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[ Voor 165% gewijzigd door psychoclown op 15-08-2008 15:26 ]
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[ Voor 165% gewijzigd door psychoclown op 15-08-2008 15:26 ]
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[ Voor 109% gewijzigd door psychoclown op 15-08-2008 10:39 ]
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Anoniem: 266358
[ Voor 21% gewijzigd door Anoniem: 266358 op 29-06-2008 17:43 ]
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Uplay: Angeloonie - Battletag: Angeloonie#2758 - Steam: Angeloonie
Anoniem: 182205
[ Voor 67% gewijzigd door Anoniem: 182205 op 01-07-2008 18:21 ]
[ Voor 34% gewijzigd door Kwastie op 03-07-2008 16:39 . Reden: Image toegevoegd ]
When I get sad i stop being sad and be awesome instead
Niet mee eens! Het is juist nooit tevroeg om er iets aan te veranderen voordat de hele game al designed is in een bepaalde style. Als je hierover begint te zeuren wanneer hij al gold is ben je lang en breed telaat.Anoniem: 232926 schreef op vrijdag 04 juli 2008 @ 12:59:
Misschien een beetje voorbarig om nu al een petitie te beginnen over de graphics van een spel dat nog een jaar tot anderhalf van de release verwijdert is.
GameSpot: What were you hoping from the Blizzard Invitational?
Andrew Park: I was hoping Blizzard would finally take the wraps off of Diablo III, and it happened. It wasn't exactly the best-kept secret in the game industry, but it's good to finally get that out there.
Diablo III is finally here.
GS: Do you feel Blizzard will be criticized for its conservative design approach with Starcraft II, Lich King, and Diablo III?
AP: I have yet to see any challenges leveled at Blizzard's conservative approach ever stick, and I include all remarks I myself have ever made in there, too. The company has been successful for as long as I can remember and has legions of loyal fans. Take Diablo III, for instance--if Blizzard had drastically altered the formula by making the sequel into, oh, I don't know, let's say a massively multiplayer game like World of Warcraft, that could've alienated a huge portion of the fans. Also, in the case of Diablo III, while I like the new art direction, I'm positive the game will scale well to lower-end hardware as pretty much all Blizzard games have, and because I know Blizzard is smart enough to realize that a great part of the Diablo series' longevity is due to laptop gaming.
GS: Based on what we learned at the event, how do you feel about Blizzard and its lineup in the future?
AP: Blizzard is a company that used to take the wraps off only one or two games at a time, so I think it's a very interesting development that we're now seeing what looks like an actual product lineup revealed publically--three games out in the open, plus a fourth one waiting in the wings. You could speculate that this change in approach might have something to do with the Activision merger. I hope this might be a sign of things to come--the start of a more candid approach for the traditionally tight-lipped studio to talk about its projects in the future.
Interview Kotaku met Lead Designer Jay Wilson:quote: BashiokYeah, I think you guys hit the nail.
We’re setting out to create unique, interesting, and diverse classes that each have their own style and flavor. Most importantly this isn’t just a basic look at each individual class, but how they compare to each other and overlap (or hopefully, don’t).
When you up the number of classes more and more you’re eventually going to begin down the route of homogenization, they start to bleed into each other’s core abilities and styles which really just detracts from each individual class’ recognizability and distinction within the game.
In addition, by limiting the number - and I say limiting not because it’s a low number, it’s the number of classes in Diablo II and a good one at that, but because we’re not going crazy with it - we can focus on making each class really impressive, both visually and through the way they each feel and play.
The Man Behind Diablo III Talks Plot, Lore and Battle.NetKotaku: In that case do you think that this might work in your favour, that WoW players, for example might be persuaded to try Diablo III?
Jay Wilson: Yeah, actually, I do think that. I think players like things that they are familiar with and I don’t think there’s anything wrong with them saying: “Oh, this class is like the warrior in WoW. Cool, I wanna play that!” Especially if it’s going to get them into the game. I think we gain as much as we could lose, people love to see something familiar and the reaction to Whirlwind was a great example.
quote: BashiokWe're - in general - not big fans of griefing for any game. It's really only "fun" for one person, and that definition of fun isn't generally something we're going to want to encourage. It's far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.
