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    posted a message on New form of Inventory
    Quote from "Daemaro" »
    Does it matter one bit where it came from? WoW didn't invent the 1:1 inventory, they didn't invent the hotbar. All this stuff was in previous games working well before WoW. WoW just became more popular do to a lot of other factors like Warcraft fanbase, expansive world, a lot of people like MMO's, etc etc.

    No it actually doesn't matter at all where it came from. What matters is that it is being recycled from one immediate generation to the next. Instead, take the idea from Diablo and expound on it with modern ideas and conventions and you get something fresh. "New" is simply taking something old and marrying it with some modern ingenuity.

    Diablo was as it was. With this new system its changing.
    And I'm not just talking about Diablo, I'm talking about Blizzard games in general. I'm talking about the change from one title to the next regardless of what the title may be. That's all that matters to me.
    Posted in: Diablo III General Discussion
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    posted a message on New form of Inventory
    Quote from "FingolfinGR" »
    this isnt about merging ideas, its about seeing what practically works best and deciding for it.

    Think that Diablo III isnt made only for the existing fanbase, but for other people aswell. Having an inventory system thats simple, well known from other games and works very well for people of all ages (the 10.000.000 of WoW subscribers are enough of an example and if you think of all the other games that use the S-S system you get over 12 million users).

    I can understand the "need" of some oldschool fans to keep some of these things but hey, its evolution. Things change and in my opinion to the best.
    As i mentioned before, the use of larger (and in some cases more spectacular) item icons on the inventory was more important because you couldnt tell much of a difference on the character himself. Now thats not the case and things are moving a different way.
    Easier to use UI, smaller item icons and more room in general for stuff in the inventory with items that actually show on the character.

    The problem is that things aren't changing if S-S from WoW is adopted. You fail to realize that this exact system already exists in a very recent game by the same company. In what way you define this as change is beyond me.
    Posted in: Diablo III General Discussion
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    posted a message on New form of Inventory
    Quote from "intrinsik4" »
    I would much rather manipulate an object that actually resembles an object - than have blocks of relatively homogeneous iconography that 'stand' for objects. In a visual context, the items and weapons seem as ethereal as your hot bar, or spell icons - further hudifiying what was once far more entrenched in the in-game experience.

    This goes on my list of artistic design departures along with hovering health bars.

    Additionally, the homogeneity of the 1-slot system hurts my eyes. This is not just because everything is the same shape - but everything is flattened and abstracted within the common slot frame. There's no object, just snippets of paintings - all as colorful. A full inventory effectively flattens into a single collage.

    Good points intrinsik. The S-S inventory throws aesthetics out the window in favor of function, but is it really worth it? How much function is actually gained? And at what cost? I really loved the item artwork in D2, it would be a shame to replace it with "chibi" icons.

    In a broader perspective and to carry your point further, I hope Blizzard's games don't flatten into a "single collage". As we have seen with the arguments presented, there are good reasons to keep a grid inventory. I would prefer as much individualization as possible between Blizz games to create a truly unique experience. There is absolutely no reason to merge ideas in this case. If there is any monotony I fear, it is playing the same game over and over.

    To quote a post that I made on the battle net forums:

    "Exactly like D2" would be over-blowing my words. I don't see a terrible need to adopt systems from WoW when certain systems in D2 worked well. "Why change something that isn't broken?" I would rather see more individuality than less. Homogenization is only productive and necessary to a degree in this evolution of game design. Certainly I see the need to change many things about D2 that worked poorly, as well as the need to build upon the lacking elements of the previous Diablo games that would be cohesive and incrementally beneficial to the genre. The key, I feel, however is to keep the aura of distinctness between Blizzard IP's. That is, avoid merging an idea from game A into game B when game B's idea worked well enough that fans liked it - for the sake of individuality. Like Blizzard's justification of few classes with drastically different abilities, this ideology should as well be applied to the games themselves. It is crucial that the mood evoked from WoW be nothing like that of Diablo. Each game should satisfy different needs, emotions, and play-styles. At such a point, Diablo and WoW can be loved for their differences, their unique disfigurements, idiosyncrasies, and palpable humanity.

