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[ Voor 217% gewijzigd door psychoclown op 07-06-2009 23:03 ]
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Dit topic is onderdeel van een reeks. Ga naar het meest recente topic in deze reeks.
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[ Voor 217% gewijzigd door psychoclown op 07-06-2009 23:03 ]
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[ Voor 244% gewijzigd door psychoclown op 24-06-2009 17:01 ]
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[ Voor 19% gewijzigd door psychoclown op 07-06-2009 18:11 ]
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Helaas, deel 1 nooit gespeeld.Pheno79 schreef op vrijdag 05 september 2008 @ 9:54:
Als je deel 1 en 2 hebt gespeeld ken je het al
Heb ook al gedacht dat ik dat eens moet doen, maar waar vind ik die? Enkel online veronderstel ik? En hoeveel kost dat?psychoclown schreef op vrijdag 05 september 2008 @ 9:58:
Inderdaad het is niet heel uitgebreid daarvoor zul je toch denk ik de boeken moeten lezen.
Deel 1 vind ik super voor de sfeer, vroeger was dat echt eng bij de eerste baas enzo (maarja waren ik en mijn vrienden ook ~8-10jaar). Nu nog steeds toffe sfeer natuurlijk maar denk wel dat je begrijpt wat ik bedoelKwakkel schreef op vrijdag 05 september 2008 @ 12:53:
Helaas, deel 1 nooit gespeeld.
Geen idee of t nog verstandig is om daar nu nog aan te beginnen
Bol.com heeft ze dacht ik wel en zijn niet heel duur volgens mij (tijdje geleden dat ik ernaar gekeken heb).Heb ook al gedacht dat ik dat eens moet doen, maar waar vind ik die? Enkel online veronderstel ik? En hoeveel kost dat?
(Binnenkort is het weer winter, en dan ga ik met de trein naar het werk ipv met de motor ... kan ik weer veel lezen)
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
[ Voor 12% gewijzigd door Kwakkel op 05-09-2008 13:45 ]
The Butcherpsychoclown schreef op vrijdag 05 september 2008 @ 13:05:
[...]
Deel 1 vind ik super voor de sfeer, vroeger was dat echt eng bij de eerste baas enzo (maarja waren ik en mijn vrienden ook ~8-10jaar). Nu nog steeds toffe sfeer natuurlijk maar denk wel dat je begrijpt wat ik bedoel
Uplay: Angeloonie - Battletag: Angeloonie#2758 - Steam: Angeloonie
Ahhhh.. Fresh meat!Angeloonie schreef op vrijdag 05 september 2008 @ 13:49:
[...]
The ButcherIk heb echt dagen over hem gedaan omdat ik telkens niet durfde
[ Voor 24% gewijzigd door Dakreal op 05-09-2008 14:00 ]
Specs - Q9550 Cooled with CM V8 @ 3.6 Ghz, Kingston HyperX 8gb, MSI GTX660 Ti Power Edition, Samsung 128GB SSD 830 series.
Belg zijnde maak ik helaas niet elke week een uitstapje naar Nederlanddahakon schreef op vrijdag 05 september 2008 @ 13:47:
Je kunt de boeken ook gewoon bij bijvoorbeeld Selexyz bestellen/uit voorraad kopen. De meeste grotere steden hebben wel een selexyz boekenzaak ergens.
Ja echt he te mooi gewoonRedruM schreef op vrijdag 05 september 2008 @ 14:39:
Die sfeer van Diablo 1 is wat mij betreft ongeevenaard. Ik was dan ook wel een stuk jonger toen ik het speelde, maar ik vond het echt gewoon fucking creepy. Die duistere dungeons.. met zeer beperkt zicht.. de Butcher uiteraard (echt elke keer kippevel als ie uit z'n kamertje kwam rennen) en die kerkmuziek met gekerm op de achtergrond..beeeh... En dan steeds dieper de grond in.. die catacomben etc. Briljant spel
Er zijn volgens mij 7 boeken maar pheno weet er idd meer vanaf want heb ze zelf niet gelezen.Kwakkel schreef op vrijdag 05 september 2008 @ 14:42:
[...]
Belg zijnde maak ik helaas niet elke week een uitstapje naar Nederland
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[ Voor 40% gewijzigd door psychoclown op 05-09-2008 16:23 ]
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Uplay: Angeloonie - Battletag: Angeloonie#2758 - Steam: Angeloonie
"Blizzard staat er los van", een of ander franchise bedrijf heeft dat ontworpen.Angeloonie schreef op vrijdag 05 september 2008 @ 20:39:
Ik baal er overigens wel van dat ze niet voor het Officieële Diablo 3 beeld voor Tyrael hebben gekozen maar voor de Barbarian
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Blizzard heeft dit beeld uitgekozen, net als Tychus Findlay voor StarCraft II. Sideshow zal ze uitgeven, maar het is wel een officieël blizzard-product.psychoclown schreef op vrijdag 05 september 2008 @ 21:01:
[...]
"Blizzard staat er los van", een of ander franchise bedrijf heeft dat ontworpen.
[ Voor 11% gewijzigd door Angeloonie op 05-09-2008 21:16 ]
Uplay: Angeloonie - Battletag: Angeloonie#2758 - Steam: Angeloonie
Ooit was dit heel stoer: PIII-800, 512 MB, Asus V7100/T(geforce2MX 32 MB), IBM DTLA 30 GB 7200 rpm, Maxtor Diamondmax 40 GB 5400 rpm, Plextor 121032, Terratec Xfire 1024, AOpen DVD 1040 Slot-in, Asus CUV4X, iiYama Vision Master Pro 450
Een oud vrouwtje als barb pikt natuurlijk niemandThe_Sukkel schreef op vrijdag 05 september 2008 @ 22:09:
Blijf het raar vinden dat ze voor de Barbarian gekozen hebben voor een opa, terwijl het vrouwtjes-barbaar weer een "jonge meid" is... I
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Ooit was dit heel stoer: PIII-800, 512 MB, Asus V7100/T(geforce2MX 32 MB), IBM DTLA 30 GB 7200 rpm, Maxtor Diamondmax 40 GB 5400 rpm, Plextor 121032, Terratec Xfire 1024, AOpen DVD 1040 Slot-in, Asus CUV4X, iiYama Vision Master Pro 450
Als speler voel je je een novice maar het verhaal is natuurlijk ondertussen doorgelopen en het spel haakt er in. Tuurlijk wordt het "beginners"-gevoel versterkt door de geringe equip waarmee je start maarja dan zou je char ook moeten ontwikkelen zoals bijv in Fable. Nja moet zeggen dat ik er iig niet aan stoor zolang het maar extreem lekker speelt (vrees nu al voor me studieThe_Sukkel schreef op vrijdag 05 september 2008 @ 23:11:
Als je beging met het spel, dan voel je je nog een novice die alles nog moet leren (skills etc.) en nog gehard moet worden in het gevecht. Door te starten met een jongere barbaar (zoals in D2) wordt dat "authentieke" gevoel versterkt. Het lijkt zo tegenstrijdig om met een oude geharde warrior te beginnen, die echter nog niets kan... dat voelt niet helemaal lekker aan lijkt me (ik ben zo'n malle pief die zich tijdens het spel probeert te identificeren met zo'n figuur...)
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In a discussion about the practice of players doing endless boss runs, Bashiok dropped some philosophy.
Bashiok: There's an inherent issue in Diablo II, where the game is degenerated to a task of getting to point B as quickly as possible, spinning the wheel, and then you rinse and repeat. While a lot of people obviously take advantage of it, and it sort of becomes a game in itself to see how fast and efficient you can be, it's not necessarily engaging. You could also say it detracts from the feeling of being immersed in an entire game experience.
Regardless of what happens or changes in Diablo III there are always going to be the min/maxers that game the systems to be more efficient, but as a goal we want to encourage players to experience the game as a whole or at least to a larger degree than an end-game that devolves in to just killing a single boss over and over. A lot of those ideas and details are obviously still under wraps but it is something we're aware of and thinking about.
Elsewhere, someone asked about yesterday's new artwork; specifically about the map-like view of the tropical island city.
Bashiok: It is Skovos, and I think this piece was something that Leonard showed and discussed at the WWI Lore and Environment Art panel. It isn't a location that you'll visit in Diablo III, but the artwork is a good example of the work and thought going in to fleshing out the world of Sanctuary. It's already a very complex world with a lot of locations and events, but a lot of it still isn't visually or contextually realized. As we want to create the feeling of a world outside of your immediate view it's important to create or expand upon the locations and stories of that world. As we're working to create Diablo III we're also working to create a more visually complete Sanctuary."]It is Skovos, and I think this piece was something that Leonard showed and discussed at the WWI Lore and Environment Art panel.
It isn't a location that you'll visit in Diablo III, but the artwork is a good example of the work and thought going in to fleshing out the world of Sanctuary. It's already a very complex world with a lot of locations and events, but a lot of it still isn't visually or contextually realized. As we want to create the feeling of a world outside of your immediate view it's important to create or expand upon the locations and stories of that world.
As we're working to create Diablo III we're also working to create a more visually complete Sanctuary.
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Lijkt net een fossiel, erg tof idd.Pheno79 schreef op zondag 07 september 2008 @ 14:20:
Dat diablo hoofd is wel cool, benieuwd of ze een apart beeld van die gaan maken, want dat is een stuk cooler dan die barb.
