Quote fromanyone notice www.mythos.com is now a dead link? I hope that korean company hires some of the original employees to get that ip to its final state.
That is not going to happen. The original employees (ALL OF THEM) from Flagship Studios Seattle founded a new company called Runic Games and they are not going to be working on Mythos.
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Tristram is like a second home to many of us who played the original Diablo.
Within this article, entitled "A Nostalgic Return to Tristram" I write about a return to the iconic, but ill-fated town of Tristram. The town that defined the world of Diablo and what we, as players of Diablo III can hope to expect when we step foot back into the town with which we grew familiar so long ago.
This is the first of many Journal entries to come of my forays into Diablo's place and setting, which hopefully serves to compliment our growing anticipation for Diablo III.
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I took my name from the god of the Romans, which is the same source from which Akhenaton derived their album's title.
It was a novel idea a decade ago but it's just bad now. They tried to implement it into Titan Quest and it was annoying there. In Hellgate: London it was a nightmare to deal with the 'tetris' inventory. I'm glad Blizzard is moving away from it towards a better interface with unique artwork.
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I believe it has something to do with his contract at his new employer. It is my understanding that they do not acknowledge the existence of other fansites.
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First up, a response to a question regarding Monsters:
Hinting that the player may discover monsters who fight each other in the wilderness!
Concerning the inventory, Bashiok had this to share:
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Hey now. Don't hate on me. I'm not trying to have Hellforge compete with DiabloFans. We're more about articles and opinions than anything else, and we've got a blog system to accommodate anyone who wants to have their views read.
Sort of like Townhall (political site) but for Diablo III.
And Hellforge does have news. Sp3tsnaz posts them all the time.
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- Dimebog - #33
What are you currently planning for the new crafting system?
- Veltras - #4
Is item trading going to be improved upon? Will there be "market" games, in which players can set up a shop to display their items, and browse other shops?
- USNSEALs - #31
In Diablo II, if you took the time to really enjoy every detail, playing it the second time around, there was a feel of 'I know what to do next. I remember this guy was here, I know I have to do this to get to this.' It didn't even take 3 or 4 completions. How is Diablo III going to improve upon that if at all?
::: You know, I'm pretty sure the answer's going to be "Our open areas will solve that with their somewhat randomized, but prefabricated locations" but I'd like to hear them say it anyway :::
- basekick - #8
Will there be Magic Find in Diablo III, if so, how will it be different/similar? If not, how will the dropping of super rare items be dictated?
- hiDDen - #26
Are companions going to have skills like the player?
- basekick - #8
Are we going to see the same types of loot (i.e. normal, magical, ethereal, rare, set, unique)?
- AcidReign - #14
Is there any interest to stop players from "rushing" others through the Acts in Diablo III? (Online)
- Jster - #101
Will there be team PvP?
- jwest88 - #53
Are lower level skills still going to be useful when we have higher level skills later on in the game? Or will we feel like we need to save our skill points for higher level skills?
-basekick - #8
1. How similar will the skill tree be to Diablo 2? For example, will all characters be using Mana to cast our spells? Will we be having the same progression-type skill tree as in Diablo 2? And will synergies make a return?
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Monster health regeneration might not work if there are other players within the same dungeon who haven't yet died. This could become an exploitable element of the game, whereby one player stays alive and hides in a corner while the other player lowers their health little by little.
Then again, it all depends on how the health regen mechanic works. If it works like it did in Diablo II, in that monsters a certain distance away from the character regen their health, then it'll solve the issue.
Another way would be to add a temporary experience and loot penalty that lasts for a period of time or for a certain amount of experience. That is to say, the next ten monsters that the player kills will provide reduced experience (due to the exp penalty) and have a lower chance to drop good loot.
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But I've also known girls who played female characters because they wanted people to know that they were female.
It really comes down to individual preference, and the article makes a pretty good attempt to draw out some of the archetypes.
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Besides, last I checked, we're fans of the game and we cover interesting articles that spur discussion.
Many people make the choice of their gender in games an important issue, especially during character creation. There are a myriad of reasons behind this, and while some people just don't care, the millions of people who play World of Warcraft or any other game with a gender choice in it do so for reasons that can range from something as simple as preferring the armor on a male character to something as psychologically complex (relatively speaking) as pretending to be a female to get preferential treatment from other players.
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Reading his response, it seems unlikely that they will be implementing weight, as these would add an additional value to items, which bogs down inventory management almost as much as the 'tetris inventory'.
I wouldn't be surprised if they used World of Warcraft's system, perhaps with a few interface tweaks that allow for simpler management of equipment, as some player-created mods for World of Warcraft offer.
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