I'm happy about the tetris inventory coming back, although I hope we can rotate the items 90 degrees this time.
The only other inventory system I can think of that I'd like as much as the tetris version would be a weight based version. It's been used in countless other games and I generally like it assuming they don't put the limit too low without a way to increase it.
I hate that. Only way it can makes sense is its related to strength or some stats that no class will have equally, which is just not fair.
yeah, stoaster is right, it would be even better if we could rotate items like in resident evil 4.
and if this is just a small peak of the demo, IMAGINE at blizzcon! CAN'T WAIT!
Don't think anyone mentioned this before, the enemy bodies now stay a lot longer.
It also looks so polished and complete, I won't expect it any later than next year.
Male wizard looks good, desert looks very D2-like which is great, grid inv system good.
1 bad point though, some of the fights looked messy where the player was crossing the bridge and ran into a mob of fire enemies, they were blasting him with fireballs and you can't see whats going on, suppose that's realism though heh.
Don't think anyone mentioned this before, the enemy bodies now stay a lot longer.
Well, I know a bit ago in response to some critical complaints about corpse duration their endurance on-screen was bumped-up significantly. I'm pretty sure I can remember a Bashiok post about it or something. It is a good thing, of course.
I like the new inventory system as well but there is always a chance that it will change or that they are just trying out different options while they have people to try it out.
Bashiok :
Also there are features that we specifically don't release in official form because they're not at a place where we feel comfortable with it.
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I, for one, have mixed emotions about the tetris-style inventory. On the one hand, people are right, it was innovative, it was something that Diablo more-or-less started, and it has been used in many other games as a standard for inventory control. That being said, the old style is outdated.
In a game that's based around itemization, around "drops", the old system (I feel) hinders gameplay moreso than helps it. But this assessment is based solely on the old system.
Now, I know that they are re-vamping everything, but I really can't make any valued judgement until I actually play with it. You see, there are several variables that will make or break the system:
1) Finite inventory space: I agree with a finite amount of inventory space, but at what cost? In Diablo II, we were forced to create dozens of "mule" accounts just to hold everything. I know I wasn't the only one who created <Account_Mule1>. Yes, in many other games "mule" characters are viable... but more often than not, you're only creating one charactor. So why the need for twelve characters in a game whose focus is "itemization"?
In Diablo II we saw the advent of gems and runes, and in Diablo I the small items were potions. Carrying a plethora of these "small" items gets in the way of what the game is focused around, which are items. Again, the point being made here is the relationship with the near infinate amount of items with the horribly low finite item space.
2) Gameplay speed: Blizzard has said time and time again that this is an action RPG Hack and Slash. In general (and again, taking from the context of which Baishok has spoken) that this is supposed to be a fast game. That you're supposed to be able to jump in and feel accomplished after having played an hour. But there are drawbacks, as they always are. In Diablo II, the gameplay speed was determined with how many potions you can keep on you at all times, and if you've shelled out for an Enigma for the teleport. The mechanics of the game have been sullied by hastily crafted patches that have destroyed the game from what it could have been. In Diablo III, however, the health // mana orbs have been created in place of potion hot-keying and a waypoint system was added to help progression along without having to retrace ones' steps in addition to other factors we've not yet discovered. Because of this, it seems that Blizzard's intentions are clear, this is a fast-paced game.
So where is the speed and rapidity of moving around items in your inventory to make room for items, having to run back to sell every five minutes because necessary items are taking up precious space for others you've just found? I understand some sort of catharsis is necessary during gameplay, but don't do it with a faulty and outdated inventory system.
Don't get me wrong here, I'm not totally against the tetris-style gameplay, and I'm not against ways to slow down the game, but what I am against is rehashing old and outdated systems that have been attached to a game like a smiley-faced dingleberry that looks all fine and dandy up close, but it's still annoying and pulls at your bum-hairs.
[Sometimes serves sugar-sprinkled bullcrap as candy to children to get them off my lawn] Oath~
(( By the way, Seth, what happened to my previous post? If there's a copy of it somewhere, can you PM it to me? ))
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------------------------------------------- Those who stand for nothing will fall for anything.
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This looks really good. The general "tetris inventory" still exists, and we still have only 40 spaces, but it would appear that all big items take up only 2 spaces and the little items all seem to stack.
It seems to find a nice balance between a wow-style inventory like they had earlier, and a more traditional "tetris inventory".