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Anoniem: 182205
Ehm.. dit is gewoon de Barbarian..Anoniem: 182205 schreef op woensdag 10 september 2008 @ 19:54:
http://www.blizzplanet.co...-overthrown-making/20.jpg
deze baas lijkt me een gevalletje van:
weinig damage doen tegen party.... en uiteindelijk als hij half leven is (gooit hij de 2 axes weg, en pakt hij de snellere wapens )heb je een party nodig van 4 man
want hij gained:
*veel defence
*snellere attack
*combo's
Uplay: Angeloonie - Battletag: Angeloonie#2758 - Steam: Angeloonie
Idd, staat ook duidelijk op de site en mijn update
Diablo III will have its own unique needs in terms of what Battle.Net provides.
The Battle.Net team is actually a separate group of engineers working on that functionality. So, they’re working with the StarCraft II team and they’ll be working pretty integrally with the Diablo III team as well.
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Ja, dat bij Blizzard het Battle.Net systeem door een aparte groep wordt gemaakt was bij mij al langer bekend. Bij de 'grote uittocht'psychoclown schreef op donderdag 11 september 2008 @ 19:14:
Zo ook deze quote van Pearce (SC2 team):
Diablo III will have its own unique needs in terms of what Battle.Net provides.
The Battle.Net team is actually a separate group of engineers working on that functionality. So, they’re working with the StarCraft II team and they’ll be working pretty integrally with the Diablo III team as well.
Er zaten wat fouten (bashoik/link) in het oorspronkelijke artikel van diii.net.. dus die heb ik verbeterd/gefixedBashiok: The glow on the shields of Skeletal Shieldmen actually serves a couple purposes. First it's an easy and quick way to identify them from other skeletons, that's a given, but the second function is that it's actually a status indicator. Obviously as you hit them they'll block the hits with their shield, but they can only block so much damage. As they block damage the glow dims. It's a useful tool that visually indicates how close their shields are to breaking.
My biggest gripe is having to reply to this particular thread to get that information out.
On how the Sean Connery-esque voice of Diablo's Deckard Cain came about:
Gough: Deckard Cain has a little bit of that Sean Connery thing that he does. I don’t remember exactly how it came about but I believe that the creators, the guys from Blizzard, threw the Sean Connery name out there. He was supposed to sound older and wiser but have a little bit of a kick to him, a little bit ornery but in that kind of sarcastic Sean Connery way. He doesn’t take a lot of BS, if you will. He’s a very fun character. And sometimes he’s kind of dark and doom and gloom, with all the “evil that spreads over this land will never be abated” but then other times when he gets cranky, it’s funny. “No one ever listens!” And I don’t know if you’ve ever heard the Deckard Cain rap, but I just started letting it go, and I have to boast I did make up a good portion of the lyrics. [laughs]
On how much Deckard Cain is in Diablo III
Gough: Well, I did more than [what was shown at the Blizzard Worldwide Invitational in Paris]. I hope there’s more, but I did a pretty fair amount. It was just one or two four-hour sessions but there was a lot. It was definitely more than what you’ve seen in the preview. I’m not sure when it’s release date is targeted for, but yeah it seems like there’s going to be a fair amount of Deckard Cain, which is always a good thing. [laughs]
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Bashiok: There have been a few discussions about chests, what they meant in the previous game, and what they'll mean in Diablo III. Currently there are no locked chests, and it's not something we're looking to reintroduce for now. We have discussed varying chest quality and types, adding randomness not only to the appearance of a chest but also the value of items it may drop or possibly specifically what types of items it's guaranteed to drop. Mix it up a bit and make finding a chest exciting, but make finding a special chest something even rarer and more exciting. It could certainly make exploring the entire floor of a dungeon more compelling before moving on.
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
Ooit was dit heel stoer: PIII-800, 512 MB, Asus V7100/T(geforce2MX 32 MB), IBM DTLA 30 GB 7200 rpm, Maxtor Diamondmax 40 GB 5400 rpm, Plextor 121032, Terratec Xfire 1024, AOpen DVD 1040 Slot-in, Asus CUV4X, iiYama Vision Master Pro 450
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of je speelt assasin ^_^The_Sukkel schreef op zondag 14 september 2008 @ 00:20:
Die locked chests waren inderdaad nogal onzinnig... het betekende gewoon dat je constant één vakje in je inventory bezet hield met een bundeltje sleutels...
Bashiok made an informative post about the game's physics and how they relate to corpses "vanishing."
Bashiok: First, touching on the corpse fade timers as they stand, the tech to have them last longer has been in for a while. Pretty much how it's working is that there's an allowed number of physics "actors" that are allowed to remain at a time. These actors could be corpses, but they can also be pieces of destroyed tables, or railings, etc. anything that relies on physics. These are corpses and destructables generally. As you 'create' physics actors the oldest ones disappear. So as you're fighting there are always a number of actors remaining in the world, and it works out pretty well. Obviously how many of them can remain at one time will come down to final performance tweaking, but right now I believe it's around twenty.
On to blood and fading; the "cost" of decals, which include the blood stains, are fairly high. Cost being the relative strain put on the machine running the game. Decals account for blood, but they also account for quite a few other effects, most of which haven't yet been revealed. In the potential case of a full party creating these decals, blood flowing from creatures, skills that create them, as well as monsters themselves using skills that create them (Wretched vomiting all over the place is a good example), there is the potential to have a large number of decals on screen at any one time. So again, it's going to come down to final performance tweaks as to how many of them will remain on screen and for how long.
He followed that up when someone asked about separating corpses from the physics, so they'd last forever.
Bashiok: I wouldn't like that, it's awesome being able to continue to interact with the corpses.
Elsewhere, Bashiok revealed that we should see something new (screenshots? concept art?) on the official D3 page later this week:
Bashiok: I wouldn't expect any groundbreaking revelations before BlizzCon, but do keep an eye on the Diablo III page for a nifty reveal this Thursday.
...It's in line with our previous web updates, don't go too crazy.
Finally, someone channeled Chef and made a joke about Tyrael and Diablo "making sweet love down by the fire." To which Bashiok replied with sarcasm... and a link to a new addition (by Cowguin) to our fan art gallery.
Bashiok: Ahm scurrd
http://www.diii.net/gallery/showphoto.php?photo=1823
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Is there an upcoming game with a more rabid fan base than Blizzard's Diablo III? We don't think so. From the online petition over the game's art style to the outcry over the shunning of classic character classes, Diablo fans are knowledgeable, passionate and not afraid to let the internet know what they think. With that in mind we sat down with lead designer Jay Wilson and grilled him on a game that every PC owner is dribbling in anticipation for.
VideoGamer.com: It's been a long time since Diablo II. How have RPGs changed in the intervening period?
Jay Wilson: I think one of the really big differences is that people actually like them now! When the original Diablo came out it was really a dead time for role-playing games. Now you see so many of them, and so many different kinds. I mean, Diablo is an an action-RPG and that's sometimes referred to as a genre - even though it's really just a sub genre of both RPGs and action games. Then you have Bethesda's games, and Bioware's, and the Final Fantasies... and they've all got such a different flavour and such a different style. It's just a great time for role-playing games. Now you're even seeing good design principles from role-players being carried over to most other action games; it's almost hard to find a game that doesn't have some form of levelling up or character customisation. It's great to see how the RPG has not only come back, but has become a driving force in the industry.
VideoGamer.com: In that case, which have been the big games you've been paying attention to over the past few years?
JW: Obviously the MMO space is very big for us, in terms of influence. One of the reasons we started making MMOs is because we like them! So even though it's our own game, I have to say we look at World of Warcraft more than anything else. It's a game I really like, probably my favourite. I also really like City of Heroes. But I think we also take things from other stuff - Mass Effect is certainly a game I know a lot of the guys around the studio like, and one I enjoyed. Those are a few examples, but there are probably a whole bunch I've not mentioned as I'm on a dearth of RPG stuff right now, because I'm mostly just playing Diablo II.
VideoGamer.com: What elements have been carried over from Diablo II to Diablo III, in terms of co-operative play?
JW: One of the things we've carried over is just the general structure of how co-op play works, so as you're playing you can have another player drop in or leave at any time. It's very dynamic, the game simply adjusts to the number of characters present. But one of the things we've improved on is one of our prime directives is now "Thou shalt do no harm to the co-operative game." This was something that Diablo I and II didn't really follow. Many people liked the idea that players would compete against each other while being co-operative. While it was a noble concept, I think it mostly proved to make players not like each other and not want to play together. The average game size for Diablo II on Battle.net is 1.2 players, which basically means that almost everyone is playing by themselves. One of the main reasons for that is... well, why would you want to play with someone else? They can go hostile at any time and kill you, mostly in an exploitative way. It's not fair - most of the time you'll be dead before you realise they're attacking. There's a good chance they will steal all your loot, so you won't get anything valuable, and it makes the game harder - so why would you want to play?
On our side, we've looked at changing a lot of those things. Loot now drops on a per-player basis, so if four of us are playing a game together and you kill a monster when three of us are nearby, it'll drop an item for each of us. My items will be seen by me but not by the others - so anything I see is fair game for me. The nice thing about this is that it's a bonus. When you play Diablo II together, there are less items. You may kill slightly faster, but there's less to pick up. In Diablo III, there's more. You have your items, other players have theirs, and you can trade. The other tendency we find about this model is that when a player's bag fills up, they don't want to go back to town. They want to keep pushing forward, so they open up their bags and start throwing out things they don't want. As soon as an item hits the floor, everyone gathers around. Then they start doing the same thing, and soon you have these little pow-wows of people tossing things and picking up stuff they can use. It's these kinds of things that make co-op a positive experience.
