It really is fun. I leveled my barbarian to 13 and I'm still doing MF runs with him to craft items etc, it makes being a melee fighter much more satisfying. In a lot of games melee classes can be very unsatisfying because they lack very much attack animation variation. So you end up feeling less fulfilled and less powerful than other classes. I think the "flashier" animations of the barbarian in D3 combined with the awesome physics gives you a feel of actual power and not just *swing, swing, swing, swing*
On a side note, this is really only noticeable on the Barbarian. The other classes don't exhibit such moon-physics. It's not like they fly backwards across the screen when you hit them with an arrow.
What I don't like about this system is the disregard of direction. For a monster to fly this high up there would either have to be a large explosion underneath it or it would have to take a powerful uppercut strike. With Whirlwind I don't want monsters to go flying up, they should be swept to the side. The direction of the strike should determine the direction the corpse goes. I'm ok with pieces of monsters flying all over the place but it should at least make some sense. If you are slamming a hammer on the monsters head it really shouldn't fly up, if anything you should punch it three levels down the dungeon.
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I think the physics are just fine the way they are. As for now, the Barbarian is the only one that is sending creatures miles away with some of his regular skills. If they tone it down, it will take away much of the essence of the character.
Notice that shit wasn't happening when the low level Barbarian was going through these levels.
I think it's an effect of landing an overpowered hit on a small and frail enemy. I hardly think every single mob in the game would go flying in this fashion.
What I don't like about this system is the disregard of direction. For a monster to fly this high up there would either have to be a large explosion underneath it or it would have to take a powerful uppercut strike. With Whirlwind I don't want monsters to go flying up, they should be swept to the side. The direction of the strike should determine the direction the corpse goes. I'm ok with pieces of monsters flying all over the place but it should at least make some sense. If you are slamming a hammer on the monsters head it really shouldn't fly up, if anything you should punch it three levels down the dungeon.
This is Diablo, not Battlefield or CoD. Physics really isn't a central part of the game. Especially considering you are a barbarian fighting zombies and monsters of all kinds. In that environment, everything you know about physics gets thrown out the window, and rightly so. If I wanted realism, I wouldn't be interested in Diablo at all.
I like it. It makes you feel powerful. I remember in Titans Quest the more powerful you were in comparison to the monsters you were killing, the stronger the 'moon effect' would become. That's a great way to make you feel stronger, as a player. Keep it up.
This is Diablo, not Battlefield or CoD. Physics really isn't a central part of the game. Especially considering you are a barbarian fighting zombies and monsters of all kinds. In that environment, everything you know about physics gets thrown out the window, and rightly so. If I wanted realism, I wouldn't be interested in Diablo at all.
This has nothing to do with realism. I have played Titan Quest, another ARPG like Diablo (probably one of the best Diablo clones out there BTW), full of mythical monsters, magic etc. Again not your typical realistic game. It had ragdoll physics and the proper sense of direction I described in my post. The more damage you dealt on the killing blow the more the monster's corpse reacted to the hit. And I can tell you landing a powerful attack and just swatting the monster off your way felt awesome. It gave your attacks a sense of real power and weight behind them, like they were real hits placed on very physically 'there' objects. No matter that you were dealing with a fantasy world, the power of your character just oozed all over the place when something like that happened. Which is what they are going for here. Unfortunately the way they implemented it makes it look kind of cartoony in that monsters just launch into the air in nonsensical and way-over-the-top fashion.
What would make you feel more powerful and badass? If you struck a monster with a swing from the right and it just inexplicably jumped 20 feet into the air? Or rather if it launched to the left (as it should), perhaps hitting a tree, some rocks or barrels on the way, or just rolling down a cliff as it carries the power of your blow with it? I can tell you from experience the latter feels great. And with the kinds of attacks that Diablo has (Cleave, Whirlwind, Leap Attack etc) it would look much better if there were monsters flying all over the place in various directions, rather than just launching straight up into the air when you kill one of them. I'm not urging the Diablo team to implement complete realism and tone everything down. I still want it to be over the top...but this is the bad kind of over the top.
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A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head!
I'm with Daemaro. The problem isn't that corpses are getting bashed sky-high, it's that they float when they get there. Same goes for them sliding across the ground - the dead bodies simply don't have any sense of weight. What's more, they bounce if they hit a wall - that shouldn't happen either. There should be a wet thud and the body should stay there. The corpses need more weight, and gravity needs to be stronger on the way back down from a hit.
Now, I'm sure that the physics guys are saying things like "we're using 9.8 m/s/s!" but the fact of the matter is that when you're not in a first person view, real gravity just looks slow. You've got to beef it up a little.
That video does look a bit silly but then you've also got to take into account the fact that the video is a montage of astro-physics one after the other. During normal gameplay you wont be seeing these acrobatic corpses as often as in this video. But yea, from an animators point of view those corpses do seem to lack any real sense of weight, they have barely any acceleration as they fall. I recon it wouldn't be too hard to get a really nice crunchy-splat feel to when they land.
Just toning down the force of the barbarian a LITTLE bit and increase the rate of fall on the physics, and bam, you have a great feel. It does not look epic at all to me, it does in fact look like a lunar mission. I'm with the public here, this reminds me very much of Titan Quest's insane flying dead creatures.
Toning it down will not take away the essence of the character. Diablo 2 never had any physics and the barbarian still felt pretty damn epic with the knockbacks.
And "only the barbarian has lunar skills" isn't a valid argument on why its okay. Your "only" part indicates at least a margin of discrepency, and you accepting it just shows complacency. If you're going to do something, do it right.
