Update

Bashiok Discusses Diablo III Inventory and Monster Respawn
Drac_100: Will monsters respawn after you have saved and logged off a game then return to play?

Bashiok: We’re looking to follow Diablo II. After a game closes, or you exit from a single player game, the world essentially “resets” in regards to monster spawns. There’s the potential for some exceptions though.

Yummypuppy: As seen on screenshots, the characters start with 12 slots in inventory. Now many (including me) said that the new inventory system would allow us to carry lots more stuff than in D2. Now I’m starting to wonder if I wasn’t wrong about that. 12 slots is a really low amount of space. Obviously, there was just so many large items you could carry in D2, like 6 or 8 slots items (armors, polearms, etc...). You could carry 3-4 of those depending on what you were already carrying (tomes, potions, etc...)

But for small stuff, like rings, amulets, elixirs, potions, you could carry 15 of those and still have room for a couple big items. Which wouldn’t be the case in D3. I realize potions won’t be such a big part of the game anymore, but all the small stuff like amulets, runes or other small stuff, that would now cause problem ... So in the end, I thought I wouldn’t have to do all those trips to the city to sell stuff anymore, but it doesn’t look like that right now, does it…

Bashiok: As others have said you’ll start with a smaller inventory size, and you’ll be able to increase that by picking up bags. Right now these drop off of monsters but there’s potential to have them come from vendors, quests, etc. We’re still going through UI revisions and changes, and some of that includes inventory. We do like the ability to upgrade your character’s storage capacity though. It gives it a comfortable RPG element.

We obviously don’t want to create a situation where there’s huge amounts of inventory space, there should be a choice as to what items you want to hold and carry. However, we also don’t want to create a restriction that ends up hurting your ability to play effectively and have fun. I have seen quite a few people comment in various threads that a limitation on the ability to get back to town quickly and frequently will compound storage issues, and that would be true, if we hadn’t already designed solutions for it.

Also keep in mind that alternative item storage such as a stash is still likely if not guaranteed.

I would like to see “%slow an enemy on attack” reintroduced as “% to cripple”.

Wccannons: I think this would be an awesome way to incorporate the Havok engine into the game…

Crippled arm= Graphically: Enemy arm becomes limp and dangles at its side/ on the ground. Effect on gameplay: Causes enemy to have a weaker attack/ spend more time casting spell.
Cripple leg= Graphically: enemy begins to limp. Effect on gameplay: Enemy moves slower.
Crippled head= Graphically: ???. Effect on gameplay: enemy is temporarily disoriented.

Bashiok: Been playing some Fallout 3? smile I just finished it last night, but it was sort of bittersweet as I sort of rushed through the end to ensure I could focus on Wrath. Yeah, I know, I play WoW. I’m a traitor or whatever. IT’S A FUN GAME!

Anyway… It’s a cool idea, but yeah, they probably won’t be around long enough to actually get any use out of it. We’re obviously putting a greater emphasis on varying mechanics on enemies and trying to make them interesting to fight and ‘game’, but the game is still about pulling your sword through a massive huddle of demons. Something as complex as a limb-specific crippling ability probably just wouldn’t get enough screen time to make it worth it.

I could see it more as a potential mechanic for progress in a boss fight maybe? Something that’s a bit more substantial in health/fight length and also size and visibility of something like a crippled limb. I don’t know, it’s cool, but whether it would actually work out or not is debatable.

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inventory WOW-style... bags, gadverdamme

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Dalyxia schreef op donderdag 13 november 2008 @ 20:57:
inventory WOW-style... bags, gadverdamme
Was al veel langer bekend, ik zie het trouwens niet echt als WoW style maar eerder als TQ style. Daar hadden ze ook bags en vond ik best wel handig, 1tje voor de runes etc..

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Update:

Bashiok on Skill Trees
Flux: A question about the skill points in D3. Active skills only took one point at Blizzcon, after the gameplay movie from WWI showed multiple ranks in active skills. Will they allow more points in the final game?
Bashiok: It was the BlizzCon build. Jay said a few times in interviews and I think even on stage that people like the feeling of pumping points in to their main skills so that’s likely to be something we’ll do. Overall the skill trees seen in the demo were just giving a glimpse of the kind of direction we’re looking to go. The “ranks” from the WWI were part of an older system. The skill trees and UI in general are changing on an almost weekly basis. Not like total rewrites, but they’re not final is what I’m getting at.

Flux: Understood. We try to stress that to the fans. That the interface especially is prone to changes and evolutions. Some fans see a bit of something 2 years in advance and start complaining that it’s not polished. The perils of having people care about your games, I suppose.
Bashiok: Oh yeah, it’s expected. Unless you’re involved VERY heavily in games, or actually work close to or in design, it’s sort of hard to wrap your head around development processes. Especially when it’s an iterative process we invite people to see. It doesn’t happen a lot even with similar types of entertainment, or even quite a few titles. If you’ve been around you know how this stuff works and I think there’s enough people out there that “get it” where we’re not uncomfortable showing completely unfinished ideas.

Flux: On a related question, any idea if we’ll get some disclosure of more Witch doctor skills at some point? the WD fans are bitter that they only got 11 skills and wiz/barb had 50+ at blizzcon. Of course most of the rest will be +11% poison damage passives, but anyway…
Bashiok: Haha. To answer specifically, no I don’t know. The WD though is kind of a tough cookie to design for I think, conceptually it can be so many things and so locking that down is important. It’s much easier to say “magic caster go” or “physical guy go.” The WD is a bit more… open. Which probably makes it the most interesting to come up with stuff for. Of the announced classes that is.

Flux: The revealed WD skills don’t see to have that much obvious overlap. It’s not like there are 5 with fire damage that would be obvious ones to link with passives. Or multiple zombie skills to go with Zombie Wall. Amphibian mastery!
Bashiok: I love those frogs. WTB homing rune.

Flux: That would give them more range? The frogs didn’t seem to go far enough to be very homing before they blew up, when I used them at Blizzcon. A plague of toads chasing people around would be the coolest thing ever.
Bashiok: They’re just situational, they’re kind of a up-close AoE cone. For me they tend to hop just around enemies, so I’d like a homing rune.

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Update:

New Diablo III Art Director
Shortly after the announcement of Diablo III at the Blizzard Worldwide Invitationals, former Art Director Brian Morrisroe departed Blizzard to pursue a personal non-gaming business. We recently reported Brian and some friends launched Booyah.

Job openings for the Art Director position were posted at the Blizzard Jobs section for months. The long wait is over. The Art Director and other positions were removed from the jobs section. We contacted Blizzard Public Relations to find out the name of the new director, but at the moment it is kept under wraps. We will get back on this once the name is revealed. What matters is that Diablo III has a new Art Director to move forward.

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  • psychodude
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Ach leuk, een nieuwe art director. Betwijfel of het in dit stadium van development nog een heel grote impact zal hebben echter met grotendeel van het spel waarschijnlijk toch al redelijk gezet. Denk niet dat we er veel door zullen zien veranderen.

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psychodude schreef op maandag 17 november 2008 @ 17:01:
Ach leuk, een nieuwe art director. Betwijfel of het in dit stadium van development nog een heel grote impact zal hebben echter met grotendeel van het spel waarschijnlijk toch al redelijk gezet. Denk niet dat we er veel door zullen zien veranderen.
Nee ik ook niet maar wel goed dat er weer iemand is, evenals voor de andere jobspots.

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TrailBlazer

Karnemelk FTW

Als de vacature maanden op de site heeft gestaan zal het wel niet heel erg urgent zijn geweest. Ik kan me namelijk niet voorstellen dat ze te weinig gegadigden hadden.

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TrailBlazer schreef op maandag 17 november 2008 @ 20:27:
Als de vacature maanden op de site heeft gestaan zal het wel niet heel erg urgent zijn geweest. Ik kan me namelijk niet voorstellen dat ze te weinig gegadigden hadden.
Nee precies, en de monster art etc liep gewoon door (of het moet heel oud geweest zijn).

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Update:

BlizzCast 6: Diablo III Q&A
Anthony Rivero (Senior Character Artist)

Bashiok: Hey everyone this is Bashiok your Diablo community manager. Today I’m going to be interviewing Anthony Rivero. He’s our Senior Character Artist on Diablo III. He also worked on Diablo II and the Diablo II expansion as a character artist. Anthony how’s it going?

Anthony: It’s going really good. I got my teeth drilled today but the Novocain has worn off, and I’m ready to go.

Bashiok: [laughs] Excellent. So you actually started at Blizzard; Blizzard was your first game company that you worked for as an artist…

Anthony: Actually no Gravity Incorporated was the first game company, if you could call it that, that I worked at. That was a little start up company in San Francisco, and that was around ’94-’95. They were making a real time 3D game called Banzai Bug, which we actually put out – hit the shelves and everything. Probably sold 5,000 copies but, you know, it was a good experience.

[ 33:25 ]
Bashiok: And when you actually came to Blizzard, how did that come about?

Anthony: I worked at Gravity for a little while and did some other startup stuff on the web, all of them real time 3D related projects. I was getting kind of tired of that, and I wanted to work for a cool game company really. I had applied at a few different places, LucasArts, and some places like that. I saw that Blizzard was looking for people, I saw an ad in Game Developer [Magazine] and so I worked really hard on a new demo reel, because I wanted to impress them. Sent it in and I got a call from Matt Householder, who was the producer at the time.

Bashiok: On Diablo II.

Anthony: On Diablo II, and I came in and interviewed and everything worked out and I got hired, and that was it. That was the beginning.

[ 34:25 ]
Bashiok: When you started working on Diablo II what were your first tasks?

Anthony: Yeah, let me see let me look at my notes. The first thing I worked on I remember asking my boss, “Hey what can I do?”, after being there a few days getting situated, and that was Erich Schaefer at the time. He and Stieg Hedlund said they needed some type of flying insect monster for Act 3, so I came up with the mosquito demon. What’s now called the mosquito demon, and that was the very first thing I worked on. It was kind of for a swampy area so I figured that was appropriate, a mosquitoish-type monster, and yeah that was the very first thing I worked on.

Bashiok: Ok and are there any other notable creatures or monsters you worked on for Diablo II specifically?

Anthony: Probably the most notable monster I worked on was Mephisto. Phil Shenk had concepted Mephisto, so I already had something to start with. I modeled and textured him and set up the initial rigging, and then handed that off to Cheeming Boey to animate. I actually helped a little bit with the effects as well, the effects that are at the base of Mephisto. He has like swirling smokey skulls that kind of swirl around the bottom of him as he’s moving around.

Bashiok: You mentioned you did multiple things on that character, and it works a little bit differently now…

Anthony: Yeah things back then were quite different. Most of the time the artist did everything from concept, to getting it you know with effects and everything in the game. So you did your concept stage, your modeling, your texturing, your rigging, and your animation and then effects. You know whatever skill effects you may have needed for the monster or for the character, and then got that in to the game. On some characters we decided ok let’s have one guy animate it, and I’ll model and texture it, and we started to do a little bit of that back then. It was very different from what we do now.

Bashiok: And now it’s a little bit more piecemeal where…

Anthony: Yeah now ... you know modern art production [and] pipelines for games are way more specialized. They have to be, it’s just the nature of getting things done. So definitely on our team we have things more broken down, not so much as some companies I hear about, but you know I do modeling and texturing mostly. I do some concept work. I help with effects sometimes if the guys need certain things modeled or textured for their effects. The animators pretty much animate all the time, but they also contribute concepts and stuff like that as well. Like sometimes we just want to brainstorm on new ideas, you know everyone will pitch in on the concept phase. But for the most part things are definitely more specialized; you know we have a team that’s just dedicated to rigging.

Bashiok: And rigging being?

Anthony: Setting up the characters with skeletons and enveloping the characters, and stuff like that. Making sure things are named properly so they export correctly, and all that kind of stuff.

[ 35:23 ]
Bashiok: Going back to your work on Diablo II, you did a little bit of work on Diablo II most of your work was actually on the expansion…

Anthony: Yeah, yeah I guess so. I mean I did some work on Diablo II, Mephisto, mosquito demon, the tentacle that comes out of the water and stuff, and some items that you’ll see in the inventory like Silks of the Victor. Then I moved on to the expansion pack, and we started with a small group of guys. It was myself, Tyler Thompson, Phil Shenk, and I think a couple other guys in the begging. As guys were getting freed from Diablo II they would move over to our team. So on that project I think I started working on the Druid pretty soon, like pretty much at the beginning. We were brainstorming on monsters and stuff like that, and Druid designs, but yeah that’s where I started. That was the first hero I worked on, which was a pretty massive undertaking for an inexperienced guy. Just because of the complexity of dealing with just pre-rendering sprites and then compositing them all together so that they work in every direction and all that kind of jazz.

Bashiok: So on that note would you say that working in 3D is more difficult than working 2D or both have their trade-offs?