VideoGamer.com: How do you balance the whole loot dynamic? You want lots of items, but you also need individual pieces to have value, right?
JW: Well when people talk about Diablo II they tend to say that loot just flies from the heavens in giant piles. But if you actually look at the number of drops in the game as opposed to other titles - I'll use World of Warcraft as an example, since people know it - then Diablo II gives far less loot. There's a higher percentage of magic loot, but overall there's roughly a 50 to 60 percent chance that the average monster will drop nothing in Diablo II - and they never drop more than one item. Whereas in WoW it's very uncommon for a monster to drop nothing, and often they'll have multiple items. So overall, while it's not a completely fair comparison, there's generally not as much loot in Diablo II as people think.
Sometimes when people are making a quantitative Diablo-style game, one of the mistakes they make is to say, "The rewards in Diablo II were so good, the only way to improve that is to add even more loot." But the reaction if you don't get that number right is that people get loot weary! Twenty magic items hit the ground, and you're like, "Whatever!". I know that there's not going to be anything interesting for me, because it's all kind of the same. So it's important that in the early game you get items that are fairly good for progression, but then you actually need to pace things out a lot more. One of the things I think Blizzard did really well in Diablo II was that for the first 10 levels you were constantly upgrading, but after that you could play five levels and see nothing. I think that's really critical, that pacing.
VideoGamer.com: Can you please clear something up for us? There's been a bit of controversy about the art style of Diablo 3, in terms of negative fan reactions online. Was there any link between this and the departure of Art Director Brian Morrisroe?
JW: It actually had nothing to do with the project. His leaving was amiable and we actually still speak to him fairly frequently. He left to form a start-up company outside of the games industry - he had an opportunity he couldn't pass up, a once-in-a-lifetime kind of deal. I hated to see him him go because he was so good for the team and was such good art director, but he felt that this was a fairly safe point for him to depart because our art style was fairly established and our art lead is fairly strong. So while I can't say that it's helped the project to have him leave, I think it's done as minimal damage as a departure like this could. It's certainly nothing to do with the art style controversy, and our art direction will not change.
VideoGamer.com: Were you surprised by the negativity?
JW: No We usually have a fairly good barometer of what's going to be considered and what's not, and when we found this art style it was after several other iterations that we felt didn't work. We have a show and tell event with the whole Blizzard staff every four months - the other dev teams come in, look at the projects and give us feedback. You will never find harsher critics than Blizzard developers - they are the most detail-orientated people ever! But when we first showed them this, they were ecstatic. They loved it. That was the point at which we felt we'd really found our game, and that was about a year before we announced. So yeah, were weren't surprised by some of the backlash, but we have so much confidence in the direction of the game and we know this is the right way for us to go. So it didn't really affect us that much.
VideoGamer.com: With Starcraft 2, a lot of the design has been primarily focused around multiplayer. Are you taking a similar approach with Diablo III, or not?
JW: It's a little more focused on the single-player, it's not quite the same. I've worked on RTSs before, and while I've seen things done both ways I prefer the approach where you work on multiplayer first, because you're really establishing the core game mechanics. But here the core mechanics really come out of the single-player game. That said, what we've done along the way is to have co-operative enabled from the start. People play co-op all the time, and if there's something that doesn't work for co-operative play we fix it right away. For any mechanics that need balancing or tuning, we've tried to do that simultaneously. But we do focus on single-player more.
VideoGamer.com: Co-op is becoming an increasingly important feature for games these days. How do you think that's changed things, from a development point of view?
JW: I'm going to sidestep that for a second and talk about the reason why I think co-op has shown up. I think it's because developers have realised that's the way most people want to play. I think recognising that is causing a lot of developers to look back at their games so they can work out how to bring people together. In my opinion, that's nothing but a good thing, because it's one of the things that's going to start opening gaming up to a wider audience. Game developers tend to be quite competitive, a bit hardcore - they love to kill the crap out of one another - and they sometimes think that's what everybody prefers. But a large majority of the gaming audience prefers a more relaxed experience.
One of the best examples of the this is that if you look on Battle.net at the number of competitive games alongside the number of games played co-operatively against multiple AIs, the co-op games outnumber the competitive ones by a factor of 2 to 1. So it's a fairly large group of people who prefer co-op play, even in a game known for its competitive play. So I think that what it's doing is opening up developers' eyes to a broader audience, and that can only be a cool thing.
VideoGamer.com: If you could single out one feature of D3 to convince someone to by the game, what would it be? What's the coolest feature?
JW: The coolest announced feature? (laughter) There are a few we've not revealed yet! For me it would have to be the character classes. I know that's kind of an odd feature to pick, but one of the things that was a hallmark of D2, one of the thigns that made it a favourite game of mine, was that the character classes were extremely archetypal. They were the kind of characters that people inherently wanted to play - they were very visceral, very powerful, very satisfying. Running through the world and hitting stuff with an axe felt really good. So when we started on D3 one of our main objectives was not to match the game on that front, but to surpass it. And that's something I feel we've really accomplished when you look at the character classes, the skillset we've put on them is really imaginative, very over the top and original. We've really tried to go for classes that are not your standard warrior, rogue, mage. We're not trying to provide something that's unknown to the players, but rather classes that are not what you'd typically see.
VideoGamer.com: Can you confirm that the Barbarian is the only class to return from Diablo II?
JW: Yes. Originally we were planning to have no classes return, but as we developed one of the classes essentially turned into the barbarian. We reached a point where we were going to call it some other name, and we realised that everyone else would just call it the barbarian anyway, so maybe we should just go with that.
VideoGamer.com: Can you tell us what the previous name was?
JW: I'd rather not, actually, as we held back a few ideas and might use them in a character further down the road.
VideoGamer.com: Fair enough!
JW: I think the barbarian was one of the classes we looked at and felt could be improved upon. One of the reasons we set this goal of not bringing back old classes was that we don't want to do a re-hash - we want to do a sequel with new gameplay and new experiences. I know a lot of people really love the classes in D2, and it's not my intention to deliberately hurt them! I love those classes too - the necromancer is my favourite - but our goal was to do new things.
VideoGamer.com: Have you copped a lot of flack over this?
JW: Yeah and we will! All the barbarian players are delighted and all the necromancers hate us. I understand, I don't begrudge them that. I would hate me too! But what I would say is that when we announce the next class, which is quite similar to a previous class, then all those players will hate us too. You can't make everybody happy, but I think when the game finally come out players will find there's a good class for them, one they will love as much as the ones that came before. And if they don't, I absolutely promise that in the expansions we'll consider bringing back old classes. We just don't want to do it with the first release. We want to establish our identity.
VideoGamer.com: So if people want D2, they should play D2, right?
JW: Well like I say, I sympathise. I understand why they want these things. But it also comes down to what inspires us as developers. Good games come out of passion, and if one of the dictates had been, "Okay, we're just going to take all the classes from D2 and re-do them," I don't think a lot of people on our team would have been that excited about it. In fact, I know they wouldn't have been. It came from the team that they didn't want to re-do the classes. So one of my jobs as lead designer is not only to steer everyone towards those choices, but also to make sure the whole team is excited by the choices we make. Sometimes that means we have to look at things and say, You know what, maybe this could be awesome, maybe the necromancer could be an awesome character for Diablo 3 - but if no-one on the team is interested in making him, he's not going to be great. He's going to be mediocre.
VideoGamer.com: Some developers, Dennis Dyack for one, really don't like showing work-in-progress on games that are still at an early stage - but Blizzard has always been very happy to do this. Why is that? Is there a risk behind doing this?
JW: This is going to sound snarky, but there's only a risk to your ego. That's it. If it's good then people will recognise that it's good; if it's not good then you need to learn from that and make it better. Sometimes people clutch things close to their chest and they don't want to show off something that misrepresents them and I understand that - but the thing is, gamers only remember the last thing you showed them. So if you show them something and they say, "Oh my God, that's horrible!" the you say "Well, geez... let's go back and make it better." At least now you know why. At least now you have some information. And so one of the reasons why we actually prefer a really long window before we release a game is because we want a lot of feedback - we want to know what people like and don't like about a game. We want to give people several opportunities to play it before a release. We play our games constantly before we release them - we give them to other development teams and get feedback. We do very long betas and alphas and include a lot of people, not just from the fanbase but from the industry as a whole. And I would say look at the success of Blizzard games. If other companies think it's a risk, think it's a bad idea... obviously it's not.
I think it's hard for people, when they get attached to an idea. And we do this all the time. I get really attached to an idea, I really want it to work - so I don't want other people to tell me it's not working. The key is to use that feedback and not fight it, because someday the whole world is going to have it. It's going to be there someday. Do you want to make sure you give them what they want, what you know will be a great game, or do you want to take the risk that your opinion is the right opinion? It's a tough call, but for the most part I'd say "No, don't take the risk.". It's not design's job to come up with all the great ideas and figure out which is the absolute best. It's design's job to make sure that the best ideas get into the game. That's the major difference. I think a lot of people get into game design as a job because they think, "Man, I can sit around all day and come up with ideas." And it's like, "No, you can sit around all day and have your ideas torn down." And that's a lot more painful, but that's the job.
