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    posted a message on Official BlizzCast 5 Q&A Submissions
    Quote from "Diablothinker" »
    Robert...

    Why so many selfish questions?

    Why not truthful questions that could honestly be answered?

    This is not intintionally mean toward any fellow D3 fan. But... shall we try a defferent approach?

    It seems as though the questions asked are more of individual quiriosities then actual questions that could be answered by the D3 daveloping team.

    We already know that the enviroment will be interactive... and that there will be new characters... yes... but...

    The D3 can't...**gasp** are not positive about the new characters just yet...

    can we stop with the new characters yet?

    Shall we, focus more on the invoroment a little more?

    It isn't a question per'say...

    But, honestly... in terms of pc perfomance and all around gameplay!

    What is the Enviroment and NPC interaction detail going to be like????

    Well, you raise a good point: many of the questions asked obviously can't be answered yet (e.g. what are the rest of the classes, etc.).

    But the problem is... you don't really provide the best question yourself as an example. I don't want to sound narcissistic but I thought that my questions were entirely answerable and yet also fed to the individual curiosities that I have had. Could you possibly provide some more of your own questions as examples that would perhaps be of more interest?

    Thanks for your time!
    Posted in: News & Announcements
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    posted a message on Official BlizzCast 5 Q&A Submissions
    1. Are the missing pentagrams and impaled corpses a result of the art direction shift to make it more family-friendly, or simply a matter of an unfinished game?

    2. Will the Witch Doctor have a full tree of summoning skills, similar to the Necromancer and Druid, or just 1 or 2 minor skills like the mongrels? (I'm keeping hope alive for a full-on summoner class!)

    3. What are the thoughts on potentially useless (and occassionally annoying) skills such as Horrify by the Witch Doctor? The Necromancer used Terror curse, and the Barbarian used Howl warcry in Diablo II; neither are ever used and often are quite annoying when used.

    -WunderKind
    Posted in: News & Announcements
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    posted a message on Φ Diablo III Art Design Direction Survey
    The issue I have is not with the light gamma or even the color saturation for that part (so all you people saying just leave the game alone for us and you people can adjust your game/monitor settings, read before posting your ignorance). The issue is with the style and details. Many people have already mentioned the happy gargoyles and lack of original architecture. Here are the others I want to point out again for those who don't read every page of the thread. I've posted it before, but I'll post again.

    It's still very early and difficult to tell how the full project will pan out. Hopefully most of the gripes I have are just simple polish that will be added to the game over the next year(s?). But so far my biggest concerns are with the atmosphere and details:

    * * pentagrams: These iconic symbols of the dark lord (diablo) himself were a major part of the series' style. They were the highlight indicators in the pause menu, there were fiery or bloody pentagrams in many dungeons, and you even had the climactic battle with diablo on one huge stone pentagram over lava in the depths of hell. How much more evil than that can you get? But in the gameplay demo not one of these evil symbols were seen anywhere. In a game that has Diablo (Satan) as the title one would really expect to see some evil in there.
    * *gory details: In Diablo II bodies were a common sight. There would be dead bodies on the ground, rogues impaled on huge spikes (and often lit on fire), and skeletons locked in swinging cages (Act V). These many varied images of death and torture had a huge impact on the macabre atmosphere of dread and intensity. Nothing of this sort can be seen in the gameplay demo. The areas are squeeky clean. The demons even took the time to light a nice friendly little campfire without any human bodies roasting over it.

    Common arguments:

    * *The world has recuperated in the last 20 years, not everything is death. .... Come on, really? You're fighting demons and undead for crying out loud! Has the world really recuperated that much when masses of Diablo's minions are every 20 feet you walk? Wherever you find monsters to fight there should be evidence of other much less lucky travellers who happened to stumble on them.

    * *They only showed 2 areas, not everywhere you go is going to be dark..... See argument above, this one is just as much a ridiculous attempt at logic.

    * *It's still early, this doesn't represent what the final product will look like. .... This is the strongest argument and the one I hope is the explanation for the lack of details. Hopefully the missing bodies/pentagrams/evil imagery is only a result of being an early build.

    Well, that's my 2 cents. I can't wait to see if they actually listen to us fans and find a happy middle ground the majority of us can agree on. Right now the crowd seems very much split 50/50.
    Posted in: Diablo III General Discussion
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    posted a message on Φ Diablo III Art Design Direction Survey
    It's still very early and difficult to tell how the full project will pan out. Hopefully most of the gripes I have are just simple polish that will be added to the game over the next year(s?). But so far my biggest concerns are with the atmosphere and details:

    • * pentagrams: These iconic symbols of the dark lord (diablo) himself were a major part of the series' style. They were the highlight indicators in the pause menu, there were fiery or bloody pentagrams in many dungeons, and you even had the climactic battle with diablo on one huge stone pentagram over lava in the depths of hell. How much more evil than that can you get? But in the gameplay demo not one of these evil symbols were seen anywhere.
    • *gory details: In Diablo II bodies were a common sight. There would be dead bodies on the ground, rogues impaled on huge spikes (and often lit on fire), and skeletons locked in swinging cages (Act V). These many varied images of death and torture had a huge impact on the macabre atmosphere of dread and intensity. Nothing of this sort can be seen in the gameplay demo. The areas are squeeky clean. The demons even took the time to light a nice friendly little campfire without any human bodies roasting over it.
    Common arguments:

    • *The world has recuperated in the last 20 years, not everything is death. .... Come on, really? You're fighting demons and undead for crying out loud! Has the world really recuperated that much when masses of Diablo's minions are every 20 feet you walk? Wherever you find monsters to fight there should be evidence of other much less lucky travellers who happened to stumble on them.
    • *They only showed 2 areas, not everywhere you go is going to be dark..... See argument above, this one is just as much a ridiculous attempt at logic.
    • *It's still early, this doesn't represent what the final product will look like. .... This is the strongest argument and the one I hope is the explanation for the lack of details. Hopefully the missing bodies/pentagrams/evil imagery is only a result of being an early build.
    Well, that's my 2 cents. I can't wait to see if they actually listen to us fans and find a happy middle ground the majority of us can agree on. Right now the crowd seems very much split 50/50.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Φ Diablo III Art Design Direction Survey
    Oops, sorry, double post.
    Posted in: Diablo III General Discussion
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