pretty trifle matter, anyways.
Yea, but if that was in D3... God every hit, for every monster. Your screen would be filled with big numbers.
But it's not for every hit. You saw the video. The first scene with a million ghouls would have just been a spam of numbers. It was only a few times, and not very dominating...
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"If we're actually making the game worse with no other reason than to be different from WoW, then it's a bad choice." - Jay Wilson (D3 lead designer)
well i noticed it right away and i find it incredibly distracting. COD 4 numbers were acceptable only because they basically turned it into an arcade shooter. However they have hardcore mode without numbers, map, and 1 hit kills basically
those numbers simply do not fit with diablo. when i kill demons i dont want to see these fucking numbers popping up every time i get a critical hit... i honestly dont fucking care if i did a critical hit, or how much damage i did, as long as i kill it in a timely manner. I have never had the need for numbers showing me what i did in d1 or d2... its simply pointless and makes the game far too cartoony, and arcadish....
to an extent i agree with the numen, but i think there's gonna be some sort of back-story to this critical hit point system. Think about it. It could be based on a reward or skill quest system inbedded in battle.net. Which makes it more of a competitive game on multiplayer, dont you think? yes, yes, diablo shouldn't have floating numbers reminding you that you're only playing a game, which is why blizz is gonna give us a toggle option, i believe.
I hope so!!
I would be really disappointed if it wasnt.
I dont care how often I hit critical, I care less to know every time a monster blocks/dodges my hit.
another thing that bothered me was how the weapon info is displayed in the exact same format as the WoW weapons.
I really hope they atleast bring one person back from the Diablo II team to set these WoW heads straight.
I wouldn't mind except for the fact that they distract from the main action a little. The game isn't about who does the highest critical hit but about killing lots and lots of monsters with body parts flying all around you. I don't want numbers hovering over my bodyparts, it takes away from the immersion.
And that's coming from a number addict, I love MMOs, final fantasy games and such. I used to do mental calculation for fun when I was younger! (Not kidding, I'm a math geek)
It just doesn't have it's place in an action rpg like Diablo
There's no reason why damage or any other information should be displayed. The animations of the characters and the sounds are enough to know if an enemy evades or blocks, so if you can see the indication, you can see the animation. And we don't even know how much hp the enemies have, so what's the point having those information displayed? So they only have to add a special animation and sound for critical hits, if they want. But no numbers.
Of course, if makes a difference in games such as World of Warcraft or Guild Wars, where health and energy of the surrounding characters have a very high importance, and you need to know everytime you gain or lose health or energy, how much. Especially Guild Wars, where a single point of health or energy point can make a huge difference in the outcome of the combat. But this is a more strategic, team-based game, it's not pure action.
Diablo is an action game, and there isn't any place for strategy here, the fast paced action and huge numbers of enemies on screen making sure that everyone takes hits, so it's not a "wait-i'm-doing-maths omg-we-need-a-tank-a-healer-and-a-dps" game. So there's no need for such indications. Unless there is more detail to how much life and mana each enemy has, but that's not the case.
And I'm also worried about the health bars above each enemy. I prefer when those bars are displayed on the top or the corner of the screen, so you know where to look. They do it for bosses, why not for every single enemy?
Titan Quest had it and no one complained...
I will agree with you on the healthbar over the enemies. I prefer they be at the top of the screen as well.
What's so bad about having the option of toggling floating numbers?
Nothing, as long as there is a toggle.
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D3 Pros: Outdoors environment, night time environment, female Barbarian, rune spell system, the Wizard class
D3 Cons: Fantasy architecture, fantasy armor, fanstasy weapons, no shaders.
That's also a HacknSlash/adventure.
TBH it makes sense and sounds like good idea to me. If it was just triggered off critical strikes or crushing blows or special moves or something so you could see how big your biggest hits were. I mean thats what this game is all about, big hits, one/two shotting big monsters and wiping out large packs of little ones....
So many times I play D1 and D2 and wonder "just how hard am I hitting this guy".
A big thumbs up from me.
Or you can imagine the entire scenario without floating numbers, that would work too. But I don't think the numbers are that bothersome
Not in any of the screenshots I ever saw.
Words I hate in Gaming Culture:
Epic
Hardcore
E-Sports
I can definitely live with that.
As for the block animation for skeletons. It's nice to know if they're completely blocking or if I need to re-angle myself or get behind them.
I may have been wrong, it's been a loooong time since I played.
http://www.youtube.com/watch?v=CZqJbmVw7gM
Nope definitely shows damage like I thought.
Sorry fixed the link.
I'm actually against the word "block" popping up every time a skeleton, you know, blocks. I can (edit: or rather, should be able to) tell by the skeleton not taking any damage, plus the blocking animation, plus the sound of blocking, thank you very much. It's a pretty trifle matter, anyways.
Yea, but if that was in D3... God every hit, for every monster. Your screen would be filled with big numbers.
Words I hate in Gaming Culture:
Epic
Hardcore
E-Sports
But it's not for every hit. You saw the video. The first scene with a million ghouls would have just been a spam of numbers. It was only a few times, and not very dominating...
those numbers simply do not fit with diablo. when i kill demons i dont want to see these fucking numbers popping up every time i get a critical hit... i honestly dont fucking care if i did a critical hit, or how much damage i did, as long as i kill it in a timely manner. I have never had the need for numbers showing me what i did in d1 or d2... its simply pointless and makes the game far too cartoony, and arcadish....
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I would be really disappointed if it wasnt.
I dont care how often I hit critical, I care less to know every time a monster blocks/dodges my hit.
another thing that bothered me was how the weapon info is displayed in the exact same format as the WoW weapons.
I really hope they atleast bring one person back from the Diablo II team to set these WoW heads straight.
It's nice to see how much damage I am actually averaging per hit rather than having a vague range of say 200 - 1000.
A toggle would work perfectly.
And that's coming from a number addict, I love MMOs, final fantasy games and such. I used to do mental calculation for fun when I was younger! (Not kidding, I'm a math geek)
It just doesn't have it's place in an action rpg like Diablo
Titan Quest had it and no one complained...
I will agree with you on the healthbar over the enemies. I prefer they be at the top of the screen as well.
Toggle for floating numbers.
Make health bar on top of screen.
Nothing, as long as there is a toggle.
D3 Pros: Outdoors environment, night time environment, female Barbarian, rune spell system, the Wizard class
D3 Cons: Fantasy architecture, fantasy armor, fanstasy weapons, no shaders.
Source?
10char
That is a very opinionated statement.