Listed in order of importance. I would really like an answer to the first and second questions.
1. The presence of the corpses and blood of slain monsters adds a lot to the feel and immersion of Diablo. Why do corpses, blood, and the destroyed environment decay so quickly (in the gameplay trailer)? Are there plans to have at least an option that prevents decay, or an option to lengthen the time to decay?
2. Are the random adventures or random quests important to the main story or do some of them indirectly tie in to the main story or are they simply side quests that explore smaller stories that are not related to the main story. In other words, will we be able to experience the main story in its complete entirety, without having to rely on the chance of having to get certain random quests?
3. There are various concerns that the armor shown, especially the shoulder pads are disproportionately large compared to armor in Diablo II. Is this the size of armor to come or are there plans to lessen its exaggerated size?
4. Diablo II contained a good mixture of darker dungeon zones to brighter outdoor zones, is the plan to have a similar balance in variety of environments and colors in Diablo III?
5. From the gameplay trailer, there appears to be a faint light radius, which is far less dark than the light radius in the previous games. Are there plans to have a darker light radius or do you feel that the current less obstructive light radius is more suitable for Diablo III?
6. Will we see impaled/mutilated/tortured corpses in Diablo III?
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I really can't think of any reason why the old system should be used other than nosalgia.
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Arenas are fine, but in WoW, there is nothing that gets more QQ than arena, its a vicious cycle of winning, getting gear, and hence winning more.
I would prefer there to be a new type of PvP system in D3, I'm not sure what it should be at the moment.
But the most important feature is that it must remain rewardless like in D2.
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They are lush, colorful, and bright, just like in D2. No change is needed.
The indoor dungeons could benefit from being darker, a light radius should suffice.
The armor should also be less bulky and be more D2ish.
The giant statues are awesome, and makes the whole place feel more epic and important.
And for god's sake get that damned miniture lion statue off the railings.
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I just quickly played through D2 the other day to check out the art, and it really is quite vibrant with a lot of color.
D2 is not a dark or gothic game in any way. We should all go have a look at the outdoor zones in Act 2, 3 and 5, which were bright, vibrant, and very colorful. Act 1 wasn't really that dark, and Act 4 had a very distint hellish theme.
Of course, having so many colorful zones in D2 doesn't prohibit places like the Catacombs, and the Durance of Hate being dark, but its a good think that the whole game isn't like that because it gives contrast. For example, playing through Act 3 you see 80% of it as a vibrant, although distintly corrupted jungle, and then when you enter a place like the Durance of Hate, its a nice change of pace to see dungeon that is dark and bloody. Similarly, 90% of Act 5 wasn't dark at all, but rather bright and colorful, with the only dark zone being Nilehthak's Halls.
In addition, D2 also isn't a gothic game. The only zone that can even be remotely be considered gothic is the Cathedral in Act 1. Nowhere else, in any other Act or any other zone is gothic in any way.
Diablo really isn't a dark game. It had dark dungeons, colorful exterior zones, and places that were sort of a mixture of both, like the River of Flames, or the Ice Caves in Act 5. It just had a large VARIETY of zones and colors.
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Also, I thought the purpose of the Soulstone is to imprison the Prime Evils, and not to bind them to Sanctuary.
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Color is good for contrast, the game wouldn't me fun if everything is just awash with gray. And that isn't remotely close to how the previous Diablo games looked. Although the dungeons would probably benefit from a darker artstyle like the previous games, the outdoor zones don't need to be changed. Also, Diablo never had a gothic artstyle, none of the 5 acts in D2, except a few parts of Act 1 could be even considered gothic at all.
With that said, the light radius definitely must return, at least for dungeons (I don't think its necessary for the outdoor zones, but I wouldn't mind if they had a light radius too). It sets the atmosphere for dungeons very well. Although, I understand that a light radius would be a feature that would probably be better to add near the end of development, but it must be there.
However, I don't like how corpses, blood, and the destructible environment fades in about 30 seconds. This hinders the immersion of the game. In D1, corpses and blood never decayed, and in D2 they decayed after a long time, but in D3 they decay almost immediately.At the very least, make it an option to have no decay, if the concern is the system requirements. There's nothing like going back to see the bloody floor littered with corpses, and the carnage you just unleashed. Decay makes the game world far too clean, it should be messy and bloody, like the previous Diablo games, and the 30 second decay timer in D3 is just dumb. This is the most important issue I have with D3 at the moment.
Also, I do feel that the graphics are cartoony. Armor shouldn't be too large or be out of proportion, and some of the textures, such as that lion statue of the stairs that everyone keeps pointing to looks out of place in the Diablo universe. These are some examples where some more realism isn't a bad thing. Just follow the artstyle of D2.
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I have some questions on the way death is handled in Diablo. In Act 2, in Drognan's introduction speech he says, "I've heard that you are responsible for banishing Andariel back to the Burning Hells." Does this mean that whenever demons are killed on Sanctuary, they don't actually die, they just get sent back to Hell?
And what if they get killed in Hell, are they dead then?
For example, Diablo was killed in Hell, but he was only banished back into the Abyss when his Soulstone was destroyed.
Cain also says "Take the Stone to the Hellforge. Place it upon the forge and strike it soundly with the Hammer. Only by doing this can you prevent Mephisto from manifesting in this world ever again." How does destroying the Soulstone do this, when in the D1 manual, it explains that "Any non-physical entities caught within this vacuum are drawn into the burning recesses of the Soulstone and are forever trapped within. These spirits are released only when the Soulstone is deactivated or destroyed", which says whatever is imprisoned in the Soulstone gets released when its destroyed.
Sorry for all the questions. Its quite confusing.