Anthony: Oh, 3D is a lot easier. I actually came to Blizzard with no sprite experience; I was working in real time 3D before that. Now that has its inherent difficulties as well but it’s just so much easier to do things like create armor sets for characters and what not, for your heroes, like all that kind of stuff. You don’t have to worry about your data size in terms of you can only render so many sprites and fit them on a disc. You don’t have that limitation. Your limitation is mostly man power, and how much can you get done, and how much texture space do you have and stuff like that. But it’s a lot easier, like you can have … if you want your character or hero to be able to wield 50 different types of swords and 50 different axes and what not, that’s really easy to do. Your only limitation is how fast can you make them.

Bashiok: For the expansion, aside from the Druid, are there any other notable creatures…

Anthony: Well, like his pets, some of his effects, the Death Mauler, and you know I had a lot of management duties on the expansion so I was doing a lot of that as well.

Bashiok: What was your title for the expansion?

Anthony: Lead Character Artist.

Bashiok: And for Diablo II?

Anthony: Just an artist. Just Character Artist.

Bashiok: Working management in a character artist sense, what does that generally entail day to day?

Anthony: You’ll work on some assets but you’ll go around see what otherpeople are working on, give feedback where necessary, scheduling, a lot of meetings, working out issues between disciplines, things like that, communication with the programming team/designers. You know it depends it varies from day to day.

[ 38:39 ]
Bashiok: When you were working on the Diablo II units, what was design and creation process start to finish more or less, and how has that changed for Diablo III?

Anthony: Well the creation process was fairly different, like I said before, a lot of the artists did everything from the ground up. Then there was the sprite rendering part of it, you would have to pre-render your assets, and so basically you’d wait forever for all the stuff to render out, and with the heroes you’d have to render out all of their body parts separately. Things like the gloves and the boots, things that would change on the character. Then you would have to composite those together, for every direction he was rendered in for every frame of animation. So if he’s rendered in sixteen different directions and he has a … whatever, an eight frame animation, well you have to go through all that and composite all those separate elements in the right order for it to look correct on the screen. So you don’t have an arm that’s supposed to be behind the body in front of the body. And… that was a real tedious process.

So thankfully with real time 3D we don’t have to worry about that, and that’s kind of what I was getting at, with things being a lot easier. Also your animation frame count is not an issue any more. We can have nice fluid, smooth animations now whereas before they were really choppy because, you know, we were only given six or seven frames for a walk cycle. You need a lot more than that to make a convincing walk cycle, but you had to make it look its best within the limitations. So the technical part of it was very different, the creation part of it… I think back then things were a bit more tight-knit and collaborative I guess. You know because the team was smaller, you know when you came up with ideas or designs, there was just a lot more back and forth with designers and artists and programmers. It really felt like everybody was more cohesive in that sense, whereas now the department is bigger, there’s more people on the team, it’s more specialized. There still is that collaboration, I mean I can get up and go talk to anybody on the team that I want to, but when they’re way down the hall you start to get lazy and you don’t want to go chit-chat with somebody. You want to get your tasks done. The design process is a little different, but we still, when we come up with an asset now, there’s a particular monster needed for an act for instance, before we really start working on the asset we’ll get together with a designer, a technical artist, character artist, and producer, anybody that needs to be involved and we’ll talk about it and spin ideas around and make sure we can troubleshoot anything we can in the beginning stages. Come up with ideas for how it may die, what else can it do that would be really cool, and we didn’t have that kind of organized meeting when we were working on Diablo II or the expansion pack.

Bashiok: So how would it work, would the artist themselves come up with maybe a function for…

Anthony: It was more… I don’t want to say disorganized, but it was more freeform back then. It was kind of just a natural riffing off each other, and not an official kind of “Hey let’s get together and make sure we’ve discussed everything that needs to be discussed” and sign off on that and move forward. It was just more organic.

Bashiok: I think that’s generally how game design has evolved for most companies. It seems like game design back in ’95 to 2000 was more, I don’t know the game industry itself was a little bit less refined.

Anthony: Yeah definitely, but there was a real charm that came with that too.

[ 41:56 ]
Bashiok: For sure. So as a Senior Character Artist on Diablo III what are your main responsibilities?

Anthony: They’re pretty straight forward. I mean in the beginning of this, I’ve been on this project for a while, and you know I was helping a lot with helping to get art in to the engine in its very early stages. Jason Regier, our Lead Programmer, has been working on this engine for quite some time, so I used to help him get assets in to the game to help him figure some things out. I helped develop the system that we still use, although it’s more refined now, for displaying the armor on the heroes. The various types of armor and things like that. Nowadays pretty straight forward modeling, texturing, some concept work. You know, help other artists if they need help, but most of the guys are kick ass artists and they teach me more than I teach them, so you know that’s changed a lot too.

[ 46:15 ]
Bashiok: Are there any creatures that are announced that we can talk about that you’ve provided some modeling for or have contributed to?

Anthony: The female witch doctor’s heavy armor set, her look is my design and work.

Bashiok: That was seen at WWI, the large feather headdress look.

Anthony: Yes, yes. And the scavenger monster.

Bashiok: Those are the little burrowing dudes.

Anthony: Yeah the little burrowing guys. The Corpulent, the guy that blows himself up, I did some retexturing work on that. Let’s see, the tree that explodes, I helped with some effects work on that. I helped provide some modeling/texturing needs for the effects team. The shaman goatman I built and textured, the other goatmen I did some touch up on, their textures. The ghosts, I created and modeled and textured the ghosts.

Bashiok: From the announcement video the orbs they were spawning out of.

Anthony: Yeah exactly. I think that’s all I can think of right now.

Bashiok: On the website, we plan to have at least, the ... pretty much we’re showing a new monster for everybody listening to BlizzCast right now, is the Malformed. I believe you worked on those quite a bit.

Anthony: Yes I did. I modeled and textured those off of Josh Tallman’s initial concept design.

[ 47:20 ]
Bashiok: Yeah we should have some concepts. If you’re listening to this on iTunes go ahead and check out the actual BlizzCast website for that artwork.

I think that about wraps it up. I want to thank Anthony Rivero for talking to us.

Anthony: You’re welcome.

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Updates:
28-06-'08 - Opening tweede deel Diablo3 topic nog aan flinke updates onderhevig.
29-06-'08 - Sectie Content toegevoegd.
30-06-'08 - Sectie Algemene Info uitgebreid. Plaatje van Witch doctor gefixed. Sectie Aanvullende Info toegevoegd. Topic over 2 posts verdeeld.
31-06-'08 - TS Code opgeschoond.
03-07-'08 - Aanvullende Info sectie vernieuwd/updated. Character Classes aangevuld.
25-07-'08 - Wallpaper toegevoegd aan de Content Sectie.
04-08-'08 - Fixed Skills links gelukkig door iemand op photobucket gezet. Skills UI pic niet kunnen redden.
15-08-'08 - Nieuwe Wallpaper toegevoegd.
05-09-'08 - Diablo Timeline aan de links sectie toegevoegd andere updates volgen later. News Updates Sectie toegevoegd, alle updates bij elkaar!
20-10-'08 - Character: Wizard toegevoegd + Skilltrees ipv skills.
29-10-'08 - Nieuwe screens toegevoegd!
20-11-'08 - Links subsectie verhuisd naar de sectie 'Aanvullende Info' + minor changes.

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Verwijderd

is de release date al vastgesteld ? kan niet wachten !

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  • TrailBlazer
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TrailBlazer

Karnemelk FTW

Mischien idee om een topic warning op te nemen dat de release date is when it is done. Echt om de 50 posts komt er weer iemand langs die dit vraagt.

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Verwijderd schreef op zaterdag 22 november 2008 @ 11:04:
is de release date al vastgesteld ? kan niet wachten !
Zoals trail al zegt, 'It's done when it's done' .
TrailBlazer schreef op zaterdag 22 november 2008 @ 12:37:
Mischien idee om een topic warning op te nemen dat de release date is when it is done. Echt om de 50 posts komt er weer iemand langs die dit vraagt.
Mss idd wel een idee, zal ook eraan proberen te denken dit onder elke update te vermelden :)

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  • Nyarlathotep
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Nyarlathotep

Crawling Chaos

09/09/09 lijkt mij de meest logische datum :P

Mijn muziekcollectie op Discogs


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Nyarlathotep schreef op zaterdag 22 november 2008 @ 21:15:
09/09/09 lijkt mij de meest logische datum :P
Mijn theory: Diablo 3 wordt DE game der games en zal perfect worden. Echter bestaan er geen perfecte games allen maar near perfect dus hij zal nooit gereleased worden. Sad but true...

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Edmin

Crew Council

get on my horse!

clown, bedankt voor het blijven updaten van dit draadje.. goed werk! d:)b

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Edmin schreef op zaterdag 22 november 2008 @ 21:39:
clown, bednkat voor het blijven updaten van dit draadje.. goed werk! d:)b
Thanks!! :D
Waardeer dat zeer en doe mijn best ;)

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psychoclown schreef op zaterdag 22 november 2008 @ 21:36:
[...]

Mijn theory: Diablo 3 wordt DE game der games en zal perfect worden. Echter bestaan er geen perfecte games allen maar near perfect dus hij zal nooit gereleased worden. Sad but true...
Sad but true :'(. Maarja, zal waarschijnlijk ergens bij Blizzard wel geplanned staan tussen SC2 en een eventuele 3e expansion voor WoW als die er komt, snijden ze zichzelf niet zo in de vingers :p.

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Edmin

Crew Council

get on my horse!

Vergeet niet dat ze SC2 in episodes gaan releasen en zo het product uitsmeren over misschien wel heel 2009.

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Edmin schreef op zondag 23 november 2008 @ 18:59:
Vergeet niet dat ze SC2 in episodes gaan releasen en zo het product uitsmeren over misschien wel heel 2009.
Ja maar D3 willen ze dat misschien ook meegeven.
Dit heb ik alleen niet gepost omdat er erg veel speculatie in zit en tussen neus en lippen door in een interview ter sprake is gekomen:
Blizzard have not really discussed any expansion plans for Diablo 3 yet, which isn’t really surprising considering that the main game isn’t even in Alpha stage yet. The same could be said about StarCraft II up until BlizzCon 2008. Blizzard had mentioned nothing of additional expansions of the game before October.

With StarCraft II, the team have created a plethora of lore and content for the game, and they came to the conclusion that squeezing this down to 10 missions for each of the three races would seriously hamper the epic scope of the new RTS. As a bit of a background to this; they had originally planned two expansions for the game, much like Brood Wars, just adding a second one on top of it. Instead of squeezing the game down, or pushing the production time up another 2 years, they decided to push the story contents out over the two planned expansions, and hence they announced the StarCraft Trilogy at BlizzCon. They would most likely not have revealed their plans for having two expansions until well after release if this had not come to pass.

As Blizzard is now looking to release content on a regular basis, like World of WarCraft and “one expansion per year” goal, it would be UNLIKELY that they would do just one (or no) expansion to Diablo 3. They have already hinted that the story line will tie up loose threads, and make it possible to add new content, be it games, expansions, books or comics to the Diablo Universe.

Now, MTV talked to Mike Morhaime about World of WarCraft expansions, and he said:
I don’t think Blizzard will ever be able to do sequels of products like a “Diablo III” or “Diablo IV” on an annual basis, but we might be able to do expansions to those games close to annually.

Hmmm, is there more profit? In an ideal scenario, I think we’d probably do [expansions] a little bit more often than we’ve been able to do. But I agree — I think putting too many expansions out too frequently, you probably get to the point where people do need to start taking a little break.


Now, all I’m saying is: It’s quite hard to make expansions annually, if you ever only planned to make one, or none.

We are going to se at least two Diablo III expansions!

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Edmin schreef op zondag 23 november 2008 @ 18:59:
Vergeet niet dat ze SC2 in episodes gaan releasen en zo het product uitsmeren over misschien wel heel 2009.
Als psychoclown al heeft gezegd, het idee voor D3 bestaat ook. Plus het zal waarschijnlijk gebracht worden onder lagere prijzen; iets van 40-50 Eur voor de 1e game en beetje standaard expansion prijs van 20-30 voor de overige delen waardoor velen waarschijnlijk toch al sneller geneigd zijn om die er bij te pakken. Gelijke maand zal het waarschijnlijk niet gebeuren, dus singleplayer content doorspelen zal tijd zat voor zijn.

Daarnaast denk ik niet dat SC2 over enkel 2009 uitgesmeerd zal worden, maar eerder 2009-2011 ofzo. Goed voor marketing natuurlijk, ieder jaar je product zo mooi in de schijnwerpers krijgen ipv alles binnen 1 jaartje. Ze willen uiteraard weer een flinke tijd kunnen doen met het spel dus een uitbreiding na 4 en 8 maanden ofzo zal het denk ik niet worden :p.

Diablo 3 dan zo'n beetje hetzelfde maar met een release van ergens eind 2009 of begin 2010 ofzo, expansion of 2~3 doorlopend tot 2012-2013 en dan Warcraft 4 en 'untitled MMO' welk het van daar weer oppakken. Natuurlijk uiterste speculatie ;), maar zal mij niks verbazen :p.