    In other words, if I were Blizzard I avoid this notion of "perfection" in mechanics. I wouldn't simply carry over an idea to Diablo because it is gruelingly efficient or a minor improvement via numerical analysis when the previous mechanic worked well. That would be similar to engineering human beings to all share similar traits because we deem them to be superior. We would be a bland, weak race.
    Merging ideas ultimately just creates less ideas and less variety. This is the equivalent of inbreeding in terms of game design. I would like to see a little more creativity instead. Revise and expound upon mechanics instead of obliterating them.
    Posted in: Diablo III General Discussion
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    posted a message on Graphics: Official Petition
    I appreciate the effort, but your edit looks like a night scene, and even then it's a bit washed out. I would say that the colors just need a bit more contrast and perhaps just slightly mellowed out. Other than that it's really just the models and textures, which can't be achieved with filters ( in regards to movie editing - you might be able to get a good filter on a still image ). As for many of the models, they are just far too exaggerated which isn't cohesive with the look of the previous Diablo games. You couldn't change the look of the models without significant Photoshop work.
    Posted in: Diablo III General Discussion
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    posted a message on Graphics: Official Petition
    Quote from "Epicus_Furor" »
    By request: Diablo 3 with before/after filters applied to a clip of gameplay video, enjoy!

    http://www.mediafire.com/?zwgvib4m2ty

    Video was made by myself, all credits go to me.

    You must be using a weird avi codec because it freezes when I try and play it.

    Edit: Got it to work finally. You made it like 1000 times too gray.
    Posted in: Diablo III General Discussion
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    posted a message on Enough is enough...
    I have had it with these mother^%*$ing snakes on this mother%$@*ing plane!

    No, but seriously, stop posting this crap. You're as bad as "them". Don't read the forums anymore, please. I'm just as sick as you at the people complaining about the complainers and all the rehashed crap. There are some intelligent discussions regarding the art direction. This is not intelligent.
    Posted in: Diablo III General Discussion
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    posted a message on Reflections, Interpritations, and General from an Old Diablo Fan (All opinions)
    The video is definitely too dark all around. A gentle medium would be good. You definitely don't want to obliterate all color. Being able to see the environments is a must. But I still think Blizz should maintain more contrast than is present in their demo. Also, there should be spec maps on the armors so you can see them shine!
    Posted in: Diablo III General Discussion
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    posted a message on What entirely new character class would you like to see in D3?
    Quote from "Ivaron" »
    I'm thinking:

    1. Barbarian
    - sword / axe / halberd
    - Fighting Techniques
    - Shouts

    2. Witch Doctor
    - Debuffing
    - Summoning
    - Fire magic

    3. Magician
    - Arcane magic
    - Lightning magic
    - Cold magic

    4. Paragon
    - spear / mace / shield
    - bow / javalin / crossbow
    - auras / light magic

    5. ?
    - Shapeshifting
    - Summoning (would need to be different from the Witch Doctor, though..)
    - Traps (dissapear when shapeshifted, so you really have to choose between the two)

    So, the Barbarian stays in, which we already know. The Necromancer gets replaced by the Witch Doctor (and somewhat by ?). The Sorceress becomes a Magician, stays pretty much the same except now using Arcane while Witch Doctor has Fire. The Amazon and Paladin are replaced by the Paragon, who is a mix of both. The Druid is replaced by ? who also plays a bit like the Assassin and (although it doesn't matter for playstyle) can summon some undead as well.

    Only thing missing is a character that wields claws and uses charge-up skills and finishing moves. But I couldn't for the life of me think of anything like that except the Assassin herself, and I don't think she'll be in. But I would like to see her traps being used by another class. I think the replacement for the druid shouldn't be using earth magic anyway, it's too much the same as fire magic gameplay-wise.


    Excuse me, but that's bullshit. As someone who likes to watch a good anime every once in a while, I would totally hate to see that shit in Diablo.

