|
Take a look at this D3 clone (Path of Exile)
![[image loading]](http://i.imgur.com/Rd77m.jpg)
It's very bright and vibrant, more so than D3 in this SS, yet I feel the level of gore and goth influences make it more visually appealing for a game in which demons are slaughtering everything. I don't like the cartoony influences of D3, i.e. zombie totem pole, cutesy skeletons.
While the environment in D3 could use some touching up, from what I've seen the problem lies mostly with the developers not taking the setting seriously enough, why would a necromancer summon up a totem pole of zombies to fall on his enemies..
Edit: Of course we've seen absolutely nothing of the later acts, so I can't comment on if it gets progressively darker and scarier. We can hope that it will, I was just speaking in regards to the dungeon gameplay we've seen thus far.
|
![[image loading]](http://s3.pathofexile.com/gen/image/other/YTo0OntzOjQ6InR5cGUi/O3M6NzoiZ2FsbGVyeSI7/czoyOiJpZCI7aTozOTtz/OjQ6InNpemUiO3M6NDoi/b3JpZyI7czo3OiJ2ZXJz/aW9uIjtpOjE7fQ,,/26e5c8e18d.jpg)
Bright and vibrant you say?
|
On August 04 2011 19:06 Manit0u wrote:![[image loading]](http://s3.pathofexile.com/gen/image/other/YTo0OntzOjQ6InR5cGUi/O3M6NzoiZ2FsbGVyeSI7/czoyOiJpZCI7aTozOTtz/OjQ6InNpemUiO3M6NDoi/b3JpZyI7czo3OiJ2ZXJz/aW9uIjtpOjE7fQ,,/26e5c8e18d.jpg) Bright and vibrant you say?
Ok, well it has bright and vibrant parts that retain the atmosphere which is what I was getting at. D3 isn't "cartoony" because it's bright and high contrast is my point, it can still have a lot of bright colors without "unicorns," you know?
|
Point taken, that game looks pretty sick.
|
|
|
Japan6199 Posts
pfft.. got 3.5mb/s on the new beta profile, normally i'm around 9-10.
I assume it's pinging blizzards server in NA?
|
On August 04 2011 20:17 grobo wrote: pfft.. got 3.5mb/s on the new beta profile, normally i'm around 9-10.
I assume it's pinging blizzards server in NA?
I doubt it matters that much. And pretty sure it pings to NA since you can only get it tested with US version of the system checker.
|
Japan6199 Posts
On August 04 2011 20:27 Grettin wrote:Show nested quote +On August 04 2011 20:17 grobo wrote: pfft.. got 3.5mb/s on the new beta profile, normally i'm around 9-10.
I assume it's pinging blizzards server in NA? I doubt it matters that much. And pretty sure it pings to NA since you can only get it tested with US version of the system checker.
Yeah i thought so too.
Oh well, now all we can do is wait and see.
|
On August 04 2011 18:52 Endymion wrote:Take a look at this D3 clone (Path of Exile) ![[image loading]](http://i.imgur.com/Rd77m.jpg)
Somebody really likes bloom.
|
Can we keep the non-D3 discussion to a minimum of zero?
|
I hate that bliz has decided to not allow mods
|
United Kingdom16710 Posts
So how does the game play so far? Any glaring things that you don't like or haven't gotten used to? Do you get the feeling that it could be be just as addictive and fun as D2? Or is it way too early for any substantial conclusions. Any input is welcome.
|
On August 04 2011 20:52 FieryBalrog wrote:Show nested quote +On August 04 2011 18:52 Endymion wrote:Take a look at this D3 clone (Path of Exile) ![[image loading]](http://i.imgur.com/Rd77m.jpg) Somebody really likes bloom. That's actually taken from one of the templar's flashbacks, normal gameplay won't be like that.