I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you've toggled it to get them back. After a while everyone usually agrees to a truce because it's just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I'm sure that it was a feature that was right up some people's alleys, I won't deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?
We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.
That doesn't mean that PvP won't have its own focus, but those are details and features we aren't yet discussing.
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SpoTs schreef op dinsdag 15 juli 2008 @ 16:52:
[...]
Ik wil graag geen science fiction in deze thread!
Misschien is het leuk om een poll te maken wie welke class gaat spelen? Aangezien er nu al 6 classes zijn aangekondigd ( Barbarian, Sorceress, Shaman, Paladin, Amazone, Necromancer )
Ik ga waarschijnlijk gewoon weer voor de Sorceress. Mijn favo character!
Bashiok: This is the detached torso of a Walking Corpse. After death the torso of the Walking Corpse has a chance to survive, detaching itself and crawling after the hero.Here are some smaller information I gathered from watching Diablo 3's gameplay video. Some may be obvious but have not been posted, so here it goes!
Undead Comes Back for Revenge
http://img261.imageshack....2/crawlingtorsc813de9.jpg (link doet het niet..)
At 8:13 of gameplay, an already dead creature comes back to life. A zombie of the undead!
Bashiok: This was unfortunately a bug that existed in the build that was being used to record the gameplay video. Those critters die, and there's nothing more satisfying than seeing a bunny corpse flung across the screen. It just wasn't working for the demo, which stinks.Critters
14:09 of Gameplay - Besides from there being cute bunnies in Diablo 3, critters don't die. Man, I always liked killing critters in Starcraft. This image is the Witch Doctor throwing a random fire ball which directly hits a critter, but the critter receives no effect.
Bashiok: It was a scripted event to pretty much have a cool way to introduce the female Witch Doctor and Barbarian, so yeah, it wasn't necessarily indicative of something that would show up in the actual game.Leader doesn't die until new spawns come?
15:25 of Gameplay - That same leader of the post above this one, leads the Witch Doctor and Barbarian to the hill where it was the supposedly "nasty trap" they got caught into. But this leader was not able to get hit or damaged in any way until after the new enemy spawns came.
Frozen
15:30 of Gameplay - The Witch Doctor and Barbarian are frozen by the same group leader. It shows 2 red effects on the bottom left of the screen, one looking image looking like a time thing (forgot what its called lol) which may show how long the effect lasts or just slows target down, and second being ice image, which is for the completely frozen effect. Also when frozen, your whole skill bar goes red. (Frozen effect seems dangerous for Hardcore players !)
Bashiok: This is a knock back effect when the Siegebreaker would use its "charge" type ability. It effectively damages your character and pushes them away from the charging path.Jumping/Dodging?
16:53 of Gameplay - During the end of gameplay, the Siegebreaker Assault Beast boss makes his entrance by slamming through the wall, charging against the players. They all jumped. Either its automatic jump reflexes, which seems kind of weird, or theres a jumping button.
Another part when the jumping is really seen as, what's really going on?
The Siegebreaker charges at the Witch Doctor at 17:38 of gameplay. The Witch Doctor clearly dodges the attack somehow. I would assume, this cannot be automatic reflexes because that would make no sense. Just let him stomp on the damn player, or are the players really dodging somehow?
