Hello, this has probably been cleared up somewheres else but I can't find it. I would love all (well, most) of Diablo 3's content to be randomized for each game you enter, but from a interview I read, Jay Wilson said "external" areas will not be random. Does this mean outside areas will never be random? just always the same over and over?
Apparently so. But I like that idea, because I agree with the reasoning behind it. They are trying to establish the world as an actual place, and real places don't change everytime you go to sleep lol.
Apparently so. But I like that idea, because I agree with the reasoning behind it. They are trying to establish the world as an actual place, and real places don't change everytime you go to sleep lol.
Lol that true, but either do dungeons :P. So does this mean that all outside areas are going to be small and basically in paths? (Like the gameplay footage). From what I've read that hasn't really been talked about. I like open fields of monsters haha.
Yeah, I dunno. I suppose outdoor areas are good as random too, cause its like you're just walking through different parts of the same forest. Well, whatever Blizzard decides to do, I'm sure it will be the right decision.
I believe Jay also mentioned that it is hard to create randomized outdoor areas. Think of all of the outdoor areas in Act 1 and 2 in D2, they were pretty much squares of land connected with a small tunnel. Act 3 got a little different, but even that got to be a lot of the same thing. It's basically just one path through a jungle, it doesn't allow much depth or complexity to the landscape. A hand crafted outdoor landscape can be much more intricate than randomness would allow.
Dungeons on the other hand are easier to do randomly, and realistically since they are already a series of small rooms.
I'm really glad about this. I would much prefer a hand crafted environment to a randomized one. Our "random" environments now just look like a bunch of almost identical rooms. I like an environment I can remember and feel like its actually a part of the world.
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Walk tall, kick ass, learn to speak Arabic, love music and never forget you come from a long line of truth seekers, lovers and warriors.
-Hunter S. Thompson
I hope they simply mix it up a bit, I didnt really have a problem with act 3's jungle randomness it still looked good and everything. Same with the desert in act 2.
Well...if you read all the interviews, you would've read that they will be creating the landscapes by hand because static/random (i think thats what its called) maps dont work very well..and since their backrounds will be more detailed, it would be wayyy too complicated to create a random map generator.
sry...didn't have patience to look up the link..
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"Not Even Death Can Save You From Me" ~ Diablo (II)
Sounds kinda boring, but the idea of a realistic world also enhances the gameplay. Besides, what we do endgame in D2 is mostly running around in different dungeons, that's where like 80-90% of the action is, and since that's randomized there is nothing to be worried about. Open worlds you recognize are fun too, it isn't much of a challenge really to teleport your way to the tower in Black Marhs, it just takes a little longer (or goes faster) each game you create.
Sounds kinda boring, but the idea of a realistic world also enhances the gameplay. Besides, what we do endgame in D2 is mostly running around in different dungeons, that's where like 80-90% of the action is, and since that's randomized there is nothing to be worried about. Open worlds you recognize are fun too, it isn't much of a challenge really to teleport your way to the tower in Black Marhs, it just takes a little longer (or goes faster) each game you create.
I say, BRING IT!
/agreed :thumbsup:
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If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
I hope that if they implement different difficulty levels that they make the landscapes different for the different difficulty levels - f.ex. NM and Hell could be much larger and with many more monsters - would help to give a more realistic feel of the game becoming harder!
I like this. Though it is a lot of environment to tailor-make. An idea I had a while ago that I don't see happening, but I think would be cool-
What if the game changed with the seasons? During your winter, areas of the game would be snowy or hotter...maybe different monsters would be around. It would change the feeling of the game depending on what time of the year you're playing it. I think it would be pretty cool.
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Walk tall, kick ass, learn to speak Arabic, love music and never forget you come from a long line of truth seekers, lovers and warriors.
-Hunter S. Thompson
true, but seeing the map in D3 gameplay demo makes you wish you had an open world..or more of choice in where to go. This has been mentioned in another thread, and i agree. If you notice in the gameplay trailor, there is just one path to follow. I don't want to return to the square environment but i do not want to run a single path..
Both ways i will play the game, and love it.
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"Not Even Death Can Save You From Me" ~ Diablo (II)
Actually Jay said several times that outside areas will still connect randomly so it's not all 100% static. Not to mention that quests and encounters spawn randomly and take advantage of the environment each time differently. Environment in D2 was so bland and pointless that it really begged a question what is the point in it's randomness.
I think Sacred had very intesting almost open-world - I understand Jay Wilson scrapped that idea and they will return to acts which is fine but I hope the game isn't as restricted as Diablo 2 was.
Actually, I think it might be better to restrict movement. If it's cleverly done, one would not notice the linearity of the tasks.
An open world like Oblivion is something to be avoided. It often confuses and most of all- overwhelmes the player. Doesn't mean that it won't be good, it just might kill a bit of the fun.
Also, I don't know if this opinion has been proposed, but i really hated games with returning enemies in a certain idea/ map after you've cleaned it whole. It's like they appear out of nowhere. Examples that have utterly failed in this regard are: STALKER, Sacred 1 and a few more.
Most players of Diablo enjoy making runs yes, but another large portion of them play with a 100% cleaning factor. This way you subconsciously feel safer that you have spent all your chances of finding a unique/better item (which beside the fun is the other important factor why this game has been so addictive).