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get on my horse!

Er is niets mis met expansions. Blizzard heeft er patent op. Brood Wars, The Frozen Throne, Lord of Destruction, Burning Crusade... zo ongeveer alle Blizzard games worden uitgebreid. Als ze de waarde maar netjes intact houden is het prima. Ik zou er niet mee kunnen leven dat SC2 50 euro zou kosten voor 1 campaign en vervolgens 20-30 euro voor de andere twee campaigns. Hetzelfde geldt bij D3 voor aanvullende rassen. Het 'oude' expansion plan lijkt me iig prima.

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Edmin schreef op zondag 23 november 2008 @ 22:52:
Er is niets mis met expansions. Blizzard heeft er patent op. Brood Wars, The Frozen Throne, Lord of Destruction, Burning Crusade... zo ongeveer alle Blizzard games worden uitgebreid. Als ze de waarde maar netjes intact houden is het prima. Ik zou er niet mee kunnen leven dat SC2 50 euro zou kosten voor 1 campaign en vervolgens 20-30 euro voor de andere twee campaigns. Hetzelfde geldt bij D3 voor aanvullende rassen. Het 'oude' expansion plan lijkt me iig prima.
Nee precies en volgens de interviewers, die op blizzcon hebben mogen spelen, voelt het erg vertrouwd aan en doet het meteen aan D2 denken. Zolang dat goed zit hebben ze sowieso hier een koper zitten hoor ;)
Trouwens is er ook niks mis met specula(as)(tie), laat de rumormill maar draaien dat hoort gewoon bij Blizzard games :D

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Krijg je dan als serie Diablo3: The barbarian, dan Diablo3: Witchdoctor opgevolgd door Diablo3: Wrath of the wizard etc? :P

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Al vind ik alle uitbreidingen die Blizzard heeft uitgebracht, het kopen waard (van degene die ik heb gespeeld: WC3 en WoW). Ook geweldig dat Diablo 3 gelijktijdig voor de mac uitkomt (toch?)

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Edmin schreef op zondag 23 november 2008 @ 22:52:
Er is niets mis met expansions. Blizzard heeft er patent op. Brood Wars, The Frozen Throne, Lord of Destruction, Burning Crusade... zo ongeveer alle Blizzard games worden uitgebreid. Als ze de waarde maar netjes intact houden is het prima. Ik zou er niet mee kunnen leven dat SC2 50 euro zou kosten voor 1 campaign en vervolgens 20-30 euro voor de andere twee campaigns. Hetzelfde geldt bij D3 voor aanvullende rassen. Het 'oude' expansion plan lijkt me iig prima.
Bij de volgende 2 campaigns scheelt het natuurlijk wel dat engine development er niet bij zit eh, en behalve indien ze volledig standalone zouden zijn en je het 1e deel dus niet nodig hebt heb je daarvoor al bij het 1e deel betaald. Kan me niet meer herinneren hoe ze het qua expansion en pricing bij diablo 2 and starcraft hebben gedaan destijds, maar bijvoorbeeld nu wrath of the lich king is al te krijgen vanaf iets van 25 euro, adviesprijs 35 terwijl de game zelf destijds vanaf zo'n 40 euro te verkrijgen was met een adviesprijs van 50.

De lagere prijs betekend nog niet zo zeer dat de content er daarom minder van is geworden. Sowiezo is blizzard nou niet echt het bedrijf welk een crappy game op de markt brengt :p.


@mat.hi.as: Geloof dat ik gelezen had van ja, sowiezo blizzard kennende zal het wel.

[ Voor 3% gewijzigd door psychodude op 24-11-2008 01:34 ]


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Update

Blizzard Does Not Have all Classes and Act 1 Done
There has apparently been a misunderstanding growing from one of the interviews Rob Pardo did at WWI 2008, which would imply that Blizzard have all the classes and most of the game ready to play in their office. Besides the fact that they mentioned the BlizzCon 2008 build as being about a month behind their actual work, some people still think a lot more work is done, and Blizzard is just keeping their great game back to spite the fans. Bashiok tries to clarify by basically saying that “playable” does not really mean it’s good enough to show. In layman terms: they might have non-animated figures without textures and gameplay spells without graphics on an huge Act 1 without terrain or textures for most of it.

Well, most likely they would have a lot of partial things done a bit of everywhere, but anyone familiar with game development would know this. The whole point is, that Blizzard is not holding back things from us because they want to point and laugh at us, but because they are busy working on the game. Things like WWI and BlizzCon takes a lot of time, and if it’s a bit quiet right now, then that’s just great news for getting the actual GAME out quicker.

Bashiok:Just to clarify this was an interview with Rob at the announcement of the game at WWI, and just to avoid any conclusions drawn without watching the video here’s the quote:

“I think most of the other classes are actually playable back at the home office, but I’m not going to tell you about them today. And most of, kind of the first act, is also pretty playable, but we still have a long ways to go.”

So you’re quite a bit off from “all classes” and “all of act one” being finished. It’s really insubstantial information though, because anyone that understands the Blizzard development process and core values we’re all about iterating. It’s not done until it’s done.

As far as information releases go and current development everyone on the team is working really hard on the game, and it’s progressing really well, but we’re just kind of in a weird spot as far as new information releases go right now.

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get on my horse!

Ah, om het publiek te masseren op een releasedate die wat verder in de tijd ligt dan we zouden willen?

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Edmin schreef op donderdag 04 december 2008 @ 23:17:
Ah, om het publiek te masseren op een releasedate die wat verder in de tijd ligt dan we zouden willen?
Zou kunnen, want nu krijg je idd wel mensen die gaan speculeren over een datum en je weet hoe de rumor mills zijn van Blizzard games.. hi-tech zodat ze zoveel mogelijk onwetende zielen bereiken dat het vanzelfsprekend wordt aangenomen dat het die datum wel eens zou kunnen zijn :P

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Blizzard heeft geen releasedates die al jaren van te voren bekend zijn. It's done when it's done. Een pluspunt, het duurt iig nooit zo lang als Duke Nukem Forever, maar toch dat wachten is altij dkilling, al zou het volgende week uitkomen ;)

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Pheno79 schreef op vrijdag 05 december 2008 @ 07:20:
Blizzard heeft geen releasedates die al jaren van te voren bekend zijn. It's done when it's done. Een pluspunt, het duurt iig nooit zo lang als Duke Nukem Forever, maar toch dat wachten is altij dkilling, al zou het volgende week uitkomen ;)
Ja precies, als je er dan niet aan kan voldoen moet je het weer verschuiven etc etc
Daar worden de fans alleen maar geïrriteerd van iit als je geen realedata hebt.

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psychoclown schreef op donderdag 04 december 2008 @ 23:21:
[...]

Zou kunnen, want nu krijg je idd wel mensen die gaan speculeren over een datum en je weet hoe de rumor mills zijn van Blizzard games.. hi-tech zodat ze zoveel mogelijk onwetende zielen bereiken dat het vanzelfsprekend wordt aangenomen dat het die datum wel eens zou kunnen zijn :P
Hehe, ach ja uiteindelijk zal toch 1 van de speculaties in de juiste richting zitten en kan je bij een volgende game als argument dat de speculaties de vorige keer ook 'juist' waren :p. Toch grappig hoe snel sommige te overtuigen zijn.

Laten we hopen dat het ergens 2009 zal worden, het spel is immers al tich jaar in ontwikkeling. Maar 2010 zal ik, helaas, ook niet echt als verrassend zien.

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psychodude schreef op vrijdag 05 december 2008 @ 12:34:
[...]

Hehe, ach ja uiteindelijk zal toch 1 van de speculaties in de juiste richting zitten en kan je bij een volgende game als argument dat de speculaties de vorige keer ook 'juist' waren :p. Toch grappig hoe snel sommige te overtuigen zijn.

Laten we hopen dat het ergens 2009 zal worden, het spel is immers al tich jaar in ontwikkeling. Maar 2010 zal ik, helaas, ook niet echt als verrassend zien.
Ja 2010 lijkt me meer in de richting, als je ziet hoever ze nu zijn (voor zover wij dat kunnen weten).. Act1 ver mee en al 3 van de 5 classes. Maar daarentegen moet er nog veel balanced worden met de huidige 3 classes en Act1 moet nog gefinished worden en vergeet niet dat het meeste werk zit in het balancen..

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Verwijderd

psychoclown schreef op vrijdag 05 december 2008 @ 13:07:
[...]

Ja 2010 lijkt me meer in de richting, als je ziet hoever ze nu zijn (voor zover wij dat kunnen weten).. Act1 ver mee en al 3 van de 5 classes. Maar daarentegen moet er nog veel balanced worden met de huidige 3 classes en Act1 moet nog gefinished worden en vergeet niet dat het meeste werk zit in het balancen..
Mja, denk zelf dat het meeste werk toch ligt aan het maken/customizen van de engine, en de artwork/textures/muziek etc. De engine zal waarschijnlijk een aanpassing zijn van de starcraft 2 engine, en is dus al enige tijd in ontwikkeling Wat ze nu hebben laten zien, betekent dat de engine zo goed als compleet is.. Dan moet je de content nog maken (models, scenes etc), en uiteindelijk ga je balanceren. Ik denk dat het content toevoegen in dit geval het meeste werk is. (overigens, met content bedoel ik ook skills/mosters. enkel niet de preciese werking/scaling ervan). balancing is in Blizzards geval numbers crunchen, formules bedenken, etc. En laat ze daar nou heel veel ervaring mee hebben.

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Verwijderd schreef op vrijdag 05 december 2008 @ 22:44:
[...]

Mja, denk zelf dat het meeste werk toch ligt aan het maken/customizen van de engine, en de artwork/textures/muziek etc. De engine zal waarschijnlijk een aanpassing zijn van de starcraft 2 engine, en is dus al enige tijd in ontwikkeling Wat ze nu hebben laten zien, betekent dat de engine zo goed als compleet is.. Dan moet je de content nog maken (models, scenes etc), en uiteindelijk ga je balanceren. Ik denk dat het content toevoegen in dit geval het meeste werk is. (overigens, met content bedoel ik ook skills/mosters. enkel niet de preciese werking/scaling ervan). balancing is in Blizzards geval numbers crunchen, formules bedenken, etc. En laat ze daar nou heel veel ervaring mee hebben.
Men verkijkt zich daar behoorlijk op hoor, het balanceren van een game zoals Diablo met honderden items en tientallen skills vergt echt heel veel balancing. Sowieso ga je in de eerste paar patches toch nog wel weer balancing fixes zien gewoonweg omdat altijd iemand weer iets bedenkt wat overpowered is.. enja je weet hoe dat gaat met dit soort games, die builds worden maar al te graag overgenomen als ze public gemaakt worden.

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Blizzard mag dan goed zijn in het balanceren, ze doen er ook zeer lang over. Na het laatste d3 nieuws item te hebben gelezen denk ik niet dat deze game in 2009 uitkomt. Een jaar na starcraft 2 release lijkt me een goede indicatie.

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psychoclown schreef op vrijdag 05 december 2008 @ 23:36:
[...]

Men verkijkt zich daar behoorlijk op hoor, het balanceren van een game zoals Diablo met honderden items en tientallen skills vergt echt heel veel balancing. Sowieso ga je in de eerste paar patches toch nog wel weer balancing fixes zien gewoonweg omdat altijd iemand weer iets bedenkt wat overpowered is.. enja je weet hoe dat gaat met dit soort games, die builds worden maar al te graag overgenomen als ze public gemaakt worden.
Ik denk toch ook wel dat ze in vergelijking met de vorige games nu wel een reeks meer ervaring ermee hebben en zeker in de beta client maar misschien ook nog wel als het live is automatische feedback van de client op te vangen ofzo om het een stuk sneller aan te kunnen pakken. Zoals je zelf ook aangeft, dat soort builds worden maar al te graag overgenomen; als Blizzard dan merkt dat ineens de helft van alle spelers ofzo met een zelfde item rondloopt kunnen ze daar redelijk snel op inspringen of iig alert op zijn.

En het zal me daarbij ook niks verbazen als ze nu op dit moment al een reeks systemen hebben draaien welk gewoon continu niks anders doen als random builds met random equipment volgens de ingame algoritmen tegen elkaar uit aan het spelen hebben waardoor er al een redelijke indicatie is over wat gebalanced moet worden nog voordat beta is begonnen.

Ik heb er iig het vertrouwen in bij Blizzard dat balancing geen 10-jaren plan gaat worden maar toch ook wel weer redelijk in orde op release :p.

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psychodude schreef op zondag 07 december 2008 @ 19:40:
[...]