Which reminds me TEMPLAR CLASS AWW YEAHDAT SCOTTISH ACCENT
|
On August 04 2011 21:42 RumTalk wrote: I hate that bliz has decided to not allow mods
Diablo II had no mods and mods simply do not fit the concept of the game. You can not allow "normal characters" to enter a mod because they could get crazy items or experience, so you would need to level a char for each mod and who does this ? In SC II or WC3 custom maps (aka mods) feel natural and you dont ned to level naything or have any requirements of starting such a map. Diablo III witch thrives on a character would need such a thing. I also think that the creation of *levels, maps* would be very intensive and require huge up and downloads slowing the battlenet.
Mods are just not sound with the Diablo III game experience in my opinion.
|
On August 04 2011 21:49 Holy_AT wrote:Show nested quote +On August 04 2011 21:42 RumTalk wrote: I hate that bliz has decided to not allow mods Diablo II had no mods and mods simply do not fit the concept of the game. You can not allow "normal characters" to enter a mod because they could get crazy items or experience, so you would need to level a char for each mod and who does this ? In SC II or WC3 custom maps (aka mods) feel natural and you dont ned to level naything or have any requirements of starting such a map. Diablo III witch thrives on a character would need such a thing. I also think that the creation of *levels, maps* would be very intensive and require huge up and downloads slowing the battlenet. Mods are just not sound with the Diablo III game experience in my opinion. Comon man these are a total non-problem. You know Hell Unleashed, Median XL? Both excellent mods of D2 with vibrant communities and active private servers. Mods are GREAT and contain arguably better content than the original game.
|
The number of unique builds: I'm certain there are a lot of people here a lot better at math than I am, so could somebody check this? I did this calculation when people were saying there wasn't going to be any unique builds.
Starting information: 24 Skills per character, 6 Skill active at a time All skills can be runed (with a possible of 5 different runes) 10 passive skills in total, 3 pasive skills active at a time
# of builds based on skills alone: 24!/(24-6)! = 24*23*22*21*20*19 = 96909120
# of builds based on runed skills: (24*5)*(23*5)*(22*5)*(21*5)*(20*5)*(19*5). First skill you choose you have 24 choice*5 as you can rune it to your liking. Don't know how to express it in a clear mathematical formula.
# of builds based on passives: 10!/(10-3)! = 10*9*8 = 720
[(24*5)*(23*5)*(22*5)*(21*5)*(20*5)*(19*5)]*(10*9*8) =1,090,227,600,000,000 different builds per character? That's a lot of builds. Even if you don't take into account the passive (as you can't see them), I think we'll actually see more builds instead of less...
As for the RMT auction house: I knew there had to be a site in D2 that sold items, but never actually went ahead and checked one out. After they announced the auction house, I went and had a look. Seems to me like the items on there are quite cheap. So cheap in fact that I can't imagine those prices if they weren't duped, hacked or bot-farmed. Looking forward to the auction house and I imagine we'll see more of this business model down the road...
|
People are misinterpreting the word 'build'.
Zealot build is a zealot build, no matter if one version has few points in Skill X, while the other one doesn't have any in that, but instead opted to place few points into Skill Y. So it's kind of pointless to calculate the number of different variations, because builds will be determined by the specific skills/gameplay types that come out after the game is out for a while.
To give my thoughts on the matter, here's a c/p of my post from D3 incGamers forums:
At first, I was very against this change to how skill system will work, but after I spent some time thinking over it, I'm actually convienced this will be a good change. I feel everyone is focusing too much on the point of skills, and not taking into consideration how high level runes and passive skills will influence character builds.
Take D2 Barbarian for example: when starting a new character, I knew exactly my point distribution. 20 into WW, 20 into Sword mastery, 20 into Battle Orders...and the only character development I had after a level up was whether I should place that one point into WW or into BO. Or maybe SM. But in the end, I would max all three skills. After couple of characters, I kinda wished the points would automatically distribute themselves, so I don't have to click them 80+ times. Sure, this was mostly the case in re-runs of the game, and during my first playthrough I invested a lot of thought into which skill to upgrade, but after a while, you know which skills you will take.