VideoGamer.com: You can't really show off things at early stage in the music and film industries - not in the same way, at any rate. You can demo tracks or show a rough footage, but it's not really the same thing. But it sounds as though you regard this ability as a strength...
JW: It's an advantage of the medium, but it's also one of the things that makes games really hard to make. The best games are made though iteration. They're so complex, and there's so little known - there's no formula for making a great game, it's always this weird alchemy! We used to have this joke at a company I used to work for, where people would come up and say, "This game's not fun! Make it fun!". And we'd be like, "Pull down the cookbook. Two of these, three of these, four of those - there we are, now we've got fun!" A lot of the time it's very touchy-feely, trying things out. It's more like cooking without a cookbook and no knowledge of the ingredients whatsoever.
VideoGamer.com: Last question - which games have you played over the last year that you've really enjoyed?
JW: Well, I'm currently playing the PS3 Ratchet & Clank, which I absolutely love. I play a lot of World of Warcraft, and a lot of RTSs - so I was playing C&C3 earlier this year. I know it took me a while to catch up to it, but I have like this laundry list! I really enjoyed GTA IV. I especially liked the way they introduced their campaign. It's funny, but we joke about GTA IV that it's like an MMO but with one quest - and how did they pull that off? If we gave people an MMO with one quest they'd skin us alive! But really it means that they get to pace their game, but give people this open-world illusion that they have complete freedom, which is wonderful. It's a great way to create a game, and it's really fun.
VideoGamer.com: So on the basis of those comments... Will we see car jacking missions in Diablo III?
JW: Oh absolutely! We just put them in last week!
VideoGamer.com: Thanks for your time Jay.
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Zeker een nice read, thanks
But what I would say is that when we announce the next class, which is quite similar to a previous class, then all those players will hate us too.
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Daar heb je gelijk in maar uitgaande van dat je niet alle ubergear meteen hebt dan ben je met d2 op hell ook best even bezigDeepSeven schreef op woensdag 17 september 2008 @ 22:03:
Het is nogal duidelijk dat WoW een enorme invloed op deze game heeft, zolang ze de core maar bij diablo houden. Ik snap zijn loot vergelijking alleen niet echt tussen de 2 games, in diablo kill je alles 10x sneller.
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Erg leuke theorie inderdaad, we zullen zien of het klopt. Het lijkt iets te toevallig, aan de andere kant, als je maar genoeg met nummers/letters/datums speelt, kan je uit alles een "complot theorie" halen, denk aan WingDings 9/11 ...
Had ik nog niet gelezen, maar dat moest ook haast wel..SpoTs schreef op donderdag 18 september 2008 @ 12:29:
Weet niet of jullie de laatste pagina van d2jsp ook gelezen hebbenHet is een troll ;-)
[ Voor 23% gewijzigd door OkkE op 18-09-2008 12:33 ]
“The best way to get the right answer on the Internet is not to ask a question, it's to post the wrong answer.”
QA Engineer walks into a bar. Orders a beer. Orders 0 beers. Orders 999999999 beers. Orders a lizard. Orders -1 beers.
sorc zonder telepsychoclown schreef op woensdag 17 september 2008 @ 21:50:
[...]
Zeker een nice read, thanks
Ben trouwens benieuwd naar nieuwe info van morgen, ga ervan dat het screens/artwork is maar tof altijd leuk.
Om maar even een poging te doen een discussie op te werpen:
Wat denken jullie dat de volgende class is die zal worden aangekondigd?
[...]
Specs - Q9550 Cooled with CM V8 @ 3.6 Ghz, Kingston HyperX 8gb, MSI GTX660 Ti Power Edition, Samsung 128GB SSD 830 series.
Denk dat een of andere sorc/mage class de grootste kans maakt. Zonder teleport zou ik opzich iets minder vinden maar maxed FRW doet ook aardig zijn job
Staat er pas vandaag op heSpoTs schreef op donderdag 18 september 2008 @ 12:29:
Weet niet of jullie de laatste pagina van d2jsp ook gelezen hebbenHet is een troll ;-)
[ Voor 32% gewijzigd door psychoclown op 18-09-2008 16:57 ]
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Bashiok: First, touching on the corpse fade timers as they stand, the tech to have them last longer has been in for a while. Pretty much how it's working is that there's an allowed number of physics "actors" that are allowed to remain at a time. These actors could be corpses, but they can also be pieces of destroyed tables, or railings, etc. anything that relies on physics. These are corpses and destructables generally. As you 'create' physics actors the oldest ones disappear. So as you're fighting there are always a number of actors remaining in the world, and it works out pretty well. Obviously how many of them can remain at one time will come down to final performance tweaking, but right now I believe it's around twenty.
On to blood and fading; the "cost" of decals, which include the blood stains, are fairly high. Cost being the relative strain put on the machine running the game. Decals account for blood, but they also account for quite a few other effects, most of which haven't yet been revealed. In the potential case of a full party creating these decals, blood flowing from creatures, skills that create them, as well as monsters themselves using skills that create them (Wretched vomiting all over the place is a good example), there is the potential to have a large number of decals on screen at any one time. So again, it's going to come down to final performance tweaks as to how many of them will remain on screen and for how long.
Our lead tech artist Julian and I talked a bit yesterday about some of the effects and fading, and he gave me some more insight as to how they're working and being changed. We also went in to some of the questions you've all brought up, and so I'll hit some specific points too (with quotes!).
or just disconnecting corpses from the physics engine when they come to rest, and have them fade out
Aside from my previous comment of this not being nearly as fun (it would also look/feel kind of lame), Havok already knows when an object has come to rest and so they already have a lower cost when they're still. Additionally with the proposed method there is no reliable way to determine when or even if a body will come to rest. In a single player game with a class that maybe doesn't use a ton of skills that interact with corpses in a significant way this could work, but in a multiplayer game there could potentially be hundreds of corpses piling up as they've never come to rest due to all of the player skills firing off.
We're also taking extra care to minimize the ability of a player to impact the performance of another player, as was sometimes maliciously done in Diablo II.
I am wondering why you just use an object's age and don't specify a complexity and priority attribute for each object. By combining these two with the age method you would be able to fade out highly complex physics and low priority (tiny) objects earlier.
I'm just going to quote Julian from an e-mail at this point so I'm not rewriting his words and acting like I know what I'm talking about here - "Because most objects in the game that use the age method aren't different enough in anatomical complexity for this to yield significant benefits. The size of objects generally isn't a factor. It is the number of unseen physics meshes that the technical artists add to these things that matters and they tend to be pretty similar from actor to actor. This is largely due to the anatomical similarity of living things in nature..."
Most things have appendages, a back bone, head, etc.
Julian also made the point that while we have our new system for determining the number and age of a physics actors, we still have the old tried and true "disappear after n seconds" method. We can actually choose which actors use which system, so our intent is to make sure that a destroyed table won't make a corpse disappear, for instance. The corpse probably being the more important of the two to keep around.
Quite a few of you were discussing options, sliders, ways to control how long something takes to disappear, etc. and that may be a possibility. The current setting, which is around 20, is just our initial implementation. There's always the possibility for that number to change, or for it to potentially be variable by the player. We do want to keep the game options uncluttered and consistent as much as possible though.
Bashiok: ...the icon right now is literally the Diablo-skull-sans-soulstone from this piece of art -- but I can almost guarantee it will change.
Some fun trivia about that piece though: That piece of artwork was originally created as a logo mock-up, a very long time ago, for Diablo III. The middle numeral was taken out and it was re-purposed as a piece for post-release Diablo II.
The More You Know! *gleam*
Diii.net
So that death skull artwork was created in very early days when D3 was first under development at Blizzard North. They then modified it and released it in 2004 as D2 artwork. And players promptly seized it and re-modified it back into D3 artwork -- it's one of the many fake D3 logos collected on our Diablo 3 History article. We never knew how real that "fake" logo was?
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The news that a rogue burrower had killed a citizen just outside the city gave me the wonderful opportunity to see firsthand one of the more disturbing creatures we share this world with – the savage dune thresher.
Long ago driven away from settled locales to the deep desert wastes of the Borderlands, the dune thresher is rarely seen by city dwellers. Every so often, however, whether due to injury or old age, one of these unholy beasts ventures to the edge of civilization to feast on the frail human animal.
Bestiary: Dune Tresher
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Dat zeker, ook enorm uitgebreid allemaal en lijken net verhalen opzichTrailBlazer schreef op zaterdag 20 september 2008 @ 12:54:
Mooi monster en ook ween een fantastisch verhaal wat ze er aan hangen.
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[ Voor 15% gewijzigd door maniak op 22-09-2008 13:40 ]
Anoniem: 123662
Hmm, ik krijg een deja gelezen gevoelmaniak schreef op maandag 22 september 2008 @ 13:02:
Release date voor Diablo 3 is 9/9/09...
Lees dit maar eens door http://forums.d2jsp.org/i...p?showtopic=23609122&f=68
Zou niet teveel van die beeldenlijn gaan verwachten, Sideshow heeft de laatste tijd een houtje ervan om 1 beeld in een lijn uit te geven en het daarbij te laten (Jurassic Park, World of Warcraft..)Pheno79 schreef op zondag 07 september 2008 @ 14:20:
Dat diablo hoofd is wel cool, benieuwd of ze een apart beeld van die gaan maken, want dat is een stuk cooler dan die barb.
Zou sowieso eerst alle classes willen zien als beelden maar idd zal wel alleen bij de barbarian blijven.LordLynx schreef op maandag 22 september 2008 @ 13:45:
[...]
