I posted this on the Diablo 3 forums as well. Its pretty long but I wanted to share.
I don't visit this forum often but recall numerous times during the Diablo panels that the Blizzard employees read them and take feedback directly from the forums, so I decided to come here and convey my thoughts/suggestions for Diablo 3 and hope some of this finds the way to the developers. I have had the honor of playing the demo version of Diablo 3 at both Blizzcon 2008/2009 and both times I went was purely to play/see Diablo. I have spent countless hours on Diablo 2 and value it as the best game I have ever played. So I will start with a general review and then a few points that I noticed that could be improved. I realize that the game is far from done and there is a lot of work to do, but I hope my suggestions help.
Overall I was satisfied with the overall feel of control over the characters. I played every character 3-4 times over and there was only a few times where it was awkward. The graphics all looked amazing and I really like the way the dungeons/outside area's have a life of their own. The characters are all awesome and I personally enjoy either of the 2 casters over the others.
First the list of things that are awesome:
Checkpoint system - maybe add some sort of path on the minimap on how to get back to where you died.
Random Dungeons in the ground - Maybe throw some down the mines and stuff too (act 2). Although those random pillars in the dungeon which were so huge when you where clicking around would send you across the map were pretty annoying. Maybe just have them be destructible terrain and not targetable. (the unstable ones were good though)
Let me continue with items i saw i thought need improvement:
In 2008, we got to use an inventory where every item took up a slot and there was talk of bags being added as extra storage space. I am so used to the inventory from Diablo 2 that it really felt akward to find items in your bag.
In 2009, we got to try a new "tetris style" inventory where everything was 2x1 or 1x1. This felt a little more natural, however, the entire time I was using this inventory, it felt extremely confusing. The reason for this was that every item bigger than a gem was the same size, and fell in different spots in your inventory depending on the items you picked up. I remember one instance with the wizard where I picked up a staff, and then immediatly after picked up a wand. When I wanted to equip that wand with a orb I had also found I had to go through a lengthy process of finding not only the wand by deciphering the text, but also distinguishing the orb from the rest of the items as well. One of the advantages of Diablo 2's inventory was that each item had it's own size, but the downfall was that some items took a lot of room and where over sized.
The red X's over the items have to go. Talk about blocking an already small image with a huge red X. If you cant use it just shade the background red but dont block the graphic.
My suggestion: for this would be to have fewer slots in the inventory, make the items graphics bigger and not so set back into the background of the slot, keep the "tetris style" over the first style, but keep the items to a limit of 1x1 1x2 or 1x3. Fewer slots in the inventory would make picking up unnecessary items irrelevant without the town portals.
Rare items (gold) dropped WAY too much. I had a complete inventory of rare items in the 15 minutes we were able to play. I understand that, (from one of the panels) you are trying to bridge the gap between rare and unique items by making them in some cases better than/equal to some uniques, but I really dont like that idea. I think unique items should be extremely rare and should be better than the rare items. Especially if the amount of rare items dropped stays the same. I outfitted on of my wizards in a full new set of rare armor/weapons in one of my games. Which means I completely suited up my character with equal level rare items in 15 minutes. I feel that my character shouldn't even have magic items (blue) equipped until later in the game. And definitely not in all rares until the middle/end of nightmare difficulty. Then all uniques until hell difficulty. Again, this is purely based on the amount of drops from the demo and I understand that it might have been toned up a bit. I am hoping and praying that there items as rare/if not more rare than say a Zod rune.
+skill Modifier: I dont remember seeing this on any items and would be really upset if it was taken out. The +skill modifier was the end all best upgrade you could look forward to. Diablo to me is about maxing your characters and not repeatability of content. I recall something about not having to rely on gear to play your character. But why. I understand not having to rely on gear to get through normal difficulty. But you should definitely be reliant on harder difficulty's. (Im tired so this doesn't even stay on topic but is a general gist of so many factors that rely on each other to make Diablo Diablo)
Also, only got to play with the runes a little in the first demo, so that whole paragraph above might be moot.