Ik denk toch ook wel dat ze in vergelijking met de vorige games nu wel een reeks meer ervaring ermee hebben en zeker in de beta client maar misschien ook nog wel als het live is automatische feedback van de client op te vangen ofzo om het een stuk sneller aan te kunnen pakken. Zoals je zelf ook aangeft, dat soort builds worden maar al te graag overgenomen; als Blizzard dan merkt dat ineens de helft van alle spelers ofzo met een zelfde item rondloopt kunnen ze daar redelijk snel op inspringen of iig alert op zijn.

En het zal me daarbij ook niks verbazen als ze nu op dit moment al een reeks systemen hebben draaien welk gewoon continu niks anders doen als random builds met random equipment volgens de ingame algoritmen tegen elkaar uit aan het spelen hebben waardoor er al een redelijke indicatie is over wat gebalanced moet worden nog voordat beta is begonnen.

Ik heb er iig het vertrouwen in bij Blizzard dat balancing geen 10-jaren plan gaat worden maar toch ook wel weer redelijk in orde op release :p.
Ja en laat dat soort balancing nou juist moeten gebeuren na de officiële release..
Eerst moeten ze alles zoveel mogelijk gebalanced hebben wat lang duurt en daarna nog af en toe met patches naast bugs ook balance foutjes eruit pikken. Daarin ben ik het eens dat dat niet heel lang hoeft te duren maar daar hangt de release dan ook niet meer vanaf. Hoeveel ervaring je ook hebt ze voegen nieuwe prefixes/suffixes toe, skillrunes etc dus dat zijn nieuwe objecten waar ook aan gesleuteld moet worden en geloof me dat doe je niet in een maandje :)

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Update

The Next-gen Attribute system
A Battle.net poster made a suggestion on the official boards on how an attribute system in Diablo 3 could work, with more effects to a given stat the more points where in it. As is always the case with discusses about stats in Diablo III, the issue of auto-stat placement came up, and that's when Bashiok chimed in with an extensive post on the matter of automatic stats, and also a request for help with greater variety in Diablo III.

Bashiok: Thanks for the thread and I wanted to say I do appreciate the time and effort and ideas being put in to coming up with solutions for topics that are important to you. I want to try to put the idea of auto attribute allocation, the topic of this thread, in a potentially different light though. Potentially.

It seems there are really only a few core problems for those that do take issue with auto attributes when you boil it down. The loss of a customization option and the ability to create builds for characters that are apart from the norm - or even just kind of crazy and experimental. Some other issues could be a loss of a “leveling achievement” and also just the classic RPG design of manually spending points on base stats. Sort of a nostalgia issue, but still valid in its own right.

So I’ll sort of tackle these each on their own and then hopefully give you some things to think about.

First is the loss of customization, and I’ve mentioned before that we don’t think it will be an issue, but let me elaborate a bit more. With the current skill system, runes, and item affixes, as well as other unmentionables, there’s not going to be any issue with not having enough customization. If there is, bottom line, we’ll add more. We’re not going to release a game we’re not happy with, and a lack of character customization options would make us unhappy. But, even right now we have a lot more variety and ability to customize a character than Diablo II had. I’m going to come back to some of this later because we’d like your help.

Somewhat similarly is being able to create “off-spec” builds, or characters that aren’t just cookie cutter ideals of the class you’re playing. This is important to the game, and we will ensure that it doesn't get "tuned out" of the game. Most importantly though being able to manually spend attributes does not make this a possibility. Which is to say that us automatically assigning attributes does not take away the ability to make these types of characters, at all. Manual attributes were not what made them possible in Diablo II. The ability to make these types of characters relies solely on the complexity and diversity of the the options available to steer your character, and not that they come in the form of a "+" button.

The loss of a feeling of a leveling achievement is actually something we recognize and intend to address.

The nostalgia of simply having points, and spending them on base stats is probably the most difficult. Liking something because it’s familiar is difficult to argue with, but it’s also probably the easiest to overcome. Since we can’t force your memories out of you, we just have to make the best game we can and hope you realize that manual attribute assignment isn’t the best, most engaging or entertaining form of character customization possible, and that we’re offering an even deeper and richer game without those buttons. Or you’ll just forget you even cared because you're playing Diablo III and it's totally kick ass... one or the other.

Back to the part where I said we’d like your help. We want a lot of items in the game, and with that we want to have a lot of affixes. The largest pool of character-focusing mojo is coming from your items, so we plan to have a very diverse selection. While we have been and continue to come up with as many affixes as we can we’d like some help from you guys in coming up with more. We have some pretty crazy stuff already but I don’t want to influence your creativity - plus when it’s one we already have and it goes in to the game you can tell all your friends it was your idea. So if you'd like somewhere to focus your creative energy, this is the place.

That aside I know I missed some specific concerns and points, so any follow up questions are welcome. Being Friday I’ll try to get to some today but they may have to wait until next week.

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Begrijp ik nu goed dat er geen systeem meer zal zijn met het zelf kunnen toedelen van punten aan verschillende stats, maar dat dat automatisch zal gaan?

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The_Sukkel schreef op woensdag 10 december 2008 @ 01:34:
Begrijp ik nu goed dat er geen systeem meer zal zijn met het zelf kunnen toedelen van punten aan verschillende stats, maar dat dat automatisch zal gaan?
Geloof het ook, en nog een hoop over hoe het customization niet veel zal schaden door alternatieven en wat voor een belangrijke rol gear zal hebben op verschillende builds.

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The_Sukkel schreef op woensdag 10 december 2008 @ 01:34:
Begrijp ik nu goed dat er geen systeem meer zal zijn met het zelf kunnen toedelen van punten aan verschillende stats, maar dat dat automatisch zal gaan?
Dat begrijp je goed. Dat scheelt weer wat "all vita" builds. Zo boeiend is het ook niet in DII.
Alleen de glasscanon ama is een uitzondering van een build die dus niet meer zou kunnen.
Voor de rest gooit men toch de meeste punten in vita (hardcore natuurlijk).
Dus hardcore in DIII zal wat leuker worden nu je niet meer "all vita" kan gaan :9

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The_Sukkel schreef op woensdag 10 december 2008 @ 01:34:
Begrijp ik nu goed dat er geen systeem meer zal zijn met het zelf kunnen toedelen van punten aan verschillende stats, maar dat dat automatisch zal gaan?
Yep maar dat was al veel langer bekend.
Hier probeert Bashiok nog eens de voordelen ervan op te noemen omdat er veel mensen toch steeds weer over het oude stats systeem beginnen.

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Ja, of niet natuurlijk

Pheno79 schreef op woensdag 10 december 2008 @ 07:39:
[...]

Dat begrijp je goed. Dat scheelt weer wat "all vita" builds. Zo boeiend is het ook niet in DII.
Alleen de glasscanon ama is een uitzondering van een build die dus niet meer zou kunnen.
Voor de rest gooit men toch de meeste punten in vita (hardcore natuurlijk).
Dus hardcore in DIII zal wat leuker worden nu je niet meer "all vita" kan gaan :9
Nee, maar het haalt wel de fun weg van het maken van maffe builds... (all dex bowsorc...)

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MazeMouse schreef op woensdag 10 december 2008 @ 11:04:
[...]

Nee, maar het haalt wel de fun weg van het maken van maffe builds... (all dex bowsorc...)
En als je gelezen had in bovenstaand artikel denkt vrijwel iedereen hierover maar laten ze nu ook de voordelen plus veranderingen zien waardoor het eigenlijk in een ander licht staat.

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MazeMouse schreef op woensdag 10 december 2008 @ 11:04:
[...]

Nee, maar het haalt wel de fun weg van het maken van maffe builds... (all dex bowsorc...)
Dat wordt gecompenseerd door de vele runes die speciale krachten geven aan skills etc.
Voorbeeldje van een eerder bericht: de firebomb van die voodoogast kun je door een "stuiter"rune in je wapen te doen ook laten doorstuiteren. Ipv het standaard bomgedrag: gooien en ontploffen.

Dus er komen andere manieren om te customizen en vage dingen te proberen.

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☑Rekt | ☐ Not rekt

Ik meld me ook maar eventjes hier als trouwe DII-fan ;)

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Vicarious schreef op donderdag 11 december 2008 @ 11:23:
Ik meld me ook maar eventjes hier als trouwe DII-fan ;)
Foei vic, werd tijd ook :P

Zal binnenkort de newsupdates tot nu toe eens 'archiven' :)

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psychoclown schreef op donderdag 11 december 2008 @ 11:40:
[...]

Foei vic, werd tijd ook :P

Zal binnenkort de newsupdates tot nu toe eens 'archiven' :)
Wist niet dat dit topic er was, heb er ook niet echt naar gezocht :D Zet dit topic anders ook in de OP van het D2-topic :*)

Anyway, ik vind eigenlijk dat ze het ontbreken van statpunten toewijzen maar matig toelichten. Ze zeggen dat je de customization nu uit andere elementen kan halen, maar concrete voorbeelden worden daarbij niet echt gegeven. Maakt mij niet uit, het wordt vast een briljant spel, maar ik kan me de discussie zo wel voorstellen.

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Verwijderd

Vicarious schreef op donderdag 11 december 2008 @ 13:20:
Anyway, ik vind eigenlijk dat ze het ontbreken van statpunten toewijzen maar matig toelichten. Ze zeggen dat je de customization nu uit andere elementen kan halen, maar concrete voorbeelden worden daarbij niet echt gegeven. Maakt mij niet uit, het wordt vast een briljant spel, maar ik kan me de discussie zo wel voorstellen.
Vergeet niet dat de game nog in development is he ;) Ze kunnen moeilijk alles nu al gaan prijsgeven, da's ook niet leuk :P
Vicarious schreef op donderdag 11 december 2008 @ 13:20:
[...]

Wist niet dat dit topic er was, heb er ook niet echt naar gezocht :D Zet dit topic anders ook in de OP van het D2-topic :*)

Anyway, ik vind eigenlijk dat ze het ontbreken van statpunten toewijzen maar matig toelichten. Ze zeggen dat je de customization nu uit andere elementen kan halen, maar concrete voorbeelden worden daarbij niet echt gegeven. Maakt mij niet uit, het wordt vast een briljant spel, maar ik kan me de discussie zo wel voorstellen.
Mja gezien je dit topic niet heb gevolgd, weet ook niet of je TS al gelezen heb, maar er zijn skillrunes/meer gebruik van stats op items etc die ook al het een en ander veranderen.
Vooral die skillrunes lijken tof, zo geeft pheno een leuk voorbeeld, zal ook eens kijken voor je of ik die update zo gauw kan vinden.
Barbarian

* Leap + rune of multiplication = Barbarian throws his weapons at target point, then leaps to catch them. Causes AoE damage around target and hits all enemies between the barb's original position and target. Line's damage is dependent on leap skill level and weapon damage.

* Leap + rune of power = Charge. Barbarian charges at target point knocking small enemies down and out of the way in a wide line, also dealing great damage. If the barbarian collides with a large enemy, such as a boss, the barbarian will stop the charge and the enemy will be knocked back, dealing even greater damage. Skill damage is dependent on leap skill level and the barbarians strength and possibly stamina/vitality. The downside of this ability is that the barbarian can no longer leap over obstacles.

* Whirlwind + rune of will = The barbarian attaches an axe to a chain, increasing the radius of his whirlwind. As his spin ends, he uses the momentum to hurl the axe in the direction in which he was moving.

* Whirlwind + rune of power = The barbarian starts spinning so quickly that he literally summons whirlwinds to his side. These whirlwinds move about randomly for a few seconds, damaging and disorienting any enemies with which they come into contact.


Wizard

* Disintegrate + rune of multiplication = When the disintegrating ray hits an enemy, it splits into two weaker (and less visually-intense) rays. Each ray fires off 60 degrees from its original direction. Should these new rays hit an enemy, they split again in a similar fashion. The ray(s) also bounce(s) off objects and walls.

* Teleportation + rune of will = Etherbend. The wizard suspends him/herself in half-teleportation. He/she can walk through enemies and cast spells, but magic does additional damage to them and they cannot physically attack.

* Teleportation + rune of will + rune of multiplication = Etherflush. An AoE version of the above skill. This can effect enemies as well as the caster, depending on where it is cast. Would be useful for disabling non-magical enemies and dealing additional magic damage to them.


Witch Doctor

* Zombie wall + rune of multiplication = For every X damage/kills, a zombie in the zombie wall manages to pull itself out of the ground and act as a summon for ten seconds.

* Zombie wall + rune of power = X% of damage dealt by the zombie wall is returned to the witch doctor as health.

* Zombie wall + rune of power + rune of multiplication = Combines the above two effects. Zombie summons also return health.

* Locust swarm + rune of multiplication = Somewhat dampens damage done, but the locust swarm has a 25% chance to jump to an additional target every second, and a 50% chance to jump to two targets after the original target's death (obviously percentages may need balancing).

* Locust swarm + rune of power = Instead of being cast on a target, the locust swarm is cast on the witch doctor, forming a protective field of insects. Lowers the accuracy and does DoT to enemies that get too close. The DoT lasts some time after the enemy exits the field of effect, but does not transfer like the basic locust swarm spell.