Zou niet teveel van die beeldenlijn gaan verwachten, Sideshow heeft de laatste tijd een houtje ervan om 1 beeld in een lijn uit te geven en het daarbij te laten (Jurassic Park, World of Warcraft..)
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Vooral als je weet dat die kerel gewoon verder vertelt dat hij dit allemaal verzonnen heeftAnoniem: 123662 schreef op maandag 22 september 2008 @ 13:22:
[...]
Hmm, ik krijg een deja gelezen gevoel.
NUC I5 256GB SSD
Dat doe ik ook niet, maar alleen die kop van dia zou ik wel willen hebben, maar dan met een lichaam erbij. Die barb interesseert me geen zierLordLynx schreef op maandag 22 september 2008 @ 13:45:
[...]
Zou niet teveel van die beeldenlijn gaan verwachten, Sideshow heeft de laatste tijd een houtje ervan om 1 beeld in een lijn uit te geven en het daarbij te laten (Jurassic Park, World of Warcraft..)
The way it works now is that when an item drops the name shows for about 5 seconds and then they fade out and disappear. Pressing Alt shows all dropped item names for again about 5 seconds and then the names fade out and disappear.
I actually didn't like it at first, I liked the on/off state of pressing or not pressing Alt, but with the names showing immediately after drop and having a sort of "grace period" after just tapping Alt, it's really grown on me and is a lot more intuitive. It's a lot easier to see what just dropped quickly and decide if you care, and it isn't necessary to constantly hold down Alt while scavenging after a large fight.
I still want to see -nopickup return but I haven't really asked anyone what the possibility of that is. I don't think it would work well with the current system, so options may have to be a possibility.
Bashiok answered a few questions about Direct X 10 today. First up, will D3 support it?
Bashiok: We haven't announced any final support for DirectX versions/system requirements. I'll say that right now we're not using any DirectX10 features, but we potentially could.
Follow up questions got increasingly technical. Don't take any of this as set in stone until Blizzard makes a more official announcement, much closer to the release date.
Bashiok: Hrm, I don't know what functions could be running on separate threads to throw to alternate cores, I'd have to ask. As far as I know though multi-GPU support is purely (or almost purely) a function of the drivers to throw alternate frames to each card, and as such shouldn't be dependent on the software(game) whatsoever.
...I could just be wrong about SLi/Crossfire support. It just logically doesn't seem to me like the software can make the call on where the frames are sent to draw. Whether there's a performance increase or not is another thing of course. I don't know enough about it though, I should ask a programmer.
Bashiok was asked about the maximum level cap, and he restated something that's been said before.
Bashiok: The first and last thing said on it was in an interview with Jay at WWI when we first announced, and paraphrasing that: we will probably keep it about the same, level 99, but it always seemed like an arbitrary number to stop at so we may up it to 100.
In another post, Bashiok talked about the inventory system and the concept of using item weight.
Bashiok: A weight system is simply a different approach to inventory restrictions, and it's actually fairly similar to a grid based system except that weight systems are generally augmented by a character stat instead of being item based upgrades.
The main issue with these systems as they relate to Diablo III is they add an additional value to items. That secondary value works to complicate and thus slow down the inventory management of a player, drawing their attention away from the action, which is of course the main focus for us with Diablo III.
I've played a few RPGs with weight systems, and they're among my favorite games of all time, but it's a case of choosing which systems works best for each game.
Someone asked if they might be making things too simple and streamlined, and thus too shallow. Bashiok thinks not.
Bashiok: Well there's still the depth and complexity of item/stat utilization, building out your character, exploration, increased emphasis on story and lore, etc. but aside from those sort of obvious points, no I'm not worried. There are some big things we haven't revealed yet.
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
If you can't take the heat, don't tickle the dragon.
Mss niet helemaal de plek om het te vragen maar waar je anders kan vragen is een goede.FloydRaalte schreef op woensdag 24 september 2008 @ 11:57:
Weet iemand misschien wat meer over de verkoop van de diablo boeken? Ik heb geen visa of creditcard dus kopen via amazone lukt niet. Ik zoek een nederlands verkoopadres. Bol.com heeft de meeste boeken wel, maar mist Demonsbane en Sinwars 3. Het vierluik The archive heeft demonsbane wel als 1 van de vier hoofdstukken maar The archive heb ik nog niet kunnen vinden op nederlandse boekensites. Iemand een idee?
Crono Naam
1 Diablo: The Sin War, Book One: Birthright (diablo 1)
2 Diablo: The Sin War, Book Two: The Scales of the Serpent
3 Diablo: The Sin War, Book Three: The Veiled Prophet
4 Diablo: Demonsbane Archive 1
5 Diablo: Legacy of Blood Archive 2
6 Diablo: The Black Road Archive 3
7 Diablo: The Kingdom of Blood / Shadow Archive 4
8 Diablo: Moon of the Spider
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Anders lees je de 4e zin van zijn post even door..psychoclown schreef op woensdag 24 september 2008 @ 12:37:
[...]
Mss niet helemaal de plek om het te vragen maar waar je anders kan vragen is een goede.
Al gekeken op bol.com? Die heeft niet alles maar daarvoor moet je denk ik toch van iemands CC gebruik maken.
Uplay: Angeloonie - Battletag: Angeloonie#2758 - Steam: Angeloonie
First of all about inactive characters and if they will be deleted as in D2: "Never ever, they have to kill him first to get this in, characters will stay!"
Then about the game length, he told Buffed.de that the game will be "separated" in parts of roughly 15 minutes - a dungeon, a town, whatever - and after you finish it, you can stop playing or go on for another part that will also take roughly 15 minutes.
Bashiok chimed in on a (not very serious) thread about guns in Diablo III with... a not very serious answer.
Bashiok: Well, you have to realize that it's been 20 years, and in technological terms that can be a very long time. We're trying to create a world that's not static, its filled out, and with that it's an advancing world. With that amount of time, and also the loss of the Arreat Summit much of the remaining barbarian culture has focused on... nah I'm just kidding, there aren't any guns.
Elsewhere, Bashiok addressed the concept of Spellbooks, as they existed in Diablo I. He doesn't seem to have been a big fan of that non-unique style of spells:
Bashiok: That came back in Diablo II too eventually in the form of rune words, and I don't think it really worked out too well in the end. I do think it actually could be designed and implemented properly; balanced, etc. but...
For me the more important question though is what impact does it have on the class you're playing and also our knowledge of the Diablo world? Is a class nothing more than someone who read from a book, or is holding a specific item? No, they're very specific and very iconic figures (heroes even) from very distinct styles and backgrounds. The characters we play are these concentrated images of their cultures, beliefs, etc. Everything they do resembles who they are and where they're from, and what does it mean to then piecemeal that out to any one who just happens to throw a couple runes in to an item.
It worked better in Diablo (1) I think. Conceptually it was a bit easier to digest just because of the basic pen and paper underpinnings, and the heroes were far more generic. It was also far less obtrusive.
In Diablo II though, for me anyway, it always undermined the uniqueness of playing a specific class, and also what it meant to be that character. Aside from everything else it caused.
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Mischien kan de American bookstore in Amsterdam en Den Haag je verder helpen.FloydRaalte schreef op woensdag 24 september 2008 @ 11:57:
Weet iemand misschien wat meer over de verkoop van de diablo boeken? Ik heb geen visa of creditcard dus kopen via amazone lukt niet. Ik zoek een nederlands verkoopadres. Bol.com heeft de meeste boeken wel, maar mist Demonsbane en Sinwars 3. Het vierluik The archive heeft demonsbane wel als 1 van de vier hoofdstukken maar The archive heb ik nog niet kunnen vinden op nederlandse boekensites. Iemand een idee?
Crono Naam
1 Diablo: The Sin War, Book One: Birthright (diablo 1)
2 Diablo: The Sin War, Book Two: The Scales of the Serpent
3 Diablo: The Sin War, Book Three: The Veiled Prophet
4 Diablo: Demonsbane Archive 1
5 Diablo: Legacy of Blood Archive 2
6 Diablo: The Black Road Archive 3
7 Diablo: The Kingdom of Blood / Shadow Archive 4
8 Diablo: Moon of the Spider
If you can't take the heat, don't tickle the dragon.
Owja klopt dat over die Archive heb ik ook in de zomervakantie voorbij zien komen.FloydRaalte schreef op maandag 29 september 2008 @ 10:40:
Tis gelukt! Ik heb bij selexys.nl de boeken kunnen vinden. Demonsbane en de laatse sinwars waren moeilijk te verkrijgen. Demonsbane zelfs helemaal niet meer. Maar gelukkig is deze te verkrijgen in een bundel genaamd The Archive. Daarin zitten 4 boeken:
4 Diablo: Demonsbane Archive 1
5 Diablo: Legacy of Blood Archive 2
6 Diablo: The Black Road Archive 3
7 Diablo: The Kingdom of Blood / Shadow Archive 4
Selexys had ook de laatste sinwars. Dus ik heb ze meteen besteld en zit nu met smart te wachten op mijn boekjes!
HOEZEE!
WoT Profile | Noobmeter - kyozu | Youtube channel | Livestream
If you can't take the heat, don't tickle the dragon.
