Quote from Daemaro
How in the world do you figure that? We've said exactly what will come of this competition. Also you're speaking to a art student. Umpa.
You've speculated that it may or may not be a good opportunity for a designer.
Google "spec work" and see what you can learn about it, and how it's one of the largest issues facing the design industry today.
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I kind of imagine you may get a few slots for placing really powerful charms, then a few slots for decending grades of charms.
It could also be that charms vary in power depending on their position in the talisman, or that the effect they have changes depending on which charms are placed next to them.
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Possibly even more importantly - it would be nice to see some major bugs fixed like the inadequecy of the character screen (doesnt show correct damage etc) and possibly some extra info added like %MF, %FCR, %DR etc
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I'm COMPLETELY serious by the way, stop ruining the game for everyone plz kthx.
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I'd say 2 - 4 more cities maximum is a realistic expectation from Blizz.
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THe only thing there that may have problems is your graphics card. I have a Radeon 2800 256MB, and (at high graphics settings) I do have some problems running some of the games I have installed, which are of a similar graphical level.
That said, I do not believe that the lower/medium level graphics settings for DIII will cause you any problems at all - although we do not know exactly what these will be just yet, but based on Blizzard's history of including a fairly broad range in graphic settings you should be ok.
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That aside I really doubt this would be Kurast
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acc:evilstarship
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I've also started another account on D2 recently
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After the massive stink that some players have been putting up, do you think Blizz are so retarded that they won't include some content that will satisfy their lust for dark settings full of sinister things that go bump in the night? Even despite the reasoning they've given, they are sure to find some places where they can design the gameplay in such a way that it satisfies this very vocal audience but is still fun to play.
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Persoanlly I'd rather have this formula automated for me in d2, and I imagine that is roughly what they'll be doing for me in d3.
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As stated above about the complexity issue, I really wouldn't hang out for too many runes in the first release. Based on the skill trees we can see so far most characters do have close to ten moves, which means 60 abilities, then multiplied by 20 - 30 runes gives the developers 1200 - 1800 possibilities to design, balance, and render effects for. Realistically it's just not gonna happen, and I'd say that even adding a few more (2-4 more) could push development back as far as a couple of extra months. I guess it depends heavily on the complexity and originality they decide to involve with each spell effect & the uniqueness of the graphics they use.
I'd still expect only around 10 skill runes MAX, since it is much much more complex to build them from a dev standpoint than simple item runes & gems etc. Even with 10 runes there is an incredibly huge multitude of possibilities, so I wouldn't feel let down at all.
Additional skill runes is something I'd expect to see with content patches or expansions, however.
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