[ Voor 64% gewijzigd door psychoclown op 11-12-2008 14:05 ]

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Ziet er wel lollig uit inderdaad :P En nee, de eerste 14 pagina's lezen lijkt me geen goed plan :D

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Update

Tyreal is moving!
This could be an indicator of upcoming content additions, or just a small graphics update, but the “wings” of Tyrael on the official Diablo 3 site has transformed from elegant white “tentacles” to fiery, smoky tendrils. Seeing as how the Diablo 3 logo got some pulsating smoke emanating from behind it, it could very well just be a web graphics update, but it’s still interesting to speculate if it’s “just” that or possibly a major change coming up…
Old Tyreal

New Tyreal

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Laten we hopen dat het een indicatie is voor wat leuks zo vlak voor de kerst :-).

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psychodude schreef op donderdag 11 december 2008 @ 22:39:
Laten we hopen dat het een indicatie is voor wat leuks zo vlak voor de kerst :-).
Ja zou wel heel tof zijn :)
Sowieso wil ik wel graag weten waarom Tyreal nu andere 'tentakels' heeft.

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Verwijderd

psychoclown schreef op vrijdag 12 december 2008 @ 12:43:
[...]

Ja zou wel heel tof zijn :)
Sowieso wil ik wel graag weten waarom Tyreal nu andere 'tentakels' heeft.
I guess...

Tyrael zou de eindbaas kunnen zijn.

en de tentakel vormingen zijn de 3 broers... mephisto, baal en diablo die eruit proberen te komen. Hmm...

Als je goed kijkt kun je een soort van 'poten' zien. Sowieso, iets probeert eruit te komen, en dat wordt mogelijk bekend gemaakt in de kerstperiodes. Misschien iets van een magisch schild.

Zou ook Cain kunnen wezen :o

Voor de rest vermaak ik me prima in Maleisie. Morgen naar Cameron Highlands. De 27ste naar Hong Kong.. shoppen ;) Ja, in Kuala Lumpur heb ik daar de boekenwinkel bezocht. Raad eens? ze hadden (bijna) alle boeken van Diablo, heb er meteen zo'n bundel van 4 boeken in 1 en 3 boeken van de Sin war gekocht :9~
:D

Haha, diablo hype slaat nu al toe bij mij. 8)7

*edit:

1 minuut surfen later:

When Deckard Cain returns to the ruins of Tristram Cathedral seeking clues to defeat new stirrings of evil, a fiery harbinger of doom falls from the heavens, striking the very ground where Diablo once entered the world.

Dus: wie staat er in het cathedraal... ;) Cain = diablo = (tyrael) maar dan opgesloten in zijn ziel. Immers zonder de steen is er geen diablo, en die heeft tyrael bij zich. Ik vermoed dat er iets gebeurd wat Tyrael niet verwacht, is dat (mocht ik aannemen dat dit de reden is van de verandering van de wings van Tyrael) 'Diablo' vrij wilt komen en dus zijn 'wings' tevoorschijn haalt en de steen pakt en die in de hoofd van Cain ramt en dan in Diablo veranderd. Oid...

edit 2:
http://forums.battle.net/...icId=13393671745&sid=3000

:/

[ Voor 30% gewijzigd door Verwijderd op 12-12-2008 13:26 ]


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Denk je dat de storyline al aangeven op een website ipv in de game zelf ;)
Misschien laten ze de image langzaam veranderen naar Diablo, gewoon, voor de lol. En omdat het kan :)

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Update

What Happens When You Die?
Bashiok: We had a checkpoint system in the BlizzCon demo we showed, where you would die and pop back up at the last chekpoint you came across. Some of that was for the convenience of the demo, but we do like the checkpoint system and intend to carry that forward in the same or similar form. We're not looking toward corpse retrieval currently.

Any death system we do have needs to allow players to get back into the action quickly, but not be so meaningless that you're just flinging your corpse against a wall of monsters over and over until you finally get through.

A fan asks a follow-up question on how far apart checkpoints will be. MEaning really asking how much downtime a death will be for a player.

Bashiok: That all comes down to balancing, and probably the specific Act/dungeon itself. No way to know right now.

Media Update: December
Dungeon Entrance PalaceCaldeum Afbeeldingslocatie: http://www.blizzard.com/diablo3/_images/screenshots/ss64-thumb.jpg Afbeeldingslocatie: http://www.blizzard.com/diablo3/_images/screenshots/ss65-thumb.jpg Afbeeldingslocatie: http://www.blizzard.com/diablo3/_images/screenshots/ss66-thumb.jpg Afbeeldingslocatie: http://www.blizzard.com/diablo3/_images/screenshots/ss67-thumb.jpg Afbeeldingslocatie: http://www.blizzard.com/diablo3/_images/screenshots/ss68-thumb.jpg

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Dat checkpoint systeem klinkt goed. Gebruiken ze ook bij Champions: Return to Arms en dat werkt wel lekker.

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Vicarious schreef op vrijdag 12 december 2008 @ 23:30:
Dat checkpoint systeem klinkt goed. Gebruiken ze ook bij Champions: Return to Arms en dat werkt wel lekker.
Ook bij TQ wat ook een lekkere hack&slash game is, werkt uitstekend maar dat is opzich niet nieuws want dat is al eens eerder langsgekomen in een interview als ik het goed heb.

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Diablo 3 Newsupdates Archive I


Updates:
28-06-'08 - Update1: Interview: Blizzard's Rob Pardo on Diablo III
29-06-'08 - Update2: Diablo III Dx10.1 implementation
05-07-'08 - Update3: Gamespot about Blizzard Invitational
06-07-'08 - Update4: Exclusive Concept Art, Classes
10-07-'08 - Update5: Random Loot Mechanic
22-07-'08 - Update6: Bashiok Answers Gameplay Video Concerns
23-07-'08 - Update7: Bashiok Answers Questions on Bnet
24-07-'08 - Update8: PC Powerplay Blizzard Exclusives Edition
25-07-'08 - Update9: New Diablo III Screens/Artwork/Wallpaper
28-07-'08 - Update10: Rumor: D3 Battle.net Changes
29-07-'08 - Update11: Bashiok on Boss Damage Visuals
31-07-'08 - Update12: Diablo 3 Multiplayer To Be Encouraged
02-08-'08 - Update13: Achievements in Diablo 3 and StarCraft 2[
03-08-'08 - Update14: Diablo III article
04-08-'08 - Update15: Diablo III 'Heavily' Into Development
05-08-'08 - Update16: D3 Team takes on Art Controversy
05-08-'08 - Update17: Designer Explains Why Necromancer Was Cut, Hints At Return
06-08-'08 - Update18: Game Update, Bashioks Quick Answers
07-08-'08 - Update19: Diablo 3 Achievements vs. Steam/WoW's
08-08-'08 - Update20: Diablo III Art Director Quits, Game Remains The Same
08-08-'08 - Update21: BlizzCon 2008 Diablo Panels Revealed
08-08-'08 - Update22: Jay Wilson Interviewed
12-08-'08 - Update23: ‘Diablo III’ Gender Choice A ‘Big Debate’
12-08-'08 - Update24: ‘Diablo III’ Rounds Out Trilogy, But Not The End Of ‘Diablo’
13-08-'08 - Update25: Battle.net To China - Diablo 3 Release 2012?
15-08-'08 - Update26: Ureh Confirmed - New Artwork Update
15-08-'08 - Update27: Jay Wilson: D3 aims to broaden the audience
16-08-'08 - Update28: Bashiok on Graphics and Game Design
20-08-'08 - Update29: New Artwork
21-08-'08 - Update30: Interviews with Jay Wilson
21-08-'08 - Update31: Diablo 3 interview by Eurogamer
25-08-'08 - Update32: Interviews with Jay Wilson
27-08-'08 - Update33: Blizzcast #5: Diablo 3 Q&A
28-08-'08 - Update34: Bashiok on Health Orbs and PvP + 2 New Screenshots
29-08-'08 - Update35: Bashiok on Minion Control and AI
03-09-'08 - Update36: Jay Wilson video interview by TenTonHammer
04-09-'08 - Update37: Diablo 3 Timeline & Media Update
06-09-'08 - Update38: Bashiok on Boss Drops + New Artwork. Diablo Polystone screens
12-09-'08 - Update39: Bashiok on Skeletal shields. Interview with Deckard Cain's voice actor
13-09-'08 - Update40: Diablo 3 Won't Have Locked Chests
16-09-'08 - Update41: Bashiok on Corpses and Web Updates
17-09-'08 - Update42: Diablo 3 Interview by VideoGamer
18-09-'08 - Update43: Bashiok on Corpses, Physics and Logos
19-09-'08 - Update44: New Monster, Screens, Art
23-09-'08 - Update45: Answers from Bashiok + Fanmade Wallpapers
26-09-'08 - Update46: Jay Wilson Interview and Bashiok on Guns and Spellbooks
02-10-'08 - Update47: Bashiok on Death Penalties
03-10-'08 - Update48: New Monster, Screens, Art
07-10-'08 - Update49: Bashiok on "Naked" Female Witch Doctors
10-10-'08 - Update50: Bashiok on Mob vs Mob and Inventory. D3 Playable at Blizzcon08
11-10-'08 - Update51: New Class: Wizard
11-10-'08 - Update52: Class and Gameplay Panel. Wizard skilltree.
13-10-'08 - Update53: Blizzcon08 Video Interviews and questions answered.
13-10-'08 - Update54: Blizzcon08 Diablo 3 Gameplay Impressions.
15-10-'08 - Update55: Bashiok Answers Post-Blizzcon Diablo 3 Concerns
16-10-'08 - Update56: Diablo III To Use Warden + BlizzCon08 Art
17-10-'08 - Update57: Blizzcon 2008: Diablo III Tidbits
17-10-'08 - Update58: New BlizzCon08 Art
19-10-'08 - Update59: BlizzCon D3 Inventory Images and Character Art
21-10-'08 - Update60: Barbarian Game Play and Skill Tree Discussion + New Art

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Mooi werk, Psycho! As usual :)

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Mooie post, heb er veel van teruggelezen. Weet nu een stuk meer over DIII ;)

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Thanks, staat ook in de TS hoor :P maar anders wordt die te lang we zitten namelijk al op 74 updates..
Vicarious schreef op maandag 15 december 2008 @ 09:13:
Mooie post, heb er veel van teruggelezen. Weet nu een stuk meer over DIII ;)
Ja staat ook in de TS hoor maar goed dat je nu weer wat meer op de hoogte bent ;)

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Update

G4TV on Diablo III
Diablo II had stat spending. It wasn’t the most compelling customization. There was generally always a right answer. That’s not customization. We’ve got a rune system. Runes are items that drop off of enemies that you can use on skills. and they will allow you to completely change the nature of the skill. You can take a firebomb skill make it bounce to hit multiple targets. You can add damage to teleport so that you would make an aggressive attack spell.

We’ve designed the entire game to be played cooperatively. So a lot of our mechanics are really focused on co-op. if you pick up a health globe, any of your friends who are nearby gets a heal. We actually drop a lot more loot than in previous games since everyone is getting their own drops. If you see it on the ground it’s yours. We’re trying to get rid of some of the things that made people fight and not want to play together.

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= Win! ik hoop dat er dit jaar nog wat extra ( characters/whatever ) vrijkomt over deze game! 2009 ligt voor de boeg.. misschien wel het jaar van D3 :D

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SpoTs schreef op dinsdag 23 december 2008 @ 11:43:
[...]


= Win! ik hoop dat er dit jaar nog wat extra ( characters/whatever ) vrijkomt over deze game! 2009 ligt voor de boeg.. misschien wel het jaar van D3 :D
Het hoeft ook niks te betekenen, het filmpje is nog van een tijdje terug maar nu pas erop gezet en alleen het interview met Jay Wilson is interessant en nieuw. Vandaar ook de quote, hoop natuurlijk op wat leuk nieuws zo voor het einde van het jaar maar geef het een zeer kleine kans. Alhoewel het wel erg rustig is op D3 nieuws gebied, behalve de maandelijkse media updates hoor je ook nog maar vrij weinig van Bashiok.
Mss dat er iets groots aan zit te komen en dat ze daarom nu even 'off the radar' gaan?

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psychoclown schreef op dinsdag 23 december 2008 @ 12:25:
[...]

Het hoeft ook niks te betekenen, het filmpje is nog van een tijdje terug maar nu pas erop gezet en alleen het interview met Jay Wilson is interessant en nieuw. Vandaar ook de quote, hoop natuurlijk op wat leuk nieuws zo voor het einde van het jaar maar geef het een zeer kleine kans. Alhoewel het wel erg rustig is op D3 nieuws gebied, behalve de maandelijkse media updates hoor je ook nog maar vrij weinig van Bashiok.
Mss dat er iets groots aan zit te komen en dat ze daarom nu even 'off the radar' gaan?
Dat zou idd goed kunnen :) maar dit is atm 1 van de titels waar ik op zit te wachten.. de rest laat me koud :P

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SpoTs schreef op dinsdag 23 december 2008 @ 16:29:
[...]


