- Synlarch
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Member for 15 years, 6 months, and 24 days
Last active Mon, Jan, 5 2009 22:10:18
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Oct 13, 2008Synlarch posted a message on Character Stat AssigningI suppose it makes sense in a way. Attribute assignment was very hard to make balanced, or complex, or useful. They got rid of it to rigidly limit certain classes to certain types of equipment, and, possibly, even skills. In my opinion, this would be better than the Diablo II system, but worse than actually upgrading the attribute system into something more complex. I guess they decided that they'd rather sacrifice the stat system than make an unbalanced game again.Posted in: News
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Oct 4, 2008Synlarch posted a message on AusGamers Interview - Co-operative GameplayPosted in: News
This issue would be taken care of.Quote from "Romak" »1. Because people would just come with their mule accounts and get extra torches. I'm not kidding, some people play with more than 1 computer at a time.
There is no 100% chance of a drop, drop rates are calculated separately for each player. One may get a torch, another may get a broken cap, the idea is, if one gets a torch, the other cannot steal it.Quote from "Romak" »2. Because it's less exciting when you know you have a sure torch drop, and your other party members have a sure torch drop too even if they don't help as much as you do.
There are other ways, you should not worry, Blizzard is not likely to implement something that will anger its buyers.Quote from "Romak" »1 account per CD key prevents issue #1, but makes an account loss more fatal.
Quote from "Romak" »Making a monster drop loot for all other players only if they are in the same party can make parties consider to 'kick/leave' a non-helpful player, but that brings back the 'loot stealing' so that's not a good idea for issue #2.
Everything has it's cons and pros
I believe they have a more complex system in place there, but even if party kicking becomes a problem, I'd rather have that than loot pickup races. - To post a comment, please login or register a new account.
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WoW has a Talent tree, which consists of Talents, e.g., passive bonuses. None of these Talents can be controlled by the player in battle, unlike Diablo II skills. Yes, they have non-uniform caps. Non-uniform caps allow for easier balancing. This system was derived after problems with Diablo II 20 level skills, such as curses, that were never pushed farther than 1 point, or Warmth, that, again, hardly ever was pushed farther than one point due to a high startup bonus but lower bonuses later on. While the DII system, in some cases, did allow more flexibility, in some it was simply misleading for new players, and it was nearly impossible to balance.
Diablo III uses the cap system for its skills that WoW uses for its Talents. It is obvious, to me, that varying skill caps are more effective than a rigid skill cap. It allows for better balancing and better control of what direction the class can take, and how will the skills function on higher levels. A 20-level cap on every skill basically signifies that the developers let the skills run amok in the hands of the players, and that was the result: overpowered builds & skills that were never pushed past 1 or 5 or etc.
Was the DIII system inherited from WoW? Yes. Is that a bad thing? That should not guide the developers. The task of a developer is to find the best for their game, whether or not was it adopted from some other game or implementation. Blizzard, over the course of its history, "stole" many, many ideas from other games, and unless you believe that all games Blizzard ever made were all bad, you cannot say that adopting successful ideas from their own game is a sign of insecurity, because then you would say that you believed Blizzard to be insecure in every game they ever made. The basis of Blizzard's success lies in adopting best ideas from varying games on a the base of their own ideas. I don't see how reusing ideas from their own games is a sign of insecurity, unless those games failed, and no matter how much some people may hate WoW, it has a few million of subscribers.
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I believe they have a more complex system in place there, but even if party kicking becomes a problem, I'd rather have that than loot pickup races.
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It seems to me you haven't looked deeply into Diablo II...
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I believe it's the only feasible way, if synergies are included. Otherwise, we will result with mirror skills, as well as skills trained purely for synergy purposes. Certain barbarian synergies felt very unreal, inflexible, and forced and could have easily been avoided through other methods.
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