Anoniem: 232786
Het is je ondertussen al gelukt, maar even naar een grote boekenwinkel gaan met de ISBN's en uitgever en vragen of zij hem willen bestellen is voor mensen die liever niet over internet bestellen een optie. Deed ik vroeger wel vaker, werkt best aardig.FloydRaalte schreef op woensdag 24 september 2008 @ 11:57:
Weet iemand misschien wat meer over de verkoop van de diablo boeken? Ik heb geen visa of creditcard dus kopen via amazone lukt niet. Ik zoek een nederlands verkoopadres. Bol.com heeft de meeste boeken wel, maar mist Demonsbane en Sinwars 3. Het vierluik The archive heeft demonsbane wel als 1 van de vier hoofdstukken maar The archive heb ik nog niet kunnen vinden op nederlandse boekensites. Iemand een idee?
Crono Naam
1 Diablo: The Sin War, Book One: Birthright (diablo 1)
2 Diablo: The Sin War, Book Two: The Scales of the Serpent
3 Diablo: The Sin War, Book Three: The Veiled Prophet
4 Diablo: Demonsbane Archive 1
5 Diablo: Legacy of Blood Archive 2
6 Diablo: The Black Road Archive 3
7 Diablo: The Kingdom of Blood / Shadow Archive 4
8 Diablo: Moon of the Spider
Before I get in to what we are doing let me go over some things we want to avoid with a death mechanic.
We want to separate being in town and being out on a quest/adventure/dungeon as much as possible. Leaving the safety of a town should not be a decision you take lightly. We don't want to remove the sense of suspense and danger by making town something you're always going back to pretty much whenever you like. The intent is to create a greater separation from being in town, and not, and to make your time away from town a lot more tense.
On that same note we also don't want to remove the player from the action. Throwing them back to town for every death really breaks up the action, and not in a fun, interesting, or necessary way.
So, with these things in mind we've found that a check point system works really well. Throughout your adventures, and generally at the ends of each "floor" of a dungeon your character is saved to a checkpoint. When you die you're dropped back at the last checkpoint with a small amount of health, and the rest regenerates slowly. It's obviously a very forgiving system as it is. It's just too early to put a ton of thought in to what penalties there should be, if any, added on top of it.
Regardless, potential penalties aside, this is the death mechanic we're currently using and it's working really well so far.
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If you can't take the heat, don't tickle the dragon.
Ze veranderen inderdaad alles wat nog enigzins verbeterd zou kunnen worden, daarom laten ze ook bijna geen chars van D2 terugkomen omdat die bijna niet geperfectioneerd kunnen worden volgens het team.FloydRaalte schreef op vrijdag 03 oktober 2008 @ 09:48:
Wat mij opvalt uit de bovenstaande berichten van bashiok is dat in elk verhaaltje ze proberen Diablo 2 te verbeteren. Elke keer lijkt het wel of ze perse iets anders willen doen dan in Diablo 2 met een bepaald onderwerp. Bijvoorbeeld zoals hierboven beschreven de Death mechanic. Opzich geen foute benadering aangezien we dan ook wat nieuws krijgen, en daarin is Blizz wel te vertrouwens lijkt meMaar als je iets veranderd aan iets wat gewoon goed is, is het niet altijd een verbetering. If it aint broke dont fix it, zeg maar. Ik hoop dat ze hier niet te ver in doordraaien, maar aan de andere kant is het ook weer vernieuwend en denk ik ook wel dat het wel goed komt.
Wat die checkpoints betreft, uit Bashiok zijn verhaal begrijp ik dat het goed werkt al lijkt het me helemaal niks. Als je dood gaat begin je weer bij een checkpoint... dat klink zo arcade achtig, beetje nep als je begrijp wat ik bedoel. We hebben toch waypoints?! Die heb ik langs zien komen in de D3 filmpjes. Ik ben meer voor een logische aanpak zoals de ouwe vertouwde cost en XP penals. Of laat de speler zelf nadenken voordat ze een highlevel area ingaan en maak het mogelijk om zelf een portable waypoint te droppen. Ik kon helaas niet opmaken uit het verhaal of je armor en items achterblijven als je dood gaat zodat je deze weer moet ophalen.
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Anoniem: 232786
The chances of being killed by a cow are low but never 0%
Anoniem: 123662
In TQIT, wat ik nog af en toe speel, krijg je ook een penalty op XP die je wel kunt recoveren (tombstone). Dan moet je wel hopen dat je de tombstone kunt pakken voordat je weer doodgaatJoarie schreef op vrijdag 03 oktober 2008 @ 16:31:
Die checkpoints klinkt wel heel erg bekend. Dat had THQ in Titan Quest toch ook ingebouwd? Al vraag ik me af wat de penalty daar was als je doodging.
Vind het opnieuw lopen van een stukje helemaal niet erg omdat ik alleen online speel en heb je toch respawnende mobs. In SP is het mss wel echt een verbetering want een stuk opnieuw lopen zonder mobs is idd niks aan.Moraelyn schreef op vrijdag 03 oktober 2008 @ 15:41:
Ik vind dit dus wel een verbetering met deze checkpoints. Opnieuw dat hele rotstuk terug lopen voegt namelijk niets toe: de monsters onderweg zijn toch al dood.
Ja net als bFunk zegt, het is erg hetzelfde als bij D2. Ipv bodies heb je tombstones, enig verschil is dat je je items aan houdt.Joarie schreef op vrijdag 03 oktober 2008 @ 16:31:
Die checkpoints klinkt wel heel erg bekend. Dat had THQ in Titan Quest toch ook ingebouwd? Al vraag ik me af wat de penalty daar was als je doodging.
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Dat was misschien dan het enige wat er lekker aan was. Dat spel is helaas heel snel op de stoffige cd stapel terecht gekomen omdat het belachelijk veel last had van framedrops tijdens actiemomenten. Maar misschien was ik daar de enige inpsychoclown schreef op vrijdag 03 oktober 2008 @ 18:07:
[...]
Trouwens helemaal niet aan gedacht dat TQ/IT ook waypoints gebruikt, daar werkte het wel lekker om eerlijk te zijn.
The chances of being killed by a cow are low but never 0%
Het had zo zijn bugs maar veel waren snel en goed opgelost heb het ook enorm veel gespeeld en vrij weinig last van de so-called ' rubberbanding' (alleen bij IT in de crystalroom). Vond het echt een lekkere game die voor mij zeker op nr2 komt wat D2 clones betreft maarja zoals gezegd ik had vrijwel nergens last van.Joarie schreef op vrijdag 03 oktober 2008 @ 18:13:
[...]
Dat was misschien dan het enige wat er lekker aan was. Dat spel is helaas heel snel op de stoffige cd stapel terecht gekomen omdat het belachelijk veel last had van framedrops tijdens actiemomenten. Maar misschien was ik daar de enige in
[ Voor 3% gewijzigd door psychoclown op 03-10-2008 18:16 ]
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I had indeed seen scavengers: small, burrowing creatures that feed upon carrion. Unlike most animals of this type, however, they are extremely aggressive and will not hesitate to attack those unfortunate enough to encounter them. Scavengers have powerful legs which they use for swift springing attacks, striking at vulnerable faces and throats. Their anatomy bears a striking resemblance to that of the leapers of the Aranoch desert, and thus, many researchers classify the two groups as part of the same family of creatures. An ensorcelled (some say demonic) variant is known to have plagued adventurers in the Tristram region twenty-odd years ago as well.
Bestiary: Scavenger
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If you can't take the heat, don't tickle the dragon.
As happened in our thread about the newest d3 screenshots, there were questions on the b.net forums about the star of the new shot from Tristram(?), since it/he/she looks strangely naked and light-skinned. Bashiok jumped into the thread to clear up that confusion, while adding a bit of mystery as well.
Bashiok: It’s a “naked” female witch doctor, she’s twisting around to her right on a wind up of a skull of flame cast (previously called fire bomb). I don’t think that’s the most interesting part of the screenshot though.
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Je bedoelt de str bug? tja daar zit een zeker risico aan.Poepertje schreef op vrijdag 10 oktober 2008 @ 14:28:
Ik hoop persoonlijk dat er hiernaar wat beter naar gekeken moet worden of in iedergeval een betere oplossing komt!
ik heb met diablo 2 een hoop narigheid meegemaakt, telkens met pvp als je een duel verloren had (stond er een poppetje die van al die losse spulletjes op mijn lichaam gooide!)
Vervelende........![]()
als je bijvoorbeeld een hoedje oppakte die door dat mannetje was neergegooid en je werd meteen doodgemaakt, was je al je spullen kwijt!
Wie kent deze pijnlijke situatie?
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Anoniem: 117217
Bron?Anoniem: 117217 schreef op vrijdag 10 oktober 2008 @ 14:54:
Diablo III zal blijkbaar speelbaar zijn tijdens BlizzCon... Ik verwacht de komende uren/dagen dus véél diablo nieuws!
Bashiok has been a busy bee lately. With BlizzCon coming up and anticipation for new Diablo III information pouring in, he's somehow found the time to respond to a couple of threads over at the official forum.
First up, a response to a question regarding Monsters:
Basiok: It would be naive to think that with all of the creatures, demons, and monsters in the world of Sanctuary that they'd all purely be concerned with killing you and you alone.
Hinting that the player may discover monsters who fight each other in the wilderness!
Concerning the inventory, Bashiok had this to share:
Basiok: We have an awesome UI guy (Mike Nicholson) who is constantly iterating on the interface. Right now it has a lot of the core pieces of what we want, but it's still being worked on fairly heavily. Specifically regarding item images and being able to see the artwork - being able to reach a happy medium between single slot and having nice big item images is something we're striving for.
