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WOW, now they have 4 difficulty modes rather than 3.
What an awesome and original idea.
No but really, I have to go with my man Bashiok here:
"I'm sorry for putting the idea down outright, but it's not a very sexy solution to make the end game more interesting or exciting. Sort of just draws it out, or maybe resolves some pacing issues that existed in Diablo II, which was a different game.
I've said this a lot but try not to think of Diablo III as an extension of Diablo II. Things like experience curves are not a constant that we have to take from Diablo II, implement directly into Diablo III, and then be really upset about it and have to try to solve the problems they give us. This is a new game being built from the ground up, problems aren't inherited from the previous games. We can do whatever we want.
Anyway, we have many ideas, there have been many good ideas discussed out there on how to solve some of the end game issues. Some of them are pretty much spot-on for ideas we'll likely go ahead with. Most of that design and work on end-game hasn't started yet though. We're still working primarily on building out the core game experience (act-to-act world and dungeons and monsters). Just the basic play through on Normal. Which is coming along quite well still, I might add."
http://forums.battle.net/thread.html?topicId=26262771716&pageNo=1&sid=3000#19
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New Screenshots:
http://www.youtube.com/watch?v=ueHCdwM78Wc
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On August 18 2011 02:19 papaz wrote:WOW, now they have 4 difficulty modes rather than 3. What an awesome and original idea. No but really, I have to go with my man Bashiok here: "I'm sorry for putting the idea down outright, but it's not a very sexy solution to make the end game more interesting or exciting. Sort of just draws it out, or maybe resolves some pacing issues that existed in Diablo II, which was a different game. I've said this a lot but try not to think of Diablo III as an extension of Diablo II. Things like experience curves are not a constant that we have to take from Diablo II, implement directly into Diablo III, and then be really upset about it and have to try to solve the problems they give us. This is a new game being built from the ground up, problems aren't inherited from the previous games. We can do whatever we want. Anyway, we have many ideas, there have been many good ideas discussed out there on how to solve some of the end game issues. Some of them are pretty much spot-on for ideas we'll likely go ahead with. Most of that design and work on end-game hasn't started yet though. We're still working primarily on building out the core game experience (act-to-act world and dungeons and monsters). Just the basic play through on Normal. Which is coming along quite well still, I might add." http://forums.battle.net/thread.html?topicId=26262771716&pageNo=1&sid=3000#19
you really scared me there posting a quote from over a year ago. I was in a panic thinking this upcoming beta was just a beta of the normal difficulty they have created and that the actual game still had largely been undeveloped.
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On August 18 2011 03:42 eVolvE342 wrote:Show nested quote +On August 18 2011 02:19 papaz wrote:WOW, now they have 4 difficulty modes rather than 3. What an awesome and original idea. No but really, I have to go with my man Bashiok here: "I'm sorry for putting the idea down outright, but it's not a very sexy solution to make the end game more interesting or exciting. Sort of just draws it out, or maybe resolves some pacing issues that existed in Diablo II, which was a different game. I've said this a lot but try not to think of Diablo III as an extension of Diablo II. Things like experience curves are not a constant that we have to take from Diablo II, implement directly into Diablo III, and then be really upset about it and have to try to solve the problems they give us. This is a new game being built from the ground up, problems aren't inherited from the previous games. We can do whatever we want. Anyway, we have many ideas, there have been many good ideas discussed out there on how to solve some of the end game issues. Some of them are pretty much spot-on for ideas we'll likely go ahead with. Most of that design and work on end-game hasn't started yet though. We're still working primarily on building out the core game experience (act-to-act world and dungeons and monsters). Just the basic play through on Normal. Which is coming along quite well still, I might add." http://forums.battle.net/thread.html?topicId=26262771716&pageNo=1&sid=3000#19 you really scared me there posting a quote from over a year ago. I was in a panic thinking this upcoming beta was just a beta of the normal difficulty they have created and that the actual game still had largely been undeveloped.
hehe, nah, its not that bad 
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After watching the graphics of Dota II today, I have to say that Diablo III graphics are looking less and less impressive. I'm by no means a graphics fetishist, but that's just dissapointing. Also they are really overdoing it with special effects all over the screen. Where is the classy, clean look you would love to have? Diablo III really needs to have some AWESOME story content or it will be dissapointing for me.
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dezi
Germany1536 Posts
What DotA 2 tourney? You mean the "stay tuned" ...
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Gotta love all the recycled wow armor designs
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On August 18 2011 04:43 NotSorry wrote: Gotta love all the recycled wow armor designs
Hey, here's something cool to try!
Since you're on this forum, I hope that you have played SC:BW or at least have tried it, so you will appreiciate this little gem (or rather, soulstone).
Go to YouTube and look up the scene where the warrior is removing the soulstone from Diablo's head. Listen very carefully and you'll be in for a big surprise! But don't let me EGG you on. Just do this if you have the time.
Blizzard has been recycling for a very long time. I find it mildly entertaining every time I find one of these, but at the same time it's meh. If they do it right, I have no problems.
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D3's graphics aren't cutting edge by design.
1. More will be going on at once than your standard DoTA game. 2. They prefer to make games accessible to a wider range of computers than many companies. Many old computers will still be able to run D3, even if just at lower settings. 3. Diablo games have never been overly graphics intensive, even relative for the times.
I really like this 'Inferno' difficulty concept. The entire game is equally hard, but still quite hard relative to your character. For max only that hopefully, with balancing, isn't trivialized by any gear-sets.