No mana potions/cooldown on health potions: I have to give this one a BIG thumbs down. If you ever get down to low health and have to kill some monsters for some health globes, but cant because you are out of mana and health potion is on cooldown, you lose time playing your character. Ya having to buy a lot of potions was annoying, but not nearly as annoying as running away knowing there is nothing you could have done about it. This affects the witch doctor and wizard the most since their killing power is reliant on mana. Justifying it with having to spend points in talents is demoralizing and shouldnt be in the game.
"This item is worth 300% more gold to vendors" Please please please please please dont implement this mechanic. If we need 300% more gold from vendors, I'd rather just go pick up another item.
Cooldowns: *sigh* I think if you design skills around cooldowns, they shouldn't be there in the first place. Limits to how many of a spell can be active yes, cooldowns no. Cooldowns are not a fun mechanic. You add a whole new element to Diablo: Time management which is really not a fun one to keep track of all the time. It also adds to you losing control of some of your characters abilities and thus repeating that you don't have complete control over your character at all times since time itself has taken a part of it.
Passive Skills: I really don't like having to invest my points into passive skills. The different skills you invest to should all do something visually, whether it be add another spell. The passive skills should be applied to affective spells like synergies in Diablo 2. All this says to me is that someone doesn't want to think up new skills for all the characters and wants to fill in the blanks with things that people really don't want to have to spend 5 character levels on to max out.
Mirror image: splits you and the mirror image right where the image is cast. This spell would be a lot better if the mirror image was cast and spawned at the point where the mouse is. This gives a lot more control over where the image is, where monsters fire their ranged attacks, and doesn't account for any loss of character control when the split happens.
Explosive Blast? I think it was called, whatever looked like the miniature nuke. Something didn't feel right about this spell, I don't know if it wasn't balanced, or just didn't feel like it was doing anything compared to arcane orb for example. Maybe it was just the graphics against the desert, but as far as light show goes, this spell needs to be upped. It would be really cool if this spell was replaced with a castable ranged fire nova or something of the sort.
Frost Nova Freezing rather than slowing = awesome.
Energy Twister: Again with the lose of control, not of your character but your spell. Not being able to control where the whirlwind's fly is annoying if you just used your entire mana pool to shoot 6 twisters that ALL went around the 5 guys our shooting them at. We already this spell and it called :charged bolt
I don't think we need another.
My Suggestion: Make the whirlwind animation bigger (not much mind you) and have it cast where the mouse it at and not have it move. Have it start with weak damage and gradually get stronger over time that way if you are running away, its pointless to cast it, but if you have a group of enemies and a tank, then it would be great to cast it if the monsters stay put.
Ice Armor: Whats the deal with it wearing off..... timers are really annoying.... my 2 cents.
Disintegrate: Make this fire and light things on fire!!!!!!! Making it bright red and arcane is weird.
Teleport: Just remove this altogether. I understand its for getting out of tough fights, but come on, put something cooler in the last tier and just get rid of this ridiculous spell. We have frost nova and mirror image to get out of tough spots, the last thing in any tier should be a REALLY cool offensive spell.
On another note i'm really interested in seeing how this melee wizard will work since it seems like the only skills for it are in the first couple of tiers and aren't supported by anything later in the tiers. But Im sure that's just a work in progress.
Skull of flame: I don't care what its called, its amazing.
Zombie Dogs: Any way we can have more control over these?
Parasite? - Why are there 2 ways to summon zombie dogs. Seems like a waste of a talent since you can just summon the dog after the creature dies anyways.
Haunt - Loss of control, again. Have him just shoot a spirit out from his body and the spirit dive down the mouth of the monster and possess it or something.
Biggest concerns: No high damage single target attack. The fire bomb is great to lob in for some AOE, but the witch doctor has no single target attack as I recall that isn't from summoned items. He is in definite need of something like: Voodoo needles: The witch doctor throws a barrage of needles into a single target for x+x more damage than the fire bomb. This concern is also that the witch doctor relies too much on micromanagement and not actually playability. Defensive skills in last tier = bad.
I don't remember a lot of the skills from the barb or the names, but I do remember the Rage system. I for one am really not a fan. It felt weird, and when you are sitting there smashing things and buttons, you don't want to be looking at 3 little globes in the bottom right of the screen to make sure you have enough to use your next move. I know the mana is the same way, but mana is a sliding scale, whereas the 3 globes are a visual count. Big difference when it comes to function.