Dat zou idd goed kunnen :) maar dit is atm 1 van de titels waar ik op zit te wachten.. de rest laat me koud :P
Ja same here, zijn best veel titels die ik wel zou willen spelen maar vind de tijd er niet voor of geen zin om tijd in te steken. Eigenlijk alles behalve D3 laat me dus koud :P
Had ik ook toen ik nog op hoog lvl competitief CoD1/2 speelde, tijdje WoW ernaast gespeeld maar dat ging na een tijdje ook weer over en nu hetzelfde met D2 zoals vroeger :)
Lekker simpel, geen geklooi met instellingen goed zetten omdat ik niet boven de 60fps uit kom etc en vermaak me nog altijd prima met een stel andere gotters :)

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Update

1UP Jay Wilson Interview
With the Diablo series, Blizzard took the dungeon-crawling formula of games like Rogue and Angband and redefined it into the loot-driven action-role-playing game that so many others have come to imitate. So you'd think that Blizzard would just chill. But no, they need to see if they can show up the imitators by developing a third Diablo game for a modern audience -- one that might consider 2001, when Diablo 2: Lord of Destruction came out, as "ancient history." We recently talked with game director Jay Wilson and covered all sorts of nitty-gritty Diablo 3 topics, like why the Barbarian class is the only holdover from Diablo 2, what makes a Witch Doctor different than a Necromancer, and just how far along the classes are (you'd be surprised!).

1UP: You've worked on Dawn of War and Company of Heroes for Relic -- how did it feel to go from real-time strategy games, where you control a force of units going up against another force of units, to an RPG, where it's one guy versus a force of guys?

Jay Wilson:
Well, before I started at Relic, my previous experience was with first-person shooters -- Blood, Blood 2, and a few games that didn't get released -- so I have a lot of experience with action games...especially with "one versus many." Blood was very much a "one person versus tons and tons of enemies" type of game, so it kind of feels like coming home. The nice thing is that a lot of the core principles by which RTS games run -- the statistical approach to how you create units, how you create weapons and their damage -- there are a lot of parallels here. Sure, there are some differences, but there's enough cross-pollination that it doesn't feel that different, well, from a "what do I do on a day-to-day" basis kind of thing. When I play the game, obviously, it plays quite differently.

1UP: I've once asked StarCraft 2 lead designer Dustin Browder if there are any habits from his Command & Conquer days that creep into StarCraft 2, and he said that working "the Blizzard way" has erased his old habits. Are there any aspects of your previous work that's making their way to Diablo 3, or has "the Blizzard way" of creating games completely changed your design style?

JW:
I think a little bit of both. My particular style of development is quite compatible with Blizzard. I kind of already did things "the Blizzard way," as much as possible outside of a Blizzard studio. I think it was one of the reasons why it was such a good match for me, and why I was so happy to come here. That being said, I like power. I like amazingly huge explosions and monsters ripping heroes and heroes ripping monsters apart, and all that stuff. I remember when we first showed Diablo 3 inside the company, a lot of guys said, "Oh, it looks like you really channeled God of War," and I was like, "No, no -- we channeled Dawn of War!" We took a lot of ideas straight out of Dawn of War, like the Barbarian being picked up and eaten by a boss -- we did all kinds of stuff like that in Dawn of War. So I really wanted to carry a lot of those things over -- the over-the-top visceral feel. It was very much what Relic was about, and it's something that I'm going to try to put in any game I work on. So I think it was a good mix, for sure.

1UP: Since you came from a different company and worked on other genres before working on Diablo 3, as an outsider, did you want to change or preserve anything from the previous games?

JW:
When I started the project, I was a lot more fixated on what I wanted to keep. I really wanted to work on Diablo because I didn't want someone to take it and turn it into something else. I didn't want to make it a first-person shooter or a third-person action game. I wanted it to be the isometric Diablo that I knew and loved. I wanted the item-gain to basically stay the same. Certainly, when people see Diablo 3, they'll find lots of little changes that make an impact. But overall, the item-gain is the same basic concept as in the [previous Diablos]. The general feel of you versus a ton of enemies, the dark tone of the universe -- all of those things, I thought, were really important to keep.

As we worked on the project, I started to identify the things that I thought could be improved. The combat model doesn't have a lot of depth in the previous games. It was very much a "one-skill spam" kind of game, which I think works great for the Normal [difficulty] playthrough. I think most of the audience is just fine with that, and through most of the Normal difficulty, it's going to be like that. But as you go into Nightmare and Hell difficulties, I think that the more serious player will appreciate a game that's a little deeper on the combat-mechanic side. On the item and customization side, I think the game was pretty deep and pretty good. I still think we could do those things better, but again, it's the difference between a big significant change or small cosmetic ones.

And the last one is in story development and the universe. The previous Diablo games did not have the depth that I think other Blizzard games did in terms of the universe they created and the characters that existed within that universe. Everyone knows Deckard Cain and maybe Tyrael, but past that, who's a memorable character in the Diablo games? [Who are you] going to keep coming back for? So those things became more important as we continued to develop the project.

1UP: Can you elaborate on your "deeper combat" comment? What makes Diablo 3's combat deeper than its predecessors?

JW:
Combat is as deep as the options the designers give themselves. Whenever you add a new capability to a monster -- potentially something that feels unbeatable -- it's more of an opportunity to expand the depth of your characters so they can respond to those threats. A good example would be if you look at Diablo 2: There were a couple of problems with just the power of the characters and the way they were made powerful. A player could run faster than any monster, so you could escape just about any threat. You had endless health and resource -- by resource, I mean mana -- because of potions. And you had the Town Portal, which could instantly get you out of any problem. Those were incredibly powerful mechanics to escape danger and were not class-specific. So every kind of class really had no need for anything like an escape skill or reactionary ability. They simply needed to attack, and if they ever got in over their heads, they simply ran away or drank potions. And it's the same response across the board.

So one of the things we focused on is that response -- 1) setting up scenarios where the players can't easily get out of danger without the use of class-specific skills, and 2) giving them really simple controls to use a broader range of skills without making the game that much more complex to play. I really distinguish the difference between complexity and depth; to me, complexity is adding more buttons, while depth is making a single button more powerful and versatile. So that's always been our goal -- reducing the amount of controls while making each button mean more. So that's one of the reasons we added the Hotbar; it's one of the reasons why we avoided the potion-health system. And when people play the game, they may not notice this next point that much, but we leveled out the movement speed somewhat so that the player moves at a more reasonable rate compared to the monsters.

1UP: Of all of the classes to return from Diablo 2, why did you choose the Barbarian?

JW: Well, our original goal was to not bring any class back. We wanted to, at the very least, twist an existing class, if nothing else. The Wizard really is a twist on the Sorceress in many ways -- there's nothing you can really do to avoid that, as you've got to have the blasty mage character. The real question was "can we do something a little different and more interesting?"

So for the Barbarian, well, we actually had a different character first. The Barbarian was actually a whole different class at some point, and I won't mention the name of it because, well, it will spark debate. But essentially, we all just called him the Barbarian, because he looked and acted like a Barbarian. We then started talking about mechanics, and were like, "He'll do this, like the [Diablo 2] Barbarian." We also then noticed that we added so much to him that made him better than the [Diablo 2] Barbarian. We decided that this is the one class that, when you look back [Diablo 2], you feel like he could be significantly better.

I'll use him as comparison to the Necromancer, who's almost been a victim of his own success. He's so well designed. When you're designing him, you're like, "OK, let's see -- Necromancer: corpse explosion, bone magic, curses, and undead minions." You're done; there's nothing else to do there. You can only add so much to a class before he becomes oversaturated. So with the Necromancer, he would have been exactly the same class as in Diablo 2. And if we had done him differently, we really would have betrayed the class itself, and people would be saying, "This isn't the class I expected."

But with the Barbarian, he had a bunch of different skills that were variations on the normal attack, with Whirlwind being the exception. But we had these ideas for things like Ground Slam attacks and what we call "Hulk-like abilities," such as ripping the ground up from beneath people and doing these wide swings that would catch multiple targets. We just felt like this wasn't explored yet and we could do something new. So that's what it boiled down to: The Barbarian was the one class that we felt like we could reinvent in a way that didn't require the actual kit and name to change. With [Diablo 2], I just think they did a really great job of delivering on the fantasy of pretty much every class -- except with the Barbarian; I thought they could have done better.

1UP: Someone could look at the new classes and make reductionist statements that compare them to the Diablo 2 classes. For those who claim the Wizard is just a reskinned Sorceress and that Witch Doctor is just a new name for Necromancer, what attributes would you point to that makes these new classes different and not rehashes?

JW: Well, for the Wizard versus the Sorceress, I would say that if someone makes the argument that the Wizard is just a reskinned Sorceress, I would respond, "Yeah, you're right; the Wizard is basically a reskinned Sorceress." What we couldn't do with the Sorceress very well was break into what I'd call the old-school pen-and-paper magic user. You know the old magic user who could do a variety of things, like conjure up animals out of midair or create clouds of fog and acid or control time or disintegrate things or use death spells. They had this wide variety of magic that they could use compared to the more traditional elementalist -- which is what the Sorceress is, meaning fire, ice, and lightning -- who was just more limited. What we really wanted to do is break into this area, while if we just did the Sorceress again, we'd be like, "OK, you have to do fire, ice, and lightning, but where does disintegrate fit? Where does slow time fit in?" So we decided [that we'd] just take the same class mechanics, and [that we'd] change the basic concept and name and just have a throwback to that old-school magic user to give ourselves a broader range of magic skills. But there was never a huge desire to go away from the basic gameplay of the Sorceress; there's a lot of repeated skills, and that's intentional.

With the Witch Doctor, I'd say that the Witch Doctor is not a reskinned Necromancer. He has similarities, but I would say no more so than the Hunter and Warlock do in World of WarCraft. Sure, they're both pet classes, but they don't operate the same. For the Witch Doctor, we wanted to create a class whose pets were not his primary source of damage output. Sure, you can build a Necromancer that's not reliant on pets, but most Necromancer builds are very pet heavy. The pets do a lot of the damage, and a lot of mechanics are built around debuffing the enemy so your pets can be better against them or taking advantage of the bodies your pets create by blowing them up with corpse explosion.

The Witch Doctor's pets are more of a distraction -- they're his form of crowd control. They're very transient, they don't matter as much to him, and they aren't really a primary source of damage. We wanted to have this general notion of a character who controlled all things slimy and gross, like zombies, bats, snakes, and spiders, but he didn't rely on them -- he just throws them out there. One of his most permanent pets is his Zombie Dogs, and we have a spell to blow them up because they're just not that important to him. We consider Zombie Wall to almost be a pet as well; it's a short-term pet, but it's a pet nonetheless. Each element is like that, where it's another distraction while the source of primary damage is the Witch Doctor himself. This makes him play very differently than the Necromancer, which was intentional.

I don't want to close the door on bringing back classes from Diablo or Diablo 2; I just don't want to do so with the initial release of Diablo 3. In Diablo 3, all of the classes should do something completely new. Then I'd like us to look back and figure out what gameplay gaps [exist].... Then we'd go back and satisfy our and the fans' nostalgia by pulling back some classes that we think really stood out.

1UP: In creating this game, would you say that the character classes and their powers drive the rest of the game, or are their powers created as a result -- or solution -- to problems presented by the game?

JW:
Probably the best way to describe it is that initially, when we're doing skills for a class, we're not thinking anything except "what makes this class awesome? Why do I care about this guy?" Then you say, "Because he can hit the ground and create a small localized earthquake that destroys everything in front of him." That sounds pretty awesome; that sounds like a guy that I'd want to play. So early on, that's really our fixation: What is going to make this class sing? But that only really drives the first half-dozen skills. After that, we start getting into what mechanics have we put in the game that we want this class to take advantage of. For example, with the Wizard, we gave her a passive skill that causes enemies to drop mana orbs -- just like health orbs. So that's a mana-recovery mechanic for her; it plays into her resource and plays into the health-orb system.

So there, we just said, "We need a recovery mechanism for her -- what would work? Well, we can give her something similar that we already give for health." But then that doesn't mean anything for the Barbarian since he uses a completely different resource. For him, we tend to focus on skills that make him play in a way that's interesting. His "fury resource" is designed to drive the player forward, like a Barbarian, because he's very tough and is a close-quarters combatant. He wants to move forward, because the mechanic is "I have a lot of fury, which helps me deliver a lot of damage, but I'm going to lose it just sitting around." It makes him very aggressive, which is what we wanted out of the character. So that was driven by [the concept of] how do we want this guy to play. Very aggressively, and hence we built this mechanic.