Bashiok: Aw, of course we care! A large part of my job is specifically to ensure that the valid concerns, comments, and critiques are brought to the appropriate people's attention. That doesn't mean that every idea or suggestion is something we agree with, or are going to base changes on though. There's a point where, as a game designer, you have to stick to your guns and know that your choices and direction are what's best for the game and ultimately those that will be playing it. There's a point where you have to be confident that you're making the right decisions. So at the end of the day you're staying true to your vision and design, and doing what's best for the game.Blackdoom: What is the point in posting ideas and suggestions on her asking for this or that to be in the game, or saying those things should or shouldn't be in it. I doubt anyone from Blizzard... at least anyone from Blizzard that matters, is reading any of the posts here, and even if they did, they most likely do not give a rat's ass about what their fans think. Hell in a post, or somewhere I read it, not sure where, they said they make the games and things in the games around what they like, and want to see in a game, not what the fans want. It would be great if they did give a $!@% though, there have been some awesome ideas on here, but they just do not seem like people who care what their fans want. They are in it for the money from what I've seen, even though they seem that way, I am not saying they suck or anything, Blizzard is still the best! Anyway, anyone have proof that blizzard (someone, or a group of people that matter and might carry some kind of decision making weight) actually cares about what we think? An e-mail, a link, past posts, ect...
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"Overthrown" depicts a mighty barbarian atop the conquered Diablo, shouting towards the High Heavens in vicious triumph.
WoW: Doutz @ Defias brotherhood
Jay Wilson, Designer of “Diablo III”: The key thing to remember here is that this has been Photoshopped. This isn’t created by the engine. Though it looks really cool, it’s almost impossible to do in a 3D engine because you can’t have lighting that smart and run on systems that are reasonable. If we could do that, we probably would in a few of the dungeons.
Now in terms of the actual texturing, this texturing, where they grayed out everything and it’s very flat and the monsters are all kind of a similar tone — that does not play well. It’s very boring to run through more than a couple of times, and it’s very difficult to tell creatures apart and pop them out of the environment. So those things don’t really work for us. A lot of the lighting stuff I think is very cool, but it’s also not very doable for us.
Slip of the tongue, or confirmation of 8 players in the game? The designers said it would likely be just 4-5, for better gameplay/party size, during the WWI panels.Wilson: A lot of this change is adding noise to the screen. If [the characters] weren’t centered on the screen — like find the witch doctor. Especially think about him as a friend [in co-op play]. Standing over there, you can’t even tell the difference between him and the zombie. And that’s another player, and when you can’t tell the player apart from the creature, that’s horrible.
You’ve got to think that there’s potentially up to seven other people in addition to yourself, and several dozen monsters. All that noise just translates into unplayable, especially when this starts moving. This texturing was actually very similar to one of our previous art styles. But when you started moving and the whole screen just kind of shimmers, you can’t really tell anything that’s going on.
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Bnet User: The current WoW achievement system is very disappointing. Steam achievements are attainable by players at any time, and although difficult to get do not lock players out if they have not got games at release. This reminds me of the badge system in City of Heroes which I found to be very pathetic and annoying. Goal oriented players would actually ignore them because some of the badges simply we not possible to attain because you had work on Halloween in 2005 or some bull$!@%. Achievements should be difficult, but not impossible, and large to show actual "achievement." Not trivial and for everything. For example, get to level 99 in Diablo II. Difficult, but attainable in any patch, no trivial matter either. Or even kill Baal. Something like kill Andariel in normal or get a damn War Bear in WoW that will not be available after the patch are not achievements, they are trophies. Get to 70, sure. Attend Blizzcon 08? No.
Wake up guys, goal oriented players like to have goals that are possible and really really hard, not impossible.
Just my two cents.
Bashiok: Steam achievements are generally based around small, situational, skill, or long-term goals in short "round" or level based FPS'. So obviously achievements in an MMO are going to be vastly different, and can cover a much wider range of goals from small and fun, to long and involved, and yes even to the impossible.
For us completionists we're going to be frustrated by not being able to have everything. But part of the system is specifically to show off where you've been, how long you've been playing, and what you've accomplished. I'm going to have to deal with the fact that I wasn't everywhere or did everything at some point in time. I'm going to have to focus on the goals I can achieve instead of those I can't. There's no point crying over milk that was spilled two years ago that I just found all dried and crusty under my refrigerator.