If enemies keep coming then it would be best that it would be only a tenth of the actual 'population' in that area or at least a much smaller number (unless the game story dictates otherwise).
Even better if these enemies were only capable of producing gold or quantities of bolt and arrows (or any other one-use item) or even those health vials when they died, because I fear some levels just might turn out to be an endless, 'funless' click-fest.
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Quote from "KonataX" »
lol it can still easily be a ranger since who said you cant shoot arrows at melee distance xD
Quote from "Archie" »
The Barbarian is from Arreat, a very cold snowy mountain top, but they are much tougher than normal humans, so they don't need warmth.
Quote from "Archie" »
Where are Barbarians originally from? Sumeria, or more specifically Mesopotamia, AKA Europe. Think the Alps and the Pyrenees
I think Sacred had very intesting almost open-world - I understand Jay Wilson scrapped that idea and they will return to acts which is fine but I hope the game isn't as restricted as Diablo 2 was.
Actually, I think it might be better to restrict movement. If it's cleverly done, one would not notice the linearity of the tasks.
An open world like Oblivion is something to be avoided. It often confuses and most of all- overwhelmes the player. Doesn't mean that it won't be good, it just might kill a bit of the fun.
Also, I don't know if this opinion has been proposed, but i really hated games with returning enemies in a certain idea/ map after you've cleaned it whole. It's like they appear out of nowhere. Examples that have utterly failed in this regard are: STALKER, Sacred 1 and a few more.
Most players of Diablo enjoy making runs yes, but another large portion of them play with a 100% cleaning factor. This way you subconsciously feel safer that you have spent all your chances of finding a unique/better item (which beside the fun is the other important factor why this game has been so addictive).
If enemies keep coming then it would be best that it would be only a tenth of the actual 'population' in that area or at least a much smaller number (unless the game story dictates otherwise).
Even better if these enemies were only capable of producing gold or quantities of bolt and arrows (or any other one-use item) or even those health vials when they died, because I fear some levels just might turn out to be an endless, 'funless' click-fest.
Rollback Post to RevisionRollBack
Quote from "KonataX" »
lol it can still easily be a ranger since who said you cant shoot arrows at melee distance xD
Quote from "Archie" »
The Barbarian is from Arreat, a very cold snowy mountain top, but they are much tougher than normal humans, so they don't need warmth.
Quote from "Archie" »
Where are Barbarians originally from? Sumeria, or more specifically Mesopotamia, AKA Europe. Think the Alps and the Pyrenees
Epic quotes... all of them
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Lol that true, but either do dungeons :P. So does this mean that all outside areas are going to be small and basically in paths? (Like the gameplay footage). From what I've read that hasn't really been talked about. I like open fields of monsters haha.
Dungeons on the other hand are easier to do randomly, and realistically since they are already a series of small rooms.
-Hunter S. Thompson
TED . LEAP . Woot . MF
sry...didn't have patience to look up the link..
I say, BRING IT!
/agreed :thumbsup:
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
lol..
I like this. Though it is a lot of environment to tailor-make. An idea I had a while ago that I don't see happening, but I think would be cool-
What if the game changed with the seasons? During your winter, areas of the game would be snowy or hotter...maybe different monsters would be around. It would change the feeling of the game depending on what time of the year you're playing it. I think it would be pretty cool.
-Hunter S. Thompson
TED . LEAP . Woot . MF
Both ways i will play the game, and love it.
An open world like Oblivion is something to be avoided. It often confuses and most of all- overwhelmes the player. Doesn't mean that it won't be good, it just might kill a bit of the fun.
Also, I don't know if this opinion has been proposed, but i really hated games with returning enemies in a certain idea/ map after you've cleaned it whole. It's like they appear out of nowhere. Examples that have utterly failed in this regard are: STALKER, Sacred 1 and a few more.
Most players of Diablo enjoy making runs yes, but another large portion of them play with a 100% cleaning factor. This way you subconsciously feel safer that you have spent all your chances of finding a unique/better item (which beside the fun is the other important factor why this game has been so addictive).
If enemies keep coming then it would be best that it would be only a tenth of the actual 'population' in that area or at least a much smaller number (unless the game story dictates otherwise).
Even better if these enemies were only capable of producing gold or quantities of bolt and arrows (or any other one-use item) or even those health vials when they died, because I fear some levels just might turn out to be an endless, 'funless' click-fest.
An open world like Oblivion is something to be avoided. It often confuses and most of all- overwhelmes the player. Doesn't mean that it won't be good, it just might kill a bit of the fun.
Also, I don't know if this opinion has been proposed, but i really hated games with returning enemies in a certain idea/ map after you've cleaned it whole. It's like they appear out of nowhere. Examples that have utterly failed in this regard are: STALKER, Sacred 1 and a few more.
Most players of Diablo enjoy making runs yes, but another large portion of them play with a 100% cleaning factor. This way you subconsciously feel safer that you have spent all your chances of finding a unique/better item (which beside the fun is the other important factor why this game has been so addictive).
If enemies keep coming then it would be best that it would be only a tenth of the actual 'population' in that area or at least a much smaller number (unless the game story dictates otherwise).
Even better if these enemies were only capable of producing gold or quantities of bolt and arrows (or any other one-use item) or even those health vials when they died, because I fear some levels just might turn out to be an endless, 'funless' click-fest.