And lastly, [there's] the monster design. As we get further and further into the game, our goal is to make monsters that we can't figure out how the player can defeat [with the existing skills] and give the player the tools they need to defeat them. So the design of the monsters has a direct relationship to the design of the classes. That's kind of an ongoing thing; we [decide] "Let's create a monster that has really debilitating rooting attacks that just get you stuck when you encounter them." Then we see that this really screws with the Barbarian, so we give him a skill that lets him break out of roots so that he can counter that. Those things are interesting and allow for the player to have a broader, deeper character. On the other hand, we don't want to go too far -- a lot of mechanics of World of WarCraft are based heavily on control, and we want to make sure that Diablo 3 stays mostly a combat game based mostly on attacks.

1UP: How do the "randomized scripted events" that you're adding to randomized dungeons work? Are events being procedurally generated, or do you just make a giant bank of scripted events to pull from?

JW:
Option two. We do it the same way we create a lot of other randomness: We create way more assets than the average game would [need], and we pull from all those. I think if you were to pull an average random dungeon from most games, well, hold on...we have this concept of "rooms," which describes a certain size of area that gets interconnected together. They used to call them "tilecuts" in Diablo 2 -- I'm probably bastardizing the word -- but we use "rooms." So if you were to take the average dungeon from the average game, it probably would be the equivalent of 10 to 12 of our rooms, whereas our dungeons need closer to somewhere between 50 to 80 rooms. The nice thing is that while we generate a lot more content, you get a lot more time in it. So it pays off in the long run. We do the same thing with the scripted stuff; if we want you to encounter two or three scripted events, we probably make four or five times that number of events.

1UP: Can you cite some specific scripted events that might pop up during a typical playthrough?

JW:
We had a lot of them in our BlizzCon build. [In one of them, there was] a series of ghosts at an altar who were seeking an object that you'd get to prove your worth. If you did get it, then they would test you by having big powerful monsters attack you -- and if you passed, you got a nice reward. Another one was coming across some fellow adventurers stranded in a dungeon who'd need your help to get out. So there are a lot of different kinds of scenarios; you'd run into people who would need to be escorted or a caravan that's been stranded. And if you stick around and protect [the caravan] for a few minutes from [an attack] that would occur, you'd get a reward. Most of these are fairly optional, where the player can decide whether he wants to do them or not, but we try to reward them well and make them pretty fun. The biggest goal we have with these is that we want to change what the player is doing. Whenever you can basically take the core game and make the player play it in a slightly different way, it makes the game a lot more interesting and keeps it from being tedious. You go from "I'm killing monsters aimlessly" to "I'm now killing monsters to protect this thing." That's easily a more interesting scenario, because it's different than what you were doing, and that's our main goal with that.

1UP: So with changes to character-class design and dungeon design/scripting, did you make any significant changes to the last major aspect of Diablo: the loot/item-gain?

JW:
I believe I mentioned in the past that we are considering crafting systems. But we're not really announcing anything about that right now. But we took a few things out, like Rune Words, essentially because Rune Words is a very simple crafting system, and we're planning to do something different there. I'd say that most of the changes are minor. We've made lots of statistical changes. For example, with the more magical classes, like the Sorceress, their items were in some ways less valuable to them because they didn't have a lot of effect on their damage output, so we've added more attributes that control magic damage and things that allow Wizards to get items that do more damage and bolster their defenses and health. We have more [weapon name] affixes that play into the broader set of resources; the Barbarian has fury, so we added affixes that play with that. We generally tried to expand our approach to affixes to make them smarter.

Those are fairly simple, though. There's other things, like how we've changed the way that gems work. In Diablo 2, gems could only go on white -- or nonmagic -- items, while gems are now a separate chance for a weapon, meaning that we roll the item's base attributes, and we roll for its chance to have gem slots. So now any item, even legendary ones, can have gem slots. That plays a lot into the core of the item system [...] even if you find the best item in the game, the stats on that item have some randomness to them that means there could be a better version of that item. Well, now, if you find the best item in the game but it doesn't have any gem sockets, then it's not the best version of that item. In terms of creating item variance, we're looking to enhance that within Diablo 3.

There're still a few things that we haven't made decisions on yet -- set items, for one. I didn't like the way they worked in Diablo 2, as by the time you finally got a set together, you generally leveled beyond the use for it. So you might save them for alts, which is OK, but I'd rather that they be useful for you to begin with. We haven't really decided how we're going to fix that. We also have some new item types that we haven't announced yet that are related to some systems that we're planning. But I don't think they vastly change the system -- they mostly play into the strengths of it.

1UP: So what kind of production schedule is Diablo 3 going through? How are the classes designed -- do you work on them in batches or focus on one at a time?

JW:
In terms of the classes, it's not dissimilar to StarCraft 2. It takes a lot of design resources to work on a class, so we tend to focus. Now, the further a class gets in development, we do have a tendency to "do a pass." Like right now, we're doing a pass on the Barbarian, Witch Doctor, and Wizard. While we did some changes to the overall skill system on a high level, that trickles down to all of the classes. And even though we redid the skill trees on those three, they weren't heavy-duty changes -- more like a revising of how they worked. Minor updates we'll do simultaneously across all classes. But we usually have a class that we're working on, and with the other classes, we're essentially "letting them cook." We give them time for people to play them, get a feel for them, and decide what we like and don't like about them.

The other interesting thing is that every time a new class gets introduced, they raise the bar in some way; we then have to go revisit the other classes. Best example: The Wizard is the second class we implemented. We put all of these fantastical effects on the Wizard, and suddenly, everyone was like, "The Barbarian is really weak and boring." What's funny is that in some ways, the Barbarian was more powerful in terms of flat-out game balance. But the first version of the Barbarian wasn't very effects-heavy, because he was a more physical class. We were kind of shy of putting fantastical effects on him. But after the Wizard, we were like, "You know what, effects are fine. Let's just make the Barbarian look as awesome as the Wizard." So we went back and did a redo of the Barbarian effects, just to beef them up while keeping to the philosophy of making him a physical combatant and not too magical but still as impressive as possible.

That happens with each class. When the first version of the Witch Doctor was put in, that dude was just so powerful. He was so untouchable, and we really liked that, so instead of powering him down, we really tuned some of the monsters to match his power level. But that meant we had to go back to the other classes and power them up a bit. So each class has had a tendency to ripple into the other classes and how they play.

1UP: Can you talk about the state of the classes? For example, is every class -- even the two that you have yet to reveal -- playable in the game right now?

JW:
No. The fourth class is playable in game but is using a placeholder model -- one of an NPC, actually. And all of the skills are what we call "programmer art" because we haven't implemented actual skill effects. So that one is just in gameplay testing for us while we determine signature skills. The fifth class, we're just about finished concepting it and are about to start building it. We can't use placeholder art, so we're now just going to build a model and start working on the first series of skills for that one. We're actually spending more time on the Witch Doctor, Wizard, and Barbarian because of a big change we made to the skill system that we wanted to [integrate them] with -- so it's mostly just artwork that's going on for the other two classes.

1UP: With the amount of time between Diablo 2 and Diablo 3 and the release of many clones, how do you plan to keep Diablo 3 relevant for a modern audience?

JW:
I don't think there's been a game that came out that's made Diablo 2 irrelevant. I do think that happens; in certain genres, games will come out and make previous ones irrelevant. I don't think that's happened -- I don't think that game exists yet. So to a certain degree, we have that benefit. That being said, I think in this day and age, there are certain things that you have to deliver in Diablo 3 that the previous games did not. The reason why we're focusing on scripting, more diverse quests, and deeper gameplay -- and by deeper gameplay, I mean not just combat mechanics but also scripted events that change up what you do -- is that in this modern day of gaming, those things are really a requirement. They're the things you have to do to make a great game. In previous Diablo games, they didn't exist at all, and that was fine -- you didn't need them. I don't think you can have as light a touch on story as the previous games did and still succeed. And that's something I think really matters. On the other hand, I think there's a real gap right now in terms of PC gaming. If you're going to go do something for half an hour on your lunch break, it's probably not going to be an MMO, as that's too involved. If you want something actiony yet that still satisfies the feeling of progression that only a great RPG can [provide], there are not a lot of great games out there that can do that. So I think Diablo 3 fills a hole, even for people who play other kinds of RPGs, like MMOs. I'm a big fan of MMOs and most RPGs, but I still play Diablo 2 because there's nothing that really gives me that experience of having all the awesomeness of an action game with all the reward and progression of an RPG.

1UP: Finally, what are your "main" classes in Diablo 2? I originally rolled with a "Hammerdin" before messing around with other builds, and I'm curious about what you play with.

JW:
My most developed was a Barbarian. Well, no -- actually, it's my Necromancer. While the Barbarian was what I played when the game came out, my Necromancer is all I really play now. He's in the 90s and has pretty much gotten everything he can get, so all I do is run around and kill things to see if something superawesome drops. But my Barbarian was my first class, and my Necromancer is my main. While I did play each class to take it to Hell difficulty, those two were my loves. I had a pretty cool Sorceress, but I don't think I got her as high.

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Eindelijk weer echt wat nieuws, enja daar ben ik ook blij om.
Heb het snel even doorgelezen (lekker lang zeg!) en vooral dit stuk viel me op:
Those are fairly simple, though. There's other things, like how we've changed the way that gems work. In Diablo 2, gems could only go on white -- or nonmagic -- items, while gems are now a separate chance for a weapon, meaning that we roll the item's base attributes, and we roll for its chance to have gem slots. So now any item, even legendary ones, can have gem slots. That plays a lot into the core of the item system [...] even if you find the best item in the game, the stats on that item have some randomness to them that means there could be a better version of that item. Well, now, if you find the best item in the game but it doesn't have any gem sockets, then it's not the best version of that item. In terms of creating item variance, we're looking to enhance that within Diablo 3.
Dat is wel erg tof, tuurlijk worden er veel uniqs wrs ENORM sterk maar vooral ook dat er naast superrares superuniques zullen zijn :)
Ook tof dat ze de sets willen aanpakken want zoals ze zeggen is dat echt 10x niks.

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  • Pensmaster-B
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was idd een goed interview , ik hoop en bid nog steeds op een kerst 2009 release
ze zijn nu in ieder geval bezig met de laatste classes, maarja als je ook leest hoe vaak men het aanpast / perfectioneert
Pensmaster-B schreef op donderdag 25 december 2008 @ 21:34:
was idd een goed interview , ik hoop en bid nog steeds op een kerst 2009 release
ze zijn nu in ieder geval bezig met de laatste classes, maarja als je ook leest hoe vaak men het aanpast / perfectioneert
Yep precies en dan te bedenken dat ze nog veel moeten balancen zodra de classes erin zitten net als de items.. Gaat nog een hoop tijd in zitten. Een ding weet ik zeker, dat ik D3 zo hard ga spelen ;)

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  • ravw
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hopelijk gaan ze Diablo 1 en 2 plus updates ook naar de nieuwe grafX brengen zou wel leuk zijn :) voor al 1 die heb ik zo vaaaaak gespeeld

maar ik kan haast niet meer wachten dus kom maar op met dit spel :) ............

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I don't want to close the door on bringing back classes from Diablo or Diablo 2; I just don't want to do so with the initial release of Diablo 3. In Diablo 3, all of the classes should do something completely new. Then I'd like us to look back and figure out what gameplay gaps [exist].... Then we'd go back and satisfy our and the fans' nostalgia by pulling back some classes that we think really stood out.
Dus voor Diablo 3 willen ze met allemaal nieuwe characters komen, wat begrijpelijk is, en later misschien een paar oude characters toevoegen? Dat zou wel de ideale oplossing zijn. Ik denk dat we nog wel een expansion mogen verwachten.

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2009 amenooitniet. Kijk hoe lang Starcraft 2 al bezig is met 1 ras om te balancen. Dat was al eerder aangekondigd en ziet er enorm af uit. En toch hoop ik voor die nog op een 2009. D3 is nog niet af, en volgens interviews doen ze een paar iteraties over het spel per act.Act 1 heeft de eerste iteratie gehad, act 2 zijn ze nu mee bezig.Ga uit van 4 acts en dan weet je het wel :)

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ravw schreef op donderdag 25 december 2008 @ 21:46:
hopelijk gaan ze Diablo 1 en 2 plus updates ook naar de nieuwe grafX brengen zou wel leuk zijn :) voor al 1 die heb ik zo vaaaaak gespeeld

maar ik kan haast niet meer wachten dus kom maar op met dit spel :) ............
Denk niet dat ze daar tijd in gaan steken, de tijd + werkuren hebben ze hard nodig voor D3 :)
Jeebus schreef op donderdag 25 december 2008 @ 23:50:
[...]