That's World of Warcraft though. It's a persistent world and moves and evolves and changes with patch to patch, and expansion to expansion. There's a lot more area for there to be achievements that were attainable at one time, but due to that evolution of the game - are no longer possible.
Diablo III isn't an MMO, it doesn't evolve in the same way, and so there's far less chance for there to be an achievement rendered impossible due to game updates.
Yeah, who doesn't like fighting cows running around with halberds?
I disliked the secret cow level from a design standpoint though. It actually angered me that it existed at one point, maybe it kind of still does.
I'm not a designer, at all, but in my opinion and from a design standpoint I think the secret cow level was a failure. For a long time it was one of the most lucrative ways to level, and one of the best places to MF. For an easter egg, something fun and whimsical, to overshadow the entire rest of the game was a huge problem, and one that existed for far too long. It was a fun idea, a cool nod to the rumors that spawned it, but in execution it was just... game breaking in some ways.
Some players disagree, and say they didn't like when v1.10 nerfed the cow level slot machine. Bashiok begs to differ:
Well of course, everyone wants everything made easier for them, and that's effectively what it was. This barrel of fish that not only acted as cheesy way to pull the slot machine lever, but almost rendered the rest of the game unnecessary.
The oversight, I believe, existed in the requirement for the current difficulty to be beaten as well as the Cow King kill. It's easy enough to avoid the King or just have the level opened by other characters, and I can only guess that the amount of replay potential of the actual game was extremely undervalued.
What does it matter where players level up?
Because you're playing a game, and it should be respected that you're playing that game. The cow level was not part of the game, it was an easter egg that made leveling and item finding far easier than the actual game. I'm inclined to almost call it cheating.
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Morrisroe’s departure, which incidentally comes after much controversy surrounding the game’s colorful new art style, prompted Blizzard to put up the job listing, first reported by Kotaku earlier today.Regarding Brian, he recently resigned to form a startup technology company (outside the game industry), which is why we’ve posted about the open position. This change won’t impact the game…we’re really pleased with the look and feel that Brian helped create for Diablo III, and the new person we bring onboard will work with the other artists on the team to maintain the art style moving forward.
As the Kotaku piece points out, Brian Morrisoe was Diablo III's art director as recently as the WWI, where he headed the Environmental Art Panel, and did some media, such as this interview with CVG.
What the Kotaku piece doesn't mention is that there are several other D3 art team jobs listed on Blizzard's jobs page. None of them are recent additions, but it would seem that Blizzard is having trouble finding/keeping art talent on D3? Also note that Jay Wilson, Diablo 3's Lead Producer, handled the fan screenshot deconstruction. Why the head designer, and not one of the art directors?
Given this state of affairs, it's hard not to speculate (as several emailers have) that perhaps the controversy over the game's art direction wasn't just amongst the fans. Perhaps different factions within the Diablo 3 team had their own strong opinions on how the game's art should look, and when push came to shove, some of the crew left. Or were asked to leave? Happily, as Blizzard often points out, the production of a game as large as Diablo 3 is handled by a large team, and no one is indispensable. Let's hope they get talented job applicants and can plug them into the openings and carry on smoothly.
One of “Diablo” fans’ favorite things about the franchise is the secret cow level from “Diablo II.”
If players gathered the right combination of items, they could open a portal to a level filled entirely with weapon-wielding, bipedal bovines, with a chance to get special loot.
So I asked lead “Diablo III” designer Jay Wilson the obvious question: Will there be a cow level?
This is what he said…
Wilson: [laughs] We don’t really know at this point. I really like the idea of secret stuff that ‘Diablo II’ put forward, but it’s not the kind of thing we would decide this early. But if we have something, I can assure people will be happy with it.
I will say the thing I liked about the cow level was that it wasn’t just fluff; there was stuff that you could do there that actually had purpose within the game. The thing I didn’t like about it was that it almost replaced part of the game. And so, if we looked to add something like that, we’d be a little smarter about it. We would want it to have a function within the game, but we wouldn’t want it to replace any core content, which is something that I think the cow level really did.