"Fire rains from the skies over New Tristram, landing on the very site where the Lord of Terror was first unleashed decades ago. This dark omen may signal the return of a malevolent presence that has cast a long shadow over the world of Sanctuary. As the mortal realms once again hang in the balance, only a handful of champions rise to meet the coming darkness... out in the bleak corners of the world, where evil has arise once again.
Among these brave champions stands the enigmatic witch doctor, a spiritual warrior from deep within the Torajan jungles. At BlizzCon 2008, the witch doctor is yours to command for the first time ever. Stop by the Diablo area on the show floor for your chance to lead this fierce new hero into the catacombs beneath the Tristram Cathedral.
While you're there, revisit the raw strength of the barbarian - a Diablo series classic - or try your hand at Sanctuary's newest champion, who will be revealed at the event.
If these gameplay offerings don't slake your enthusiasm for demon slaying, you might also want to attend the Diablo III panels, each of which is designed to give you a full behind-the-scenes look into the world of Sanctuary.
In the class-design panel, you'll learn about the personality and game mechanics of Sanctuary's new heroes. In the Diablo III gameplay panel, you'll get an in-depth look at the evolution of the Diablo series and find out how the gameplay and world design are being improved for this third installment. The lore and art panel will bring you up to speed on the story of our heroes and the current happenings in Sanctuary while providing insight into the game's style and art direction.
The time to make your stand against the Burning Hells draws nigh."
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Zag het ja had ook niet anders verwacht moet ik zeggen een casterclass moest gewoon komen, was het niet deze blizzcon dan kwam die later wel! Trouwens wel echt tof van de skeleton king.. ik wist het! Toen Leoric Highlands zag wist ik gewoon dat die er weer in moest zittenDeepSeven schreef op vrijdag 10 oktober 2008 @ 19:20:
New Class: Wizard. Volgens mij is blizzon nu net begonnen als ik het goed zag op diii.net.
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Diablo zonder casters is als Duke Nukem zonder babes. Dat kan niet.psychoclown schreef op vrijdag 10 oktober 2008 @ 19:31:
[...]
Zag het ja had ook niet anders verwacht moet ik zeggen een casterclass moest gewoon komen, was het niet deze blizzcon dan kwam die later wel! Trouwens wel echt tof van de skeleton king.. ik wist het! Toen Leoric Highlands zag wist ik gewoon dat die er weer in moest zitten
Het wil natuurlijk niet zeggen dat hij in het echte spel aanwezig is. Het is en blijft gedemopsychoclown schreef op vrijdag 10 oktober 2008 @ 19:31:
[...]
Zag het ja had ook niet anders verwacht moet ik zeggen een casterclass moest gewoon komen, was het niet deze blizzcon dan kwam die later wel! Trouwens wel echt tof van de skeleton king.. ik wist het! Toen Leoric Highlands zag wist ik gewoon dat die er weer in moest zitten
Ook voor jou, pheno, net als de rest is er een edit functie beschikbaarPheno79 schreef op vrijdag 10 oktober 2008 @ 20:33:
[...]
Het wil natuurlijk niet zeggen dat hij in het echte spel aanwezig is. Het is en blijft gedemo
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[ Voor 122% gewijzigd door Pheno79 op 10-10-2008 20:58 ]
she's got a huge variety of spell types. like 60 spells in the game already, and they've not even done the lvl 20 ones yet.
[ Voor 27% gewijzigd door Angeloonie op 10-10-2008 21:24 ]
Uplay: Angeloonie - Battletag: Angeloonie#2758 - Steam: Angeloonie
jammer, teleport weer terug, iets wat ik het spel ernstig vond vernaggelen qua partyplay.Angeloonie schreef op vrijdag 10 oktober 2008 @ 21:19:
Ze staat ook al op D3.com:
http://www.blizzard.com/diablo3/characters/wizard.xml
[afbeelding]
[afbeelding]
Oogt aziatisch
Trailer: http://www.blizzard.com/diablo3/media/movies/wizard.xml
[ Voor 3% gewijzigd door Pheno79 op 10-10-2008 21:29 ]
Ugh.. dat vind ik wel jammer. De grootste customization ligt natuurlijk bij je skills, maar stats verdelen vond ik ook altijd wel wat hebben.I was able to talk to the lead director of the demo area and was no at liberty to say but was able to tell me that Character Stat assigning will be totally automatic. You will not have any control of which stats get increased. This greatly reduces stragety and builds for the near future when Diablo III gets announced.
Skill Runes
These are brand new items in D3. They are used to socket skills, adding damage or other modifications to your character’s skills. They can be used on any character, and runes can be removed and replaced at any time. There are going to be about 5 tiers of quality, and runes should be common enough that most characters will usually have their skills rune’d, but the higher level ones will be quite rare, of course. The best example shown was of the WDs firebomb skill. With a striking rune, each firebomb would bounce several times, like skipping a stone over water. It created an explosion each time it hit, earning applause from the audience.
[ Voor 28% gewijzigd door DeepSeven op 10-10-2008 23:20 ]
Chracter Class: WizardFlux here: I got about 15 minutes play time on the wizard, and then spent 15 minutes looking over all of her skills and dictating their descriptions. We’re doing some live reports in the chat channel, and here are some quick facts, with more to come later.
There are 3 wizard skill trees. conjuring, arcane, storm. all of the trees have 4 or 5 skills in each tier, and there are tiers at level 1, 5, 10, and 15. 20 is listed, but has no skills yet. there are no dependencies per skill, but you need 10 points invested to use any level 10 spells, and 15 to use any 15. In each tree.
There are a huge variety of skills. Multiple pasives and actives in each tree, all mixed through. All 3 had one attack spell in the first row, and 2 or 3 passives or masteries. Bonuses were to things like spell casting speed, mana cost, critical strike %, type of damage, etc. There are spells of all types of damage, cold, lightning, spectral, etc. Also spells with physical and magical shielding, duplicate (like Decoy), slow time (slows missiles and enemies), increase weapon damage, increase odds of monsters dropping mana globes (fill 25% mana bulb), and much, much more. It looks like there will be several viable builds in each tree, and probably some multi tree ones as well. Massive variety and subtypes and builds.
Play style: The wizard felt like a more durable sorceress. fast spells, variety of early ones, melee and ranged. Lots of monster types and varieties in the early area. great npc dialogues; very realistic conversation. Awesome gory graphics; bleeding heaps of bodies, crows flapping overhead. Very atmospheric. Like D1 with vastly improved graphics. Can’t wait to play it on a home machine in a dark room with the sound up loud.
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Some quick impressions from the D3 class panel I just attended. As with the other panels, we’re filming them all, but Blizzard is not (yet) allowing any sites to post the videos since they have the exclusive TV deal with Direct TV.
The panel opened with a discussion of the Wizard class design. Like the Barbarian and the Witch Doctor, the class is meant to be immediately archetypal and familiar, but to have new features as well. The wizard is an update of the sorcerer and sorceress, but adds a ton of new skills, new elemental types, much more variety, and a more aggressive attitude. The female wizard is the only one playable at this event, and they talked about her personality a bit. She’s rebellious, headstrong, sassy, impulsive, and brilliant. Too smart for the wizard school. Smarter than her teachers. Her opening dialogue in the game she taunts a cautioning guard, says she’ll be back shortly once she’s wiped away the monsters, etc. Very cocky.
Skill theory
D3 is designed to have characters using 6 active skills (and lots more passive). The controls work with that, and they want to allow/enforce about that much variety. So they’re trying to make the skill trees support that concept, and that much variety. They do not want to repeat the D2 style of most players specializing in just 1 or 2 killing skills, with a few other support that you might only have 1 or 2 points in. Or the synergy style of 4 skills maxed out just to support one skill. They want more variety, a mixture of active skills, all of which require multiple points to become powerful. They also want beginning level skills to remain useful throughout.
Wizard Signture Skills
Four skills were profiled as her signature skills.
Magic Missile. This is a firebolt-like skill that hits for spectral damage. It gets much more powerful with additional points, and has some explosive shrapnel damage on impact. Just very viscereal and fun to blast them out.
Electrocute. This is a single beam of lightning that locks onto monsters, like a beam weapon in an FPS. It can chain to multiple targets with more points, and creates a steady drain of damage. Very crackily.
Slow Time. This spell creates a bubble of protection, that greatly slows incoming missiles and monsters. The bubble stays where it’s cast, and the Wizard can move out of it. It’s basically the Amazon’s slow missile, but in one place.
Disintegrate. This one fires a laser-like beam that sweeps around with the mouse movement. The wizard remains stationary while casting. It does more damage the longer it remains on a single target, heating them up.
Skill Runes
These are brand new items in D3. They are used to socket skills, adding damage or other modifications to your character’s skills. They can be used on any character, and runes can be removed and replaced at any time. There are going to be about 5 tiers of quality, and runes should be common enough that most characters will usually have their skills rune’d, but the higher level ones will be quite rare, of course. The best example shown was of the WDs firebomb skill. With a striking rune, each firebomb would bounce several times, like skipping a stone over water. It created an explosion each time it hit, earning applause from the audience.
The panel covered a bit more, but we’ll add that later in our more thorough write up.