It honestly felt like I was just smashing buttons and if he did the move, then cool, and if not then just keeep smashing until he did. Mana has a limit, you know when you are reaching the end of the limit and you need to refocus your attacks. With the rage system you add micromanagement to attacks and add limits past something you can control = not Diablo-esque
The Knock-back attack: Knocking something back and then knocking it to the floor are 2 completely different things, knocking something back and having to wait for it to get up after spending that rage on it was pretty annoying if you ask me.
Cleave was good.
The Monk was probably one of the best thought out characters. I play casters in most games but enjoyed playing the monk.
Seven sided strike: Loss of character again. Since the monk is holy have him strike and the images of holy just attack while the monk stays where he is. No need to keep taking the characters and making them move. When he charges ahead, have him stop when he hits the first creature and then the seven sided strike go off.
Why doesn't he use the staff if its equipped. Makes no sense, he shouldn't equip staffs if he isn't going to use them and they shouldn't give him extra damage if he isn't using them. I saw some fist weapons in the concept art so I assume it will be changed, but the stat specific staffs should only be there if you plan on making one of his trees a holy caster type.
Better visual for combo points. Actually to tell you the truth, I still don't know how to tell what point of the combo I was in. I didn't even realize that the monk had combos until I heard about it in the developer panel. I played him as soon as I got there and for someone who was just trying to get as much play time in with him as possible, i didnt even really examine the skills much.
The last class: I am not saying I know what it is, but based on my best guess, please dont call it Hunter, Rogue, Assasin, or amazon. Ranger sounds nice ;).
Of course I got some questions after blizzcon that I wasn't able to ask at the panels. I know Blizzard has a habit of being hands off with questions. Im sure some of these were answered and I just missed them, but Ill ask anyway. But figure I'd ask a couple non imposing questions.
What is the main focus of development at this point in time? Content, Characters, Story, Multi-player?
Are +skill items planned? Maybe trying to be avoided? ( I think this was answered somewhere, just cant find it again)
Linkable items? Would love to link an item in Diablo 3 to my friend playing SC2 through battle.net.
Are uniques still purple, and planned to still be purple?
Anything like an armory planned?
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Aug 31, 2009I played the demo at Blizzcon this year and can confirm that Identifying is back. You started with identify scrolls and resurection elixirs in your bag.Posted in: Diablo III General Discussion
Also wanted to add, about the *new* tetris inventory, that it is EXTREMELY annoying. Not because it is a tetris inventory, but because ALL the items are 2x1 or 1x1. It is really hard to tell the items apart in the inventory especially if you have a staff and a wand which are the same size in the picture and in the inventory but are 1 handed and 2 handed.
I also had the chance to play the demo at the 08' Blizzcon and experienced the same thing when the inventory was not tetris style. It was really hard to tell the items apart.I would really prefer that they give us different sizes for all the items, even if it means you can carry less and keep the tetris inventory.
Also another thing to note, the red X's over items you cant use is really bad too. It covers up most of the item and you have to study the text to figure out exactly what it is and who its for. IMO, bring back the red shade behind the items you cant use.
Aug 24, 2009Does anyone else that went to Blizzcon 08' remember bows dropping for loot? I remember seeing a bow drop and having a conversation about it on the spot with my friend next to me.Posted in: News & Announcements
This year I didn't see any bows, but I know for a fact that they dropped in '08. This could mean they had decided on a bow character and maybe changed their mind and took them out. Or they got smart this year and didn't allow bows to drop.
I can not imagine a Diablo game with no bow's in them. With all the skills the classes already have, there is no room for any of the classes to even use bows. And that quote from Jay Wilson about bringing back a second class from a previous game. Given that this quote was made a year after they said they would only bring one back. It is really hard to place a ranged character with a bow as anything but a Zon, Ranger, Rogue. (There is a snowballs chance in hell that they would call their character a hunter as everyone and their mothers would throw a shit fit because of WoW)
I can completely see them bringing back the Zon and justify male zon's as something like this:
"After the fall of the world stone, the Amazons realized they were prude and went and hooked up with the druids and had male and female combat babies that shoot arrows out of a bears ass"
Anyways, I would love it if they bring in a class and just called it something simple like Ranger.