Having all skills available and only 6 active ones might seem like everyone will be shifting skills on the run, and having all of them suitable to their one character. But this won't be the case for 3 reasons, I would say:
1. Passive skills - they will have a great influence on your build and will determine in a way which active skills you will use. For example, take this barbarian build:
Ruthless: increases critical strike chance by 5% and increases critical strike damage by 50%. Weak spot (level 25): Increases critical strike damage by 100%. Frenzied attack (level 31): When wielding two weapons, the Barbarian has 20% increased critical strike chance and 30% increased critical strike damage.
This character will certainly use skills that have some crit buff in them (if there are indeed skills like these, which I'm certain there will be), and although you will have all skills available to you, you will pick few of them that suit this build and will use them. You will not swap them at will, because it would diminish the strenght of this build. This character will not be able to transform into sword&shield tank barb, and you will have to create another barb character to roll that kind of build. Such a build will probably have these passives and active skills that suit them:
Relentless: when the Barbarian is under 20% HP, skills do not cost any fury and damage (TL's Note: dealt or taken?) is reduced by 50%. Iron skin (level 10): Increases armor by 100%. Shield of iron (level 31): Increases the chance to block attacks with a shield by 10%.
Some other build might be focused with having increased damage when having 100% fury and using skills that use none or very little fury.
2. Runes- high level runes will be scarce, and when you place your Lvl 7 runes with great attributes into your 6 skills of choice, I can bet you that you won't be switching them with other skills. And I highly doubt we will have enough great runes to socket all of our skills.
So returning to the example of Barb builds in D3, the dual wielding Barb will probably have some of his skills socketed with Alabaster - Critical strikes confuse enemies, forcing them to attack their allies for a short time. The one that goes for increased damage when with max fury will probably opt for Golden - Reduced Fury cost. Tank will have Obsidian - Provides the barbarian with immunity to immobilizing effects.
I highly doubt we will be able to switch runes in and out, especially if they 'bind' with a particular skill after being socketed. So you will have more than 1 barbarian character, as I don't see it viable to switch active skills on the fly and constantly change your high level runes in aim to completely turn your build around.
3. Items - I also feel the items will determine builds more than they did in D3. Dual wielding crit barb will be looking for + crit equipment, while tank will look for +def + life for example.
In the end you will have a combination of active and passive skills, coupled with high level runes of your choice and specific equipment on your character that will certainly make him unique.
In D2, my Sword&shield barb with WW was probably better than my Fury barb, but I absolutely loved the Fury skill and to this day furybarb is my favorite D2 build. So I doubt we will see everyone using the same 6 skills. People will find the skills that suit them, and then additionaly customize them with runes that suite them, strenghen it all with passives and on top of that all put a nice layer of items.
D3 will be a great game, I'm certain of it. I can't wait to start playing it.
The only problem that could arise if the passive are also interchangable, but I still think people will opt for a specific combo of active+passive+runes+item, and have more than one Barb/WD/Monk....
|
The color arguments in the last page and half are pretty hilarious. Plenty of people chiming in who haven't been paying attention for the last several years. I'll recap:
Diablo 2 + Show Spoiler +
Diablo 3 + Show Spoiler +
And don't even get me started about the act 2 desert.
|
On August 04 2011 22:17 NeoLearner wrote: The number of unique builds: I'm certain there are a lot of people here a lot better at math than I am, so could somebody check this? I did this calculation when people were saying there wasn't going to be any unique builds.
Starting information: 24 Skills per character, 6 Skill active at a time All skills can be runed (with a possible of 5 different runes) 10 passive skills in total, 3 pasive skills active at a time
# of builds based on skills alone: 24!/(24-6)! = 24*23*22*21*20*19 = 96909120
# of builds based on runed skills: (24*5)*(23*5)*(22*5)*(21*5)*(20*5)*(19*5). First skill you choose you have 24 choice*5 as you can rune it to your liking. Don't know how to express it in a clear mathematical formula.
# of builds based on passives: 10!/(10-3)! = 10*9*8 = 720
[(24*5)*(23*5)*(22*5)*(21*5)*(20*5)*(19*5)]*(10*9*8) =1,090,227,600,000,000 different builds per character? That's a lot of builds. Even if you don't take into account the passive (as you can't see them), I think we'll actually see more builds instead of less...