‘Diablo II’ had a lot of little oddities to it that made the experience not as usable. I certainly wouldn’t want things like, ‘Don’t kill the cow king because we’ve got to keep the level open!’ We would avoid scenarios like that. The secret of a cow level is a cool secret. The secret that you’re not supposed to kill the king because you’ll ruin the cow level forever — that’s a bad secret. So we would try to get rid of some of the bad ones.
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Bashiok answered a few queries today. To a poster who complained about the obscuring visual fireworks created by various Diablo 2 skills, Bashiok explained the D3 Team's design philosophy.
Keeping the visuals distinct and "readable" is an extremely important focus for us, and as has been stated quite a few times, relates to a lot of the art style and direction choices.
You need to be able to read the scene, tell monster and player apart, and not have it turn into a mess of spell effects. While we're really aiming for over-the-top skills and effects, it's going to be a constant goal (and likely struggle) to keep those in line so that in a multiplayer game it's going to retain its readability.
It's fine for things to get chaotic, it will happen and we want there to be mass-mayhem and slaughter, but we're trying to keep the game playable even during the chaos. It's a balance.
Other fans are hungry for more content, and are already wondering if we'll see the goods at Blizzcon. Will we get a gameplay movie? Bashiok deals with one such fellow with Roper-ian grace, acknowledging, inspiring, and redirecting him so smoothly he never even feels the PR knife slide in.
Well, you'll just have to wait and see!
In the more immediate future a few of us are heading out to Leipzig for GC next week. We'll be joining our friends from the Blizzard Europe office to meet and greet the fans. If you happen to be passing through Germany and also happen to have a ticket to the convention, be sure to stop by and say hello.
Other forum goes are not so easily put off, and a follow up question is quickly posed, asking what sort of information we'll see released to coincide with that major German gaming event. Not a whole lot, apparently:
From what I gather I think I would equate it more to our presences at similar booth-style conventions, ComicCon and GenCon Indy in years past, for instance. We have a booth, usually some gaming stations set up, and we talk with people about the games and hold interviews. I fully expect some good interviews with Jay to come out of it, but I would more or less expect that to be the main focus of information coming out of the show regarding Diablo III.
Stop by and say hi though. I think I may be the only Blizzard person there with a goatee, so I should be easy to spot. I'm scheduled to be there every day to chat up fans about the game.
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[ Voor 13% gewijzigd door psychoclown op 15-08-2008 10:39 ]
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Sommige lijken rechtstreeks uit de gameplay trailer te komen imo
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Anoniem: 182205
On Health Orbs, a poster asked if the orbs could heal party members even if the character who grabbed it was at full health already. And received some good news in reply:
Bashiok: That's how it works!
We're also playing around with some alternate functionality for when/how they're picked up while you're at full health, as well as some visual tweaks. Regardless we're going to make sure it's as fun and balanced as possible.
As for PvP, some commenters brought up some of Jay Wilson's comments from Leipzig, in which he said that they had big plans to improve on PvP in D3, but that a return of the in-game hostility option was not among them. The initial poster agreed with that change, but these are the b.net forums we're talking about here, so you know angry, Blizzard-slamming comments were just around the corner. Amidst the slavering cries of "only losers play WoW," and "Care Bear D3!" Bashiok pointed out the fairly obvious issue with enabling PvP: only the people who can duel or want to gank are going to turn it on.
Bashiok: When/Why would you choose to enable PvP in your game if it was an option? Would it be before you were max or near-max level, or twinked?
If not then you're essentially looking for a dueling game, and wouldn't a dedicated PvP focus provide a more logical option than a blanket PvP-on/PvP-off option which no one would enable until they were powerful enough to defend themselves?
A rebuttal is offered, earning another reply from Bashiok:
Bashiok: "One would choose to enable PvP for the rush of not only having to defend against scary monsters lurking around corners but defend against scary players lurking around corners"
Would they? Players don't generally opt-in to situations they don't think they have a chance to win.
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