A bit meh on the return of mf, though. I think I'd be fine so long as no one needs to make a set of terrible gear with mf bonuses just to kill diablo 300 times so the right ultra-rare rune or what have you drops. Probably best if mf stays with the fortune shrines.
hi there i have spoted something probably new in a latest video, there is a Massacre mode in d3 when you kill lots of monster that will allow you to get extra bonus xp not jus the killed ones.
i have taken a screenshot
I'm pretty sure this has already been posted and bashiok said something about it.. still nice perception though! :thumbsup:
I love the system the Tetris system, but i rly hope theres some way of increasing the size of a stash....... if there is one :/. D1 annoyed me when i filled up my inv with cash. D2 annoyed me coz i filled up my stash with things i wanted to transfer to other toons, i hope the stash gets bigger as you lvl or something
Woo! I am thrilled. Don't care too much about MF.. I did use it in Diablo II, but it never struck me as fun to do nothing but farm.
I love that the tetris inventory is back though, at least in some form. I mean, it looks like there are only two sizes of item (one slot, and two slot) so it's not exactly the same, but still a nice throwback to my precious memories. And will probably be easier to organize.
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My typical train of thought: Everything -> Sex -> Diablo
Honestly, I never really liked the MF system and hope it does not re appear in D3. The idea of you need really good gear with lots of MF on it to get really good gear just seems like an odd concept to me. However who knows if the system in D3 will be anything like D2 and I usually trust blizzard with such decisions to make the game the best possible.
Honestly, I never really liked the MF system and hope it does not re appear in D3. The idea of you need really good gear with lots of MF on it to get really good gear just seems like an odd concept to me. However who knows if the system in D3 will be anything like D2 and I usually trust blizzard with such decisions to make the game the best possible.
Honestly though, I thought it made for a good progressive system. Every time I played D2, I would delete my old characters and start from scratch; I never had any real problem getting good MF gear. Essentially, I would buy what MF gear I could from vendors (gloves, boots, etc), then find perhaps a socketed helm and stick some perfect topazes in it. I would mf some, get some mediocre gear, put that on, go mf, get better gear, etc. While time consuming, I thought it worked well.
The only alternative I can think of would be something like WoW where each boss just has a % chance to drop specific items, but I don't like that system. I like the system in which bosses can drop any items within their clvl.
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"Everywhere the human soul stands between a hemisphere of light and another of darkness; on the confines of the two everlasting empires, necessity and free will." -Thomas Carlyle
I am the only one who doesn't see this new inventory style as the tetris style. Sure, you now just have one screen to fit all of your items in but it is nowhere near the type of tetris style from D2. Every item is 1 or 2 squares. This hardly leaves any room for maneuvering items around to fit more items in your bag. When people are talking about rotating the items i just dont get it. To me it seems more like they took there last concept and just brought it down to one bag.
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I am the only one who doesn't see this new inventory style as the tetris style. Sure, you now just have one screen to fit all of your items in but it is nowhere near the type of tetris style from D2. Every item is 1 or 2 squares. This hardly leaves any room for maneuvering items around to fit more items in your bag. When people are talking about rotating the items i just dont get it. To me it seems more like they took there last concept and just brought it down to one bag.
Yeah, the rotating option wouldn't make a big difference considering there are only 2 sizes. Of course if you have an odd number for the height of the inventory, rotating would still help if you were carrying almost all large(2 space) items.
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I hate that. Only way it can makes sense is its related to strength or some stats that no class will have equally, which is just not fair.
and if this is just a small peak of the demo, IMAGINE at blizzcon! CAN'T WAIT!
It also looks so polished and complete, I won't expect it any later than next year.
Male wizard looks good, desert looks very D2-like which is great, grid inv system good.
1 bad point though, some of the fights looked messy where the player was crossing the bridge and ran into a mob of fire enemies, they were blasting him with fireballs and you can't see whats going on, suppose that's realism though heh.
quest log was in this vid
http://www.youtube.com/watch?v=p-yb5mPv2zQ
wizard uses mirror image in this:
http://www.youtube.com/watch?v=VM4uaSeVldw
as well as the MF shrine
Well, I know a bit ago in response to some critical complaints about corpse duration their endurance on-screen was bumped-up significantly. I'm pretty sure I can remember a Bashiok post about it or something. It is a good thing, of course.
Bashiok :
Find any Diablo news? Contact me or anyone else on the News team
I, for one, have mixed emotions about the tetris-style inventory. On the one hand, people are right, it was innovative, it was something that Diablo more-or-less started, and it has been used in many other games as a standard for inventory control. That being said, the old style is outdated.
In a game that's based around itemization, around "drops", the old system (I feel) hinders gameplay moreso than helps it. But this assessment is based solely on the old system.