Aug 14, 2009Posted in: Diablo III General DiscussionQuote from "Ryukenden" »666 is just a number and we just happen to exploit and make a movie of its reference to the number of the beast, with no real infomation about it. y2k is same thing, agian pretty perfect numbers. But Dec. 21, 2012. There REALLY is a rare galactic alignment, numberous of books, legend behind this date. Mayan said their calendar ends at 2012. It its unknown to us if its refering to the doomsday or just the calendar book. Some mention there is a tranformation of a new age (positive or negative). There is also a big blockbuster movie coming out soon. See for yourself. And have fun.
This really rare galactic alignment your talking about is the earth sun and center of the galaxy aligning....... well guess what happens EVERY year on December 21. The mayan calender was printed on stone, it stopped at the end of one of their cycles that was based on farming. There were many ends to the cycles..... its much more likely they didnt need to continue 1000 of years into the future.... I have a 2009 calender in my room and the cycle of that calendar ends on December 31. It would be pointless to have it go more than a year, same thing. Also, 2012 the movie.... I hope no one takes that serious because at the end of the movie, aliens come and are the ones responsible.... hahaha 2012 is just another marketing scheme. If you look for something hard enough you might find it, even if its completely subjective.
Oct 13, 2008Here one is. http://cgi.ebay.com/Developer-Signed-Diablo-3-Blizzcon-Poster-D3-Blizzard_W0QQitemZ320310453882QQcmdZViewItem?hash=item320310453882&_trkparms=72%3A570|39%3A1|66%3A2|65%3A12|240%3A1318&_trksid=p3286.c0.m14Posted in: News & Announcements
Oct 13, 2008So...Posted in: News & Announcements
I played the D3 demo 3 times total as alll of the classes. I did a lot of experimenting with the loot with my friends and we figured out the system. When we killed the final boss of the dungeon ( King Leoric) we all had 4 rare item drops (yellow) and each one of us had 4 different items drop for a total of 16 different items off the boss. They couldnt pick up/see my loot unless i picked it up and dropped it on the ground for them. Also there was no trading as you dont really start/end in a town.
I also got quite a few bags/runes. Bags go in bag slots that increase your total inventory size. And the runes dropped way too much. The loot drop ratios for everyone getting their own loot drops needs to be toned WAY down. Maybe they just had it like that for blizzcon, but I had a full inventory of all blue/rare items before finishing the first floor.
Also 8 people would be a bad thing after playing the demo. It was enough having 4 people unloading on a group of mobs, but 8 would take away a lot of the luster of the game. After playing with 4 characters it felt right.
Oct 11, 2008I was one of the lucky enough fans to get a poster. Only after playing my 3rd time. So far, the witch doctor is turning out to be my favorite, although the wizard seems to be the only class completely completed.Posted in: News & Announcements
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Oct 13, 2008Here one is. http://cgi.ebay.com/Developer-Signed-Diablo-3-Blizzcon-Poster-D3-Blizzard_W0QQitemZ320310453882QQcmdZViewItem?hash=item320310453882&_trkparms=72%3A570|39%3A1|66%3A2|65%3A12|240%3A1318&_trksid=p3286.c0.m14Posted in: News
Oct 11, 2008I was one of the lucky enough fans to get a poster. Only after playing my 3rd time. So far, the witch doctor is turning out to be my favorite, although the wizard seems to be the only class completely completed.Posted in: News
Aug 20, 2008I would like to give my thanks to Blizzard and the whole development team for bringing me (ok us), the most anticipated sequel of all time. I really appreciate all the hard work I know you are putting in for us fans to make a game that will most likely blow every game out of the water and take a greater part of my future away. I really like the current art in the game and really hope that you don't change it.Posted in: News
A quick Side Note: Something cool I thought of as a Barbarian skill the other night was to give them chains that they can throw out and pull the enemies close to them. I thought it would be really useful for a melee class to get close to and kill the summoner type enemies. Basically it is the opposite of leap, but sometimes jumping into the middle of 20 monsters isnt the better choice. Of course it wouldnt work on a enemy like the hell siege engine.