    I like this division of classes. The Paladin was a bit too bland IMO, and would merge nicely with the amazon. You can easily condense all the auras into 1 skill tree and just have each be really unique, and open up an extra area for ranged attacks.This would also leave more room for an additional class - and a druid-like type would be good in that slot.
    Posted in: Unannounced Class
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    posted a message on What entirely new character class would you like to see in D3?
    I want to see a Manazon.
    Posted in: Unannounced Class
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    posted a message on D3 Looting Drops explained
    Quote from "Archanoth" »
    Yes, in general, it increases inventory space, as the size of the inventory grid usually allows for a considerable amount of items (and the grid size can be further expanded through bags, a feature present in Diablo III and in other games, such as WoW and Guild Wars), which isn't possible in Diablo II, as one needs to arrange the items in order to save space and hold the biggest possible amount of objects in the inventory.

    Plus, with item-stacking (confirmed to be in Diablo III, IIRC), you can save even more space and be able to hold more items.

    For example, my typical inventory setup in Diablo II:
    Tome of Town Portal, Town of Identify, a stack of 12 keys, and a few chams. I still have many space left, but as soon as I pick up a Splint Mail, a Composite Bow and a Brandistock, I basically have no space left and have to portal back to town to sell stuff.

    Imagine a Diablo III inventory, with a 4x4 grid, for example:
    I have a stack of Town Portal scrolls, a stack of Identify scrolls, a stack of keys. Since the inventory has 16 slots, I still have 13 slots left. Since the items occupy only one slot, I have space for 13 different chest armors, 13 staves, 13 huge axes, 13 of anything really. And with additional bags, the inventory size increases even more, and then my town portal rate decreases from "every 2-3 minutes" to "every 15+ minutes".

    That is why a "1-item-per-slot" inventory system is better. It's improved, more useful, practical and less frustrating than the "inventory tetris" system.

    Brilliant, you thought of everything. Now what if you find a couple rings, belts, boots, helms, and gloves? .The grid system stores more. If return value on items is changed to rarity level rather than "Axe/Armor sell for more because we say so" then grids will work wonders. The only reason you stored all those axes and armors is because in D2 they sold for the most money, which isn't going to be the case in D3. This discussion has been going on at the battle net forums. Basically every single argument against grid-based inventory was thoroughly analyzed and "debunked".
    Posted in: Diablo III General Discussion
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    posted a message on D2/D2X Artist Speaks On How D3 Looks (Wisdom for the Haters)
    Quote from "7deadly" »
    After watching the D3 gameplay footage for like the bajillionth time, I've come to the conclusion that the whining is indeed just that, whining. It really ISN't backed up by any coherent reasoning, and the visual changes that are being talked about and petitioned against are not even that major. If anything, the game just looks better, end of story. People say they want more dark, gritty, and overall gothic visuals as well as realism instead of stylization, which makes no sense considering the fact that gothic art is not realistic, nor has it ever been. All Im saying is, if you want to complain about the art direction of anything, please know something about fine art before doing so. A lot of people are sounding really ridiculous and juvenile. How about we let them make the damn game and not rant since we know its gonna be amazing either way.

    You want to know what's juvenile? Trying to silence people's opinions.

    I see a bunch of children in here flaming Cocobuffs. There is no intelligence being used at all.
    Posted in: Diablo III General Discussion
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    posted a message on What is Blizzard trying to do?
    Quote from "Cocobuffs" »
    Even with an inventory like Age of Conan (hover over the icon 3-d rotates), I still felt distanced from my items because they all took up the same little square of space, no matter what it is. As if I was interacting with an intermediary interface to access my items, instead of accessing my items directly.

    For example finding a really nice sword.. I mean really excited, cool item, but all it is is a single square with the picture of a sword, sitting comfortably next to another single square which shows some potions.

    The original inventory type can still be stackable, and easy to manage, like stack potions, etc. But I still think the big items, like swords, and pikes, should visibly take up more room in the inventory to add that aesthetic authenticity of really "having" that item.