Back to the point, he's alwasy 1-hitting 15 hit points monster with attack of at least 200 points, the effect is normal to me. I would not like it if in inferno you take 12 hits to kill a monster and suddenly the last hit send it flying ...
That exact same effect was present in a Diablo 2 clone called Titanquest. Whenever you one-shot an enemy, it would send the enemy flying. The air time of the enemy was based on how much overkill you had.
So if you only did 5 hps more damage, than they had life... it would merely look like you knocked the enemy back with a powerful blow.
But if you hit them for say... 5 or 10x their life... the enemy might be blown clear off the map never to be seen again.
Number 1: PLEASE don't give them any more reasons to delay this game
Number 2: If you are saying the way a corpse flies in Diablo isn't realistic maybe you shouldn't play a game that involves magic if you're concerned with realism...
As stated a few times now, I feel the general idea is there, and currently is fun and empowering, but could never the less be improved upon. I would change these few things personally.
Increases the speed in which objects move when acted on, mostly when falling.
As a Barbarian player I do enjoy the way powerful attacks send things flying in all directions (up most of the time). However, the rate in which they fall does make the enemies feel less threatening, almost as if your brain assumes they're just blowup dolls. The Unburied don't suffer from this effect, as upon death they nicely (gruesomely) fall apart, and the parts roll around rather heavily. They feel much more solid upon death, and thus appear more threatening over all.
Increase the friction in which the environment has on moving objects.
Another point that has been brought up is how objects slide around. What I can bring to this subject is I've noticed objects seem to suffer more from this effect when first acted on. For example a newly slain zombie may slide almost out of sight, but when you strike its' corpse it may only slide 1/5 the way it did the first time. I'd prefer a little less sliding at first.
Add more roll to objects
There is very little roll to objects, and even less after they've been acted on the first time. They seem to rather slide across the ground than roll side over side. Considering they are indeed true 3D objects, I'd very much like to see them use this to their advantage and roll rather than slide.
A good thing I can note about this though is objects you'd expect to roll better than others normally do. For example severed heads roll rather nicely, while planks of wood do not. This is a tribute to the true physics engine. I do think, again, that it needs tweaking though, as whole corpses in particular almost never roll, and always slide.
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Author of: Random Ravings of Warcraft
On a side note, this is really only noticeable on the Barbarian. The other classes don't exhibit such moon-physics. It's not like they fly backwards across the screen when you hit them with an arrow.
I think it's an effect of landing an overpowered hit on a small and frail enemy. I hardly think every single mob in the game would go flying in this fashion.
This is Diablo, not Battlefield or CoD. Physics really isn't a central part of the game. Especially considering you are a barbarian fighting zombies and monsters of all kinds. In that environment, everything you know about physics gets thrown out the window, and rightly so. If I wanted realism, I wouldn't be interested in Diablo at all.
But watching the video made me laugh.
Going down = fix it so its harder/faster/heavier!
And if they hit a wall, floor or whatever, make a "SPLAT" on the surface!
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This has nothing to do with realism. I have played Titan Quest, another ARPG like Diablo (probably one of the best Diablo clones out there BTW), full of mythical monsters, magic etc. Again not your typical realistic game. It had ragdoll physics and the proper sense of direction I described in my post. The more damage you dealt on the killing blow the more the monster's corpse reacted to the hit. And I can tell you landing a powerful attack and just swatting the monster off your way felt awesome. It gave your attacks a sense of real power and weight behind them, like they were real hits placed on very physically 'there' objects. No matter that you were dealing with a fantasy world, the power of your character just oozed all over the place when something like that happened. Which is what they are going for here. Unfortunately the way they implemented it makes it look kind of cartoony in that monsters just launch into the air in nonsensical and way-over-the-top fashion.
What would make you feel more powerful and badass? If you struck a monster with a swing from the right and it just inexplicably jumped 20 feet into the air? Or rather if it launched to the left (as it should), perhaps hitting a tree, some rocks or barrels on the way, or just rolling down a cliff as it carries the power of your blow with it? I can tell you from experience the latter feels great. And with the kinds of attacks that Diablo has (Cleave, Whirlwind, Leap Attack etc) it would look much better if there were monsters flying all over the place in various directions, rather than just launching straight up into the air when you kill one of them. I'm not urging the Diablo team to implement complete realism and tone everything down. I still want it to be over the top...but this is the bad kind of over the top.
Now, I'm sure that the physics guys are saying things like "we're using 9.8 m/s/s!" but the fact of the matter is that when you're not in a first person view, real gravity just looks slow. You've got to beef it up a little.
Toning it down will not take away the essence of the character. Diablo 2 never had any physics and the barbarian still felt pretty damn epic with the knockbacks.
And "only the barbarian has lunar skills" isn't a valid argument on why its okay. Your "only" part indicates at least a margin of discrepency, and you accepting it just shows complacency. If you're going to do something, do it right.
Back to the point, he's alwasy 1-hitting 15 hit points monster with attack of at least 200 points, the effect is normal to me. I would not like it if in inferno you take 12 hits to kill a monster and suddenly the last hit send it flying ...
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So if you only did 5 hps more damage, than they had life... it would merely look like you knocked the enemy back with a powerful blow.
But if you hit them for say... 5 or 10x their life... the enemy might be blown clear off the map never to be seen again.
Number 2: If you are saying the way a corpse flies in Diablo isn't realistic maybe you shouldn't play a game that involves magic if you're concerned with realism...
A good thing I can note about this though is objects you'd expect to roll better than others normally do. For example severed heads roll rather nicely, while planks of wood do not. This is a tribute to the true physics engine. I do think, again, that it needs tweaking though, as whole corpses in particular almost never roll, and always slide.