I really hope that Diablo 3 doesn't keep changing every month so every class has to be constantly adjusted because they are too strong against another class because of pvp. The constant tweaking of classes and not having complete knowledge and control of your character as soon as you start playing can become quite aggravating. On a different note, I think there should be different pvp modes. I also think pvp should be a completely different zone/server than the pve zone. Maybe you could create pvp ways of getting loot (Games Completed, etc) and pve ways of getting loot (grind baby, grind) and keep the pve and pvp characters separate. This would allow you to keep rare cool enhancements on armor (1 teleport :P) in the pve realm and more pvp (damage reduction) type enhancements to the pvp realm. People would then be able to gain items better to their suiting.
A few pvp game types I thought of:
Dungeon Master - Matched with a character close to your level, first person to clear an identical dungeon wins. Dungeon randomly generated. Destroy the enviroment for powerups/opponent attacks, in the form of orbs.
Team Dungeon Master - Teams of 2 or 4, same concept as above but larger and harder dungeons. Maybe focus on teamwork strategy.
Puzzle Master - Randomly Generated Puzzle Dungeons that holds the same concept as the Dungeon Master, with no enemies, just a set of 3-5 puzzles with 1 boss monster at the end.
Town Siege - Destroy more of the town then your opponent, once the entire town is destroyed, the player who causes the most damage is the victor. Randomly generated towns. I saw the collapsable wall and dont know if you are making any buildings the same way. But if you are, rock on! Powerup orbs that stun your opponite, or other powerups. Also, since they are in the same town, the ability to attack the other player! Longer respawn times the more times you die.
Team Town Siege - ^ with teams of 2-4
Gem collector - Compete with another player and find the most gems throughout a dungeon. Gems are seen by both players and can be found off enemies, chests, bookshelves, behind walls, and anywhere else you can see. Players can attack eachother.
Boss Master - Defeat a random 3 bosses before your opponent to win. Destroy the enviroment around the bosses for powerups/attacks.
Hells Coliseum - Fight to the Death. Randomly generated fighting stage. Straight PVP. Best 2/3 or 3/5 and so on.
Team Hells Coliseum - ^
Heavens Coliseum - Defend the Sanctum longer than your opponent: Demons spawn in a effort to destroy heavens sanctum, destroy the demons before they get to the sanctum. First they get stronger and then they overwhelm you. First character to die/have the sanctum destroyed loses.
These ideas were actually thought of because of Warcraft 3. I remember playing warcraft 3 online and having to do deathmatch over and over. Then people made tower defense games, hero games and others which added a lot of fun and creativity to an open slate. To have these ideas in at the start would be amazing. Straight pvp becomes repetitive and can often get really boring for a lot of people. I think it is important to offer many different ways for people to play a game competitively. PVP does not have to mean: Lets attack eachother and see who wins. It should mean, lets play competivly against eachother in whichever game we choose. These type of games also open up the flood gate on an achievement type system.
Make everything tradeable. Although if you go with my pvp idea, not on the pvp realm :cool:. I feel that a complete trade system is vital to a game and one of the greatest parts of any game is researching the market and trade values. That usually comes around to a gold based economy. I am against a gold based economy because if the system is around gold, then there has to be little gimmicks that have to be added to the game consistantly to keep gold at a value and something people want so they can use it. (Although this might not be if the ladder system is kept, then I am for the gold based economy). So I came up with this idea:
Bartering Floor - You can go into any town and it will be linked to the bartering Floor. The bartering floor is viewable from any game and players can see all offers on their selected realm. Players can put an item up for barter, with absolutely no requests (or requests if they prefer) on what they want on the other end. This item leaves the inventory and goes to the bartering floor, it can be taken out at any time on the bartering floor screen. Items remain on the bartering floor for 24 hours or less depending on the creator.
Players who want to trade for a item simply have to put up the items (as many as they want) they want to trade into the bartering system. This also takes their item(s) into holding. When the first player logs in, they can go to the bartering floor and see which items have been offered for their item and choose the best offer, or most suitable offer. All the player would have to do is accept an offer and the trade is completed automatically and both players can pick up their items at the bartering floor. All other offer items are refunded to the players and they get to see what items were traded for that item. This can give other players an idea of how good of an item they are going to need to offer to get the item they want, or what the value of an item is.
I believe this system is completely fair and solves the issue of people being in the dark about item values when they can see what items they need are actually going for.
Thank you for your time.
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