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    posted a message on The Cosmology of Diablo: The Worldstone
    Quote from PhrozenDragon

    Quote from italofoca

    Nephalem and specially the Uldyssian party looked like super heroes with their all mighty super powers. Imo this is a really silly.
    It's not so different from many other works of fantasy in principle. It even goes back to to the myth of Hercules and beyond.

    However I do think the execution is what bothers you with it. Uldyssian simply reaches god-hood too fast with little emotional impact or development. He stays the exact same character throughout the three books and gets some more powers as time goes on.

    But the potential of humanityt has been here all along, even from the time of D1 so it's not exactly a new concept intoduced into the lore.


    I personally separate Fantasy and Mythology in two different "cathegories", even though some intersections appears now and then. Mythology usually debates the life and death of gods, demigods and godlike beigns. The narrative of a myth is most of the time distant from a humam reality. Hercules is a myth. Superheroes are the modern myths. I usually don't like myths, they are romantically dehumanized.
    Fantasy usually is a world of people, like you and me, under a few different rules. Usually there are gods, but the gods don't intervene that often. It may also have magic, but, as you said, magic seens like a derivation of tecnology, not a birth power.
    For exemple, Lord of the Rings is a fantasy story. The characters don't have godlike powers compered to any other. They are like humans from other cultures and with some different physical traits. I mean the fellowship of the ring does not exist outside the other humans, elves, hobbits and dwarves. They don't make part of a different cathegory of beings.
    Now the Simarillion is a mythology story. It tells the creation of a whole world and conflict between gods and godlike creatures. The characters, most of the time, are beyond any human standard (Faenor fight 50 balrogs wtf).

    Diablo, at first, was a fantasy world. Even the godlike beings (diablo and tyreal) acted humanly due their strength handcaps (diablo was defeated by a common, sword and board and chain mail humam). The Sin War trilogy adds a myth "air" to the series. I'm not a fan of drastical and sudden direction changes.

    And i agree the potential was there even in D1, but it was unexplored. In D1 times all this Sin War story was foggy. People couldn't tell what was real or not. It really had the tune of a myth inside the fantasy world. The "revelation" of the Sin War as actually historical facts made the myth real.

    The problem I'm highlighting is one of continuity and causality.

    Point A: Worldstone does not protect Sanctuary
    Point B: ???
    Point C: Everyone acts as if the Worldstone protects Sanctuary.

    This is a problem that can only be solves by introducing some event(s) at point B which causes C to happen. Otherwise there's no relation between the cause and the effect, and understanding the world becomes completely impossible.

    The other solution is for the authors to just retcon whatever they want, and while I entertained that thought it doesn't seem as if that's the case due to the continuous referring during Blizzcon panels about the importance of the Worldstone.

    My problen is not only that. Even if they find something really great to fill the Point B's "???", the fact that the Worldstone changed it's function so many times and in so many unrelated ways made it a bit silly. If the worldstoine were just the stone to cloak sanctuary away from heavens and hell i would be glad. But make it into a artifact to shrienk down/up nephalem birht skills? I can't see the connection =/

    "Any sufficiently rigorously defined magic is indistinguishable from technology." -Larry Niven

    Some of us like that though :)

    It's not magic i'm talking about! It's the spiritual/divine side of the story. The cosmology thing that separates fantasies from myths.
    Imo overexplained magic is 100% ok. It's actually good and really feels like a replacement to tecnology. What i usually don't like is the overexplanation of godly beings and the concretisation of divinity.
    Imo spirituality, even in a fantasy world, should be a mystery, in a way that the player/reader don't know what religion is right and what religion is wrong. For exemple, since the Sin War, we know anyone that follow a heavenly religion is being "tricked".
    I prefer universes were nothing is set in stone. Each culture have it's own explanation and theres no way one can tell whats right and wrong. For exemple, Mage the Ascesion. The very concept of magic widely varies depending on what kind of mage you're. It's not like a matter of "my magic is different cause i'm a necromancer, i control death". It's a matter of "magic is X. The necro thinks he controls death, but he doesn't because death don't exist. Hes controlling or being used by a force he does not know". This kind of stuff.

    Just my silly taste lol
    Posted in: News & Announcements
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    posted a message on New type of Follower - "Spirits"?
    Quote from Nektu

    Quote from italofoca


    It like giving each class a equal skill... not fun.
    So, you think that certain equipment and what not giving a + to a certain skill, like BO, or Teleport is fun?