The D3 gameplay panel was held Friday afternoon. Unfortunately, it wasn’t nearly as interesting as the class design panel held earlier in the day. For the gameplay panel, Jay Wilson spoke for about 15 minutes, covering the basic gameplay design concepts of the game. It was largely a repeat of information presented in the WWI panels, and covered nothing we’ve not already heard in various interviews and other info releases. Fortunately, the short presentation was followed by an extensive Q&A session chaired by Jay Wilson and Wyatt Chang, which had quite a few good questions.
We recorded video of the entire panel and will post that when Blizzard allows it. We’ll also type up a full transcript for the wiki next week. In the meantime, I’ve summarized a few of the better questions below the fold…
We’ll post a verbatim transcript when we have time. For now, here are summarized versions of the lengthy answers Jay and Wyatt gave to various questions.
One of Jay’s main points in the presentation, one he’s made a number of times in interviews, is that they want to add more challenge by diversifying the difficulty. Instead of D2’s style of easy easy easy instant-death, they’re making D3 more consistently difficult. They want to create more moments of danger and tension, and one of the ways of doing that is by making potions less useful and less common, and making players earn health globes to heal. Having played the demo a few times so far, I can say that that’s working nicely. I was frequently down to a sliver of red while playing a Wizard, and had to back up, nail monsters with ranged attacks, run past tough ones to nail some easy cannon fodder and hope to find a health globe from them, etc.
They want quests to diversify gameplay. Instead of just attack attack attack, they want players to have to think of strategy, use some caution, and sometimes do things like rescue NPCs, hold off monsters, race to key locations, and other things that will still have combat involved, but will not be solely click click click.
They want to make gold viable and useful and a part of the economy, long term. They don’t want it to just become all SoJs or perfect skulls or runes. How they’re going to do that they haven’t said. Paying for respecs seems to be hinted at, but other methods might be utilized.
A player asked about immunities, and how they could stop players cold sometimes, if they had a build or equipment that couldn’t adapt. Wyatt said that they hope to address that by incentivizing players to use a variety of skills. They’re designing the skill trees so that players will have 6-7 active skills on their switches, along with various support passives and masteries. And they’re forming the skill trees so that there will be a variety of damage types on the top skills, so players will almost unavoidably have ways around immunes. Not that they’ve confirmed that we’ll see immunes at all, in D3. There aren’t any in the low level demo we’re playing at Blizzcon, at least.
Magic find is in the game (I’ve seen multiple items with it in my play time so far) but they hope to equalize the utility of it by making modifiers on all item types that all characters have a need to use. Unlike D2, where sorcs and necros (and others) could ignore stats on lots of equipment and just specialize in MF. During my demo play time I saw staves and wants that boosted spell damage and exp gain, along with other useful mage properties.
Jay confirmed that the 4th and 5th characters will be Wirt, returned from the dead, and a playable verison of the Cow King. He said this with a straight face, but the room laughed.
The max player limit isn’t set yet, but they’re thinking it might be just 4. They can add more, and it’s actually less stress on b.net to have more players in fewer games, but as Jay pointed out, more than 4 turns into total chaos, or else players are off in different parts of the same game. So the upper limit will probably be more about fun and party play than technical capability.
There will be some kind of crafting mechanism, but not like the Horadric Cube. Wyatt said the cube was largely useful in d2 since the inventory was so small that the added space was great. They’re going to give us much more storage space in d3, so they won’t make the item creation utility much like the cube was.
They want stats to be useful for all characters. At least 3 stats useful for everyone, not just minimum str, never energy, and max vit, as many players did in D2.. So they’re going to make stats useful for multiple purposes. Str for wizards might increase hps regen, or make more/faster healing from health globes, for instance.
Binding items is still the subject of internal debate, but Jay’s clearly on the side of no binding. The concern is that with easier trading and muling players will transfer items around too much and the game will become too easy as inflation sets in. But they like that Diablo is a game of finding and trading, rather than endless raid grinding for the best gear in WoW, and they don’t wnat to change that.
And finally, there will be respecs of some kind, but they’ve not worked out a method yet. They want to balance the convenience of it and the accessibility for non full time layers, with the issue of making the game too easy, or making it boring to start a new char since there’s no one else in low level games.
STORM TALENT TREE
Charged bolt - Rank 1/1: Launch a volley of 3 electric bolts that deal 1-8 lightning damage each. Mana cost: 8. Critical hits from lightning damage stun targets for 2 sec.
Thunderstruck - Rank 2/15: Increases the critical hit chance of all lightning spells by 10%. Critical hits from lightning damage stun targets for 2 sec.
Empowered Magic - Rank 2/15: Increases the effect of willpower on your spell damage by 20%.
Lightning Speed - Rank 0/15: Increases casting speed by 3%
Requires 5 Points
Storm Armor - Rank 0/1: Surround yourself in electrical energy. Electrical bolts are automatically fired at attackers for 1 to 8 damage. Mana cost: 15
Frost Nova - Rank 0/1: An explosion of ice pelts nearby enemies for 1-3 cold damage. Has an additional 25% chance of a critical hit. Mana cost: 25. Cooldown: 12 sec. Critical hits from cold damage freeze targets.
Deep Freeze - Rank 0/15: Increases the critical hit chance of all cold spells by 5%. Critical hits from cold damage freeze targets.
Power Armor - Rank 0/15: Increases the damage dealt by your storm armor charged bolts by 10%.
Static Charge - Rank 0/15: Convert 5% of all damage taken into mana.
Requires 10 Points
Electrocute - Rank 0/1: Lightning arcs from the wizard’s fingertips towards enemies, electrocuting them for 4-5 damage. Electrocute affects up to 2 targets. Mana cost: 8. Critical hits from lightning damage stun targets for 2 sec. Requires 10 points in Storm tree.
Ray of Frost - Rank 0/1: Project a beam of cold energy that deals 6 cold damage per sec. Mana cost: 16 mana per sec. Critical hits from cold damage freeze targets. Requires 10 points in Storm tree.
Static Residue - Rank 0/15: Enemies damaged by your lightning spells discharge an additional 1 to 3 lightning damage per sec to nearby enemies for 3 seconds. Requires 10 points in Storm tree.
Lethal Energy - Rank 0/15: Increases the chance to score critical hits with melee and spell attacks by 5%. Requires 10 points in Storm tree.
Improved Charged Bolt - Rank 0/15: Increase the number of bolts released by your charged bolt spell by 1. Requires 10 points in Storm tree.
Requires 15 points
Tornado - Rank 0/1: Summon a large tornado that damages everything in its path. Mana cost: 15. Requires 15 points in Storm tree.
Blizzard - Rank 0/1: Call down shards of ice to pelt an area dealing 6-10 cold damage per sec for 3 sec. Mana cost: 70. Critical hits from cold damage freezes targets. Requires 15 points in Storm tree.
Storm Power - Rank 0/15: Increase damage of all lightning and ice spells. Requires 15 points in Storm tree.
Epic Storms - Rank 0/15: Increases size of Blizzard and number of twisters you can have for your energy twister.
ARCANE TALENT TREE
Magic Missile - Rank 1/1 Fire 1 missile (s) of energy at your enemies causing 7-13 arcane damage to them. Mana cost: 8. Critical hits from arcane damage silence targets for 4 secs.
Arcane Power - Rank 2/15: Increases all arcane damage dealt by 24% (next point 36%).
Efficient Magics - Rank 2/15: Lowers the mana cost of spells by 6% (next point by 9%).
Penetrating Spells - 0/15: Reduces the resistance of your targets to your spells by 8%. Targets with negative resitance take additional damage from spells.
Requires 5 Points
Disintegrate - Rank 0/1: Eminate a beam of pure energy dealing 10 arcane damage per second. Damage is modified by 80% each time the beam passes through the target. Mana cosst: 12 per sec. Critical hits from arcane damage silence targets for 4 secs.
Wave of Force - Rank 0/1: Project a wave of force outwards, repelling enemies and projectiles and dealing 1-8 damage. Mana cost: 25.
Arcane Armor - Rank 0/15: While your Storm Armor, Stone Armor, Stone Skin or Temporal Armor spells are active, your armor is increased by 20%.
Arcane Weakness - Rank 0/15: Enemies damaged by your arcane spells are affected with arcane weakness, increasing damage taken by 10% for 5 sec.
Arcane Speed - Rank 0/15: Reduces the cooldown of all arcane spells by 5%.
Requires 10 Points
Arcane Orb - Rank 0/1: An orb of pure energy explodes on contact dealing 12-16 arcane damage to all enemies in the blast area. Mana cost: 18. Critical hits from arcane damage silence targets for 4 sec.
Slow Time - Rank 0/1: Warp space and time lowing nearby monsters and projectiles. Mana cost: 20. Enemy attack cooldown increase: 1 sec.
Arcane Distortion - Rank 0/15: Enemies damaged by your arcane spells are slowed by 35% for 3 sec.
Mana Recovery - Rank 0/15: Enemies have a 7% chance to drop a mana globe that return 25% of maximum mana when picked up.
Improved Magic Missile - Rank 0/15: Increases the number of missiles launched by your magic missile spell by 1 and increases their damage by 8%.
Temporal Armor - Rank 0/1: Surrounds the wizard in a protective shell that stops all damage from an attack every 6 sec. The shell dissipates after absorbing 12 attacks.
Teleport - Rank - 0/1: Teleport to the selected location up to 40 feet away. Mana cost: 23.
Greater Mana - Rank 0/15: Increases maximum mana by 12%.
Mana Burst - Rank 0/15: Increases the damage of any spellcast from full mana by 25%.
Runic Might - Rank 0/15: Increases the effects of all runes.
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