    Imagine having an SOJ and, say, a Shako, or some large weapon, sitting next to each other in your inventory. The tiny size (yet highly sought after value) of the SOJ compared to the bigger size of the other items. Now Imagine that same situation, but in an wow-style mmo inventory: you have the SOJ sitting in a square, next to the helm, next to the sword, all the same size. Not as cool of a feeling :/


    Also couldn't they put some sort of a sorting feature to automatically place items next to each other in an organized manner with the click of a button

    I just think the icon-inventory style adds a sort of barrier between the player and his items by over-simplifying the interaction with the items. Plus, wouldn't really want to have a separate menu just to put gems or runes or what have you into a slotted item.

    YES! Stackable! I was actually discussing this with my friends. It cuts down on having to move around tons of little items. Great idea.
    Posted in: Diablo III General Discussion
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    posted a message on What is Blizzard trying to do?
    Quote from "Cocobuffs" »
    Even with an inventory like Age of Conan (hover over the icon 3-d rotates), I still felt distanced from my items because they all took up the same little square of space, no matter what it is. As if I was interacting with an intermediary interface to access my items, instead of accessing my items directly.

    For example finding a really nice sword.. I mean really excited, cool item, but all it is is a single square with the picture of a sword, sitting comfortably next to another single square which shows some potions.

    The original inventory type can still be stackable, and easy to manage, like stack potions, etc. But I still think the big items, like swords, and pikes, should visibly take up more room in the inventory to add that aesthetic authenticity of really "having" that item.

    Imagine having an SOJ and, say, a Shako, or some large weapon, sitting next to each other in your inventory. The tiny size (yet highly sought after value) of the SOJ compared to the bigger size of the other items. Now Imagine that same situation, but in an wow-style mmo inventory: you have the SOJ sitting in a square, next to the helm, next to the sword, all the same size. Not as cool of a feeling :/


    Also couldn't they put some sort of a sorting feature to automatically place items next to each other in an organized manner with the click of a button

    I just think the icon-inventory style adds a sort of barrier between the player and his items by over-simplifying the interaction with the items. Plus, wouldn't really want to have a separate menu just to put gems or runes or what have you into a slotted item.

    YES! Stackable! I was actually discussing this with my friends. It cuts down on having to move around tons of little items. Great idea. :) Little modifications like this could really speed up the tetris inventory system for people who want to spend less time on it.
    Posted in: Diablo III General Discussion
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    posted a message on What is Blizzard trying to do?
    Quote from "Mr.Yoshida" »
    QFT

    I happen to think the new inventory screen is a huge step in the right direction. Just remember, instead of just seeing all that cool realistic pre-rendered armor in the inventory that many times ended up looking nothing like what you saw your character actually wear in D2; you can now see every different piece of armor in the game, equipped on your character, while you kill mountains of enemies, which is something you could never do in Diablo2. This is a huge improvement.

    What about the armor/items that you have in your inventory that isn't equipped? Part of being a collector is to have a display in which you can view your trophies. It would be far better IMO to have both the ability to see high detail armor in your inventory as well as on your character. I still don't see what was so time-consuming about the tetris system, especially with modern innovations made to it ( which I have discussed examples multiple times in other threads ). As a counter argument to the OCD statement, I think you'd have to have ADD to think that the tetris system was slow.
    Posted in: Diablo III General Discussion
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    posted a message on My D3 wishlist #2 -- NO MORE JAVS
    Quote from "mordrek" »
    I agree that javelins are an extremely odd weapon.
    It _has_ been used in battle, but normally you throw a javelin and then charge in. You don't throw javelin after javelin after javelin after javelin.
    I won't complain if they bring javelins back, but I wont use it since it's just too stupid.

    Wait, so... casting spells over and over and over is any different? The fundamental philosophy of Diablo is spamming abilities. In saying that you don't agree with spamming javelins, it is the same concept as spamming spells since javelins can be enchanted. So shall we remove all projectiles from the game, then? When you used lighning strike or charged strike it was synonymous to using a sorceresses respective lightning abilities.

    And javelins are very elegant weapons. They are even used in the Olympics because of the amount of finesse that is required to use them. What about throwing axes, is that bastardizing the axe? Is it just that they are ranged weapons? There is very little difference between a javelin and a spear or polearm or poleaxe or staff. That's like half the weapons in the game!
    Posted in: Diablo III General Discussion
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