    This is 100% different. A equipament evolves a cost of oportunity, turning the cross class skills a strategic decision. For example, if you want your Zon to use Bear form you have to sacrifice all your bow and javelin skills. This is fun.

    In D2 the corss classes skill that didnt work was execly the Teleport because it didn't evolve a cost of oportunity. Enigma is already one of the strongest armor, you don't sacrifice anything in order to use the teleportation. BO evolves the sacrifice of important off hand weapons (mana leeching weapons, widowmaker in pvp, a high resist shield or storm, etc).

    A mercenary does not evolves any cost. You don't have to sacrifice anything of your character in order to play with a summon. By adding this is like letting all classes have a summon ability wich is boring.

    If this spirit follower was a active skill found in a legendary armor and this armor have major drawbacks (like low armor and ststs) then i would agree with it.

    I just think mercs and any similar systen don't work well unless the player have to choose use it or not use it and have pro/con in each situation. Mercs/followers as a "must have" feature is terrible, like the ones in D2.
    Posted in: Diablo III General Discussion
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    posted a message on Followers System Poll
    This is my follower opnion, posted on the news forum.

    Imo the follower system, the way it is presented, have one big flaw.

    People will choose wich follower fits their character best. People will also choose their skills and items. No matter how "small" those choices are, they are choices. Jay Wilson said "we don't want to follower to feel like secondary character". As long as people choose their skills and itens and carry then everywhere, thats execly what they will feel. However, later in the game, the follower will be scraped. It will feels like, as you advance in the game, a part of your character will be scraped.

    Imagine a avarage casual player starting to venture in the nightmare difficulty and fiding out that his companion is obsolete. Seriously, i can't imagine anyone happy in this situation. Everyone feels weird when advancing in the game the amount of game features decrease.

    Theres a great way to fix this system. Remove a few follower customisation features and their ability to follow you anywhere you wanna go, so it will not feels like they are part of your character, but a part of the world around your character.
    Make then appear only in quests related to then and adds such quests every now and then.

    Example: It was said the Templar join your jorney to recover some scrolls Lazarus stole from his Order and you will find him in a prision of a dungeon in Act I. In the actual systen, after you save him, he may follow you everywhere but will only be useful in Normal. In my suggested system, after release him he will follow you until you beat the said dungeon. After that he moves to your camp and start to gives a chain of quests that will cross all 4 acts.
    When you have this quest active and go to the dungeon/area of said quest, he will join you. After you complete the quest, he thanks you and go back to the camp. When you finish the quest chain he gives you very nice and unique reward (like a passive permanent bonus to all resistances, for example).

    With this change, theres no reason to limit the feature to singleplayer and normal! But they still play the role they are suppose to play.

    The good points of my suggested follower systen:
    - The player will not have a sense that theres something missing between Normal and the higher difficultiess, wich is the number one problem right now.
    - They can take a part in MP w/o making a fuz.
    - They still play a big role in the game, add alot of lore elements and makes the world of sanctuary feels more filled with cool characters.
    - They still play their main role: show to solo players how cool play with another player might be. Solo player will make a quest chain with some of the followers and see how cool it is to see a friend protecting you from danger by ccing the monsters, for example.
    - They make some quests chains feels really unique and special. Not only the quest chain will involve a character you might like, but this quest will also have a really unique gameplay. Playing with a templar tanking and healing is surely alot different, for example. They can even build some new mechanics using the follower in specific situations. Like a certain boss that loose his shield when the enchantress curse him, for exemple.
    - The item and skill choices don't need to be removed! You still pick a few skills for your follower and still give him items! The only diffenrence is that they will not level up with you since you will be using then only pontually.

    Imo this design would make followers a perfect addition to the game. My 2 cents!

    I voted in other. It's really close to the second option, but i can understand that blizz don't want players building secondary characters.

    EDIT: Making my idea of follower a bit more clear.
    Posted in: Diablo III General Discussion
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    posted a message on Is Blizzard losing the magic?
    Massification is the very reason why this is happening.

    10 years ago the video game public was much smaller. People really cared to innovation, people really wanted to conquer a challenge, people demanded novel level plots, people had critical vision about games mechanics... The avarage video game player had a better taste.
    Nowdays the majority of players thinks that "finish" the game is their right in the moment they bought the product and achievements are suppose to please the more dedicated audience. Also, they want over the topness everywhere. They are not "geek" enough to enjoy what old gamers enjoyed.