Dus voor Diablo 3 willen ze met allemaal nieuwe characters komen, wat begrijpelijk is, en later misschien een paar oude characters toevoegen? Dat zou wel de ideale oplossing zijn. Ik denk dat we nog wel een expansion mogen verwachten.
Yep en dat was al veel langer bekend, net als dat D3 minimaal 1 expansions krijgt.
Pheno79 schreef op vrijdag 26 december 2008 @ 09:19:
2009 amenooitniet. Kijk hoe lang Starcraft 2 al bezig is met 1 ras om te balancen. Dat was al eerder aangekondigd en ziet er enorm af uit. En toch hoop ik voor die nog op een 2009. D3 is nog niet af, en volgens interviews doen ze een paar iteraties over het spel per act.Act 1 heeft de eerste iteratie gehad, act 2 zijn ze nu mee bezig.Ga uit van 4 acts en dan weet je het wel :)
Idd, het balancen neemt het meeste werk in beslag, eind 2009 zou top zijn maar denk het eigenlijk niet :)

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Verwijderd

psychoclown schreef op donderdag 25 december 2008 @ 21:43:
[...]

Yep precies en dan te bedenken dat ze nog veel moeten balancen zodra de classes erin zitten net als de items.. Gaat nog een hoop tijd in zitten. Een ding weet ik zeker, dat ik D3 zo hard ga spelen ;)
alvast een diablo 3 tweakers-lan organiseren? :+

Ah, zit nu in een I'net cafe mijn laatste uurtjes aan het wegspelen. Morgen de vliegtuig naar Hong Kong pakken. Ze hebben hier ook Diablo, maar als ik het spel opstart krijg ik zo'n error dat ik 'm niet kan updaten. Cracked versie dus :'( Dus maar Serious Sam 2 gespeeld op Serious niveau :+

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Verwijderd schreef op vrijdag 26 december 2008 @ 12:22:
[...]


alvast een diablo 3 tweakers-lan organiseren? :+
alvast een guild maken voor diablo 3 ^_^

LFM GoT guild, must be liking Diablo 3 in a year from now

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Verwijderd

psychoclown schreef op vrijdag 26 december 2008 @ 09:56:

Idd, het balancen neemt het meeste werk in beslag, eind 2009 zou top zijn maar denk het eigenlijk niet :)
Blizz kennende zal het wel fall 2010 worden dat Diablo 3 uitkomt. Ik gok Starcraft 2 op kerstmis 2009.

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  • hellfighter87
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Humh een ding is zeker :D diablo 3 word zeker vet. ik heb diablo 2 grijs gespeeld, in hoevere dat kan met een iso :D.

Moet wel een nieuwe pc aanschaffen voor diablo 3, moet sowieso wel een nieuwe kopen eind 2009 en diablo 3 is dan een goede extra reden :D

ZO te lezen en te zien komen er zeker leuke dingen :D vooral die runes lijkt mij heel vet. dan kan je 8 sorceres hebben met precies dezelfde skills maar zolang de runes maar anders zijn spelen ze ook heel anders :O, meoten ze er natuurlijk wel voor gaan zorgen dat ze een beetje balanced zijn.

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hellfighter87 schreef op maandag 29 december 2008 @ 18:03:
Humh een ding is zeker :D diablo 3 word zeker vet. ik heb diablo 2 grijs gespeeld, in hoevere dat kan met een iso :D.

Moet wel een nieuwe pc aanschaffen voor diablo 3, moet sowieso wel een nieuwe kopen eind 2009 en diablo 3 is dan een goede extra reden :D

ZO te lezen en te zien komen er zeker leuke dingen :D vooral die runes lijkt mij heel vet. dan kan je 8 sorceres hebben met precies dezelfde skills maar zolang de runes maar anders zijn spelen ze ook heel anders :O, meoten ze er natuurlijk wel voor gaan zorgen dat ze een beetje balanced zijn.
Balancen zullen ze sowieso veel aandacht aanbesteden en anders zien we het wel in patches verschijnen.
Maar idd die skillrunes klinken erg veelbelovend, net als veel andere features :9

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Update:

Niet veel gaande dezer dagen maar toch wel een nieuwe artwork die mijn attentie trok.
New Witch Doctor Artwork
Afbeeldingslocatie: http://e.imagehost.org/0801/Diablo_Raneman007c.jpg

[ Voor 13% gewijzigd door psychoclown op 04-01-2009 09:42 ]

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psychoclown schreef op zaterdag 03 januari 2009 @ 12:22:

Update:

Niet veel gaande dezer dagen maar toch wel een nieuwe artwork die mijn attentie trok.
New Witch Doctor Artwork

Die site geeft: Acces denied :(

BTW heeft iemand al een idee hoe eht zit met mercaneries :o?

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Kort antwoord over de mercs: nee.

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hellfighter87 schreef op zaterdag 03 januari 2009 @ 12:27:
[...]


Die site geeft: Acces denied :(

BTW heeft iemand al een idee hoe eht zit met mercaneries :o?
Ja ik zie het, moet ik later even fixen want Diii.net ligt er ook sinds gisteravond uit..
Gefixed, zelf even een uploadje gedaan :)

[ Voor 6% gewijzigd door psychoclown op 04-01-2009 09:43 ]

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  • Elfjes
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je kan wel zien dat al die "medicinale" kruiden die de witchdoctors gebruiken niet goed zijn voor je ingewanden :+

Bla bla bla...


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Update

Bashiok on Stat points
Pyramid16: I think a good way for auto stats is build them up depending on what you do with your character. for example if you spend alot of time on low health, vitality goes up or stamina increase from running alot.

Bashiok: Systems like this are usually a bit too easy to game. That is, once a player figures out how to increase the stat they want through the least amount of effort, they’ll do it.

It can also keep you from changing up the way you play easily. We want to allow some amount of freedom in changing up how you play a single character. If I’ve played my Wizard as a long-range glass cannon the entire game, and then get an amazing end-all item drop that makes me want to switch it up and go as more vitality-heavy battle style Wizard, I’d probably have to reroll. Whereas with our current systems it’s just a matter of building up an item base that supports it.

In addition to all that, it isn’t a system which is very user friendly. It’s somewhat difficult to explain to the player exactly how those systems work. Not too many people are going to go through the entire game not caring and just playing how they want to play, they want to know exactly how to raise the stats they want, and it would be difficult to display or show how you’re progressing outside of getting a point added. Then you’re wondering “how exactly did that point get there and what do I need to do to get another one?”

Not everyone is into strict min-maxing, but almost everyone wants to know how to make a powerful character.

I think keeping some systems nebulous and somewhat unexplained to the player is fine, but something such as stat points, a core progression and “power” system, it should be as straight forward as possible. Especially where fast paced action - not toiling over hidden math and requirements - is the game.

With auto-stats you lose a small amount of customization, true, but gain a lot of freedoms in adding more - and more interesting - customization through other means.

Worm Cans Initialized.

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Vicarious

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jajaja, nou weten we het wel over die stats. Stom voorstel trouwens van die pyramide.

Vicariously I live while the whole world dies


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Vicarious schreef op woensdag 07 januari 2009 @ 10:51:
jajaja, nou weten we het wel over die stats. Stom voorstel trouwens van die pyramide.
Tja een veel terugkomend iets waar nog steeds mensen over (zullen blijven) struikelen.
Het voorstel van die pyramide vind ik wel iets weg hebben van Oblivion/Gothic 3 achtig iets.
Maar zoals Bashiok al zegt lijkt het me niet zo lekker werken in een fast paced hack&slash game als Diablo :)

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Zelf stats toewijzen en zelf skills toewijzen = diablo.. maarja.. we zullen zien wat de toekomst brengt iig. Ik wacht er nog steeds prettig op :)

In de vorige delen werd er gespeculeerd dat je dit spel kon draaien op een P4 2.4 ghz met 512mb geheugen ~~.. Wat denken jullie dat het spel nodig zal hebben ( realistisch, want P4 2.5 ghz met 512mb = natuurlijk erg lol )

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Verwijderd

psychoclown schreef op woensdag 07 januari 2009 @ 11:06:
[...]

Tja een veel terugkomend iets waar nog steeds mensen over (zullen blijven) struikelen.
Het voorstel van die pyramide vind ik wel iets weg hebben van Oblivion/Gothic 3 achtig iets.
Maar zoals Bashiok al zegt lijkt het me niet zo lekker werken in een fast paced hack&slash game als Diablo :)
Doet mij vooral denken aan dungeon siege's class progressie. Afhankelijk van de wapen/spel die je gebruikte levelde je een bepaalde class.

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SpoTs schreef op woensdag 07 januari 2009 @ 13:59:
Zelf stats toewijzen en zelf skills toewijzen = diablo.. maarja.. we zullen zien wat de toekomst brengt iig. Ik wacht er nog steeds prettig op :)

In de vorige delen werd er gespeculeerd dat je dit spel kon draaien op een P4 2.4 ghz met 512mb geheugen ~~.. Wat denken jullie dat het spel nodig zal hebben ( realistisch, want P4 2.5 ghz met 512mb = natuurlijk erg lol )
Hoe kan daar nu al over gespeculeerd worden? :D
Blizzard staat bekend om normale systeemeisen, dus je hoeft niet bang te zijn dat je een high end systeem nodig hebt. Dat is alles wat uit de historie van Blizzard gehaald kan worden :)

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  • MLM
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MLM

aka Zolo

Ik vind het nieuwe stat-systeem wel wat hebben. Zo kan je prima een class beginnen zonder dat je gear hebt (in D2 begin je meestal een specifiek character nadat je een verzameling ubergear voor dat character had), en naarmate je spullen vind kan je je character aanpassen zonder dat je moet rerollen.

Er is namelijk niets wat definitief is, statpoints zijn altijd hetzelfde, en gear kan je wisselen (en imbued spells ook). Hoef je in elk geval niet opnieuw te levellen.

Als je graag opnieuw levelt elke keer, dan heb je vast hardcore nog (ik neem aan dat ze dat niet schrappen, dat zou ik wel jammer vinden)

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Verwijderd schreef op woensdag 07 januari 2009 @ 15:06:
[...]


Doet mij vooral denken aan dungeon siege's class progressie. Afhankelijk van de wapen/spel die je gebruikte levelde je een bepaalde class.
Ja bij Gothic 3 ook als ik het goed onthouden heb maar je hebt gelijk over het algemeen een verkeerde vergelijking gemaakt :) (Zeker dizzy van het leren voor het tentamen van vanmiddag :P)
MLM schreef op woensdag 07 januari 2009 @ 16:10:
Ik vind het nieuwe stat-systeem wel wat hebben. Zo kan je prima een class beginnen zonder dat je gear hebt (in D2 begin je meestal een specifiek character nadat je een verzameling ubergear voor dat character had), en naarmate je spullen vind kan je je character aanpassen zonder dat je moet rerollen.

Er is namelijk niets wat definitief is, statpoints zijn altijd hetzelfde, en gear kan je wisselen (en imbued spells ook). Hoef je in elk geval niet opnieuw te levellen.

Als je graag opnieuw levelt elke keer, dan heb je vast hardcore nog (ik neem aan dat ze dat niet schrappen, dat zou ik wel jammer vinden)
Yep opzich een voordeel plus je kunt het ook niet meer fout doen maar als je het veel speelt dan kan je begrijpen dat het zo twinken van een char met de beste stat point verdeling uitdagend kan zijn.
Neem D2 bijv, een hammerdin met 100 hard points in str en 100 in dex met low high-end gear zal nooit zoveel health halen als eentje met maar 50 hard points in str en 50 in dex met low high-end, niet te spreken van iemand met close to perfect/perfect gear rondloopt. Daar gaat bijv. het juist om bij pvp in D2, all bout zoveel mogelijk dmg/health/fhr/fcr etc

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Pheno79 schreef op woensdag 07 januari 2009 @ 15:10:
[...]

Hoe kan daar nu al over gespeculeerd worden? :D
Blizzard staat bekend om normale systeemeisen, dus je hoeft niet bang te zijn dat je een high end systeem nodig hebt. Dat is alles wat uit de historie van Blizzard gehaald kan worden :)
Ik vind het er grafisch zeer matig uitzien, dus ik verwacht ook geen enorm hoge specs... Wat vinden jullie? Het ziet er nu al niet spectaculair uit en Blizzard kennende duurt het nog wel even voordat het uit is. Ok ok vooral bij Diablo draait het om gameplay, maar toch...

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Edmin

Crew Council

get on my horse!

Ik vind het zeker mooi om te zien. Dit type spel (isometrisch 3d) leent zich nou eenmaal niet voor hoge systeemeisen.

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SjorsVN schreef op woensdag 07 januari 2009 @ 23:09:
[...]


Ik vind het er grafisch zeer matig uitzien, dus ik verwacht ook geen enorm hoge specs... Wat vinden jullie? Het ziet er nu al niet spectaculair uit en Blizzard kennende duurt het nog wel even voordat het uit is. Ok ok vooral bij Diablo draait het om gameplay, maar toch...
Ik denk wel dat je blij zal worden als je tegen super grote gloeiende monsters aan het vechten bent terwijl je shader hard aan het werken is.
qua specs; ik denk dat je bak het wel druk gaat krijgen hoor met al die vijanden (+ragdoll effect+spells enz).
maar idd geen crysis taferelen. Waar ik ook wel blij om ben, dat wil zeggen dat mn 4850 tenminste nog even mee kan en dat ik niet weer mn rekening moet plunderen!!!
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