As for the RMT auction house: I knew there had to be a site in D2 that sold items, but never actually went ahead and checked one out. After they announced the auction house, I went and had a look. Seems to me like the items on there are quite cheap. So cheap in fact that I can't imagine those prices if they weren't duped, hacked or bot-farmed. Looking forward to the auction house and I imagine we'll see more of this business model down the road... Both D2 and D3 skill system are inferior to the true, classic, right skill system. That of DnD (Baldur's Gate) and D1, where skills are a reward for killing monsters. It is necessary to have the rewards on the actions of the game, in order to maintain focus on the content at hand, instead of gimmicks like non-reward related skills as the newer games have. The system has perverted more with every step away from original DnD system which was elegant and carefully thought out.
On August 04 2011 22:32 trainRiderJ wrote:The color arguments in the last page and half are pretty hilarious. Plenty of people chiming in who haven't been paying attention for the last several years. I'll recap: Diablo 2 + Show Spoiler +Diablo 3 + Show Spoiler +And don't even get me started about the act 2 desert. However, not the development of D2. Act 1 was done quite at the start of the project, and visibly has the most D1 vibe: the gloomy music, the gothic sinister architecture, scary caves . It only goes downhill from act 2 and onwards, Act 1 is still in good D1 spirit.
|
On August 04 2011 23:03 xarthaz wrote:Show nested quote +On August 04 2011 22:17 NeoLearner wrote: The number of unique builds: I'm certain there are a lot of people here a lot better at math than I am, so could somebody check this? I did this calculation when people were saying there wasn't going to be any unique builds.
Starting information: 24 Skills per character, 6 Skill active at a time All skills can be runed (with a possible of 5 different runes) 10 passive skills in total, 3 pasive skills active at a time
# of builds based on skills alone: 24!/(24-6)! = 24*23*22*21*20*19 = 96909120
# of builds based on runed skills: (24*5)*(23*5)*(22*5)*(21*5)*(20*5)*(19*5). First skill you choose you have 24 choice*5 as you can rune it to your liking. Don't know how to express it in a clear mathematical formula.
# of builds based on passives: 10!/(10-3)! = 10*9*8 = 720
[(24*5)*(23*5)*(22*5)*(21*5)*(20*5)*(19*5)]*(10*9*8) =1,090,227,600,000,000 different builds per character? That's a lot of builds. Even if you don't take into account the passive (as you can't see them), I think we'll actually see more builds instead of less...
As for the RMT auction house: I knew there had to be a site in D2 that sold items, but never actually went ahead and checked one out. After they announced the auction house, I went and had a look. Seems to me like the items on there are quite cheap. So cheap in fact that I can't imagine those prices if they weren't duped, hacked or bot-farmed. Looking forward to the auction house and I imagine we'll see more of this business model down the road... Both D2 and D3 skill system are inferior to the true, classic, right skill system. That of DnD (Baldur's Gate) and D1, where skills are a reward for killing monsters. It is necessary to have the rewards on the actions of the game, in order to maintain focus on the content at hand, instead of gimmicks like non-reward related skills as the newer games have. The system has perverted more with every step away from original DnD system which was elegant and carefully thought out. Can't say I'm an DnD expert but I did play a lot of D1. What exactly do you mean with: Both D2 and D3 skill system are inferior to the true, classic, right skill system. That of DnD (Baldur's Gate) and D1, where skills are a reward for killing monsters I presume you mean how in D1 the monsters drop spell books which give you the skills? If so, I fail to see the difference (aside from randomization, which is were runes come in) between monsters dropping books you read to get skills, and monsters dropping experience that you use to get better skills. If you look at experience as a currency used to buy new skills it's not much different from gold. Maybe I missed the point because of my lacking DnD experience though 
As for the colors: people do indeed overestimate the gothicness of D2. As for D1 and Act1 D2, I would say the big difference is the colors, the hue or the saturation, it's more like light radius. I liked the "alone in the dark" feeling in the dungeons but I don't think it would've fit in D3, think it would've looked cheap and old.
|
|
|
|
|
|