    The companies aim a broader audiance. To achieve that, games are progressively dumbed down in all sort of ways. I don't blame anyone for this: companies are doing what they must do. Also this "new audience" can't be blamed for beign noobs.

    Imo the proof of what i'm saying is that non popular genres keeps evolving. Fightning games, strategy, simulators, etc... Also the eastern crowd absorbed the old gamers values. This is the reason why eastern games maintain a challenging nature, not a carebear one.

    Imo the "solution" is to stay away from most large companies and look for the avarage and specialized ones.
    Posted in: Diablo III General Discussion
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    posted a message on Rune Effects - Ancient Spear
    * Improved speed, so the barbarian can catch quicky targets.

    * Forked Spear to hit and pull multiple targets.

    * Cause damage over time while the target is being pulled. So the more far away the target is, greater the damage.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Possible animation/mixture for Fetish army?
    I think the rune idea is nice. Something like:

    Rune 1: Turn half of your army in ranged fetishs.
    Rune 2: Adds a shaman that heals or revives fetishes.
    Rune 3: Adds a offensive fire spitting shaman.
    Rune 4: Turn your army in a army of undead fetish (killer dolls). When they die they cause physical damage in area, like in d2.
    Rune 5: Give then poison knifes or something. Maybe their attacks should cause slow.

    Quote from duffman

    On channeling, just my opinion, but any channeled move really detracts from the pace of a fast action game. Especially in Diablo, where you always want to be moving. So I would guess no, for that reason, and a fetish army is probably just going to be cannon fodder while you throw firebombs so channeling would make it pointless.

    No way man. The very fact that you need to move alot makes channeling spells in diablo just much more cooler to use. Channeling spells adds a huge twist in gameplay. The wizard for exemple has desintegrate and ray of frost and looks in video how risky this spell is! Very nice.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Core Attribute Changes to D3
    I completly agree that this seriously hurt the flavor and would be impossible to implement in a more RP oriented game. This is a true downside, i agree. However, let the "Wave of Light" skill of the monk based on strength is not favor-friendly, certainly, and give the monk the need to upgrade his spellcaster side would just tear the class apart.

    And this change don't hurt the depth of the game. Unless if you think that choose Spell Damage for Wizard, Strength for the Barbarian and Dexterity for the Demon Hunter have ANY level of depth and add ANYTHING to the gameplay. Those are just names, they all play the same. Any difference is a mere illusion.

    Of course, this is not true if each stats has many substats. Then a barbarian who gets damage from STR blocks more damage, the wizard who gets damage from willpower have more resources and the dh who gets damage from dex have more critical. Theorically their damage type indirectly adds different elements to their gameplay. But this is good design?

    The barbarian have better blocks compered to a bunch of classes that don't even use shields !
    The DH have more criticals, so to make the DH's DPS = Other Classes DPS they would have to decrease it's non critical damage. In the end all DH's would play like a lightning sorceress, while in the current system EACH clas can choose between a critical and or stable damage build.
    And why the hell the wizard should spam more spells then the other classes anyway ? Aren't all classes suppose to be equally fun and functional ? Or the wizard's skills would cost so much resources that he/she needs tons of willpower to do so ? In this case a willpowerless wizard not only have poor damage but can't spam spells. Or just make his energy independ of any stats. Great.

    Can't you guys see the problem ? Adding multiple effects to each stat creats many forms of imbalaces. And 3 separate stats that purely add damage is just ridicolous. This change came to allows better diversification inside each class. In the old system each class choosed 2 stats, the offensive one and vitality. With this new system each class can choose between one of the two offensive stats, one of the two defenisve ones and the resources. There are much more stats builds possible now.
    Posted in: News & Announcements
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    posted a message on News Headlines Are Slow?
    Inc gamers loves to speculate beyond the reasonable and call that news. They tend to disseminate wrong information because they don't know how to organize their site/wiki.
    Posted in: Diablo III General Discussion
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    posted a message on this made my day
    O.o

    This made my day too... 2 years ago.
    Posted in: Diablo III General Discussion
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    posted a message on Lara Croft And The Guardian Of Light
    I"ve got this game at release. It's a really good game in DL game's standarts.

    The game have great production values and the puzzles are fun. The COOP is an great feature too.
    The combat have it's good points (like the claymore mines), but in general it's very repetitive.. Monsters do not have any special attack patterns and in the end 90% of the action situations is just dogde+shoot+dogde.

    The story is crap and the item system is terrible.

    7/10 GOOD (my mean is 5. Avarage games have 5 scores).
    Posted in: Other Games
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