Now, I know that they are re-vamping everything, but I really can't make any valued judgement until I actually play with it. You see, there are several variables that will make or break the system:
1) Finite inventory space: I agree with a finite amount of inventory space, but at what cost? In Diablo II, we were forced to create dozens of "mule" accounts just to hold everything. I know I wasn't the only one who created <Account_Mule1>. Yes, in many other games "mule" characters are viable... but more often than not, you're only creating one charactor. So why the need for twelve characters in a game whose focus is "itemization"?
In Diablo II we saw the advent of gems and runes, and in Diablo I the small items were potions. Carrying a plethora of these "small" items gets in the way of what the game is focused around, which are items. Again, the point being made here is the relationship with the near infinate amount of items with the horribly low finite item space.
2) Gameplay speed: Blizzard has said time and time again that this is an action RPG Hack and Slash. In general (and again, taking from the context of which Baishok has spoken) that this is supposed to be a fast game. That you're supposed to be able to jump in and feel accomplished after having played an hour. But there are drawbacks, as they always are. In Diablo II, the gameplay speed was determined with how many potions you can keep on you at all times, and if you've shelled out for an Enigma for the teleport. The mechanics of the game have been sullied by hastily crafted patches that have destroyed the game from what it could have been. In Diablo III, however, the health // mana orbs have been created in place of potion hot-keying and a waypoint system was added to help progression along without having to retrace ones' steps in addition to other factors we've not yet discovered. Because of this, it seems that Blizzard's intentions are clear, this is a fast-paced game.
So where is the speed and rapidity of moving around items in your inventory to make room for items, having to run back to sell every five minutes because necessary items are taking up precious space for others you've just found? I understand some sort of catharsis is necessary during gameplay, but don't do it with a faulty and outdated inventory system.
Don't get me wrong here, I'm not totally against the tetris-style gameplay, and I'm not against ways to slow down the game, but what I am against is rehashing old and outdated systems that have been attached to a game like a smiley-faced dingleberry that looks all fine and dandy up close, but it's still annoying and pulls at your bum-hairs.
[Sometimes serves sugar-sprinkled bullcrap as candy to children to get them off my lawn] Oath~
(( By the way, Seth, what happened to my previous post? If there's a copy of it somewhere, can you PM it to me? ))
-------------------------------------------
Those who stand for nothing will fall for anything.
-------------------------------------------
It seems to find a nice balance between a wow-style inventory like they had earlier, and a more traditional "tetris inventory".
A bit meh on the return of mf, though. I think I'd be fine so long as no one needs to make a set of terrible gear with mf bonuses just to kill diablo 300 times so the right ultra-rare rune or what have you drops. Probably best if mf stays with the fortune shrines.
I'm pretty sure this has already been posted and bashiok said something about it.. still nice perception though! :thumbsup:
Has anyone ever seen the cow kings dance well i have its right here! http://youtube.com/watch?v=Cd2wyKQm13I
Oh and do you wanna see the new cows in d3 here they are
http://youtube.com/watch?v=TpMAqQ_pc0I
/l、
(゚、 。 7
l、 ~ヽ ------CAT IM A KITTY CAT AND I DANCE DANCE DANCE
..じしf_, )ノ AND I DANCE DANCE DANCE!!!
Come stay awhile and..its time for shedding our enemies blood not idle talk aww no one ever listens... lol
I love that the tetris inventory is back though, at least in some form. I mean, it looks like there are only two sizes of item (one slot, and two slot) so it's not exactly the same, but still a nice throwback to my precious memories. And will probably be easier to organize.
My typical train of thought: Everything -> Sex -> Diablo
Honestly though, I thought it made for a good progressive system. Every time I played D2, I would delete my old characters and start from scratch; I never had any real problem getting good MF gear. Essentially, I would buy what MF gear I could from vendors (gloves, boots, etc), then find perhaps a socketed helm and stick some perfect topazes in it. I would mf some, get some mediocre gear, put that on, go mf, get better gear, etc. While time consuming, I thought it worked well.
The only alternative I can think of would be something like WoW where each boss just has a % chance to drop specific items, but I don't like that system. I like the system in which bosses can drop any items within their clvl.
"Everywhere the human soul stands between a hemisphere of light and another of darkness; on the confines of the two everlasting empires, necessity and free will."
-Thomas Carlyle
is it the menu bar??? cuz the first icon looks like two crossed swords
I wouldn't be surprised if that button will be used for opening the inventory
Find any Diablo news? Contact me or anyone else on the News team
Yeah, the rotating option wouldn't make a big difference considering there are only 2 sizes. Of course if you have an odd number for the height of the inventory, rotating would still help if you were carrying almost all large(2 space) items.
Signature and avatar courtesy of Indestructible.