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Inferno could change the way we do MF runs by the sounds of it. Having the entire game equally viable instead of farming the same four or five bosses/unique monsters sounds like a blast. Seems like they're prepared to nerf boss drops or improve trash drops if that trend returns too.
An entire difficulty setting tweaked for max level players is going to set the stage for some crazy PvE encounters. I just hope they don't drop the ball and make it too easy. I want some brutal keyboard smashing, nerd screaming, monitor punching difficulty!
They made it sound like the entire game setting is roughly the same difficulty though which I'm not sure I like. It makes sense if they intend for the quality of drops to be equal, but that missing element of scaling difficulty as you progress could be a letdown. If the difficulty is based on monster AI later acts could be harder though simply because I'd assume demons there have harder mechanics to deal with. We won't know until release though =(
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On August 18 2011 05:21 Bloodyscissors wrote: Inferno could change the way we do MF runs by the sounds of it. Having the entire game equally viable instead of farming the same four or five bosses/unique monsters sounds like a blast. Seems like they're prepared to nerf boss drops or improve trash drops if that trend returns too.
An entire difficulty setting tweaked for max level players is going to set the stage for some crazy PvE encounters. I just hope they don't drop the ball and make it too easy. I want some brutal keyboard smashing, nerd screaming, monitor punching difficulty!
They made it sound like the entire game setting is roughly the same difficulty though which I'm not sure I like. It makes sense if they intend for the quality of drops to be equal, but that missing element of scaling difficulty as you progress could be a letdown. If the difficulty is based on monster AI later acts could be harder though simply because I'd assume demons there have harder mechanics to deal with. We won't know until release though =(
They did say monsters on later acts could be slightly more dificult because of more complicated mechanics. How much more, I guess we will have to wait and see.
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I figured they'd up the AI of the early monsters, and grant additional abilities accordingly. Though a slight up-tick wouldn't be the end of the world. Least it's hopefully the end of Meph runs.
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On August 18 2011 05:34 Obsidian wrote: I figured they'd up the AI of the early monsters, and grant additional abilities accordingly. Though a slight up-tick wouldn't be the end of the world. Least it's hopefully the end of Meph runs.
I think they actually talked about maybe increasing the AI and making monsters more agressive, but if they do that it will be for the Inferno difficulty as a whole. I don't think it is possible to completelly avoid the complexity curve, specially on boss fights. They actually want it to be as equal as possible, so that if you feel like it, you can farm Act 1 without losing too much.
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Diablo3 beta got delay today when they tried to implement the tech support tools for Diablo3 to the GM crew, the software crashed everything. So everybody at work had to get the older version of the tool kit.
User was temp banned for this post.
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On August 18 2011 07:49 rei wrote: Diablo3 beta got delay today when they tried to implement the tech support tools for Diablo3 to the GM crew, the software crashed everything. So everybody at work had to get the older version of the tool kit.
Some one is gonna get their ass chewed for this. That's kinda of a big screw up.
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On August 18 2011 07:49 rei wrote: Diablo3 beta got delay today when they tried to implement the tech support tools for Diablo3 to the GM crew, the software crashed everything. So everybody at work had to get the older version of the tool kit.
Source?
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On August 18 2011 05:39 SKC wrote:Show nested quote +On August 18 2011 05:34 Obsidian wrote: I figured they'd up the AI of the early monsters, and grant additional abilities accordingly. Though a slight up-tick wouldn't be the end of the world. Least it's hopefully the end of Meph runs. I think they actually talked about maybe increasing the AI and making monsters more agressive, but if they do that it will be for the Inferno difficulty as a whole. I don't think it is possible to completelly avoid the complexity curve, specially on boss fights. They actually want it to be as equal as possible, so that if you feel like it, you can farm Act 1 without losing too much. Look, with every diablo game the AI has got worse. D2, despite all its touting of group based monster ai and smart behavior, D1 monsters are still much more brutal. The guys need to look at the roots of diablo
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On August 18 2011 05:21 Bloodyscissors wrote: Inferno could change the way we do MF runs by the sounds of it. Having the entire game equally viable instead of farming the same four or five bosses/unique monsters sounds like a blast. Seems like they're prepared to nerf boss drops or improve trash drops if that trend returns too.
An entire difficulty setting tweaked for max level players is going to set the stage for some crazy PvE encounters. I just hope they don't drop the ball and make it too easy. I want some brutal keyboard smashing, nerd screaming, monitor punching difficulty!
They made it sound like the entire game setting is roughly the same difficulty though which I'm not sure I like. It makes sense if they intend for the quality of drops to be equal, but that missing element of scaling difficulty as you progress could be a letdown. If the difficulty is based on monster AI later acts could be harder though simply because I'd assume demons there have harder mechanics to deal with. We won't know until release though =(
Ehh, trends will occur. What's better, farming the area with 100 creatures at 1% chance of an awesome item per kill, that one build can clear in 10 minutes, or killing the one boss, with 100% chance of an awesome item per kill, that another build can kill in 15 minutes? The math will vary wildly on build, travel time, drop rate, time to kill, current gear level and everything you can think of. In the end, someone's going to find something that is great for farming, so there's no chance it will all be equally viable (much like no two builds are equally 'viable', depending on how strict your criteria of 'viable' actually is), but so long as they're going to make the effort to prevent farming the same thing over and over again, I have hope it won't always lead to that.
Of course, it will inevitably be done in the form of nerfs every time a trend pops up. So, be prepared for that.
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